Class Summary
Prime Requisite: WIL Requirements: 11+ in all stats Hit Dice: 1d6 Maximum Level: 12
Exalted Disciple of Talavosh
Exalted class — see Classes for the full list.
Humans descended from the nobility or saints of Sair are sometimes blessed by the goddess Numilvara. Some of these Exalted Sairans devote their lives to bringing glory to her son Talavosh, the Tiger Prince. These disciples are granted increased spellcasting power compared to normal clerics and are charged with enforcing the highest laws of the realm.
Exalted Disciple of Talavosh Level Progression / Exalted Disciple of Talavosh Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5 6 0 Iron Binder 1 1d6 2 - - - - - 3,125 Acolyte of the Claw 2 2d6 3 - - - - - 6,250 Steel Supplicant 3 3d6 3 2 - - - - 12,500 Adherent of the Talon 4 4d6 3 3 - - - - 25,000 Silver Speaker 5 5d6 3 3 2 - - - 50,000 Warden of the Fang 6 6d6 3 3 3 - - - 100,000 Golden Hierophant 7 7d6 5 3 3 2 - - 200,000 Vizier of the Tiger 8 8d6 5 5 3 3 - - 340,000 Exalted Disciple 9 9d6 5 5 5 3 2 - 480,000 Exalted Disciple, 10th Level 10 9d6+1 5 5 5 5 3 - 620,000 Exalted Disciple, 11th Level 11 9d6+2 6 5 5 5 3 2 760,000 Exalted Disciple, 12th Level 12 9d6+3 6 6 5 5 5 3
Exalted Disciple of Talavosh Saving Throws and Attack Bonus
Level Paralysis Death Blast Implement Spells Attack Bonus 1-2 11+ 8+ 14+ 11+ 13+ +0 3-4 10+ 7+ 13+ 10+ 12+ +1 5-6 9+ 6+ 12+ 9+ 11+ +2 7-8 8+ 5+ 11+ 8+ 10+ +3 9-10 7+ 4+ 10+ 7+ 9+ +4 11-12 6+ 3+ 9+ 6+ 8+ +5
Combat Characteristics
Disciples are skilled combatants, albeit not as good as fighters. Though they lack the killer instincts of a trained warrior, their armored conviction can hold the line as well as any cleric.
Combat Proficiencies: The orders of Talavosh train with axes, swords, and daggers. They have armor proficiency with all armor. They have fighting style proficiency with the weapon and shield and two-handed weapon styles, but not with the dual weapon style.
Combat Progression: Disciples advance in attack throws and saving throws by two points every four levels. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Commanding Voice: A disciple of Talavosh can project his magical powers in a way that inspires awe in those graced with his presence. He gains a +1 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if bewitched while in his presence. Once a subject leaves his presence, the bewitchment ends. If he interacted with the subject with finesse and tact, limiting any requests to the bounds of reason, the subject might be unaware that he was even bewitched. However, if he makes dangerous or unusual demands of the subject to which he would not ordinarily agree, the subject will deduce he was bewitched once the effect ends. This power is equivalent to the Mystic Aura proficiency.
Divine Magic: By invoking Talavosh, His disciples can manifest their power in the form of divine spells. The number and levels of spells the disciple can cast in a single day are listed on the Exalted Disciple of Talavosh Spell Progression table. The disciple’s spell selection is limited to the spells in his order’s repertoire. See Magic and Spells for a list of all available spells.
Extraordinary Resilience: When a disciple of Talavosh is required to consult the Mortal Wounds table, the character may roll twice and take the better result. Additionally, the number of days of bed rest required is reduced by his experience level.
Mental Focus: Once per day per class level, the Disciple of Talavosh may enter a state of mental focus. For the next 10 minutes, the character gains a +1 bonus to AC, attacks, saving throws and initiative rolls. Entering this state does not require an action and may be performed prior to rolling initiative (provided he is not surprised) or on the character’s initiative in combat.
