Book

Classes

ClassDescription
Fist of the Forest Monk who lives like an animal of the forest.
Forest Reeve Defender of the wilderness.
Holt Warden Pious defender of the forest who gains a spritual connection to it.
Mythic Exemplar Mythic exemplars attempt to emulate an ancient hero.
Ordained Champion Zealous devotee of Hextor.
Paragnostic Apostle Spellcasters devoted to the acquisition of knowledge that gain power from what they know.
Paragnostic Initiate Seekers of hidden knowledge that can empower the magic cast by their allies.
Sanctified One Holy warrior who is absolutely devoted to their faith.
Shadowspy Shadowspies are the covert arm of Pelor’s Shadow Guard and gain powers of darkness.
Shadowstriker The military arm of Pelor’s Shadow Guard, given special authority to carry out the church's will.
Squire of Legend Hero who makes her allies stronger.

Feats

General Feats Prerequisite Benefit
Battle Blessing Ability to cast paladin spells Cast paladin spells more quickly
Spontaneous Domains Ability to cast 3rd-level spells; access to two or more domains Leave your domain spell slots open to be filled at need
Swift Call Special mount class feature Call special mount as a swift action
Divine Feats Prerequisite Benefit
Retrieve Spell Any two divine feats, ability to turn or rebuke undead Spend turn/rebuke attempts to regain a previously cast spell
Spiritual Counter Any other divine feat, ability to turn or rebuke undead Spend turn/rebuke attempts to counterspell
Domain Feats Prerequisite Benefit
Air Devotion — Gain bonus to AC; ranged attacks have a 50% miss chance against you
Animal Devotion — Gain bonuses based on animal influence chosen
Chaos Devotion — Gain bonus on attack rolls or to AC (randomly determined) for 1 minute
Death Devotion — Cause one weapon to bestow negative levels
Destruction Devotion — Reduce enemy’s armor or natural armor bonus for 1 minute
Earth Devotion — Move freely through difficult terrain or create difficult terrain
Evil Devotion — Grant yourself and allies within 30 feet DR/good for 1 minute
Fire Devotion — Appear to be on fire, deal extra fire damage with melee attacks
Good Devotion — Grant yourself and allies within 30 feet DR/evil for 1 minute
Healing Devotion — Gain or grant fast healing for 1 minute
Knowledge Devotion — Gain bonuses on attack rolls and damage rolls against specific creature types based on your knowledge of them
Law Devotion — Gain bonus on attack rolls or to AC until your next action
Luck Devotion — Improve damage roll to average result
Magic Devotion — Make a ranged touch attack that deals 1d6 damage/two character levels
Plant Devotion — Gain +2 bonus to natural armor and fortification effect based on character level
Protection Devotion — Create 30-ft.-radius protective aura centered on yourself
Strength Devotion — Gain adamantine slam attack and the ability to overcome hardness with melee attacks
Sun Devotion — Cause your melee weapon to glow and deal extra sacred/profane damage
Travel Devotion — Move your speed as a swift action
Trickery Devotion — Create a simulacrum of yourself that can perform certain actions based on your level
War Devotion — Improve your ability to fight defensively
Water Devotion — Summon a water elemental with HD based on your character level

Spells

ADEPT SPELLS

2nd Level

Bewildering Substitution: Seemingly swap one ally with one enemy.

Bewildering Visions: Subject is sickened or nauseated.

Interfaith Blessing: Subjects gain combat benefits based on their individual deities.

5th Level

Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.

BARD SPELLS

3rd Level

Moral Facade: Divination spells give a false alignment reading.

BLACKGUARD SPELLS

2nd Level

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.

Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack.

Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.

Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.

3rd Level

Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.

War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed.

4th Level

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.

Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves.

Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fly speed.

CLERIC SPELLS

0 Level

Summon Holy Symbol: Wooden holy symbol appears in your hand.

1st Level

Impede: Subject is locked in place and takes a –1 penalty on melee attack rolls and a –2 penalty on Reflex saves.

2nd Level

Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.

Bewildering Substitution: Seemingly swap one ally with one enemy.

Bewildering Visions: Subject is sickened or nauseated.

Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed.

Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy.

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.

Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack.

Interfaith Blessing: Subjects gain combat benefits based on their individual deities.

Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check.

Lore of the Gods: Gain a +5 insight bonus on Knowledge checks; make one check with an untrained Knowledge skill or retry a failed Knowledge check.

Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.

Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed.

Substitute Domain: Temporarily swap one domain for another your deity offers.

Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.

3rd Level

Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does.

Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.

Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen.

Light of Wisdom: Your effective turning level increases by 1/three caster levels for the purpose of determining affected undead and destruction potential.

Subdue Aura: Subject’s aura weakens as if it had 1 HD/two caster levels fewer than it actually does.

4th Level

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.

Confound: Gain a +2 circumstance bonus on attack rolls against subject and impose a –2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies.

Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft.-radius antimagic ? eld.

Light of Purity: Your turning damage increases by 1d6/four divine caster levels (maximum +5d6) on your next successful turning check.

Moral Façade: Divination spells give a false alignment reading.

Profane Item: Target object deals 1d4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or flee for 1d4 minutes.

Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to the next undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes.

Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.

Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check.

5th Level

Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.

Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves.

Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each.

Divine Retribution: Any creature that harms you takes 1d6/caster level (max. 15d6) points of damage (half energy and half divine) and 1d4 points of ability damage based on the deity selected.

Door of Decay: Move instantly from one willing or controlled undead to another.

Healing Circle: Allies can tap healing energy pool for cure spells.

Mark of Sin: Subject takes a –10 circumstance penalty on Diplomacy checks to change others’ attitudes and a –4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile.

Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls.

6th Level

Light of Courage: Each undead creature targeted by your turning check takes 1d8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not.

Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command.

Weight of Sin: Subject takes damage according to its degree of alignment difference from your own and suffers a secondary spell effect if its alignment opposes yours; repeated use increases severity of secondary effects.

7th Level

Ravenous Darkness: Touched object sheds darkness; living creatures nearby take 1d6/round negative energy damage while undead gain fast healing 1.

Rejuvenating Light: Touched object sheds light; undead nearby take 1d6/round positive energy damage while living creatures gain fast healing 1.

DRUID SPELLS

2nd Level

Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed.

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.

Interfaith Blessing: Subjects gain combat benefits based on their individual deities.

Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.

Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed.

3rd Level

Forest Eyes: See through a distant plant.

Forest Voice: Converse with a creature through a distant plant.

4th Level

Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment.

5th Level

Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves.

Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.

6th Level

Wooden Blight: Subject turns to wood and takes 1d4/round Dex damage, becoming a wooden statue at 0 Dex.

8th Level

Forest Child: Create a wooden duplicate of yourself.

PALADIN SPELLS

1st Level

Summon Holy Symbol: Wooden holy symbol appears in your hand.

2nd Level

Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.

Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy.

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.

Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.

Touch of Restoration: Use part of your lay on hands ability to cure 1 point of ability damage.

Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.

3rd Level

Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.

War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed.

4th Level

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.

Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does.

Moral Façade: Divination spells give a false alignment reading.

Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fly speed.

Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes.

Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.

Subdue Aura: Subject’s aura weakens as if it had 1 HD/two caster levels fewer than it actually does.

RANGER SPELLS

2nd Level

Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.

SHUGENJA SPELLS

2nd Level

Bewildering Substitution: Seemingly swap one ally with one enemy.

Bewildering Visions: Subject is sickened or nauseated.

Interfaith Blessing: Subjects gain combat benefits based on their individual deities.

5th Level

Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.