Devotee (Prestige Class)

A devotee is someone who has dedicated themselves to a particular organization - and in return for that devotion, they can acquire great power.

Hit Dice: d8

Class Skills: The devotee’s class skills (and the key ability score for each) are: Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).

Skill Ranks per Level: 6 + Intelligence modifier.

Requirements

To qualify to become a devotee, a character must fulfill the following criteria.

Alignment: Within one step of chosen organization.

Feats: Endurance, Societal Obedience†

Special: Any one of the following:

  • Base Attack Bonus +5
  • 5 ranks in any skill listed as an activity skill for the chosen organization.
  • Ability to cast 3rd-level spells.
  • Ability to bind 3rd-level spirits.

Class Features

Table: The Devotee
Level Base Attack Bonus Fort Save Ref Save Will Save Special Aligned Class
1st +0 +1 +1 +1 Diehard, obedience, skilled, societal brand
2nd +1 +1 +1 +1 Secret tongue, societal secret +1 increase to class level
3rd +2 +2 +2 +2 Steadfast devotion, societal boon 1 +1 increase to class level
4th +3 +2 +2 +2 Societal secret +1 increase to class level
5th +3 +3 +3 +3 Deathless devotion
6th +4 +3 +3 +3 Societal boon 2, societal secret +1 increase to class level
7th +5 +4 +4 +4 Tireless devotion +1 increase to class level
8th +6 +4 +4 +4 Societal secret +1 increase to class level
9th +6 +5 +5 +5 Societal boon 3
10th +7 +5 +5 +5 Eternal devotion, societal secret +1 increase to class level

Aligned Class

Devotees have diverse backgrounds and show an unusual range of diversity. At 1st level, the devotee selects one class that he belonged to before adding the prestige class to be his aligned class. He adds his devotee level to his aligned class level when determining all level-dependent effects of his aligned class’s features, such as the number of bardic performance rounds or rounds of rage that he possesses, his caster level when casting spells or spell-like abilities granted by the aligned class, or his binder level when sealing pacts with spirits. This ability cannot raise the devotee’s level above his character level and he doesn’t gain any other benefits a character of that class would have gained from acquiring a new level in his aligned class, including (but not limited to) additional spells per day, new class features, or incremental increases to his existing class abilities, such as additional sneak attack damage dice for a rogue or an increase to his weapon training bonus for a fighter.

At the indicated levels, a devotee gains all the class features for his aligned class as if he had also gained a level in his aligned class. He gains all the class features for this class, essentially increasing his level in his aligned class by 1 to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his aligned class as well as those of the devotee prestige class.

Diehard

At 1st level, a devotee’s zeal for his organization is such that she denies herself his eternal rest so long as his organization needs him. The devotee gains Diehard as a bonus feat. Additionally, the devotee adds his Charisma modifier to his Constitution score to determine the total number of negative hit points of damage that he can sustain before he is dead.

Obedience (Ex)

In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, a devotee must perform a daily obedience in service to his chosen organization.

Skilled

Devotees quickly learn to specialize in the skills that their organizations demand of their members. At 1st level, a devotee selects two skills that are listed as activity skills for his chosen organization to add to his list of class skills. If all of the organization’s activity skills are class skills for the devotee prior to him taking his first level in this prestige class, the devotee may select any skill to add to his list of class skills instead. Once selected, these skills cannot be changed.

Societal Brand (Su)

At 1st level, a mark appears somewhere on the devotee’s body. This mark is an esoteric symbol that represents the devotee’s organization and generally appears in a location that is easy to conceal but also easy to reveal when prompted, such as the upper arm or on the chest.

Secret Tongue (Ex)

At 2nd level, the devotee learns the secret language employed by his organization as a free language; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Devotees are forbidden to teach this language to nonmembers of their chosen organization. Each organization’s language (and the alphabet that it uses) is noted in the organization’s description.

Societal Secret

At 2nd level and every two levels thereafter, the devotee chooses one secret from the list below. Unless stated otherwise, he may not select the same secret more than once.

Additional Societal Skills

A devotee with this secret selects two additional skills that are listed as activity skills for his chosen organization to add to his list of class skills.

Clandestine Magic (Sp)

A devotee with this secret gains a spell-like ability, each usable twice per day, from the following list, in order: disguise self, misdirection, silent tableACG, nondetection. For example, the first time a devotee selects this secret, he gains disguise self 2/day; the second time he selects this secret, he gains misdirection 2/day. The devotee’s caster level for these spells is equal to his aligned class’s class level. The DCs for these abilities are Charisma-based.

A devotee may select this secret up to four times. Each time it is selected, the devotee gains an additional ability as described above.

Endurance Training

A devotee who selects this talent gains one of the following feats as a bonus feat: Dodge, Great Fortitude, Iron Will, Lightning Reflexes, or Toughness. A devotee can select this talent multiple times. Each time he selects a different feat from the list.

