CHAPTER 1:CHARACTERS,SKILLS & FEATSSpells: Ability to cast 5th-level divine spells.Special: Must have a patron deity.Class SkillsThe high proselytizer's class skills (and the key ability foreach skill) are Concentration (Con), Craft (Int), Diplomacy(Cha), Heal (Wis), Knowledge (arcana) (Int),Knowledge (religion) (Int), Profession (Wis), Scry (Int),Sense Motive (Wis), and Spellcraft (Int). See Chapter 4:Skills in the Player's <strong>Handbook</strong> for skill descriptions.Skill Points at Each <strong>Level</strong>: 2 + Int modifier.Class FeaturesThe following are class features of the high proselytizerprestige class.Weapon and Armor Proficiency: High proselytizersare proficient with all simple weapons, all armor,and all shields.Spells per Day: At every other high proselytizer level,the character gains new spells per day as if she had alsogained a level in a divine spellcasting class to which shebelonged before adding the prestige class level. If alreadyan epic spellcaster, the character gains only the benefitnoted under the Spells entry for that epic class. She doesnot, however, gain any other benefit a character of thatclass would have gained (such as an improved chance ofturning undead). If the character had more than onedivine spellcasting class before becoming a high proselytizer,the player must decide to which class to add eachhigh proselytizer level for the purpose of determiningspells per day.Proselytize (Sp): At 1st level, the high proselytizer gainsthe ability to preach the word of her deity to large crowdswith great effect. She may speak in such a manner onceper day, plus one additional time per day per ten classlevels thereafter (11th, 21st, 31st, and so on).Proselytize has three effects. First, any time the highproselytizer is speaking in this manner, she is treated asthough affected by a sanctuary spell. Second, her voicecan be heard clearly by anyone within a radius of 100feet plus 50 feet per class level, regardless of backgroundnoise, and her speech can be understood asthough the audience were affected by a comprehend languagesspell. Finally, everyone in the range of the highproselytizer's voice immediately has a chance ofbecoming enraptured:Type of ListenerFollowers of the same deityOthers of the same alignmentAll othersEffectAutomatic if 10 or fewer HD,otherwise Will save (DC 20 +1/2 high proselytizer's classlevel + Wis modifier)Automatic if 5 or fewer HD,otherwise Will save (as above)Will save (as above)Enraptured audience members act as though affectedby a symbol of persuasion (see the symbol spell), changingalignment as appropriate and otherwise functioningaccording to the charm person spell. The high proselytizercan inspire the crowd to take any of a number of actionsdepending on her alignment. She might urge an army tofight with courage or convince an urban crowd to dogood deeds in the streets of the city. In the case of achaotic or evil high proselytizer, she might incite a mobto wreak havoc and vandalize the city or seek out andpunish nonbelievers. Any suicidal suggestion grantsaudience members a new saving throw to break the rapture'with the exception of low-level followers of thesame deity, who never got a save in the first place). Thisrapture lasts for 10 minutes plus an additional 5 minutesper high proselytizer level.At 3rd level, the high proselytizer’s proselytize ability includesdeific touch once per day, plus one additional time per day per tenlevels thereafter (13th, 23rd, 33rd, and so on). During her speech,she can move among the enraptured, shaking hands, caressingbrows, and otherwise making contact with audience members.Anyone so touched is healed of 1d4 points of damage and curedof any natural disease or poison. Up to six individuals per roundcan be so affected. An audience member can benefit from deifictouch only once per proselytize session. The high proselytizer canuse deific touch as long as her proselytize ability lasts.At 5th level, the proselytize ability includes deific wordonce per day, plus one additional time per day per tenlevels thereafter (15th, 25th, 35th, and so on). The wordsspoken by the high proselytizer can, if she chooses, functionas a triple-strength sound burst spell (3d8 points ofsonic damage and a Will save to avoid being stunned for3 rounds) to all who are not enraptured, as the spell castby a 20th-level cleric. The deific word can occur at anypoint during her proselytize speech.At 7th level, the proselytize ability includes deific face onceper day, plus one additional time per day per ten levelsthereafter (17th, 27th, 37th, and so on). When the highproselytizer speaks, she can cause a blinding burst toshine from her face. Deific face functions against all in theaudience who are not enraptured as the sunburst spell castby a 20th-level cleric. The deific face can occur at any pointduring her speech.At 9th level, the proselytize ability includes deific aura onceper day, plus one additional time per day per ten levelsthereafter (19th, 29th, 39th, and so on). When the highproselytizer speaks, she can cause a rolling wave of deificpower to spring from her body that functions as either ablasphemy, dictum, holy word, or word of chaos spell (as appropriatefor her alignment), affecting only those in theaudience who have resisted becoming enraptured. Deificaura otherwise functions as the relevant spell cast by a20th-level cleric. The deific aura can occur at any pointduring her speech.Heal (Sp): At 2nd level, the high proselytizer can useheal on herself or another creature once per day, plus oneadditional time per day per four levels thereafter (6th,10th, 14th, and so on).Bonus Feats: The high proselytizer gets a bonus featat 4th level and an additional bonus feat every four32
