26.01.2021 Views

[Pathfinder] beastisrfrt

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

651017

2224025

2224025

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

651017

651017

2224025

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.

86

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!