New Class: Exarch


Homebrew and House Rules


I had a lot of positive feedback on my Paladin archetype, the Angelic Vessel:

Angelic Vessel:
Angelic Vessel (Archetype)
An angelic vessel's devotion to her deity and cause has begun a divine transformation of her soul. An angelic vessel has the following class features.

Angelic Bond: At 5th level, an angelic vessel gains a cassisian angel familiar, with its natural form as that of a winged helmet, crown, mask, or other similar object best representing her deity. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the angelic vessel's character level in place of the wizard level.

This small celestial being is an extension of the angelic vessel's soul, made manifest by her devotion to her deity and moral code. As long as the familiar is within 30 feet and line of sight, this familiar can act as a living divine focus and holy symbol for her spellcasting if the angelic vessel so desires; i.e., channel positive energy may be centered on the familiar instead of the angelic vessel. Should her familiar die, a part of the angelic vessel dies with it, and the effects are devastating, immediately gaining 2 temporary negative levels as a result. These levels cannot be overcome in any way except upon completion of an atonement spell requiring no less than 30 days, thereby healing her soul and creating an identical familiar. If the angelic vessel grossly violates her code of conduct resulting in the loss of her class abilities, the familiar is forcefully ripped from her by her deity, with the same conditions listed above. There are no other costs or rituals required to regain the familiar other than completion of the atonement spell. Furthermore, the familiar gains the following special abilities beyond those granted by the standard familiar.

Shared defenses (Su): The familiar may be worn as a part of the angelic vessel's armor, assuming magic armor bonuses (but not shields) as a deflection bonus to its armor class, and allowing it to occupy the same space as the angelic vessel without penalty or hinderance. This ability only works while the familiar is in its natural form and within arm's reach.
Divine call (Sp): Once per day, an angelic vessel may magically don her familiar and armor as the spell Swift Girding, targeting only the caster and one suit of armor that includes her familiar.
Deliver lay on hands (Su): The angelic vessel may deliver a lay on hands through her familiar instead, as long as the familiar is within 30 feet and line of sight.
This ability replaces Deliver touch spells.
Shared vision (Su): At 7th level, while the familiar is worn as a part of the angelic vessel's armor, the angelic vessel gains the benefits of her familiar's senses. She gains darkvision 60 ft., low-light vision, and a +4 competence bonus to perception checks.
This ability replaces Speak with animals of its kind.
Shared flight (Su): At 13th level, while the familiar is worn as a part of the angelic vessel's armor, she sprouts a pair of angelic wings from her back and gains a fly speed of 30 feet (20 feet in heavy armor) with average maneuverability. If the the angelic vessel already has a fly speed, it is instead increased by 10 feet (5 feet in heavy armor.)
This ability replaces Scry on familiar.
True flight (Su): At 17th level, while the familiar is worn as a part of the angelic vessel's armor, her flight speed increases to perfect maneuverability, the armor is treated as one category lighter for purposes of movement and other limitations, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
This ability replaces divine bond.

Right now I'd like to solicit some feedback on my new homebrew class, the Exarch. Consider this a pre-alpha build of this class. The exarch primarily focuses on their sphere of influence, a "zealous aura" that radiates 10' out (15' with a feat.) The exarch can perform an exhortation which affects all allies or enemies within the exarch's aura. Exhortations are small bonuses that can be increased in power by spending Indulgence coins, similar in power to a Bard's Inspired Courage or Inspiration. Indulgence coins are like Grit and Panache.

The class borrows a few mechanics from Paladin, Bard, and Gunslinger/Swashbuckler, with some obvious flavor from the Pillars of Eternity game.

Exarch Avatars are typically Lawful Good and primarily focus on the redemption of the convicted.
Exarch Justicars are typically Lawful Neutral and focus on justice for the wronged.
Exarch Templars are typically Lawful Evil and focus on the interpretation of the law, and quick punishment for violations thereof.

I could really use suggestions for Exhortations at 9th through 17th level, or improvements on the Exhortations I already have. I'm on the fence when it comes to the Damage Reduction exhortations.

Without further ado:

Exarch

Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.

Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner.

Alignment: Any Lawful

Hit Die: d10

Class Skills

The exarch's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int) Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier.

1 Zealous Aura, Indulgence, Exhortation, Detect Truth (Zone of Truth)
2 Hand of Righteousness
3 Exhortation, Mantle of Courage (Immune to Fear)
4 Bonus Feat
5 Exhortation, Affirmation
6 Indulgence
7 Exhortation
8 Bonus Feat, Mantle of Conviction (Immune to Charm)
9 Exhortation
10 Affirmation
11 Exhortation
12 Bonus Feat, Indulgence
13 Exhortation
14 Mantle of Resilience (Immune to Poison)
15 Exhortation, Affirmation
16 Bonus Feat
17 Exhortation, Mantle of Resolve (Immune to Compulsion)
18 Indulgence
19 Exhortation
20 Affirmation, Bonus Feat, Exemplar

Class Features

Indulgence (Ex)
Because of their parting from traditional paladin roles, the Exarch's sometimes less-than-godly actions require penance in the form of indulgences. In game terms, indulgences is a fluctuating number of magical coins that imbue an exarch with temporary abilities. At the start of each day, an exarch gains a number of indulgence coins equal to her Charisma modifier (minimum 1). Her indulgence coins go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgence coins in the following ways.

Revive an ally: Each time an exarch heals herself or an ally to positive hit points from 0 or fewer, she gains 1 indulgence coin.

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Zealous Aura (Ex)
An exarch radiates an aura of powerful influence based on the deity's alignment (see detect evil for details.)

Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual. While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.) Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.

Hand of Righteousness (Su)
Beginning at second level, an apprentice exarch's path is solidified. If an exarch is Lawful Good, or, Lawful Neutral and worships a good deity, then her energy is positively charged and sacred for the purpose of abilities and effects, and gains the paladin ability of Lay on Hands. If an exarch is Lawful Evil, or, Lawful Neutral and worships an evil deity, then her energy is negatively charged and profane for the purpose of abilities and effects, and gains the antipaladin ability of Touch of Corruption. If an exarch is Lawful Neutral and worships a neutral deity, she must decide on one path only. Profane and sacred bonuses from multiple exhortations do not stack with each other.

Mantle of Courage (Su)
At 3rd level, an exarch is immune to fear (magic or otherwise.)

Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be combat or divine feats.

Exhortations (Su)
Exhortations come in many forms such as sacred chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as penalties to her enemies. When indulgence coins are paid, an exarch begins one or more exhortations as a part of the payment to expound their influence on any creature within the radius of their zealous aura, choosing to positively affect all allies or negatively affect all enemies. Exhortations last for 1 round plus a number of rounds equal to half the exarch's level, rounded down (minimum 1). This ability functions only while the exarch remains conscious, not if she is unconscious or dead. The DC to resist the affects of an exhortation is 10 + 1/2 the exarch's character level + their Charisma modifier. Creatures that start their turn inside the zealous aura and affected by an exhortation must make a new saving throw each round to avoid the affects.

Performing an exhortation requires a standard action that provokes attacks of opportunity. At 6th level, it no longer provokes attacks of opportunity. At 12th level the time to perform an exhortation is reduced to a move action. At 18th level the time to perform an exhortation is reduced to a swift action. Ending an exhortation is a free action.

At 1st level, and at every three levels thereafter, an exarch selects one exhortation from the list below. The same exhortation can not be selected more than once.

At 4th, 10th, and 16th level, an exarch may choose to learn a new exhortation in place of one she already knows.

At 1st level, the following exhortations become available:

Zealous Defense (+1 Sacred to AC)
Zealous Resistance (+1 Sacred to Saving Throws)
Zealous Strike (+1 Sacred to Dmg)
Zealous Charge (+1 Sacred to Hit)
Zealous Focus (+1 Sacred to Skills & Ability Checks)
Abjure the Unworthy (-1 Sacred Hit)
Deprive the Unworthy (-1 Sacred to saving throws)
Punish the Unworthy (-1 Sacred to AC)
Quell the Unworthy (-1 Sacred to Combat Maneuver Defense)
Apprentice's Armor (DR1 / Magic)

At 3rd level, the following exhortations become available:

Cleansing Fire (Fire Resist 5)
Enduring Cold (Cold Resist 5)
Resilient Acid (Acid Resist 5)
Reviving Electricity (Electricity Resist 5)

At 5th level, the following exhortations become available:

Rock Masters (DR1 / Bludgeoning)
Paper Tiger (DR1 / Slashing)
Scissors of Discord (DR1 / Piercing)
Revivification (Fast Healing 1)
Resounding Sonic (Sonic Resist 5)
Unerring Devotion (Negative Resist 5)
Unerring Conviction (Positive Resist 5)

At 7th level, the following exhortations become available:

Purify the Wicked (Aura of Fire Damage 1)
Sanitize the Mad (Aura of Cold Damage 1)
Mark the Betrayers (Aura of Acid Damage 1)
Punish the Sinners (Aura of Electricity Damage 1)

At 9th level, the following exhortations become available:

Silence the Heretics (Aura of Sonic Damage 1)

At 11th level, the following exhortations become available:

At 13th level, the following exhortations become available:

Lycanthropic Armor (DR1 / Silver)

At 15th level, the following exhortations become available:

At 17th level, the following exhortations become available:

Clockwork Armor (DR1 / Adamantine)

At 19th level, the following exhortations become available:

Infernal Protection (DR1 / Good)
Holy Protection (DR1 / Evil)
Chaotic Protection (DR1 / Law)
Lawful Protection (DR1 / Chaotic)

Affirmation (Ex)
Starting at 5th level, and every 5 levels thereafter, an Exarch may perform one additional Exhortation. In addition, the Exarch may spend 1 additional indulgence coin to increase the bonus or penalty of an Exhortation by 1.

Mantle of Conviction (Su)
At 8th level, an exarch is immune to charm spells and spell-like abilities.

Mantle of Resilience (Su)
At 14th level, an exarch is immune to poisons.