levels thereafter (8th, 12th, 16th, and so on). Thesebonus feats must be chosen from the following list:Armor Skin, Automatic Quicken Spell, AutomaticSilent Spell, Automatic Still Spell, Bonus Domain,Enhance Spell, <strong>Epic</strong> Reputation, <strong>Epic</strong> Spell Focus,<strong>Epic</strong> Spell Penetration, <strong>Epic</strong> Spellcasting, <strong>Epic</strong>Will, Extended Life Span, Great Charisma, GreatWisdom, Ignore Material Components, ImprovedAlignment-Based Casting, Improved Combat Casting,Improved Heighten Spell, Improved Metamagic,Improved Spell Capacity, Intensify Spell, LegendaryCommander, Multispell, Negative Energy Burst, PermanentEmanation, Planar Turning, Polyglot, PositiveEnergy Aura, Spectral Strike, Spell Stowaway, SpellOpportunity, Spontaneous Domain Access, SpontaneousSpell, Tenacious Magic, Undead Mastery, Zoneof Animation.TABLE 1–29: THE HIGH PROSELYTIZERHighProselytizer<strong>Level</strong> Special Spells per Day1st Proselytize 1/day2nd Heal 1/day +1 level of divinespellcasting class3rd Proselytize (deific touch) 1/day4th Bonus feat +1 level of divinespellcasting class5th Proselytize (deific word) 1/day6th Heal 2/day +1 level of divinespellcasting class7th Proselytize (deific face) 1/day8th Bonus feat +1 level of divinespellcasting class9th Proselytize (deific aura) 1/day10th Heal 3/day +1 level of divinespellcasting classLEGENDARY DREADNOUGHTThe legendary dreadnought is the ultimate foot soldier, anabsolute force of destruction, a total warrior who excels atsheer combat prowess. While some rely on cunning andreflexes in a fight, and others uphold a code of honor orengage in combat from horseback, the legendary dreadnoughtsimply wades into battle, completely bent onrelentless, steady destruction. When the tide of combatflows against him, he stands like a rock. It is the legendarydreadnought who has the might to breach the seeminglyunbreachable gates.Fighters, rangers, and barbarians most often seek tobecome legendary dreadnoughts, as do ex-paladins andblackguards. Clerics, paladins, and monks may occasionallychange their focus and become legendary dreadnoughts,but druids, rogues, sorcerers, and wizardsseldom do.Legendary dreadnoughts may function as bruteforce in an adventuring group, but small groups ofthem make up the most devastating combat units in anarmy. On occasion, a legendary dreadnought mightserve as a champion for a prominent ruler or noble,acting as a strong-arm or engaging in staged combatstor money.Hit Die: d12.RequirementsTo qualify to become a legendary dreadnought, a charactermust fulfill all the following criteria.Base Attack Bonus: +23.Skills: Intimidate 15 ranks.Feats: Combat Reflexes, Great Cleave, Improved BullRush, Improved Critical.Class SkillsThe legendary dreadnought's class skills (and the keyability for each skill) are Climb (Str), Craft (Int), Intimidate(Cha), Jump (Str), and Swim (Str). See Chapter 4:Skills in the Player's <strong>Handbook</strong> for skill descriptions.Skill Points at Each <strong>Level</strong>: 2 + Int modifier.Class FeaturesThe following are class features of the legendary dreadnoughtprestige class.Weapon and Armor Proficiency: A legendary dreadnoughtis proficient with all simple and martial weapons,all armor, and all shields.Unstoppable (Ex): At 1st level, the legendary dreadnoughtcan concentrate his power, turning himself intoan unstoppable force once per day, plus one additionaltime per day every five levels thereafter (6th, 11th, 16th,and so on). This ability grants the character a +20 bonuson his Strength check to break or burst a door or item(see Breaking Open Doors in Chapter 4: Skills and BreakingItems in Chapter 8: Combat in the Player's <strong>Handbook</strong>).As a special use of this ability, the legendary dreadnoughtcan attempt to break a wall of force (Strength DC 32, andthe character applies his unstoppable bonus to this checkas well). Alternatively, the legendary dreadnought canapply the +20 bonus to a single attack roll.Unmovable (Ex): At 2nd level, the legendary dreadnoughtcan concentrate his power, making himselfunmovable once per day, plus one additional time per dayevery five levels thereafter (7th, 12th, 17th, and so on).This power grants the character a +20 bonus on any oneof the following:• A grapple check made to avoid being grabbed with theimproved grab ability.• A Strength check to avoid the effects of a bull rush, tripattempt, or similar effect.• A Strength check against any effect that would movethe character either physically or magically.• Any one saving throw.If an effect that would move the character either physicallyor magically does not normally allow a savingthrow, the legendary dreadnought can use this ability togain a Will saving throw. He still gains the +20 bonus onthe saving throw in such a case.CHAPTER 1:CHARACTERS,SKILLS & FEATS33
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318Indexability increases 6abominat