Exalted Disciple of Talavosh

Exalted class — see Classes for the full list.

Prime Requisite:WIL
Requirements:11+ in all stats
Hit Dice:1d6
Maximum Level:12

Some of the exalted Sairans who receive the blessings of Numilvara devote their lives 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 Spell Progression

ExperienceTitleLevelHit Dice123456
0Iron Binder11d62-----
3,125Acolyte of the Claw22d63-----
6,250Steel Supplicant33d632----
12,500Adherent of the Talon44d633----
25,000Silver Speaker55d6332---
50,000Warden of the Fang66d6333---
100,000Golden Hierophant77d65332--
200,000Vizier of the Tiger88d65533--
340,000Exalted Disciple99d655532-
480,000Exalted Disciple, 10th Level109d6+155553-
620,000Exalted Disciple, 11th Level119d6+2655532
760,000Exalted Disciple, 12th Level129d6+3665553

Disciple of Talavosh Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-211+8+14+11+13++0
3-410+7+13+10+12++1
5-69+6+12+9+11++2
7-88+5+11+8+10++3
9-107+4+10+7+9++4
11-126+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 Disciple 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 cleric 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.

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.

Unconventional Talent: 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. The character cannot select a class power that is not available to 1st level characters. For instance, he could not select Rumormongering, because it doesn’t become available to venturers until 4th level. Note that some selections might not be useful, e.g. a non-spellcasting Exalted shouldn’t ever choose Contemplation.

Code Of Behavior

In order to use spells, a disciple must uphold the strictures of his faith:

  • The disciple must always display the holy symbol of his order somewhere on his person when in public.

  • The disciple must offer prayers to Talavosh at dawn and dusk. Offering prayers requires one hour (6 turns).

  • The disciple must always be armed and ready for attack by the enemies of Sair.

  • The disciple must set a stoic example for all citizens of the Sairan Empire and obey the lawful orders of its rightful authorities.

  • The disciple must not use his divine magic in ways that bring harm to the Sairan empire or disrupt its lawful hierarchy.

  • 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 her order (Judge’s discretion).

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

Disciple Templates

3d6TemplateProficienciesStarting Equipment
3 – 4DispossessedQuiet 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 – 6Petty TyrantCombat Trickery (sunder) Intimidation Fiery TerrorHoly 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 – 8Cult LeaderBlack Lore of Mabar Knowledge (occult) Secrets of the Dark ArtsHoly 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 – 10Templar[[Fighting Style SpecializationFighting Style Spec.]] (weapon & shield) Manual of Arms Combat Reflexes
11 – 12Foe HunterBattle 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 – 14OverseerWeapon 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 – 16InquisitorSensing Inhumanity Theology 2 Seer of the UnseenHoly 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 – 18ChampionCommand 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 unconventional talent 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 Spellcasting for how repertoires work; the full Divine Spell List shows every divine spell.

Exalted Disciple Of Talavosh Spell Repertoire

Imported verbatim from the ACKSBERRON MAGIC AND SPELLS repertoire tables. Spell types are abbreviated as on the Divine Spell List (hea healing, pro protection, enc enchantment, ...).

Level 1Level 2Level 3Level 4Level 5Level 6
1Allure encAugury det, esoBewitch Humanoid encAngelic Aura dthAtonement esoArrows of the Sun elm(fire), trn
2Cure Light Injury* heaBeguile Humanoid encCure Blindness* heaAnimate Undead necBoil Blood bst, elm(fire)Banner of Invincibility pro
3Delay Disease heaChoking Grip dthCure Disease* heaCure Serious Injury* heaCommunion det, esoBarrier of Blades wal
4Discern Gist detDark Whisper dthCure Major Injury* heaDeath Ward proCone of Fear encBewitch Monster enc
5Discern Humanity* detDelay Poison heaDeflect Ordinary Missiles proDismember dthCurse of the Swine trnCall of the Aerophract Steeds sum
6Discern Magic detEnergy Protection elmDiscern Invisible detDivination detDeflection of Ordinary Weapons proDispel Evil* eso, pro
7Faithful Companion necHalt Humanoids encDispel Magic proEnergy Invulnerability elm(any), proDominate Monster encFillet and Serve dth
8Holy Circle* proHoly Blessing* eso, proHoly Circle, Sustained* proInspire Awe* encFate det, esoFlesh to Ash dth
9Illumination* esoNecromantic Potence necIllumination, Perpetual* esoLightless Vision trnFiery Pillar bst, elm(fire)Hidden Host ill
10Purify Food and Water* esoNoiselessness illInvulnerability to Evil* proNeutralize Poison* heaGiant Strength trnHome Ward eso, pro
11Remove Fear* eso, heaRighteous Wrath trnRemove Curse* heaPhysical Invulnerability proRestore Life and Limb* heaLocate Place of Power det
12Sanctuary eso, proSlicing Blow dthRune of Warding esoProtection from Temperature proSmite Undead* necQuest enc, eso
13Shatter Blade bst, elm(earth)Slumber encSpeak with Dead necRepair Disfigurement & Dis.* heaSnakes to Staffs* trnSlumber, Deep enc
14Unliving Puppet necSpiritual Weapon bst, esoStriking trnSphere of Invulnerability, Lesser proStrength of Mind* proSphere of Invulnerability, Grtr. pro
15Word of Command encSwift Sword movSwift Sword, Sustained movTongues det, esoVigor trnSummon Winged Herald sum