Mantle of Resolve (Su)
At 17th level, an exarch is immune to compulsion spells and spell-like abilities.

Exemplar (Ex)
At 20th level, an exarch picks two Exhortations that she has access to. So long as she has at least 1 Indulgence Coin, she can perform these Exhortations one category faster (e.g. a standard becomes a move, a swift becomes a free action, etc.)

Indulgience Feats

Aegis of Loyalty (Increase Zealous Aura 5 feet)
Extra Exhortation (Choose 1 additional exhortation)
Extra Indulgence (Gain 2 extra Indulgence Coins)
Lingering Chant (Exhortations last 50% longer, rounded down.)
Exuberant Exhortation (+2 bonus to Exhortation DC.)
Overtone Chanting (Perform two Exhortations simultaneously per round instead of just one.)
Practiced Exhortation (Reduce speed of a single Exhortation by one category. [Exarch Level 11])
Radiant Servant (Channel Energy 2d6/indulgence coin. [Exarch Level 3, Affirmation, Zealous Aura])

Code of Conduct

An exarch must be of lawful alignment and within one step of her deity.

Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of her deity, and the enforcement of such laws. When given the option, an exarch will choose her deity's laws above all others.

An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).

Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.


You should probably change the name to avoid confusion with the dwarven inquisitor archetype also called Exarch


Stupid Dwarf Inquisitor. :( Thanks, I'll try and find a new equally cool name.


The Sideromancer wrote:
You should probably change the name to avoid confusion with the dwarven inquisitor archetype also called Exarch

I was thinking Draenei leaders in World of Warcraft, myself. :)


Never played WoW.

The name comes from the Byzantines. The exarchs were often religious leaders that waged war for personal and political reasons. Seems like a perfect title for the type of character I was building. Makes sense that there's an inquisitor archetype called Exarch.

Still, Exarch is really only part of the name. You have to pick a path: Avatar, Justicar, or Templar.

I suppose it might be a little confusing, but not as confusing as Templar. There're two prestige classes and an archetype called Templar. :)


Any suggestions other than the name? I'll take it as a good sign that no one's pointed out any glaring problems with the mechanics.

I was worried about the Exhortations being too short early on and instead making the duration based off the Charisma modifier, but then it seemed too powerful at lower levels, and not powerful enough at later levels.


Affirmation is not supposed to increase the (X resist 5) effects by just 1, is it?


That was the idea, to a maximum of Resist 10 at 20th.


Quite a few changes. Changed some aura, added some new auras, changed the skills a bit. Could still use more aura ideas, balance suggestions, etc.

For clarification, the aura's number is multiplied by Affirmation. So at 1st level, everything is just as it's listed. At 5th level, you may multiply by 2 for 2 Indulgence coins. At 10th, 3 ... and so forth until 20th when you may multiply everything by up to 5 at the cost of 1 indulgence coin per multiplier.

For example, a 15th level Exarch with 8 indulgence coins could use his Strength of the Bull aura and spend 4 indulgence coins to give everyone within his aura +4 Strength for 12 rounds (he took the Lingering Chant feat), while simultaneously (through use of the Overtone Chanting feat) to force 4 enemies within his aura to make a saving throw at the beginning of their turns or be staggered.

Granted, he just blew through all his coins, but he would have likely gained 2 or 3 back during the course of combat (and could just have easily used them as he gained them, as well, giving his allies +2 to AC during the remained of the combat.)

The idea behind this class is to give very short, but powerful bonuses or hindrances. A Bard on steroids, but with very limited duration. So choose your auras carefully, and use them wisely.

Exarch

Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.

Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner.

Alignment: Any Lawful

Hit Die: d10

Class Skills

The exarch's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), (Int) Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier.

1 Zealous Aura, Indulgence, Exhortation, Detect Truth (Zone of Truth)
2 Hand of Righteousness
3 Exhortation, Mantle of Courage (Immune to Fear)
4 Bonus Feat
5 Exhortation, Affirmation
6 Indulgence
7 Exhortation
8 Bonus Feat, Mantle of Conviction (Immune to Charm)
9 Exhortation
10 Affirmation
11 Exhortation
12 Bonus Feat, Indulgence
13 Exhortation
14 Mantle of Resilience (Immune to Poison)
15 Exhortation, Affirmation
16 Bonus Feat
17 Exhortation, Mantle of Resolve (Immune to Compulsion)
18 Indulgence
19 Exhortation
20 Affirmation, Bonus Feat, Exemplar

Indulgence (Ex)
Because of their parting from traditional paladin roles, the Exarch's sometimes less-than-godly actions require penance in the form of indulgences. In game terms, indulgences is a fluctuating number of magical coins that imbue an exarch with temporary abilities. At the start of each day, an exarch gains a number of indulgence coins equal to her Charisma modifier (minimum 1). Her indulgence coins go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgence coins in the following ways.

Revive an ally: Each time an exarch heals herself or an ally to positive hit points from 0 or fewer, she gains 1 indulgence coin.

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Zealous Aura (Ex)
An exarch radiates an aura of powerful influence based on the deity's alignment (see detect evil for details.)

Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual. While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.) Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.

Hand of Righteousness (Su)
Beginning at second level, an apprentice exarch's path is solidified. If an exarch is Lawful Good, or, Lawful Neutral and worships a good deity, then her energy is positively charged and sacred for the purpose of abilities and effects, and gains the paladin ability of Lay on Hands. If an exarch is Lawful Evil, or, Lawful Neutral and worships an evil deity, then her energy is negatively charged and profane for the purpose of abilities and effects, and gains the antipaladin ability of Touch of Corruption. If an exarch is Lawful Neutral and worships a neutral deity, she must decide on one path only. Profane and sacred bonuses from multiple exhortations do not stack with each other.

Mantle of Courage (Su)
At 3rd level, an exarch is immune to fear (magic or otherwise.)

Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be combat or divine feats.

Exhortations (Su)
Exhortations come in many forms such as sacred chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as penalties to her enemies. When indulgence coins are paid, an exarch begins one or more exhortations as a part of the payment to expound their influence on any creature within the radius of their zealous aura, choosing to positively affect all allies or negatively affect all enemies. Exhortations last for 1 round plus a number of rounds equal to half the exarch's level, rounded down (minimum 1). This ability functions only while the exarch remains conscious, not if she is unconscious or dead. The DC to resist the affects of an exhortation is 10 + 1/2 the exarch's character level + their Charisma modifier. Creatures that start their turn inside the zealous aura and affected by an exhortation must make a new saving throw each round to avoid the affects.

Performing an exhortation requires a standard action that provokes attacks of opportunity. At 6th level, it no longer provokes attacks of opportunity. At 12th level the time to perform an exhortation is reduced to a move action. At 18th level the time to perform an exhortation is reduced to a swift action. Ending an exhortation is a free action.

At 1st level, and at every three levels thereafter, an exarch selects one exhortation from the list below. The same exhortation can not be selected more than once.

At 4th, 10th, and 16th level, an exarch may choose to learn a new exhortation in place of one she already knows.

At 1st level, the following exhortations become available:

01 Zealous Defense (+1 Sacred to AC)
01 Zealous Resistance (+1 Sacred to Saving Throws)
01 Zealous Strike (+1 Sacred to Dmg)
01 Zealous Charge (+1 Sacred to Hit)
01 Zealous Focus (+1 Sacred to Skills & Ability Checks)
01 Abjure the Unworthy (-1 Sacred Hit)
01 Deprive the Unworthy (-1 Sacred to saving throws)
01 Punish the Unworthy (-1 Sacred to AC)
01 Quell the Unworthy (-1 Sacred to Combat Maneuver Defense)
01 Apprentice's Armor (DR2 / Magic)

At 3rd level, the following exhortations become available:

03 Cleansing Fire (Fire Resist 5)
03 Enduring Cold (Cold Resist 5)
03 Resilient Acid (Acid Resist 5)
03 Reviving Electricity (Electricity Resist 5)
03 Feet of Flame (Base Speed +5)
03 Channel Energy (Channel 1d6)

At 5th level, the following exhortations become available:

05 Rock Masters (DR2 / Bludgeoning)
05 Paper Tiger (DR2 / Slashing)
05 Scissors of Discord (DR2 / Piercing)
05 Revivification (Fast Healing 1)
05 Resounding Sonic (Sonic Resist 5)
05 Unerring Devotion (Negative Resist 5)
05 Unerring Conviction (Positive Resist 5)
05 Sword of Truth (1 target receives an extra attack)

At 7th level, the following exhortations become available:

07 Purify the Wicked (Aura of Fire Damage 1)
07 Punish the Sinners (Aura of Cold Damage 1)
07 Mark the Betrayers (Aura of Acid Damage 1)
07 Sanitize the Mad (Aura of Electricity Damage 1)

At 9th level, the following exhortations become available:

09 Silence the Dissenters (Aura of Sonic Damage 1)
09 Cleanse the Heretics (Aura of Positive Energy 1)
09 Defile the Idolators (Aura of Negative Energy 1)
09 Armor of the Gods (10% Fortification)

At 11th level, the following exhortations become available:

11 Strength of the Bull (Strength +1)
11 Grace of the Cat (Dexterity +1)
11 Endurance of the Bear (Constitution +1)
11 Cunning of the Fox (Intelligence +1)
11 Wisdom of the Owl (Wisdom +1)
11 Splendor of the Eagle (Dexterity +1)
11 Power Compels You (1 target gains Protection From Evil)
11 We Are Legion (1 target gains Protection From Good)

At 13th level, the following exhortations become available:

13 Lycanthropic Armor (DR2 / Silver)
13 Visions of Dread (1 target is shaken)
13 Mirror of Souls (10% miss chance)

At 15th level, the following exhortations become available:

15 Web of Deceit (1 target is staggered)
15 Divine Intervention (1 target gains a teamwork feat)
15 Divine Retribution (1 target gains a betrayal feat)
15 Miraculous Resistance (Spell Resistance 5)

At 17th level, the following exhortations become available:

17 Clockwork Armor (DR2 / Adamantine)
17 Pure Faith (1 target is immune to fear)

At 19th level, the following exhortations become available:

19 Infernal Protection (DR2 / Good)
19 Holy Protection (DR2 / Evil)
19 Chaotic Protection (DR2 / Law)
19 Lawful Protection (DR2 / Chaotic)
19 Pure Wrath (1 target is feared)

Affirmation (Ex)
Starting at 5th level, and every 5 levels thereafter, an Exarch may perform one additional Exhortation. In addition, the Exarch may spend 1 additional indulgence coin to increase the bonus or penalty multiplier of an Exhortation by 1.

