Exalted Wonderworker
Exalted class — see Classes for the full list.
| Prime Requisite: | INT and WIL |
|---|---|
| Requirements: | 11+ in all stats |
| Hit Dice: | 1d4 |
| Maximum Level: | 12 |
Exalted Sairans who devote their lives to the word of Numilvara are blessed with mastery of spellcasting, both divine and arcane. These wonderworkers display Her glory for all to see, seeking to elevate all Sairans with Her blessings.
Exalted Wonderworker Level Progression / Arcane Spell Progression / Divine Spell Progression
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 6 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Divine Arcanist | 1 | 1d4 | 1 | - | - | - | - | - | 1 | - | - | - | - | - |
| 3,125 | Divine Seer | 2 | 2d4 | 2 | - | - | - | - | - | 2 | - | - | - | - | - |
| 6,250 | Divine Theurgist | 3 | 3d4 | 2 | 1 | - | - | - | - | 2 | 1 | - | - | - | - |
| 12,500 | Divine Magician | 4 | 4d4 | 2 | 2 | - | - | - | - | 2 | 2 | - | - | - | - |
| 25,000 | Divine Thaumaturge | 5 | 5d4 | 2 | 2 | 1 | - | - | - | 2 | 2 | 1 | - | - | - |
| 50,000 | Divine Enchanter | 6 | 6d4 | 2 | 2 | 2 | - | - | - | 2 | 2 | 2 | - | - | - |
| 100,000 | Divine Sorcerer | 7 | 7d4 | 3 | 2 | 2 | 1 | - | - | 3 | 2 | 2 | 1 | - | - |
| 200,000 | Divine Mage | 8 | 8d4 | 3 | 3 | 2 | 2 | - | - | 3 | 3 | 2 | 2 | - | - |
| 390,000 | Divine Wizard | 9 | 9d4 | 3 | 3 | 3 | 2 | 1 | - | 3 | 3 | 3 | 2 | 1 | - |
| 580,000 | Divine Wizard, 10th Level | 10 | 9d4+1 | 3 | 3 | 3 | 3 | 2 | - | 3 | 3 | 3 | 3 | 2 | - |
| 770,000 | Divine Wizard, 11th Level | 11 | 9d4+2 | 4 | 3 | 3 | 3 | 2 | 1 | 4 | 3 | 3 | 3 | 2 | 1 |
| 960,000 | Divine Wizard, 12th Level | 12 | 9d4+3 | 4 | 4 | 3 | 3 | 3 | 2 | 4 | 4 | 3 | 3 | 3 | 2 |
Exalted Wonderworker Saving Throws and Attack Bonus
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1-3 | 11+ | 11+ | 13+ | 9+ | 10+ | +0 |
| 4-6 | 10+ | 10+ | 12+ | 8+ | 9+ | +1 |
| 7-9 | 9+ | 9+ | 11+ | 7+ | 8+ | +2 |
| 10-12 | 8+ | 8+ | 10+ | 6+ | 7+ | +3 |
Combat Characteristics
Because of their devotion to magical study, wonderworkers receive limited combat training. They are quite vulnerable to physical danger, and in an adventuring group they should be protected.
Combat Proficiencies: Wonderworkers have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.
Combat Progression: Wonderworkers advance in attack throws and saving throws by only two points every six levels. They cannot cleave, regardless of their level.
Starting Class Powers
Arcane Magic: Wonderworkers learn and cast arcane spells as mages. The number and levels of spells the wonderworker can use in a single day is summarized on the Exalted Wonderworker Arcane Spell Progression table. Like a mage, the wonderworker’s spell selection is limited to the spells in his repertoire. A wonderworker’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his INT bonus.
Collegiate Wizardry: The wonderworker has received arcane instruction as an apprentice to a mage, pupil at a magical academy, or member of an arcane organization. He can begin play as a member of a wizard’s guild or similar order (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions might be harder to recognize. (This class power is the equivalent of one rank of Collegiate Wizardry proficiency.)
Divine Health: Wonderworkers have sanctified bodies that render them immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.
Divine Magic: Wonderworkers can manifest their Numilvara’s power in the form of divine spells, which are granted through prayer and worship. The power and number of divine spells available to the character are determined by level according to the Exalted Wonderworker Divine Spell Progression table. Wonderworkers have a repertoire of spells defined in the Magic and Spells section.
Lay on Hands: So abundant is the wonderworker’s life force that he can lay on hands to heal injuries. If he lays hands on a wounded creature, he can restore 2 hit points per experience level. If he lays hands on an incapacitated creature, he can grant a bonus to their Mortal Wounds throw of one-half his class level (round up). If he lays hands on a paralyzed creature, he can cure the paralysis. He can use his power to lay on hands once per day. The wonderworker can select the Laying on Hands proficiency to gain additional uses of the power per day. (This class power is the equivalent of one rank of the Laying on Hands proficiency.)
