War of the Worldwound
Exemplars are representative of a divine ideal, their lives a holy quest dedicated to the pursuit of their cause. Typically aligned to a deity, they serve their cause with a combination of intuition and divine guidance.
Lawful exemplars are often called Paladins, Neutral Justicars, and Chaotic Templars.
Exemplars and Alignment: The alignment of an Exemplar has an effect on many of his abilities. Each alignment has an opposing alignment: good opposes evil, law opposes chaos. Neutral opposes nothing by itself, except in the case of true neutral, which opposes all non-neutral alignments (LG, CG, LE, CE). A neutral good exemplar would have one oppositional alignment (evil), while a chaotic good exemplar would have two (lawful and evil). In some cases, when an Exemplar’s alignment opposes both aspects of an opponent’s alignment, the power’s effectiveness is increased as noted.
Weapon and Armor Proficiency: Exemplars are proficient with all simple and martial weapons, with their deity’s favored weapon, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of [Alignment] (Ex): Exemplars radiate an aura based on their alignment. The power of an exemplar’s aura (see the detect good spell) is equal to her exemplar level. Neutral exemplars do not radiate a discernable alignment aura.
Detect [Opposing Alignment] (Sp): At will, a exemplar can use detect evil, as the spell. An exemplar can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is of an opposing alignment, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the exemplar does not detect opposing alignments in any other object or individual within range.
Smite [Opposing Alignment] (Su): Once per day, an exemplar can call out to the powers of their deity to aid her in her struggle against their opposing alignment. As a swift action, the exemplar chooses one target within sight to smite. If this target is of an opposing alignment, the exemplar adds her Charisma bonus (if any) to her attack rolls and adds her exemplar level to all damage rolls made against the target of her smite. If the target of smite is an outsider with a subtype in opposition to the exemplar’s alignment, an oppositional-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the exemplar possesses. Regardless of the target, smite evil attacks automatically bypass any DR the successfully targeted creature might possess.
In addition, while smite is in effect, the exemplar gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the exemplar targets a creature that is not of an opposing alignment, the smite is wasted with no effect.
The smite effect remains until the target of the smite is dead or the next time the exemplar rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the exemplar may smite one additional time per day, to a maximum of seven times per day at 19th level.
Divine Grace (Su): At 2nd level, an exemplar gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, and exemplar much choose whether she channels positive or negative energy. An exemplar can heal wounds, or inflict them, by touch. Each day she can use this ability a number of times equal to 1/2 her exemplar level plus her Charisma modifier. With one use of this ability on a living target, an exemplar can heal or inflict 1d6 hit points of damage for every two exemplar levels she possesses. Using this ability is a standard action, unless the exemplar targets herself, in which case it is a swift action. Despite the name of this ability, an exemplar only needs one free hand to use this ability.
Alternatively, an exemplar with positive energy can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the exemplar possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. An exemplar utilizing negative energy can use her touch to heal undead in exactly the same manner.
Path: At third level, an exemplar must choose an aura to radiate.
Aura of Courage (Su): At 3rd level, an exemplar is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the exemplar is conscious, not if she is unconscious or dead.
Aura of Cowardice (Su): At 3rd level, an exemplar is immune to fear (magical or otherwise) and radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an exemplar with this ability. This ability functions only while the exemplar remains conscious, not if he is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy/Cruelty (Su): At 3rd level, and every three levels thereafter, an exemplar can select one additional effect to bestow with her lay on hands ability. Exemplars channeling positive energy bestow mercies, while those channeling negative energy bestow cruelties. Whenever the exemplar uses lay on hands to heal or inflict damage to one target, the target also receives the additional effects from all of the mercies or a single cruelty possessed by the exemplar. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. The target receives a Fortitude save to avoid the effects of a cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the exemplar’s level + the exemplar’s Charisma modifier.
At 3rd level, the exemplar can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
• Fatigued: The target is fatigued.
• Shaken: The target is shaken for 1 round per level of the antipaladin.
• Sickened: The target is sickened for 1 round per level of the antipaladin.
At 6th level, an exemplar adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
• Dazed: The target is dazed for 1 round.
• Diseased: The target contracts a disease, as if the exemplar had cast contagion, using his antipaladin level as his caster level.
• Staggered: The target is staggered for 1 round per two levels of the exemplar.
At 9th level, an exemplar adds the following mercies to the list of those that can be selected.
• Cursed: The exemplar’s lay on hands ability also acts as remove curse, using the exemplar’s level as the caster level.
• Exhausted: The target is no longer exhausted. The exemplar must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The exemplar must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The exemplar must have the sickened mercy before selecting this mercy.
• Poisoned: The exemplar’s lay on hands ability also acts as neutralize poison, using the exemplar’s level as the caster level.
• Cursed: The target is cursed, as if the exemplar had cast bestow curse, using his exemplar level as his caster level.
• Exhausted: The target is exhausted. The exemplar must have the fatigue cruelty before selecting this cruelty.