Mantle of Conviction (Su)
At 8th level, an exarch is immune to charm spells and spell-like abilities.

Mantle of Resilience (Su)
At 14th level, an exarch is immune to poisons.

Mantle of Resolve (Su)
At 17th level, an exarch is immune to compulsion spells and spell-like abilities.

Exemplar (Ex)
At 20th level, an exarch picks two Exhortations that she has access to. So long as she has at least 1 Indulgence Coin, she can perform these Exhortations one category faster (e.g. a standard becomes a move, a swift becomes a free action, etc.)

Indulgence Feats

Aegis of Loyalty (Increase Zealous Aura 5 feet)
Extra Exhortation (Choose 1 additional exhortation)
Extra Indulgence (Gain 2 extra Indulgence Coins)
Lingering Chant (Exhortations last 50% longer, rounded down.)
Exuberant Exhortation (+2 bonus to Exhortation DC.)
Overtone Chanting (Perform two Exhortations simultaneously per round instead of just one.)
Practiced Exhortation (Reduce speed of a single Exhortation by one category. [Exarch Level 11])

Code of Conduct

An exarch must be of lawful alignment and within one step of her deity.

Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of their deity, and the enforcement of such laws. When given the option, an exarch will choose their deity's laws above all others.

An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).

Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.

RPG Superstar Season 9 Top 16

I honestly recommend you use Google Drive or dropbox or something rather than use the forum. It also allows you to retain the rights to your work.


I didn't realize I was forfeiting copyright by posting here. I thought that was only for the RPG Allstars.

It's certainly not in their FAQ.


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LOTS of big changes this time around. Had some friends take a look. It's amazing what you miss when other people read it. For example, I completely forgot to include the Zealous Aura radius. :o Should've been 10'. Also forgot Armor & Weapon Proficiencies, which is important. :P

Lots more auras, Divine Feats, and some balancing.

Removed Lay on Hands and gave them Channel Energy at the cost of 2 indulgence coins.

I revamped the Exhortation mechanics. Performing an exhortation still requires a standard action that provokes attacks of opportunity. (at 6th level, it no longer provokes, 12th is a move action, 18th is a swift.) However, there's no limit to the number of ongoing Exhortations being performed. So at 3rd level, if you have a reasonable 4 coins (18 charisma), you could do an Exhortation on the first round, then do another one the following round. They last 2 rounds each. You could either toggle them a round apart and maintain at least one of the auras for a combined 8 rounds, or, you could have them overlap and gain the benefits of both auras for 6 rounds. If that's ALL you do, and don't actually fight. With Lingering Chant, they'd last 3 rounds each at 3rd level.

You'd blow through all your coins in one combat, though, but hopefully combat won't last longer than 6 to 9 rounds, and you'll get one or two coins back.

Revised Exarch:
Exarch

Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.

Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner.

Alignment: Any Lawful

Hit Die: d10

Class Skills

The exarch's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), (Int) Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier.

1 Zealous Aura, Indulgence, Exhortation, Detect Truth (Zone of Truth)
2 Redemption
3 Exhortation, Mantle of Courage (Immune to Fear)
4 Bonus Feat, Energy Conduit
5 Exhortation, Affirmation
6 Indulgence
7 Exhortation
8 Bonus Feat, Mantle of Conviction (Immune to Charm)
9 Exhortation
10 Affirmation
11 Exhortation
12 Bonus Feat, Indulgence
13 Exhortation
14 Mantle of Resilience (Immune to Poison)
15 Exhortation, Affirmation
16 Bonus Feat
17 Exhortation, Mantle of Resolve (Immune to Compulsion)
18 Indulgence
19 Exhortation
20 Affirmation, Bonus Feat, Exemplar

Weapon and Armor Proficiency
Exarchs are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Indulgence (Ex)
Because of their parting from traditional paladin roles, the Exarch's sometimes less-than-godly actions require penance in the form of indulgences. In game terms, indulgences is a fluctuating number of magical coins that imbue an exarch with temporary abilities. At the start of each day, an exarch gains a number of indulgence coins equal to her Charisma modifier (minimum 1). Her indulgence coins go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgence coins in the following ways. Indulgence coins can not be lost, stolen, traded, or spent as money.

Revive an ally: Each time an exarch heals herself or an ally to positive hit points from 0 or fewer, she gains 1 indulgence coin.

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Zealous Aura (Ex)
An exarch radiates an aura of powerful influence in a 10' radius based on the deity's alignment (see detect evil for details.)

Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual. While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.) Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.

Redemption (Su)
At 2nd level, if an exarch has at least 1 indulgence coin, she gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Mantle of Courage (Su)
At 3rd level, an exarch is immune to fear (magic or otherwise.)

Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be combat or divine feats.

Energy Conduit (Su)
The exarch gains the supernatural ability to channel energy like a cleric. Using this ability consumes two indulgence coins. An exarch uses her level as her effective cleric level when channeling energy. This is a Charisma-based ability.

Exhortations (Su)
Exhortations come in many forms such as sacred chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as penalties to her enemies. When indulgence coins are paid, an exarch begins one exhortation as a part of the payment to expound their influence on any creature within the radius of their zealous aura, choosing to positively affect all allies or negatively affect all enemies. Exhortations last for 1 round plus a number of rounds equal to half the exarch's level, rounded down (minimum 1). This ability functions only while the exarch remains conscious, not if she is unconscious or dead. The DC to resist the affects of an exhortation is 10 + 1/2 the exarch's character level + their Charisma modifier. Creatures that start their turn inside the zealous aura and affected by an exhortation must make a new saving throw each round to avoid the affects. Targets are chosen immediately upon performing an exhortation, then at the beginning of each Exarch's turns. If affected targets can not be seen, they are chosen at random.

Performing an exhortation requires a standard action that provokes attacks of opportunity. At 6th level, it no longer provokes attacks of opportunity. At 12th level the time to perform an exhortation is reduced to a move action. At 18th level the time to perform an exhortation is reduced to a swift action. Ending an exhortation is a free action.

At 1st level, and at every two levels thereafter, an exarch selects one exhortation from the list below. The same exhortation can not be selected more than once.

At 4th, 10th, and 16th level, an exarch may choose to learn a new exhortation in place of one she already knows.

At 1st level, the following exhortations become available:

01 Zealous Defense (+1 Sacred to AC)
01 Zealous Resistance (+1 Sacred to Saving Throws)
01 Zealous Strike (+1 Sacred to Dmg)
01 Zealous Charge (+1 Sacred to Hit)
01 Zealous Focus (+1 Sacred to Skills & Ability Checks)
01 Abjure the Unworthy (-1 Sacred Hit)
01 Deprive the Unworthy (-1 Sacred to saving throws)
01 Punish the Unworthy (-1 Sacred to AC)
01 Quell the Unworthy (-1 Sacred to Combat Maneuver Defense)
01 Apprentice's Armor (DR2 / Magic)

At 3rd level, the following exhortations become available:

03 Cleansing Fire (Fire Resist 5)
03 Enduring Cold (Cold Resist 5)
03 Resilient Acid (Acid Resist 5)
03 Reviving Electricity (Electricity Resist 5)
03 Feet of Flame (Base Speed +5)
03 Walk the Path (1 target does not provoke attacks of opportunity when moving)
03 Light From Within (1 target receives Dark Vision)

At 5th level, the following exhortations become available:

05 Rock Masters (DR2 / Bludgeoning)
05 Paper Tiger (DR2 / Slashing)
05 Scissors of Discord (DR2 / Piercing)
05 Revivification (Fast Healing 1)
05 Resounding Sonic (Sonic Resist 5)
05 Unerring Devotion (Negative Resist 5)
05 Undying Conviction (Positive Resist 5)
05 Sword of Truth (1 target receives an extra attack)

At 7th level, the following exhortations become available:

07 Purify the Wicked (Aura of Fire Damage 1)
07 Punish the Sinners (Aura of Cold Damage 1)
07 Mark the Betrayers (Aura of Acid Damage 1)
07 Sanitize the Mad (Aura of Electricity Damage 1)
07 Divine Intervention (1 target gains a teamwork feat)
07 Divine Retribution (1 target gains a betrayal feat)

At 9th level, the following exhortations become available:

09 Silence the Dissenters (Aura of Sonic Damage 1)
09 Cleanse the Heretics (Aura of Positive Energy 1)
09 Defile the Idolators (Aura of Negative Energy 1)
09 Armor of the Gods (10% Fortification)
09 Dust to Dust (1 target receives Tremor Sense)
09 Life Everlasting (1 target is subject to Life Link as the Oracle revelation)
09 Pain Everlasting (1 target is subject to Pain Link, whenever the exarch takes damage, the target also takes damage.)

