Seraph Guru Philosophies
Table of Contents
The City of 7 Seraphs


Shanti priests believe in finding peaceful resolutions to all problems and only resort to violence as a last result. Valued highly as diplomats, gurus who follow the philosophy of shanti have a calming influence on everyone around them.

Proficiencies: The shanti guru gains additional proficiency with bolas, jutte, light flail, nine-section whip, nunchaku, rope dart, sap, tonfa and whip. Shanti gurus also gain Improved Unarmed Strike as a bonus feat and treat their unarmed strike and natural attacks as philosophy weapons.

Aura of Calm (Su): From 1st level on, shanti gurus gain the ability to generate a constant aura of calm in a 10 foot radius, increasing by an additional 10 feet at 3rd level and every two levels thereafter. The guru can suppress or resume this aura as a swift action. As long as the aura of calm is active any creature within its radius must succeed at a Will saving throw (DC 10 + 1/2 the guru’s class level + his Wisdom modifier) or find itself unable to take violent actions (although they can defend themselves) or do anything destructive (such as sundering equipment or destroying property). Any aggressive action against or damage dealt to a calmed creature immediately frees it from the aura’s effects. This aura is automatically suppressed if the guru is rendered unconscious.

Enhanced Calm: Starting at 4th level, the guru’s aura of calm automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all creatures within its affected area. While within the radius of the aura, a suppressed spell, condition, or effect has no effect. When the affected creature leaves the area of the aura of calm, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Calming Touch (Su): At 7th level, whenever a creature who has succeeded on their saving throw against the guru’s aura of calm, or who has been freed from the aura of calm due to taking damage or being the target of aggressive action, takes nonlethal damage from the guru’s gentle touch ability, they must make a new Will saving throw against the guru’s aura of calm or be subject to its effects once more.

Rest For the Wicked (Su): Shanti gurus who reach 10th level gain the ability to force creatures into a peaceful slumber. As a standard action, the guru can force any creature within the radius of its aura of calm to fall asleep unless it succeeds on a Will saving throw (DC 10 + 1/2 the guru’s class level + his Wisdom modifier). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). The guru may choose to take 1 point of essence burn when activating this ability to make it a healing rest, granting the target fast healing equal to the guru’s Wisdom bonus (minimum 1) for a number of rounds equal to the guru’s class level, or until the target awakens, whichever comes first. Targets of a healing rest who sleep for at least 5 rounds are also cured of any poisons or non-magical diseases. A target can only benefit from a healing rest once per day. This ability does not affect unconscious creatures, constructs, or undead creatures.

Slumbering Palm (Su): Beginning at 13th level, whenever the guru deals nonlethal damage to a creature using his gentle touch ability, they must succeed at a Will saving throw or fall asleep as though targeted by the guru’s rest for the wicked ability.

Peaceful Returns (Su): Once the guru reaches 16th level, he may spend a move action to cause any nonlethal damage dealt to a creature within his aura of calm to be maximized until the start of his next turn, treating all damage dice as though they had rolled the maximum possible amount.

Swords to Plowshares (Su): At 19th level, whenever the guru is dealt damage with a manufactured melee weapon by a creature within his aura of calm, that creature must succeed at a Will saving throw (adding their weapon’s enhancement bonus, if any, to the roll) or have their weapon transform into a peaceful tool unsuitable for combat. Swords become plowshares, quarterstaffs become fragile walking sticks, warhammers become mundane carpentry tools, etc. Creatures attempting to use a weapon transformed in this way treat it as a nonmagical improvised weapon of the same size and materials as the base weapon. This transformation lasts as long as the weapon remains within the guru’s aura of calm, and the weapon naturally returns to its original shape and functionality upon leaving the aura.

City of 7 Seraphs by Lost Spheres Publishing
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Luminous Organizations
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Neutral Organizations
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Umbral Organizations
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