Theology: The disciple has received religious instruction at a seminary, monastery, or temple. He can begin play as a member of a religious hierarchy (Judge’s discretion). He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)
Additional Class Powers
Inexorable (4th): At 4th level, the disciple becomes inexorable, gaining immunity to all fear effects.
Minor Magical Research (5th): The disciple can scribe scrolls and brew potions.
Major Magical Research (9th): The disciple can create permanent magic items, such as weapons, rings, and staffs.
Fortified Church (9th): By acquiring a fortified church worth at least 15,000gp, the disciple can attract followers to his service. Provided the disciple has kept to his code of behavior, he can build a fortified church at half price due to the assistance of his deity and order. 5d6 x 10 0th level troops and 1d6 disciples or clerics of 1st level of the same religion arrive to serve him within 1d3 months of him acquiring the fortified church. If the disciple has already acquired a fortified church, the followers arrive to serve him within 1d3 months of him reaching 9th level. The followers are fanatically brave and completely loyal (loyalty +4 and morale +4). Despite their loyalty, the followers must be paid a fair wage, or they might eventually leave his service. Additional rules for fortified churches are detailed in Campaigns.
Conjure Enforcer (10th): At 10th level, the disciple of Talavosh gains the ability to call upon supernatural enforcers of his deity’s will. Oncer per month he may conjure an invisible stalker or other creature of the Judge’s devising to plague an enemy or perform a service. The creature will serve until its task is complete unless it is returned to its home dimension by a dispel good (or dispel evil), or the creature is slain. If given a dangerous or arduous task, the creature may attempt to subvert its instructions. Summoning the enforcer takes 1 turn to complete.
Supreme Magical Research (11th): The disciple can learn and cast ritual divine spells of great power (7th, 8th, and 9th level), and craft magical constructs such as golems and animated statues. If chaotic, the disciple can create necromantic servants and even become undead himself. Rules for magic research can be found in Campaigns.
Code of Behavior
In order to use spells, a disciple must uphold the strictures of his faith:
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The disciple must always display the holy symbol of his order somewhere on his person when in public.
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The disciple must offer prayers to Talavosh at dawn and dusk. Offering prayers requires one hour (6 turns).
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The disciple must always be armed and ready for attack by the enemies of Sair.
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The disciple must set a stoic example for all citizens of the Sairan Empire and obey the lawful orders of its rightful authorities.
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The disciple must not use his divine magic in ways that bring harm to the Sairan empire or disrupt its lawful hierarchy.
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The disciple must produce offspring only with other Exalted Sairans, that the bloodlines may be kept pure.
If a disciple ever violates the strictures of his faith, Talavosh might impose penalties upon him. These penalties are entirely up to the Judge. The usual penalty is disfavor (see Conditions) but might include a reduction in spells available or even a loss of all disciple powers altogether. To remove the penalties, the disciple will have to atone for his violation by, e.g., sacrificing treasure, undertaking quests, or even receiving an atonement spell from a powerful caster of his order (Judge’s discretion).
Racial Traits
Prince of Sair: Exalted Sairans are recognized as rightful authority figures across Sair. The character may hire one more henchman than is normally allowed by CHA, and the base loyalty score for all his henchmen is increased by 1.
Divine Grace: Exalted Sairans are blessed by Numilvara with a divine grace, reducing the target number for their saving throws by 2. This benefit is already factored into the saving throw table above.
Genius Dilettante: Sairan culture is rooted in its love of the provocative, the avant-garde, and the unconventional. The character can learn a class proficiency from any class; a thief skill (excluding backstab); a venturer class power (excluding mercantile network); or other class power approved by the Judge, excluding spellcasting powers. Each time the character gains a level, they must change this selection to one they have not chosen before.
The character cannot select a class power that is not available to 1st level characters. Note that some selections might not be useful, e.g. a non-spellcasting Exalted shouldn’t ever choose Contemplation.
Class Proficiencies
Proficiency Progression: At 1st level, disciples gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th and 9th level.