At 11th level, the following exhortations become available:

11 Strength of the Bull (Strength +1)
11 Grace of the Cat (Dexterity +1)
11 Endurance of the Bear (Constitution +1)
11 Cunning of the Fox (Intelligence +1)
11 Wisdom of the Owl (Wisdom +1)
11 Splendor of the Eagle (Charisma +1)
11 Power Compels You (1 target gains Protection From Evil)
11 We Are Legion (1 target gains Protection From Good)

At 13th level, the following exhortations become available:

13 Lycanthropic Armor (DR2 / Silver)
13 Visions of Dread (1 target is shaken)
13 Mirror of Souls (10% miss chance))
13 Summer's Burn (10% Fire vulnerability)
13 Winter's Chill (10% Cold vulnerability)
13 Monsoon's Mark (10% Acid vulnerability)
13 Lightning's Spark (10% Electricity vulnerability)

At 15th level, the following exhortations become available:

15 Web of Deceit (1 target is staggered)
15 Miraculous Resistance (Spell Resistance 5)
15 Leading the Blind (1 target receives Blind Sense)
15 Invisible Tea Pot (1 target becomes Invisible)
15 Thunder's Roar (10% Sonic vulnerability)
15 Life's Radiance (10% Positive energy vulnerability)
15 Death's Defiance (10% Negative energy vulnerability)

At 17th level, the following exhortations become available:

17 Clockwork Armor (DR2 / Adamantine)

At 19th level, the following exhortations become available:

19 Infernal Protection (DR2 / Good)
19 Holy Protection (DR2 / Evil)
19 Chaotic Protection (DR2 / Law)
19 Lawful Protection (DR2 / Chaotic)
19 Dreadful Presence (1 target is feared)
19 Untouchable Faith (1 target becomes Ethereal)

Affirmation (Ex)
Starting at 5th level, and every 5 levels thereafter, an Exarch may spend 1 additional indulgence coin to increase the numerical value of an exhortation by the multiple of the number of coins spent. For example, a 15th level exarch may spend 2 additional coins for a total of 3 coins when performing an Exhortation, then multiple the Exhortation's numerical value by 3. (i.e. Strength of the Bull would be +3 strength, Divine Intervention would be 3 targets, and Resilient Acid would be Acid Resist 15.)

Redemption (Su)

Mantle of Conviction (Su)
At 8th level, an exarch is immune to charm spells and spell-like abilities.

Mantle of Resilience (Su)
At 14th level, an exarch is immune to poisons.

Mantle of Resolve (Su)
At 17th level, an exarch is immune to compulsion spells and spell-like abilities.

Exemplar (Ex)
At 20th level, an exarch picks two Exhortations that she has access to. So long as she has at least 1 Indulgence Coin, she can perform these Exhortations one category faster (e.g. a standard becomes a move, a swift becomes a free action, etc.)

Indulgence Feats

Aegis of Loyalty (Increase Zealous Aura 5 feet)
Extra Exhortation (Choose 1 additional exhortation)
Extra Indulgence (Gain 2 extra Indulgence Coins)
Lingering Chant (Exhortations last 50% longer, rounded down.)
Empowered Chant (Exhortation numerical values are increased by half for 1 additional indulgence coin. Requires Lingering Chant)
Exuberant Exhortation (+2 bonus to Exhortation DC.)
Overtone Chanting (Perform two Exhortations simultaneously instead of just one.)
Practiced Exhortation (Reduce speed of a single Exhortation by one category. [Exarch Level 11])
Reactionary Sermon (Immediately perform a single Exhortation for 1 additional indulgence coin. Requires Practiced Exhortation)

Code of Conduct

An exarch must be of lawful alignment and within one step of her deity.

Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of their deity, and the enforcement of such laws. When given the option, an exarch will choose their deity's laws above all others.

An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).

Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.


Unfortunately I didn't get much feedback from here, but I did solicit some feedback from my friends in my gaming group. A lot more fixes, adjustments, etc. Some criticism is that the later auras with conditions overlap and even upstage Paladin & Antipaladin mercies and cruelties (even though they're higher level and get a saving throw.) Although we all had issues trying to come up with new auras, so they stayed in.

Some ideas floated around was to just combine them all into one giant list like Feats, then add level requirements to some of them.

So I suppose I'm updating the class to Beta status. :) I would love some feedback. In any event, here its:

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Exarch

Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.

Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner.

Alignment: Any Lawful

Hit Die: d10

Class Skills

The exarch's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), (Int) Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier.

1 Zealous Aura, Indulgence, Exhortation, Detect Truth (Zone of Truth)
2 Redemption
3 Exhortation, Mantle of Courage (Immune to Fear)
4 Bonus Feat, Energy Conduit
5 Exhortation, Affirmation
6 Indulgence
7 Exhortation
8 Bonus Feat, Mantle of Conviction (Immune to Charm)
9 Exhortation
10 Affirmation
11 Exhortation
12 Bonus Feat, Indulgence
13 Exhortation
14 Mantle of Resilience (+4 Resistance to Poison)
15 Exhortation, Affirmation
16 Bonus Feat
17 Exhortation, Mantle of Resolve (Immune to Compulsion)
18 Indulgence
19 Exhortation
20 Affirmation, Bonus Feat, Exemplar

Weapon and Armor Proficiency
Exarchs are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Indulgence (Ex)
Because of their parting from traditional paladin roles, the Exarch's sometimes less-than-godly actions require penance in the form of indulgences. In game terms, indulgences is a fluctuating number of magical coins that imbue an exarch with temporary abilities. At the start of each day, an exarch gains a number of indulgence coins equal to her Charisma modifier (minimum 1). Her indulgence coins go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgence coins in the following ways. Indulgence coins can not be lost, stolen, traded, or spent as money.

Revive an ally: Each time an exarch heals herself or an ally to positive hit points from 0 or fewer, she gains 1 indulgence coin.

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Zealous Aura (Ex)
An exarch radiates an aura of powerful influence in a 10' radius based on the deity's alignment (see detect evil for details.)

Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual. While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.) Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.

Redemption (Su)
At 2nd level, so long as an exarch has at least 1 indulgence coin, she gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Mantle of Courage (Su)
At 3rd level, an exarch is immune to fear (magic or otherwise.)

Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be combat or divine feats.

Energy Conduit (Su)
At 4th level, so long as an exarch has at least 1 indulgence coin, she gains the supernatural ability to channel energy like a cleric within the radius of her zealous aura. An exarch uses her level as her effective cleric level when channeling energy. This is a Charisma-based ability.

Exhortations (Su)
Exhortations come in many forms such as sacred chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as penalties to her enemies. When indulgence coins are paid, an exarch begins one exhortation as a part of the payment to expound their influence on any creature within the radius of their zealous aura, choosing to positively affect all allies or negatively affect all enemies. Exhortations last for 1 round plus a number of rounds equal to half the exarch's level, rounded down (minimum 1). This ability functions only while the exarch remains conscious, not if she is unconscious or dead. The DC to resist the affects of an exhortation is 10 + 1/2 the exarch's character level + their Charisma modifier. Creatures that start their turn inside the zealous aura and affected by an exhortation must make a new saving throw each round to avoid the affects. Targets are chosen immediately upon performing an exhortation, then at the beginning of each Exarch's turns. If affected targets can not be seen, they are chosen at random.

Performing an exhortation requires a standard action that provokes attacks of opportunity. At 6th level, it no longer provokes attacks of opportunity. At 12th level the time to perform an exhortation is reduced to a move action. At 18th level the time to perform an exhortation is reduced to a swift action. Ending an exhortation is a free action.

At 1st level, and at every two levels thereafter, an exarch selects one exhortation from the list below. The same exhortation can not be selected more than once.

At 4th, 10th, and 16th level, an exarch may choose to learn a new exhortation in place of one she already knows.

At 1st level, the following exhortations become available:

Zealous Defense (+1 Sacred to AC)
Zealous Resistance (+1 Sacred to Saving Throws)
Zealous Strike (+1 Sacred to Dmg)
Zealous Charge (+1 Sacred to Hit)
Zealous Focus (+1 Sacred to Skills & Ability Checks)
Abjure the Unworthy (-1 Sacred Hit)
Deprive the Unworthy (-1 Sacred to saving throws)
Punish the Unworthy (-1 Sacred to AC)
Quell the Unworthy (-1 Sacred to Combat Maneuver Defense)
Apprentice's Armor (DR1 / Magic)

At 3rd level, the following exhortations become available:

Cleansing Fire (Fire Resist 5)
Enduring Cold (Cold Resist 5)
Resilient Acid (Acid Resist 5)
Reviving Electricity (Electricity Resist 5)
Feet of Flame (Base Speed +5)
Walk the Walk (1 target does not provoke attacks of opportunity when moving)
Fight the Fight (1 target does not provoke attacks of opportunity when attacking)
Light From Within (1 target receives Low Light Vision)
From Dusk 'til Dawn (1 target receives Dark Vision)

At 5th level, the following exhortations become available:

Rock Masters (DR1 / Bludgeoning)
Paper Tiger (DR1 / Slashing)
Scissors of Discord (DR1 / Piercing)
Revivification (Fast Healing 1)
Resounding Sonic (Sonic Resist 5)
Unerring Devotion (Negative Resist 5)
Undying Conviction (Positive Resist 5)
Sword of Truth (1 target receives an extra attack)
Spear of Destiny (1 target may set to receive a charge as an immediate action)

At 7th level, the following exhortations become available:

Purify the Wicked (Aura of Fire Damage 1)
Punish the Sinners (Aura of Cold Damage 1)
Mark the Betrayers (Aura of Acid Damage 1)
Sanitize the Mad (Aura of Electricity Damage 1)
Divine Intervention (1 target gains a teamwork feat)
Divine Retribution (1 target gains a betrayal feat)
Word of the False Prophet (1 target is Sickened)
Visions of Strife (1 target is Shaken)

At 9th level, the following exhortations become available:

Silence the Dissenters (Aura of Sonic Damage 1)
Cleanse the Heretics (Aura of Positive Energy 1)
Defile the Idolators (Aura of Negative Energy 1)
Armor of the Gods (10% Fortification)
Dust to Dust (1 target receives Tremor Sense)
Life Everlasting (1 target is subject to Life Link as the Oracle revelation for the duration of the exhortation)
Pain Everlasting (1 target is subject to Pain Link, same as Life Link, except when the exarch takes damage, the target also takes damage.)
Embrace Death (Heal from channeled negative energy.)
Defy Life (Damaged from channeled positive energy.)

