Prestige Classes


Among spellcasters of all kinds, some are so devoted to the cause of good that they sacrifice some of their spellcasting ability in order to grow closer to the ideal of goodness they revere. These are wonderworkers, practitioners of arcane or divine magic (or even psionics) whose righteousness and purity sets them apart from others—even from other good clerics.

Like the sword of righteousness prestige class, the wonderworker class allows a spellcasting or psionic character to gain more exalted feats at the cost of a slightly slower spell progression. Bards, clerics, druids, sorcerers, wizards, psions, and psychic warriors can all adopt this class, while more martially oriented characters generally choose the sword of righteousness class to accomplish the same goal.

No organization unites wonderworkers, though they are often found operating in the churches of good deities, good-aligned guilds or colleges, and other existing organizations devoted to virtuous causes.

Hit Die: d6.


To qualify to become a wonderworker, a character must fulfill all of the following criteria.

Alignment: Any good.

Base Save Bonus: Will +5.

Feats: One exalted feat, plus either Favored of the Companions, Knight of Stars, or Servant of the Heavens.

Spells: Able to cast 3rd-level arcane or divine spells, or to manifest 3rd-level psionic powers.

Class Skills

The wonderworker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, nature, religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.

Table: The Wonderworker

Level Base
Attack Bonus
Special Bonus Spells per Day
Arcane Divine
1st +0 +0 +0 +2 Bonus exalted feat 1 2
2nd +1 +0 +0 +3 Bonus exalted feat 2 3
3rd +1 +1 +1 +3 Bonus exalted feat 1 2
Class Features

All of the following are class features of the wonderworker prestige class.

Weapon and Armor Proficiency: Wonderworkers gain no proficiency with any weapon or armor.

Bonus Exalted Feat: At every level, a wonderworker gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.

Bonus Spells per Day: For each level of wonderworker that a spellcasting character attains, he gains bonus spells to the number of spells per day he normally casts. These bonus spells can be added to whatever levels of spells the wonderworker can currently cast, but no more than one can be added to the character’s highest current spell level. Arcane spellcasters (bards, sorcerers, and wizards) receive fewer bonus spells than divine spellcasters (clerics and druids), as shown on the table above.

For example, a 9th-level cleric who takes a single level in wonderworker can give himself one bonus 5th-level spell (his highest as a 9th-level cleric), and one bonus spell in one other level, 0 through 4th. A 9th-level wizard who takes a level in wonderworker gains only one bonus spell, which she can give herself in any level, 0 through 5th.

A psion who adopts the wonderworker class receives bonus power points/day equal to one-half of the sum of his psion level and his wonderworker level. A psychic warrior/wonderworker receives bonus power points/day equal to one-third of the sum of her psychic warrior level and her wonderworker level. If a wonderworker has two spellcasting or psionic classes already, he must give the bonus spell or power points to a class in which he can cast at least 3rd-level spells or manifest at least 3rd-level powers. If more than one class meets that requirement, he must choose which previous class gains the bonus. He cannot split bonus spells or power points between two different spellcasting or psionic classes. For example, a 5th-level cleric/5th-level wizard takes one level of wonderworker. He can either take 2 bonus cleric spells or 1 bonus wizard spell, but he cannot take 1 of each.

Once a wonderworker has chosen how to apply his bonus spells or power points, they cannot be shifted.