• Frightened: The target is frightened for 1 round per two levels of the exemplar . The exemplar must have the shaken cruelty before selecting this cruelty.
• Nauseated: The target is nauseated for 1 round per three levels of the exemplar . The exemplar must have the sickened cruelty before selecting this cruelty.
• Poisoned: The target is poisoned, as if the exemplar had cast poison, using the exemplar‘s level as the caster level.
At 12th level, an exemplar adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
• Blinded: The target is blinded for 1 round per level of the exemplar.
• Deafened: The target is deafened for 1 round per level of the exemplar.
• Paralyzed: The target is paralyzed for 1 round.
• Stunned: The target is stunned for 1 round per four levels of the exemplar.
Mercy abilities are cumulative, cruelty abilities are not. For example, a 12th-level exemplar’s lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Channel Positive or Negative Energy (Su): When an exemplar reaches 4th level, she gains the supernatural ability to channel positive or negative energy like a cleric. Using this ability consumes two uses of her lay on hands ability. An exemplar uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, an exemplar gains the ability to cast a small number of divine spells which are drawn from the either the paladin, antipaladin, or ranger spell list presented in Spell Lists. An exemplar must choose and prepare her spells in advance.
To prepare or cast a spell, an exemplar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an exemplar’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, an exemplar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the exemplar gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
An exemplar must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. An exemplar may prepare and cast any spell on their chosen spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, an exemplar has no caster level. At 4th level and higher, her caster level is equal to her exemplar level – 3.
Divine Bond (Sp): Upon reaching 5th level, an exemplar forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the exemplar to enhance her weapon as a standard action by calling upon the aid of an outsider spirit for 1 minute per exemplar level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: brilliant energy, defending, disruption, flaming, flaming burst, keen, merciful, and speed. The exemplar can also add the following abilities to her weapon, based on her alignment: good—holy; evil—unholy; lawful—axiomatic; chaotic—anarchic. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The outsider spirit imparts no bonuses if the weapon is held by anyone other than the exemplar but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. An exemplar can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the exemplar loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the exemplar takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows an exemplar to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium exemplar) or a pony (for a Small exemplar), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the exemplar’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, an exemplar may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the exemplar’s level. The mount immediately appears adjacent to the paladin. An exemplar can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial template if good, the fiendish template if evil. Neutral exemplars may choose between celestial, shadow, and fiendish. The mount becomes a magical beast for the purposes of determining which spells affect it. At 15th level, an exemplar’s mount gains spell resistance equal to the exemplar’s level + 11.
Should the exemplar’s mount die, the paladin may not summon another mount for 30 days or until she gains a exemplar level, whichever comes first. During this 30-day period, the exemplar takes a –1 penalty on attack and weapon damage rolls.
Aura: At 8th level, the exemplare must choose between Resolve and Despair.
Aura of Resolve (Su): At 8th level, an exemplar is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the exemplar is conscious, not if she is unconscious or dead.
Aura of Despair (Su): At 8th level, enemies within 10 feet of an exemplar take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while the exemplar is conscious, not if he is unconscious or dead.
Aura of Justice (Su): At 11th level, an exemplar can expend two uses of her smite ability to grant the ability to smite to all allies within 10 feet, using her bonuses. Allies must use this smite ability by the start of the exemplar’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Creatures of opposing alignments to the exemplar gain no benefit from this ability.
Aura of Faith (Su): At 14th level, an exemplar’s weapons are treated as aligned for the purposes of overcoming damage reduction. This alignment matches the exemplar’s own alignment. A true neutral exemplar’s weapon is not treated as aligned; instead, it is treated as silver, cold iron and adamantine (for purposes of overcoming damage reduction only). Any attack made against an enemy within 10 feet of her is treated as similarly aligned for the purposes of overcoming damage reduction. This ability functions only while the exemplar is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su): At 17th level, an exemplar gains DR 5/ [opposing alignment], and immunity to compulsion spells and spell-like abilities. Only one opposing alignment is chosen for this ability, even if the exemplar has two opposition alignments. A true neutral exemplar may choose any alignment for its damage reduction. Each ally within 10 feet of the exemplar gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the exemplar is conscious, not if she is unconscious or dead.
Holy/Unholy Champion (Su): At 20th level, an exemplar becomes a conduit for the power of her god. Her DR increases to 10/ [opposing alignment]. If the exemplar has two opposing alignments, they are both part of the damage reduction. True Neutral characters may choose two opposing alignments, either Law or Chaos, and either Good or Evil. Whenever she uses smite and successfully strikes an outsider of opposing alignment, the outsider is also subject to a banishment, using her exemplar level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, if the exemplar channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount. If the exemplar channels negative energy or uses lay on hands to harm a creature, the effect is enhanced (150%).
Code of Conduct: An exemplar must be true to her alignment and her deities’ principles.
She loses all class features except proficiencies if she ever willingly commits an act against the tenants of her faith, as determined by player and dm.