At 11th level, the following exhortations become available:

Strength of the Bull (+1 Sacred to Strength)
Grace of the Cat (+1 Sacred to Dexterity)
Endurance of the Bear (+1 Sacred to Constitution)
Cunning of the Fox (+1 Sacred to Intelligence)
Wisdom of the Owl (+1 Sacred to Wisdom)
Splendor of the Eagle (+1 Sacred to Charisma)
For Great Justice (1 target gains Smite Evil)
For Assured Destruction (1 target gains Smite Good)
For Absolute Order (1 target gains Smite Chaos)
Hymns of the Necronomicon (1 target is Staggered)

At 13th level, the following exhortations become available:

Lycanthropic Armor (DR1 / Silver)
Iron Hide (DR1 / Cold iron)
Mirror of Souls (10% miss chance)
Summer's Burn (10% Fire vulnerability)
Winter's Chill (10% Cold vulnerability)
Monsoon's Mark (10% Acid vulnerability)
Lightning's Spark (10% Electricity vulnerability)
Dreadful Presence (1 target is Frightened; requires Visions of Strife)
Defiled Communion (1 target is Nauseated; requires Word of the False Prophet)

At 15th level, the following exhortations become available:

Miraculous Resistance (Spell Resistance 5)
Leading the Blind (1 target receives Blind Sense)
Thunder's Roar (10% Sonic vulnerability)
Life's Radiance (10% Positive energy vulnerability)
Death's Defiance (10% Negative energy vulnerability)
Miracles Aren't Magic (1 target is subject to Antimagic Field as the spell for the duration of the exhortation)

At 17th level, the following exhortations become available:

Clockwork Armor (DR1 / Adamantine)
On the Wings of a Dove (1 target has Freedom of Movement as the spell for the duration of the exhortation)
Blinded by Truth (1 target is Blinded)
Deafened by Radiance (1 target is Deafened)
Leave This Mortal Coil (1 target becomes Incorporeal)
Champion of Holy Light (1 target receives the Holy property on one weapon of their choice)
Champion of Unholy Darkness (1 target receives the Unholy property on one weapon of their choice)

At 19th level, the following exhortations become available:

Infernal Protection (DR1 / Good)
Holy Protection (DR1 / Evil)
Chaotic Protection (DR1 / Law)
Lawful Protection (DR1 / Chaotic)
Untouchable Faith (1 target becomes Ethereal)
Revelations (1 target is panicked; requires Dreadful Presence)

Affirmation (Ex)
Starting at 5th level, and every 5 levels thereafter, an Exarch may spend 1 additional indulgence coin to increase the numerical value of an exhortation by the multiple of the number of coins spent. For example, a 15th level exarch may spend 2 additional coins for a total of 3 coins when performing an Exhortation, then multiply the Exhortation's numerical value by 3. (i.e. Strength of the Bull would be +3 strength, Divine Intervention would be 3 targets, and Resilient Acid would be Acid Resist 15.)

Mantle of Conviction (Su)
At 8th level, so long as an exarch has at least 1 indulgence coin, she is immune to charm spells and spell-like abilities.

Mantle of Resilience (Su)
At 14th level, so long as an exarch has at least 1 indulgence coin, she gains a +4 bonus to resist poisons.

Mantle of Resolve (Su)
At 17th level, so long as an exarch has at least 1 indulgence coin, she is immune to compulsion spells and spell-like abilities.

Exemplar (Ex)
At 20th level, an exarch picks two Exhortations that she has access to. So long as she has at least 1 Indulgence Coin, she can perform these Exhortations one category faster (e.g. a standard becomes a move, a swift becomes a free action, etc.)

Indulgence Feats

Aegis of Loyalty (Increase Zealous Aura 5 feet)
Extra Exhortation (Choose 1 additional exhortation)
Extra Indulgence (Gain 2 extra Indulgence Coins)
Lingering Chant (Exhortations last 50% longer, rounded down.)
+ Empowered Chant (Exhortation numerical values are increased by half for 1 additional indulgence coin [Requires Lingering Chant])
Exuberant Exhortation (+2 bonus to Exhortation DC.)
Overtone Chanting (Perform two Exhortations simultaneously instead of just one.)
+ Fire and Brimstone (Affect both allies and enemies simultaneously for 1 additional indulgence coin. [Requires Overtone Chanting, Exarch Level 7])
Practiced Exhortation (Reduce speed of a single Exhortation by one category. [Exarch Level 11])
+ Reactionary Sermon (Immediately perform a single Exhortation for 1 additional indulgence coin. [Requires Practiced Exhortation])

Code of Conduct

An exarch must be of lawful alignment and within one step of her deity.

Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of their deity, and the enforcement of such laws. When given the option, an exarch will choose their deity's laws above all others.

An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).

Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.


Hi there,

Just happened to read his through, while it was at the top due to your recent posting.

I'm not a pro in anyway, so I therefore have very shallow comments. Like the class in general. Things that popped to my mind were:

-I like the fluff and like the general mechanics. I like that it's the healing and aiding your allies that feeds your abilities.
-What's the BAB progression? Or did I just miss it?
-Same for the Saves?
-Why Knowledge (arcana)? Why not Knowledge (history)? Also, I'm not sure, would Appraise be a background-appropriate?

-Some exhortations seems a lot better in terms of indulgence pay-back. Mainly, all that boost your allies, since as written there's no indulgence pay-back in those, that affect the enemies when your allies kill them (not to mention, that enemies also get a save to resist the effect). You could argue, that even in that case you can get some indulgence from healing your allies from sub-zero HP, but I'd say that if you get huge flow of indulgence from that, you'd still have a problem.

-Same pay-back issue is between exhortations affecting all allies vs. chosen target(s), although I do admit that the ability to switch the chosen targets from round to round alleviates this somewhat and offers some room to increase the indulgence payback.

-5th level DR's vs. slashing or bludgeoning or piercing are fairly powerful DRs in general, since you can't bypass them similarly with weapon enchantment bonus as you can bypass magic, cold iron, silver, adamantine and alignment. DR vs. piercing is especially useful. That's why, I think, they tend not to be very available for PC's.

-What's the point of Divine Intervention and Divine Retribution (just out of curiosity)? Teamwork and teamwork (betrayal) feats require, that two allies have the same feat, so is the idea here, that the Exarch has the same feat and can temporarily gain the benefit of that, because an ally now also has the same feat?

-Since exhortations are fairly static, I would perhaps consider dumping exhortation "Spear of Destiny", which usefulness is heavily dictated by situation, so it's perhaps unlikely to be picked.

- By the way, what's the "Indulgence" at level 12? I couldn't find it from the text.


Oh, and one more thing:

-How are the modifiers calculated for exhortations granting the Smite ability? Is the calculation based on the Exarch's Cha and class level? Considering you're probably boosting at least Cha 22 at that point, for me at least this +11 to dmg, auto-bypass DR, +6 to hit and +6 sacred to AC for potentially all your party members (if you indulgence yourself :) ) sounds fairly strong. Granted, it's only against one target, but still, considering other buffs and abilities available at that level, especially against BBEGs it feels a bit overpowered. With multiple enemies the effect is less drastic, but still there.


Awesome! Exactly the type of feedback I was looking for. Thanks. :)

Spikeveil wrote:
I'm not a pro in anyway, so I therefore have very shallow comments.

Neither am I. :)

Spikeveil wrote:

-What's the BAB progression? Or did I just miss it?

-Same for the Saves?
-Why Knowledge (arcana)? Why not Knowledge (history)? Also, I'm not sure, would Appraise be a background-appropriate?

Oops. BAB and Saves is the same as Paladin.

Knowledge (arcana) because Exarchs are heavily involved in rituals, traditions, and ancient mysteries. Unless I misread what Knowledge (arcana) is. Maybe History would be better? Not sure.

Appraise might work. Figuring out the value of items when determining a punishment.

Spikeveil wrote:
-Some exhortations seems a lot better in terms of indulgence pay-back. Mainly, all that boost your allies, since as written there's no indulgence pay-back in those, that affect the enemies when your allies kill them (not to mention, that enemies also get a save to resist the effect). You could argue, that even in that case you can get some indulgence from healing your allies from sub-zero HP, but I'd say that if you get huge flow of indulgence from that, you'd still have a problem.

I need to tweak the wording. How I intended it to work is if any ally or enemy is under the influence of any exhortation when an enemy is dropped below zero, then you get a coin back.

Spikeveil wrote:
-Same pay-back issue is between exhortations affecting all allies vs. chosen target(s), although I do admit that the ability to switch the chosen targets from round to round alleviates this somewhat and offers some room to increase the indulgence payback.

Yes, but keep in mind you can have more than one exhortation going. So a careful player could have a constant aura going, then use a targeted aura. The targeted auras tend to be more powerful, but require a larger investment to affect more people.

Spikeveil wrote:
-5th level DR's vs. slashing or bludgeoning or piercing are fairly powerful DRs in general, since you can't bypass them similarly with weapon enchantment bonus as you can bypass magic, cold iron, silver, adamantine and alignment. DR vs. piercing is especially useful. That's why, I think, they tend not to be very available for PC's.

That's a good point. For some reason I was thinking it was easy to bypass with a +2 weapon or something. I'll need to mull that one over.

Spikeveil wrote:
-What's the point of Divine Intervention and Divine Retribution (just out of curiosity)? Teamwork and teamwork (betrayal) feats require, that two allies have the same feat, so is the idea here, that the Exarch has the same feat and can temporarily gain the benefit of that, because an ally now also has the same feat?

Yes. The exarch could imbue herself and an ally, or, 2 allies not including herself (or more at higher levels) with a teamwork feat. If the exarch herself already has one of the teamwork feats, then the exhortation becomes even more useful. At level 7, if an exarch took a teamwork feat, she could theoretically give 2 more allies the same feat (if she also has the Fire & Brimstone feat), making 3 members in the party temporarily all have the same teamwork feat. Potentially very powerful.

But that's the general idea behind exhortations in the first place, providing short, yet powerful, boosts.

Spikeveil wrote:
-Since exhortations are fairly static, I would perhaps consider dumping exhortation "Spear of Destiny", which usefulness is heavily dictated by situation, so it's perhaps unlikely to be picked.

Yeah, I wasn't too keen on that one myself.