Rogue Talent (Ex)

A devotee can select one of the following rogue talents in place of a devotee secret: black market connectionsUC, camouflageAPG, canny observerAPG, coax informationAPG, convincing lieUC, deft palmUC, fast picksAPG, fast stealth, guileful polyglotAPG, major magic, minor magic, quick disguiseAPG, or terrain masteryUC. Any talent effects based on rogue level use the devotee’s aligned class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic rogue talent), the devotee must fulfill the prerequisite before selecting that rogue talent. This secret can be selected multiple times; each time, it grants the devotee a new rogue talent.

Sacrificial Bane (Su)

A devotee with this secret allows his blood offering to infuse his attacks with spiteful power; while his sacrificial brand is bleeding, a devotee can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the devotee wields the weapon and his sacrificial brand is bleeding. If dropped or taken, the weapon resumes granting this ability if it is returned to the devotee before the duration expires. This ability lasts for a number of rounds per day equal to the devotee’s level. These rounds do not need to be consecutive. If the devotee’s aligned class is inquisitor and he possesses the bane ability from his aligned class, he instead gains a number of additional rounds of bane per day equal to his class level, but these rounds can only be used while his sacrificial brand is bleeding. A devotee must possess the sacrificial brand secret before selecting this secret.

Sacrificial Brand (Su)

A devotee with this secret is marked by scarified wounds that form his societal brand. At 2nd level, he can start or stop a flow of blood from his societal brand via force of will as a standard action. Activating sacrificial brand causes bleed damage equal to half the devotee’s class level. This bleed damage is not halted by curative magic and if the devotee stops or is otherwise immune to this damage, he gains no benefit from his sacrificial brand. While the sacrificial brand is bleeding, the devotee gains a sacred bonus (if his chosen organization is Good) or profane bonus (if his chosen organization is Evil) equal to half his class level. Each time he activates the sacrificial brand, the devotee decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the devotee must deactivate and reactivate his sacrificial brand. While his sacrificial brand is bleeding, the devotee ignores blood drain and bleed damage from any other source.

A devotee can select this secret a second time at 6th level and a third time at 10th level. The second time this secret is selected, activating the sacrificial brand becomes a move action. The third time this secret is selected, activating the sacrificial brand becomes a swift action.

Skill Focus

A devotee with this secret gains Skill Focus as a bonus feat. He may only select skills that are listed as activity skills for his chosen organization with this feat. A devotee can select this secret multiple times. Each time it is selected, choose a different skill that is listed as an activity skill for the devotee’s chosen organization.

Steadfast Saves (Ex)

A devotee with this talent is able to use his skills to avoid certain effects. Select Fortitude, Reflex, or Will. If the devotee makes a saving throw of the chosen kind against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the devotee is wearing light armor, medium armor, or no armor. A helpless devotee does not gain the benefit of the steadfast saves ability. A devotee can select this secret up to three times. Each time he selects it, choose a different kind of saving throw to apply its effects to.

Societal Boon

As the devotee gains levels, he gains boons from his chosen organization. The nature of these boons varies depending on the devotee’s chosen organization. Each organization grants three boons, each more powerful than the last. At 3rd level, the devotee gains the first boon. At 6th level, he gains the second boon, and at 9th level, he gains the third boon.

Consult the Societal Obedience feat for details on societal boons. When a societal boon grants a spell-like ability, the devotee’s caster level for the spell-like ability equals his total character level. This ability allows a devotee to access these boons earlier than with the Societal Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Steadfast Devotion (Ex)

At 3rd level, a devotee gains an insight bonus on saving throws against mind-affecting effects equal to his Charisma modifier (minimum 0).

Deathless Devotion (Ex)

At 5th level, when the devotee is at 0 or fewer hit points, he does not lose 1 hit point when he takes an action. Furthermore, the devotee can take a move action and a standard action or a full-round action while at 0 or fewer hit points and he adds his Charisma modifier to the total number of hit points that he receives at each level in addition to his Constitution modifier. A devotee gains these hit points retroactively for each class level that he has earned, and temporary increases to Charisma provide the devotee with temporary hit points, just as temporary increases to Constitution do.

Tireless Devotion (Ex)

At 7th level, a devotee gains an insight bonus on saving throws against effects that cause fatigue or exhaustion equal to his Charisma modifier (minimum 0) and on Constitution checks made to avoid nonlethal damage when he makes a forced march. Additionally, he can hustle for a number of hours in between sleep cycles equal to his Charisma modifier before taking nonlethal damage.

Eternal Devotion (Ex)

At 10th level, a devotee becomes a stalwart, unwavering paragon of his organization, demonstrating incredible focus and dedication to his organization’s cause that spurs him onward where others would fail. When the devotee is slain, he can revive himself to continue fighting for a number of rounds equal to his class level + his Charisma modifier as an immediate action, with the same limitations as raise dead. After using this ability, the devotee is alive, but staggered, even if the devotee is normally immune to the staggered condition. Spells and effects that remove or suppress the staggered condition don’t affect this condition. When this ability ends, the devotee dies regardless of his hit point total. If breath of life is cast on the devotee while he is fighting in this manner or up to one round after eternal devotion ends, the devotee is returned to life and the effects of eternal devotion end, including the staggered condition.

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