Exalted Disciple of Talavosh Proficiency List: Battle Magic, Black Lore of Mabar, Bright Lore of Irian, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Health, Fighting Style Specialization, Healing, Illusion Resistance, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Manual of Arms, Martial Training, Military Strategy, Profession (judge), Prophecy, Quiet Magic, Sensing Inhumanity, Sensing Power, Siege Engineering, Syncretism, Theology, Unflappable Casting, Weapon Focus
Exalted Disciple of Talavosh Templates
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Dispossessed Quiet Magic
Survival
Passing Without TraceHand-carved wood holy symbol (fang of Talavosh), battered sword, shabby wool tunic and pants, low sandals, small sack, waterskin, 1 week’s iron rations, 1gp (1 4/6 st) 5 – 6 Petty Tyrant Combat Trickery (sunder)
Intimidation
Fiery Terror (Throdenite)Holy Symbol (fang of Talavosh), cruelly curved sword, deep red leather armor, dark gray tunic and pants, embossed belt, low boots, 2 belt pouches, waterskin, 1 week’s iron rations, 1gp (3 5/6 st) 7 – 8 Cult Leader Black Lore of Mabar
Knowledge (occult)
Secrets of the Dark Arts (Orcblooded Warlock)Holy symbol (fang of Talavosh), executioner’s battle axe, round wooden shield with occult sigils, ring mail armor, purple cloak, loose-fitting cult robes, leather belt, high boots, backpack, tinderbox, 6 torches, waterskin, 1 week’s iron rations, (6 5/6 st) 9 – 10 Templar Fighting Style Spec. (weapon & shield)
Manual of Arms
Combat ReflexesHoly symbol (fang of Talavosh), sword, steel shield bearing symbol of Talavosh, laminated linen armor, wool tunic and pants, embossed belt, high boots, short gloves, backpack, tinderbox, 12 torches, waterskin, 1 week’s iron rations, 7gp (8 st) 11 – 12 Foe Hunter Battle Magic
Military Strategy
Combat FerocityHoly symbol (fang of Talavosh), two-handed sword, banded plate armor, wool tunic and pants, embossed belt, low boots, backpack, 1 lb garlic, 1 lb wolfsbane, 4 stakes and mallet, tinderbox, 6 torches, waterskin, 1 week’s iron rations, 10gp (9 1/6 st) 13 – 14 Overseer Weapon Focus (whips)
Leadership
Unflappable CastingHoly symbol (fang of Talavosh), battle axe, hand axe, notched leather whip, steel shield bearing sigil of Talavosh, banded plate armor, blue overseer’s tunic and pants, leather belt, high boots, backpack, tinderbox, 6 torches, waterskin, 1 week’s iron rations, 24gp (10 st) 15 – 16 Inquisitor Sensing Inhumanity
Theology 2
Seer of the Unseen (Throdenite)Holy symbol (fang of Talavosh), sharpened sword, steel shield bearing symbol of Talavosh, banded plate armor, blue priest’s cassock, leather belt, high boots, backpack, 2 flasks of holy water, tinderbox, 6 torches, manacles, 1 week’s iron rations, waterskin, 3gp (9 2/6 st) 17 – 18 Champion Command
Riding
Mounted CombatHoly symbol (fang of Talavosh), polished sword, steel shield bearing sigil of Talavosh, banded plate armor, purple armiger’s tunic and pants, embossed leather belt, low riding boots, medium riding horse, riding saddle and tack, leather saddlebag, waterskin, 1 week’s iron rations, 13gp (6 3/6 st with rations on horse) Notes: The disciple’s genius dilettante selection is in bold.
For the Cult Leader, the code of behavior is reversed to favor Chaos over Law.
Spells
Prayerful divine caster: the disciple casts from his order’s fixed repertoire below. See Magic and Spells for how repertoires work; the full Divine Spell List shows every divine spell.
Exalted Disciple of Talavosh Spell Repertoire
Repertoire
Notes: An asterisk (*) marks a reversible spell.