Spikeveil wrote:
- By the way, what's the "Indulgence" at level 12? I couldn't find it from the text.

Ignore it, I forgot to delete it. It's left over from some changes I made to the core class.

Spikeveil wrote:
-How are the modifiers calculated for exhortations granting the Smite ability? Is the calculation based on the Exarch's Cha and class level? Considering you're probably boosting at least Cha 22 at that point, for me at least this +11 to dmg, auto-bypass DR, +6 to hit and +6 sacred to AC for potentially all your party members (if you indulgence yourself :) ) sounds fairly strong. Granted, it's only against one target, but still, considering other buffs and abilities available at that level, especially against BBEGs it feels a bit overpowered. With multiple enemies the effect is less drastic, but still there.

Oops, it should also read something like "... as the paladin's Aura of Justice class ability, using the exarch's charisma and level to determine bonuses."

It's the same as the Paladin's 11th level ability, but not as good. First, it doesn't affect everyone in the 10' radius, only select targets. It also only lasts for the duration of the aura and not for a full minute like the Paladin's ability.

In short, it's a not-as-good-as-paladin's Aura of Justice. The other one is the Antipaladin version.

Something else I forgot to put in there is that Exarchs following a Lawful Good deity wouldn't be able to take Champion of Unholy Darkness or Defile the Idolators, and vice versa for Evil Exarch not being able to use Champion of Holy Light, etc.

Again, thanks for the feedback. Exactly what I was looking for. :)


Oh, thank you! Glad it was helpful.

I see most of the stuff was just misunderstanding, so that's all good, then. I'll just quickly comment some specific points.

olePigeon wrote:
Knowledge (arcana) because Exarchs are heavily involved in rituals, traditions, and ancient mysteries. Unless I misread what Knowledge (arcana) is. Maybe History would be better? Not sure.

Yeah, from that point of view, Knowledge (arcana) is definitely justified. My comment stemmed more from the fact, that it's not very typical Knowledge to have with a character with religious background, but then again, the Inquisitor has it, and I think some prestige classes too, so it's not like it's uncharted territory. Also, I wrongly assumed traditions would fall under History, but after re-reading Knowledge I now know traditions are under Local. So scratch History, I guess...On a side note, since paladins also have it, you could perhaps consider adding Nobility to the list? I'd think lineage and heraldry thing could be things judges would at least on some superficial level be aware of.

olePigeon wrote:
I need to tweak the wording. How I intended it to work is if any ally or enemy is under the influence of any exhortation when an enemy is dropped below zero, then you get a coin back.

Good, now the "buffing vs. debuffing" -choice feels much more relevant to me. By the way, while you're tweaking, you might consider clarifying a bit earlier, that some exhortations affect all allies/enemies, while others affect only selected targets. It's just a minor bump in the text, but it's a bit confusing, when exhortation-paragraph first discusses effects that affect creatures within the radius and then starts to discuss about targets at the end. But obviously this is immediately cleared, once you see the list of exhortations.

One final thing that come to my mind: have you considered an exhortation or exhortations along the lines of the Witch's "Fortune"- and "Misfortune"-hexes? Of course along same lines in power compared to the original ones.

Anyway, have fun designing!


Didn't think to look at Witch hexes. That's a great place to look for good ideas. :)

Something like Misfortune would be fun, forcing an enemy to roll two dice and take the lower result. That could really ruin someone's day with a Saving Throw or Attack debuff going at the same time. :)

I'll make some changes and repost.

I think I'll remove Riding. Exarchs no longer have mounts like Paladins do. I'll replace it with Knowledge (nobility) and add Appraise.


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OK, below is a link to the class. Guess it's easier to edit the text file than to keep reposting the class with minor changes. So here's the latest version:

http://www.wreckcenter.com/exarch/exarch.txt


Ok, thank you! I read it through. Here are some comments that popped to my mind (sorry for the wall!):

- What Save do the enemies use to resist? I assume Will?

- Is it true, that starting an exhortation does not require you to pay one indulgence coin?? I could not find any mention about that, just a general statement about "When indulgence coins are spent", but no mention of amount...

- Concerning the exhortations (and I guess this is more a question of taste), I would maybe remove the extra mentions after some of exhortations that "effects last only for the duration of exhortations", as this is the general rule. If you want to emphasize this, you could maybe do so in the introduction text in a way of: "Any benefits or penalties from the exhortation(s) last only for the duration of the exhortation(s), even if the effect of the exhortation(s) refer(s) to abilities/spells having longer duration."

- Also, now that I think of it, I'd maybe remove the reference to paladin's "Aura of Justice". The exhortation and the Aura only share the general idea of giving smite ability to somebody non-paladin (even the radius can be different, if the Exarch has Aegis), so I think they have more things they don't have in common than things they have. But again, matter of taste.

- About the 1st level exhortations: I'd maybe remove the Zealous Focus. Considering the other options, the class' lean towards martial and the limited number of choices the Exarch has, I think this probably won't make it to the top 5. Generally, many of the 1st level exhortations are so universally usable instead of more contingent ones given at later levels, that if I'd be playing, I would probably keep picking some of the 1st level exhortations even at later levels.

- About the 5th level exhortations: I'd consider removing some of choices. This is mainly because I think at the moment there are some, which are simply inferior compared to other options, so I just think, that it's perhaps needless to even offer the less-good ones. I'd remove Sonic resist, probably also DR/bludgeoning, DR/slashing. I'm on the fence about fast healing. In the beginning it's about as good as DR/piercing, but as soon as enemies start to have more attacks, DR/piercing can be better. Of course, DR/piercing is not good against arrows, so maybe fast healing is still useful.

- Just to make sure, the Mirror of Souls is 10 % miss chance for enemies and not a 10 % concealment for nearby allies? This miss chance applies for all the attacks from enemies, regardless if their targets are not within the Zealous Aura?

- I'd consider ramping up the base DR's at level 17th and 19th. I think the damage at these levels starts to be considerable, so then to make DR's an option worth of considering, they should probably be higher. Maybe a DR2/adamantine and DR3(or even 5?)/alignment. Also, considering the background, I would maybe not give the Exarch an access to Chaotic Protection. I assume Exarch is in serious internal distress, if the opponents have lawful-aligned weapons or natural attacks?

- What's the idea behind giving incorporeal and ethereal form? I mean, is this supposed to temporarily incapacitate an enemy in-combat or give a benefit for ally out-of-combat (in terms of increased mobility through solid objects)? Or can be used for both? Will the effect extend beyond the radius of Exarch's aura or will it stop once the creature is out-of-range? I'm just asking, because the things you can do while in Ethereal Plane or in incorporeal form without ghost touch weapons are fairly limited.

- About the affirmation: There seems to be some contradiction in wording and in example calculation - or then I misunderstand again... Anyway: if beginning at 5th level, and every five level there after, you can spend 1 *additional* coin etc. then at 15th level you should be able to spend, I think, *3 additional* (15/5=3) coins, which leads to a total of 4 coins. Unless you meant that in calculating the multiple, you only note the additional coins and the first one spent to start the exhortation(?) is not taken into account?

- Overtone Chanting: I would clarify, that this still has restrictions (that Fire and Brimstone removes).

- Practiced Exhortation: I don't think, that "reduce speed" is what you're aiming here :) ? Isn't this like "Choose one exhortation you know. You can always start this exhortation with an action that's one category faster (standard becomes move and move becomes swift action), than normally required. You can't start the exhortation faster than with swift action." Or can the speed increase all the way to immediate action?

- Exemplar: The speed category progression skips immediate action (between swift and free). Is this intentional?

- General background question: how do the Exarchs generally feel agains lawful creatures? Going against devils is okay? Going against other Exarchs is okay?

That's all. Generally I think it's fairly balanced and also fairly focused, so it does not aim to excel at every field, but does definitely do good job at melee (well, also at range, if there are other ranged party members).


olePigeon wrote:

OK, below is a link to the class. Guess it's easier to edit the text file than to keep reposting the class with minor changes. So here's the latest version:

http://www.wreckcenter.com/exarch/exarch.txt

Good to have some free Exarch stuff out there. ;)


Oh yeah, additional thing that came to my mind was a suggestion for the name, if the connection to the dwarf Inq class is not to your liking... Based on the word "judge (noun)", have you considered Judicator?


Thanks a bunch for another round of feedback. This is helping out a ton.

Spikeveil wrote:
- What Save do the enemies use to resist? I assume Will?

Will save, yes.

Spikeveil wrote:
- Is it true, that starting an exhortation does not require you to pay one indulgence coin?? I could not find any mention about that, just a general statement about "When indulgence coins are spent", but no mention of amount...

No, you pay one (or more at higher levels) indulgence coin as a part of the action of performing an exhortation. It's the same as when a Gunslinger uses Grit.

Spikeveil wrote:
- Concerning the exhortations (and I guess this is more a question of taste), I would maybe remove the extra mentions after some of exhortations that "effects last only for the duration of exhortations", as this is the general rule. If you want to emphasize this, you could maybe do so in the introduction text in a way of: "Any benefits or penalties from the exhortation(s) last only for the duration of the exhortation(s), even if the effect of the exhortation(s) refer(s) to abilities/spells having longer duration."

That's a good idea, I'll add it to the Exhortation description in general. Some of the spells that an Exhortation replicated had different durations and/or radius than that of the Exhortation, so I wanted it to be clear that they're not just casting that spell. The effects of the spell are identical.

Spikeveil wrote:
- Also, now that I think of it, I'd maybe remove the reference to paladin's "Aura of Justice". The exhortation and the Aura only share the general idea of giving smite ability to somebody non-paladin (even the radius can be different, if the Exarch has Aegis), so I think they have more things they don't have in common than things they have. But again, matter of taste.

That was the only thing I found that was initially similar. The short descriptions are practically just notes I put in there to describe the effects. I'll definitely need to work on the wording.

