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Proselyte

Level Advancement: Proselyte
Level B.A. Fort Ref Will Special Abilities Spells Per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 aura, orisons, domain 3 -- -- -- -- -- -- -- --
2nd +1 +3 +3 +3 -- 4 -- -- -- -- -- -- -- --
3rd +2 +3 +3 +3 favored gift 5 -- -- -- -- -- -- -- --
4th +3 +4 +4 +4 -- 6 3 -- -- -- -- -- -- --
5th +3 +4 +4 +4 favored gift 6 4 -- -- -- -- -- -- --
6th +4 +5 +5 +5 -- 6 5 3 -- -- -- -- -- --
7th +5 +5 +5 +5 favored gift 6 6 4 -- -- -- -- -- --
8th +6/+1 +6 +6 +6 -- 6 6 5 3 -- -- -- -- --
9th +6/+1 +6 +6 +6 favored gift 6 6 6 4 -- -- -- -- --
10th +7/+2 +7 +7 +7 -- 6 6 6 5 3 -- -- -- --
11th +8/+3 +7 +7 +7 advanced gifts, favored gift 6 6 6 6 4 -- -- -- --
12th +9/+4 +8 +8 +8 -- 6 6 6 6 5 3 -- -- --
13th +9/+4 +8 +8 +8 favored gift 6 6 6 6 6 4 -- -- --
14th +10/+4 +9 +9 +9 -- 6 6 6 6 6 5 3 -- --
15th +11/+6/+1 +9 +9 +5 favored gift 6 6 6 6 6 6 4 -- --
16th +12/+7/+2 +10 +10 +10 -- 6 6 6 6 6 6 5 3 --
17th +12/+7/+2 +10 +10 +10 favored gift 6 6 6 6 6 6 6 4 --
18th +13/+8/+3 +11 +11 +11 -- 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +11 +11 favored gift 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +12 +12 ascendance 6 6 6 6 6 6 6 6 6
The proselyte is a devotee of a higher power, much like a cleric, but markedly different.
Alignment: A proselyte's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis (see Pathfinder Core Rulebook, Additional Rules).

Hit Die: d8.

Class Skills
The proselyte's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

Class Features

The following are class features of the proselyte.

Weapon and Armor Proficiency: The proselyte is proficient in the use of all simple weapons, light and medium armors, and all shields (except tower shields). Proselytes are also proficient with the favored weapon of their deity.

Aura (Ex): A proselyte of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Orisons: Proeselytes can prepare a number of orisons, or 0-level spells, each day, as noted in the Level Advancement: Proselyte table. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Proselyte Spells Known
Level  0  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 -- -- -- -- -- -- -- --
2nd 5 3 -- -- -- -- -- -- -- --
3rd 5 3 -- -- -- -- -- -- -- --
4th 6 3 1 -- -- -- -- -- -- --
5th 6 4 2 -- -- -- -- -- -- --
6th 7 4 2 1 -- -- -- -- -- --
7th 7 5 3 2 -- -- -- -- -- --
8th 8 5 3 2 1 -- -- -- -- --
9th 8 5 4 3 2 -- -- -- -- --
10th 9 5 4 3 2 1 -- -- -- --
11th 9 5 5 4 3 2 -- -- -- --
12th 9 5 5 4 3 2 1 -- -- --
13th 9 5 5 4 4 3 2 -- -- --
14th 9 5 5 4 4 3 2 1 -- --
15th 9 5 5 4 4 4 3 2 -- --
16th 9 5 5 4 4 4 3 2 1 --
17th 9 5 5 4 4 4 3 3 2 --
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Spells: A proselyte casts divine spells spontaneously from her list of spells known. A proselyte can cast any spell she knows without preparing it ahead of time.

To cast a spell, a proselyte must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a proselyte's spell is 10 + the spell's level + the proselyte's Charisma modifier.

Like other spellcasters, a proselyte can only cast a certain number of spells per day. Her base daily spell allotment is shown in the Level Advancement: Proselyte table. In addition to her base spells per day, a proselyte gains bonus spells per day for a high Charisma.

A proselyte's selection of spells that she can cast is limited. A proselyte begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new proselyte level, she gains one or more new spells, as indicated on Table Proselyte Spells Known. Unlike spells per day, the number of spells known is fixed; the proselyte does not gain bonus spells known for a high Charisma.

Upon reaching 4th level, and at every even numbered level thereafter, a proselyte can choose to learn a new spell in place of one she already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the proselyte can cast. A proselyte may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known.

A proselyte need not prepare her spells in advance. She can cast any spells she knows at any time, assuming she has not yet used up her spells per day for that level.

Domain: A proselyte chooses a domain from among those belonging to her deity. A proselyte can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. The proselyte gains the powers of her chosen domain and adds that domain's spells to her list of spells known.

Favored Gift: As a proselyte gains experience, she is granted a number of gifts from her deity. The proselyte can select one gift at 3rd level and an additional gift at each odd-numbered proselyte level thereafter. Unless otherwise noted in the gift's description, the proselyte cannot select a gift more than once.

Aura of Courage (Su): The proselyte becomes immune to fear (magical or otherwise). Each ally within 20 feet of her gains a +4 morale bonus on saving throws against fear effects. The proselyte must have the aura of faith gift to select this gift.

Aura of Faith (Su): The proselyte and any allies within 20 feet gain the ability to overcome reduction as though they had a subtype that corresponds to the proselyte's alignment (Lawful, Good, Chaotic, or Evil). The proselyte can select this gift up to two times, each time applying to a different axis of her alignment.

Bonus Domain: The proselyte chooses a second domain from among those belonging to her deity (see Domain, above). The proselyte must be at least 5th level to select this ability.

Bonus Feat: The proselyte can select any feat for which she qualifies.

Energy Resistance (Ex): The proselyte chooses an energy type: acid, cold, electricity, fire, or sonic. The proselyte gains resistance 10 against that energy type. The proselyte can select this gift up to five times; each time applies to a new type of energy.

Favored Weapon Focus: The proselyte gains the Weapon Focus feat with her deity's favored weapon.

Favored Weapon Sepcialization: The proselyte gains the Weapon Specialization feat with her deity's favored weapon. The proselyte must be at least 5th level and have the Weapon Focus feat with her deity's favored weapon.

Advanced Gifts: At 11th level the proselyte's list of available gifts expands to include the following advanced gifts. Unless otherwise noted in the gift's description, the proselyte cannot select a gift more than once.

Divine Skin (Ex): If the proselyte is Lawful or Good aligned, she gains DR 10/silver. If the proselyte is Chaotic or Evil aligned, she gains DR 10/cold iron. If the proselyte is neutral, she must choose either DR 10/silver or DR 10/cold iron.

Divine Grace (Su): The proselyte may add her Charisma bonus (if any) to all saving throws.

Divine Magic (Ex): The proselyte may select any metamagic feat as a bonus feat.

Gift of Flight (Ex): The proselyte grows wings and gains a fly speed of 60 feet. Fly becomes a class skill for the proselyte.

Speak in Tongues (Ex): The proselyte can speak and understand any living creature.

Ascendance: At 20th level, a proselyte becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the proselyte's creature type was) for the purpose of spells and magical effects. Additionally, any resistances and damage reduction the proselyte possesses from favored gifts increase by 5. Unlike other outsiders, the proselyte can still be brought back from the dead as if she were a member of her previous creature type.
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