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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
651017
651017
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Summoner: Add DR 1/evil to the summoner’s eidolon.
Each additional time the summoner selects this benefit,
the DR/evil increases by +1/2 (maximum DR 10/evil).
RACIAL ARCHETYPES
The following racial archetypes are available to aasimars.
Purifier (Oracle)
The purifier seeks out signs of possession or mind
control that manifest from unwilling (and often
unwitting) servants for fiendish corruptors and their
mortal minions. A purifier seeks liberation of mind,
body, and spirit from the bondage of sin and the taint of
the unholy. A purifier gains the following class features.
Recommended Mysteries: ancestor, battle, heavens,
lore.
Bonus Spells: veil of heaven (2nd), confess (Advanced
Player’s Guide 212; 4th), cast out (Advanced Player’s Guide
210; 6th), denounce (Advanced Player’s Guide 215; 8th), dispel
evil (10th), banishment (12th), holy word (14th), mind blank
(16th), freedom (18th).
Diminished Spellcasting: A purifier can use one fewer
spell per day of each level and does not automatically
learn cure or inf lict spells. Her number of oracle spells
known is unchanged.
Revelations: A purifier must take the following
revelations at the listed levels.
See Sin (Sp): At 3rd level, a purifier gains a bonus equal
to 1/2 her oracle level on Sense Motive checks to sense
enchantments, which she can make as a full-round action.
She also gains a bonus equal to 1/2 her oracle level on
Spellcraft checks to identify enchantment school spells
and spells with the curse or emotion descriptor (see page
251 of Ultimate Magic for spells in the Pathfinder RPG Core
Rulebook and Advanced Player’s Guide that have the curse or
emotion descriptor).
Celestial Armor (Su): At 7th level, a purifier’s armor
takes on a golden or silvery sheen and becomes light as
a feather. Her armor weighs half as much as long as she
wears it, and she also gains armor training as a fighter 4
levels lower than her oracle level. At 11th level, a purifier
gains heavy armor proficiency.
Sin Eater (Su): At 11th level, a purifier can consume a
curse, enchantment, or emotion effect by touch as a fullround
action. She can do this a number of times per
day equal to her Charisma modifier, and must make a
Charisma check with a bonus equal to her oracle level
against a DC of 11 + the caster level of the effect (or the Hit
Dice of the creator for a supernatural effect). If the check
succeeds, the effect is negated; however, the purifier is
sickened for 1d4 rounds.
If the target is possessed (such as by a magic jar effect or
a ghost’s malevolence ability), the possessor is forced out
on a successful check. Whether the check succeeds or fails,
the possessor is sickened for 2d4 rounds.
Sacred Scourge (Su): At 5th level, a purifier may
channel holy power to harm evil outsiders as a cleric of
her level using the Alignment Channel feat. She may use
this ability a number of times per day equal to 1 + her
Charisma modifier.
Holy Terror (Su): At 9th level, a purifier may use her
sacred scourge to panic evil outsiders as if using the Turn
Undead feat against undead.
Celestial Master (Su): At 13th level, a purifier may use
her sacred scourge to compel good outsiders to serve her,
as if using the Command Undead feat against undead.
Tranquil Guardian (Paladin)
A tranquil guardian is a missionary of peace and
tranquility, a soothing voice of succor in a violent and
dangerous world. A tranquil guardian gains the following
class features.
Touch of Serenity (Su): At 1st level, a tranquil guardian
gains Touch of Serenity (Advanced Player’s Guide 172) as a
bonus feat, even if she does not meet the prerequisites.
At 6th level, and every six levels thereafter, the duration
of a tranquil guardian’s Touch of Serenity increases by
1 round. Each round on its turn, the target may attempt
a new Will save to end the effect. The duration does not
stack; only the longest remaining duration applies. This
ability replaces smite evil.
Serene Strike (Su): At 3rd level, when a tranquil guardian
confirms a critical hit, she may convert all damage from
her attack to nonlethal damage, and when she does, she
can activate Touch of Serenity through her weapon or
unarmed strike. Using serene strike is a free action. This
ability replaces aura of courage.
Divine Bond (Su): A tranquil guardian who chooses a
weapon as her divine bond may only increase her weapon’s
enhancement bonus or add the following properties
to her weapon: conductive (Advanced Player’s Guide 286),
defending, disruptive, grayf lame (Advanced Player’s Guide
288), or merciful.
Aura of Calm (Su): At 8th level, a tranquil guardian is
immune to all spells and spell-like abilities with the
emotion descriptor, as well as all fear effects. Each ally
within 10 feet of her gains a +4 morale bonus on saving
throws against these effects.
This ability functions only while the tranquil guardian
is conscious, not if she is unconscious or dead. This ability
replaces aura of resolve.
Waves of Peace (Su): At 11th level, a tranquil guardian
may expend 2 uses of her Touch of Serenity to affect each
opponent within 5 feet of her with that effect. She does not
need to touch the creature for the effect to take hold. This
ability replaces aura of justice.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012