Spikeveil wrote:
- About the 1st level exhortations: I'd maybe remove the Zealous Focus. Considering the other options, the class' lean towards martial and the limited number of choices the Exarch has, I think this probably won't make it to the top 5. Generally, many of the 1st level exhortations are so universally usable instead of more contingent ones given at later levels, that if I'd be playing, I would probably keep picking some of the 1st level exhortations even at later levels.

Zealous Focus is a weird one, and I think I agree with you. What would you say about +1 to Combat Maneuver Checks? This would help grapplers, trippers, disarmers aiders, etc.

As for going back and picking 1st level Exhortations, I didn't really see a problem with that. When one of my friends looked at the class, he actually liked that aspect of it. He hates it when you pick a class and the earlier abilities, spells, etc. become useless at higher levels. He wanted staying power.

However, I had toyed with the idea of just having a single large list of Exhortations that you can pick from, kind of like Rogue Talents. The problem is that some of them seemed too powerful at lower levels. On the other hand, at lower levels, they only last a handful of rounds at best. It's a tough call.

Spikeveil wrote:
- About the 5th level exhortations: I'd consider removing some of choices. This is mainly because I think at the moment there are some, which are simply inferior compared to other options, so I just think, that it's perhaps needless to even offer the less-good ones....

Which of them aren't as good as the others? I'm not sure I completely follow.

Edit: Just realized the nested quoting was truncated. I'll need to finish my responses below.


Spikeveil wrote:
- About the 5th level exhortations: I'd consider removing some of choices. This is mainly because I think at the moment there are some, which are simply inferior compared to other options, so I just think, that it's perhaps needless to even offer the less-good ones. I'd remove Sonic resist, probably also DR/bludgeoning, DR/slashing. I'm on the fence about fast healing. In the beginning it's about as good as DR/piercing, but as soon as enemies start to have more attacks, DR/piercing can be better. Of course, DR/piercing is not good against arrows, so maybe fast healing is still useful.

Well, why don't you use both? The exhortations don't compete with each other. Their durations overlap. If you take Overtone Chanting, you can do 2 exhortations in a single action. Fighting skeleton archers? Have both DR Piercing and fast healing going in round 1. No reason to pick between the two.

That's my reasoning, anyway.

As for Sonic Resist, it doesn't hurt to have it there. It's a more esoteric damage type, but there could be some magic or item combinations that might work well with having resistance. Thematically, it'd be fun to have an Exarch with all the DR auras. He's got ya covered. :)

Spikeveil wrote:
- Just to make sure, the Mirror of Souls is 10 % miss chance for enemies and not a 10 % concealment for nearby allies? This miss chance applies for all the attacks from enemies, regardless if their targets are not within the Zealous Aura?

Oh, good catch. That should be 10% concealment for allies. I suppose I could make an offensive version that's a 10% miss chance for enemies.

Eeew. Enemy would have to make a will save, and failing that, would have to roll a miss chance twice if you had both exhortations up and they were fighting you or your allies from within your aura. That could ruin their day.

Spikeveil wrote:
- I'd consider ramping up the base DR's at level 17th and 19th. I think the damage at these levels starts to be considerable, so then to make DR's an option worth of considering, they should probably be higher. Maybe a DR2/adamantine and DR3(or even 5?)/alignment. Also, considering the background, I would maybe not give the Exarch an access to Chaotic Protection. I assume Exarch is in serious internal distress, if the opponents have lawful-aligned weapons or natural attacks?

Oh man, the DR exhortations have been a real pain. How to make them not overpowered at lower levels, but not underpowered at higher levels. That's why I added the Empowered Chant feat which bump it to DR7 at 20th level.

I was basing it off the Paladin, which gets DR5/Evil at 20th. If you think about it, that's DR7 to everyone within the aura's radius. If you had, say, 4 people, then that'd be potentially 28 damage negated every single round. If you couple that with Fast Healing 7, that's potentially 56 damage negated every single round (not to mention energy resistance Exhortations, etc.)

If you look at it as party support instead of individual support, in my opinion, it really adds up.

Spikeveil wrote:
- What's the idea behind giving incorporeal and ethereal form? I mean, is this supposed to temporarily incapacitate an enemy in-combat or give a benefit for ally out-of-combat (in terms of increased mobility through solid objects)? Or can be used for both? Will the effect extend beyond the radius of Exarch's aura or will it stop once the creature is out-of-range? I'm just asking, because the things you can do while in Ethereal Plane or in incorporeal form without ghost touch weapons are fairly limited.

Good question, I'll need clarify the Zealous Aura & Exhortations a bit. They gain the effects of an Exhortation when they begin their turn inside the aura. It lasts until the beginning of their next turn. So, yes, they can leave the aura after gaining the effects. When their turn starts again, if they're not within the aura, the effects immediately end. This goes for enemies, too, obviously.

So if you made 2 members of your party Incorporeal and they ran off into solid rock expecting you to join them, but something happens and you don't make it, at the beginning for their turn they would become corporeal. I'm not clear on the rules for that, but I think they get shunted and take 1d6 damage per foot of shunting.

Being incorporeal or ethereal are similar, but different. Ghost touch doesn't work while ethereal, only incorporeal. These auras are potentially very powerful in combat with the right equipment. However, think of all the non-combat applications, too.

Spikeveil wrote:
- About the affirmation: There seems to be some contradiction in wording and in example calculation - or then I misunderstand again... Anyway: if beginning at 5th level, and every five level there after, you can spend 1 *additional* coin etc. then at 15th level you should be able to spend, I think, *3 additional* (15/5=3) coins, which leads to a total of 4 coins. Unless you meant that in calculating the multiple, you only note the additional coins and the first one spent to start the exhortation(?) is not taken into account?

You are correct, and that is how I intended it, I goofed on the math. When I originally wrote it, I gave a 10th level character as an example, then changed it to 15th and forgot to change the numbers. :P

At 15th level you can spend a total of 4 coins per Exhortation. 1 coin + 3 additional coins (15/5=3) at 15th. 5 coins total per Exhortation at 20th.

Spikeveil wrote:
- Overtone Chanting: I would clarify, that this still has restrictions (that Fire and Brimstone removes).

When you perform and Exhortation, you must choose whether it affects your allies or your enemies. It doesn't affect both.

Under most conditions, you can only perform 1 type of action per round, be it a Standard, Move, Swift, etc. Unless you're level 20 or take the Practiced Exhortation feat (which I'll address later), all your Exhortations are the same type of action. At 1st-11th, they're Standard Actions, at 12th level, they're Move actions, etc.

So under normal conditions with no special feats, you can only perform one Exhortation per round. Overtone Chanting lets you perform two exhortations simultaneously. So at 12th level, an Exarch could perform TWO exhortations in the first round at the cost of a single Standard Action (or even at 3rd level, 2 exhortations in one round at the cost of a Standard Action that provokes an attack of opportunity.)

With Fire & Brimstone, instead of choosing whether your Exhortations affect either your allies or enemies, you can have them affect both allies and enemies simultaneously. Fire & Brimstone alone does not allow you to perform more than Exhortation, it just makes it so your Exhortations affect both your allies and your enemies.

An example where this may be useful: You're fighting powerful undead and are low on hit points. You have the Life's Radiance Exhortation (10% positive energy vulnerability.) You use Fire & Brimstone and choose to affect both your allies and the undead within your aura. Now both your allies and your enemies have a 10% positive energy vulnerability. The following round you channel energy to heal while your Cleric/Oracle/Paladin buddy channels energy to damage. You pumped 4 points into your Exhortation, so for the next few rounds, your allies get 40% bonus to healing, and the undead take a 40% bonus to damage.

Spikeveil wrote:
- Practiced Exhortation: I don't think, that "reduce speed" is what you're aiming here :) ? Isn't this like "Choose one exhortation you know. You can always start this exhortation with an action that's one category faster (standard becomes move and move becomes swift action), than normally required. You can't start the exhortation faster than with swift action." Or can the speed increase all the way to immediate action?

I should clarify that while you can take the feat multiple times, you can only apply it to any given Exhortation once.

Swift becomes a Free action, but it's not an immediate action (you can't use it when it's not your turn.)

The idea behind these feats is this: You just hit 14th level. You have 7 Exhortations to choose from. All of them take Swift actions. You already have Overtone Chanting, so you you take Practiced Exhortation and apply it Endurance of the Bear. This single Exhortation now only takes a Free action.

Example: Middle of combat. Move action: strategically position yourself between 3 allies who are being attacked by 3 enemies. Swift Action: Activate Sword of Truth for 3 allies & Zealous Defense at +2. Free Action: Also Activate Endurance of the Bear that same round because it's now a Free Action instead of a Swift action like your other Exhortations.

At level 20, you could have 4 exhortations go off the 1st round. If you took Practiced Exhortation twice, you could have 4 more the following round. 8 Exhortations going at the same time would be pretty awesome. :) You could probably put no more than 1 or 2 coins into each aura, but it's still be cool.

Spikeveil wrote:
- Exemplar: The speed category progression skips immediate action (between swift and free). Is this intentional?

My understanding of how actions work is that a Swift becomes a Free. A Free Action is a type of immediate action, but it can only be used on your own turn. Feats like Reactionary Sermon allow you to use an Exhortation as an immediate action in response to something (even if it's not your turn, i.e. an enemy casts a spell during a surprise round.)

I do need to change Reactionary Sermon. You give up your action the following round to use it as an immediate action.

Spikeveil wrote:
- General background question: how do the Exarchs generally feel agains lawful creatures? Going against devils is okay? Going against other Exarchs is okay?

Exarchs aren't Paladins anymore, that's why they have to pay indulgence to get their powers. Because of this, their moral compass leans towards what's lawful and unlawful versus what's good or bad. Law is good. Chaos is bad. Within those confines there may be some moral ambiguity, which is why they have 3 branches that work together. Typically, the LG and LN keep the LE in check in terms of the evil part of things (such as slavery, which may be Lawful, but is definitely not "good".)

