MSRD:Ecclesiarch (Class)

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This material is published under the OGL 1.0a.


ECCLESIARCH

The fastest path into this prestige class is from the Acolyte and Mystic advanced classes, though other paths are possible.

Requirements

To qualify to become an Ecclesiarch, a character must fulfill the following criteria.

Skills: Spellcraft 10 ranks, Knowledge (theology and philosophy) 10 ranks, Concentration 8 ranks.

Special: Ability to cast divine spells, ability to turn a particular creature type.

Class Information

The following information pertains to the Ecclesiarch prestige class.

Hit Die: Ecclesiarches gain 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points: Ecclesiarches gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.

Class Skills

The Ecclesiarch’s class skills are as follows: Concentration (Con), Craft (chemical, electronic, visual art, writing) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, current events, history, popular culture, theology and philosophy), Listen (Wis), Perform (any), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Survival (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Intelligence modifier.

Table: The Ecclesiarch
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +0 +0 +2 Total spellcasting +1 +2
2nd +1 +0 +0 +3 Increased spells/day +1 +2
3rd +1 +1 +1 +3 Total turning +2 +2
4th +2 +1 +1 +4 Increased spells/day +2 +3
5th +2 +1 +1 +4 Innovative turning +3 +3

Class Features

The following features pertain to the Ecclesiarch prestige class.

Total Spellcasting

Count all character levels when determining the Ecclesiarch’s casting level for divine spells.

Increased Spells/Day

At 2nd level, the Ecclesiarch increases the base number of divine spells he may cast per day by one-half (round down). This increase occurs before modifications for high Wisdom or other alterations. At 4th level, the Ecclesiarch again increases the number of divine spells available per day, this time to a total of twice what he would normally have. As before, this increase happens prior to any modifications or alterations.

Total Turning

Count all character levels when determining the Ecclesiarch’s level for attempts to turn, rebuke, or command creatures.

Innovative Turning

When the Ecclesiarch gains 5th level, and every time he gains a character level above this, he may spend an action point to alter the creature type he can turn, rebuke, or command. One Ecclesiarch may choose to affect fey, while another may affect constructs, and a third may choose to affect dragons. The new creature type replaces that of the previous one, and all limitations to the previous power apply (if the character could not bolster the previous creature type, he cannot bolster the new creature type). Certain types of creatures have restrictions on how they may be affected. The types that may be affected are:

Aberrations Humans *
Animals Magical beasts**
Constructs Monstrous humanoids*
Dragons** Oozes
Elementals Outsiders**
Fey* Plants
Giants* Undead
Humanoids * Vermin

* This type of creature cannot be destroyed by turning, regardless of the success of the turning.
**This type of creature cannot be destroyed by turning, and cannot be commanded.




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