Would a LG Exarch free a bunch of slaves captured and enslaved in accordance to local laws? No. Would he work within the system to free the slave through legal means? Absolutely! Even to the point of working on technicalities ... the slavers just passed the border 5 minutes ago to a kingdom where slavery is illegal and is punishable by death. You bet your buns a LG Exarch would demand surrender and possibly kill every single one of those slavers. The exception being, of course, if the god the LG or LN Exarch worships explicitly states that Slavery is evil and should be stopped at all costs. But that would be a fun moral exercise for the player. Do you stop that band of slavers right then and there? Or do you allow a small band of slavers to go knowing you can end ALL slavery in the territory eventually?

Their willingness to work with Devils or Angels is certainly affected by their alignment, but as zealots true to their cause, it's always about the greater good. If working with a Devil further's their cause, then they'll work with Devils (if, and only if, their god's laws don't expressly forbid them from doing so.) LG and LN Exarchs can be just as cunning as any Devil when interpreting religious texts, laws, etc. to further their cause.

Do they get up in each other's grills? Typically no. Think of it as a modern military, if that helps. The Army doesn't tell the Air Force what to do, and if they do stuff together, it's the people at the top that coordinate their actions.

When adventuring as an Exarch, it's important to ask first is it expressly forbidden by the God they worship, then ask second is it Lawful or Unlawful? If the answer is that it's lawful and not forbidden, then that limits an Exarch's actions in terms of making a situation "good" or "evil."


OK, I've updated the class to reflect changes:

http://wreckcenter.com/exarch/exarch.txt

I clarified Exhortations some more:

* Individuals attempting to resist an Exhortation make a Will save.
* The exarch chooses whether or not to include herself in the effects of an exhortation at no additional cost, including targeted effects.
* There's no limit to the number of exhortations being performed provided the exarch has the requisite actions and coins to perform them.

Changed Zealous Focus to Combat Maneuver Checks. Might move it to level 3.

Clarified the Overtone Chanting, Fire and Brimstone, Practiced Exhortation, and Reactionary Sermon:

* Overtone Chanting: Perform two Exhortations in a single action instead of just one. You must pay indulgence coins for both Exhortations.
* Fire and Brimstone: Instead of choosing between allies or enemies, an exarch may affect both allies and enemies simultaneously for 1 additional indulgence coin. [Requires Overtone Chanting, Exarch Level 7]
* Practiced Exhortation: Reduce the speed of a single Exhortation by one category. You can only reduce reduce the speed in this way if you have at least 1 indulgence coin. This feat does not stack with itself or the bonuses provided by the level 20 Exemplar. [Exarch Level 11]
* Reactionary Sermon: Give up an action the following turn to immediately perform a single Exhortation for 1 additional indulgence coin. [Requires Practiced Exhortation]

Changed Mirror of Souls to Insightful Prayer, then added Confusing Limerick.

* Insightful Prayer: 10% Concealment
* Confusing Limerick: 10% Miss Chance


As a side note, I hope people got the Reactionary Sermon joke. :)


Thanks for the clarifications and replying to all my questions! I'm kind of in a hurry at the moment, so I'll just comment something briefly (also, there's not much more to add, that comes to mind anyway).

My main misunderstanding concerning the Fire and Brimstone was, that I read the limitation about the Exarch not being able to affect both the allies and enemies at the same time to be more general one. Meaning, that if the Exarch already had a buffing aura on-going, the Exarch could not start a debuffing aura, only another buffing aura. Now I understand, that your restriction was per an exhortation.

However, considering this, now I'm not sure, that Fire and Brimstone is so useful anymore, because there generally are not *many* exhortations you would want to affect both parties. For the example you give, the Exarch is not giving the same effect to both her allies and enemies. How I read the Universal Monster Rules, "Vulnerability" only increases the damage you take from a specified energy type? If you don't take damage, then there's no increase, so I don't *think*, that by making an undead vulnerable to negative energy you would increase its healing. Generally I think there's only Resistance vs. X and Vulnerability vs. X. I think only Empowering the spells gives a static increase in their effect. But if you find something to support your interpretation, I'll more than happily yield, of course, since thsi is just my thinking.

olePigeon wrote:
Well, why don't you use both? The exhortations don't compete with each other. Their durations overlap. If you take Overtone Chanting, you can do 2 exhortations in a single action. Fighting skeleton archers? Have both DR Piercing and fast healing going in round 1. No reason to pick between the two.

You're correct. I simply meant, that you have a limited number of exhortations to pick while leveling. I think, that this naturally tends to cause people to choose the exhortations that have the highest value, especially since the exhortations are the bread and butter of this class. This is linked also to the thing I mentioned, that many of the first level exhortations are very useful overall. I agree, that it's good for the class, that some of the choices made on early levels remain meaningful throughout the game. Certainly there's no harm offering players a wide pool of abilities to choose from.

Anyway, that's all. Good luck with your class!

EDIT: Oh, expect the fact, that changing the Skill Bonus to CMB was a good move. Nice thinking!


Spikeveil wrote:
My main misunderstanding concerning the Fire and Brimstone was, that I read the limitation about the Exarch not being able to affect both the allies and enemies at the same time to be more general one. Meaning, that if the Exarch already had a buffing aura on-going, the Exarch could not start a debuffing aura, only another buffing aura. Now I understand, that your restriction was per an exhortation.

Whether or not an exhortation would be considered a buff or debuff is dependent on the target. :) Glad it's more clear.

Spikeveil wrote:
How I read the Universal Monster Rules, "Vulnerability" only increases the damage you take from a specified energy type? If you don't take damage, then there's no increase, so I don't *think*, that by making an undead vulnerable to negative energy you would increase its healing...

You are correct. I thought Vulnerability was more general, but it's specific to damage. At least you understand where I was going with the feat.

I think I may just remove the feat. Now the only time it might come in handy is if a party member is charmed and you want to remove them from a fight.

I also realized that you can obtain the exact same thing by comboing Defy Life & Life's Radiance exhortations. Defy Life causes damage from positive energy healing, coupled with the Life's Radiance vulnerability, you could then channel energy for healing. Shazaam! Lots o' healing and lots o' damage, and they don't even have to be undead. :D Life Oracle would love to hang out with a 15th level Exarch.

Spikeveil wrote:
You're correct. I simply meant, that you have a limited number of exhortations to pick while leveling. I think, that this naturally tends to cause people to choose the exhortations that have the highest value, especially since the exhortations are the bread...

It's the same for feats, traits, archetypes, and especially prestige classes. Plus, there may be some synergies that we don't see yet. I only just realized the Defy Life/Life's Radiance combo. Who knows?

One option would be to increase how often an exarch can swap out exhortations. Currently it's at 4th, 10th, and 16th, but I could change it so it's more like a Fighter's bonus feats (4th, 8th, 12th, etc.).

I'm still flip-flopping over the idea of making them all into one single list like Rogue Talents. Then maybe have Advanced Exhortations for the more powerful ones (like Spell Resistance.)


I'm glad you finally found an off-site place to store this. It makes it so people can read the class as it currently is, instead of scrolling through several version on this thread.

For ease of reading, I suggest changing the headings to boldface. That makes it easier for the reader to find what is being looked for. You should also list the class features in the order that they are gained. You have the 1st level exhortation ability listed after the 4th level ability.

Two things strikes me as odd in the Indulgence class feature. Calling them "coins" instead of points may just be a silly semantic issue, but it feels strange to me. Using the word coin implies there is a physical coin. Secondly, regaining "coins" by reviving an ally seems right for LG character, but not neccessarily for a LE one. Maybe there can be different ways to regain, and your alignment detemines which ones you get to use. Maybe LN chooses to lean LG or LE.


Thanks for the feedback. :)

It's currently just a plain text file, but I could make it an RTF and format it so it's easier to read.

Good catch, I'll adjust the abilities. They're supposed be in the order of level that you receive them.

As for the "coins," I can see how it can be confusing. But I saw it sort of a mix between Grit and a spell component. I just like the flavor, is all.

In terms of getting coins back, you can also do it by having an enemy dropped below zero while either an enemy or ally is under the influence of an Exhortation. So there's a good path for either LG or LE.

However, I'll look into maybe making a Good or Evil path for getting coins back.


I wasn't trying to tell you that saying that "coins" was wrong. Doing things to add flavor is usually good.

The gunslinger and similar classes have more than one way to regain points. My idea was that you could have one that is shared among the different alignments, and two or three others that are specific to the alignment. Also, you might want to consider some alignment restrictions as far as what enemies can gain them a coin back.


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I added a .RTF version of the class.

http://wreckcenter.com/exarch/exarch.rtf

It's better formatted. I think later on I'll just make an HTML version so it's viewable inside the browser.

Just to throw this out there: What would you guys think about the aura being centered on a Standard or Banner instead of the exarch? The exarch could either carry it with her or plant it into the ground as a rallying point.

I like the idea of banners. Might see some synergy with a few magic items, or maybe multi-class into a Cavalier or Tactician fighter.


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http://www.wreckcenter.com/exarch/exarch.txt
http://www.wreckcenter.com/exarch/exarch.rtf

I was reexamining Gunslinger, and their ability to regain grit is pretty limited. Not including the optional rules, they only regain grit when they either score a critical hit (with all guns only critting on a 20 ... so at best 19-20 with a feat), or when they get the killing blow.

Granted, the exarch uses coins as one of its primary functions, so it'll use them more often than a Gunslinger. However, I think the fact that all allies can potentially restore indulgence to the exarch is more than enough.

Ideally I'd like to play the class out and see how it works. The whole indulgence system may need some balancing. "Bolster an ally" still seems too powerful. I'm not sure what to do with the second option. Perhaps I could write up a bunch of more specific ways like Dares.

So I've redone the two ways an exarch regains indulgence, and it's more agreeable whether your character is good or evil:

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while either the ally or an enemy is under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Rebuke the enemy: Each time an enemy fails a saving throw against an exarch's targeted exhortation, she gains 1 indulgence coin.

I've also went ahead and reorganized the exhortations into a Rogue Talent style system, with Advanced Exhortations becoming available at level 11:

http://www.wreckcenter.com/exarch/exarch-remix.txt
http://www.wreckcenter.com/exarch/exarch-remix.rtf

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