Additional Class Powers
Minor Magical Research (5th): The wonderworker can scribe magical scrolls, brew potions, and research arcane spells.
Major Magical Research (9th): The wonderworker can create more powerful magic items such as weapons, rings, and staffs.
Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the wonderworker can attract followers to his service. 1d6 apprentice wonderworkers of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the wonderworker already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Campaigns). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the wonderworker on an adventure, the apprentices must be paid wages as henchmen.) If the wonderworker builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for wonderworker’ sanctums are detailed in Campaigns.
Supreme Magical Research (11th): The wonderworker can learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical crossbreeds. If chaotic, the wonderworker can create necromantic servants and become undead. 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 divine magic, maintain his divine blessing, and lay on hands, a wonderworker must uphold the sacred laws of good and order. Wonderworkers must obey the strictures below, or other strictures determined by the Judge for his campaign.
-
The wonderworker must always display his holy symbol somewhere on his person when in public.
-
The wonderworker must offer prayers to Numilvara at dawn and dusk. Offering prayers requires one hour (6 turns)
-
The wonderworker must use his gifts to preserve the citizenry of Sair, and never to their detriment.
-
The wonderworker should treat their Exalted bloodline as a gift to be shared with as many members of future generations as practically possible; be fruitful and multiply.
If a wonderworker ever violates the strictures of his faith, Numilvara 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 wonderworker powers altogether. To remove the penalties, the wonderworker 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, wonderworkers 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 6th and 11th level. They select an additional general proficiency at 5th and 9th level.
Exalted Wonderworker Proficiency List: Alchemy, Battle Magic, Beast Friendship, Black Lore of Mabar, Bright Lore of Irian, Command, Contemplation, Counterspelling, Elementalism, Expanded Repertoire, Experimenting, Familiar, Healing, Illusion Resistance, Laying on Hands, Loremastery, Magical Engineering, Martial Training, Mastery of Conjuration & Summoning, Mastery of Enchantments & Illusions, Mystic Aura, Prestidigitation, Prophecy, Quiet Magic, Sensing Humanity, Sensing Power, Soothsaying, Syncretism, Transmogrification, Unflappable Casting
Wonderworker Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Ferine | Beast Friendship Naturalism Survival Friend of Birds and Beasts | Tattered spellbook with frighten beast and chameleon, gnarled oaken staff, simple robe, leather shoes, small sack, fiercely loyal hunting dog, waterskin, 2 weeks’ iron rations, 1gp (enc. 3 5/6 st) |
| 5 – 6 | Scholar | Loremastery Healing Alchemy Deciphering | Rolled papyrus spellbook with mage missile and discern magic, holy symbol (scepter of Numilvara), gnarled oaken staff, purple robe, embossed belt, low boots, backpack, quill and ink (half-filled), waterskin, 1 week’s iron rations, 1gp (enc. 3 1/6 st) |
| 7 – 8 | Augur | Soothsaying Performance (storytelling) Theology Commune with Spirits | Rolled papyrus spellbook with thunderclap and auditory illusion, holy symbol (scepter of Numilvara), elaborately-carved staff, blue robe with crescents, embossed belt, low boots, backpack, ornamental crystal ball (15gp value), quill and ink, waterskin, 2 weeks’ iron rations, 1gp (enc. 4 1/6 st) |
| 9 – 10 | Servant of Fire | Elementalism Theology Naturalism Bright Lore of Irian | Red leather spellbook with fan of flames and blinding flash, holy symbol (scepter of Numilvara), gnarled oaken staff, 5 darts, flame red cassock with hood, embossed belt, low boots, backpack, quill and ink, flask of holy water, waterskin, 2 weeks’ iron rations, 9gp (enc. 4 3/6 st) |
| 11 – 12 | Astrologer | Sensing Power Knowledge (astrology) Theology Mastery of Enchantments & Illusions | Bronze-framed spellbook with slumber and illusory figment, holy symbol (scepter of Numilvara), rune-etched staff, blue mage’s cassock, embossed belt, low boots, backpack, flask of holy water, astrologer’s journal tracking constellations, quill and ink, waterskin, 1 week’s iron rations, 22gp (enc. 3 3/6 st) |
| 13 – 14 | Corrupted Soul | Black Lore of Mabar Alchemy Knowledge (occult) Secrets of the Dark Arts | Iron-bound snakeskin spellbook with choking grip and unliving puppet, unholy symbol (serpent of Saqqara wrapped around a scepter of Numilvara), silver sacrificial dagger, grey cassock, embossed belt, low boots, backpack, flask of unholy water, quill and ink, waterskin, 2 week’s iron rations, 1gp (enc. 3 3/6 st) |
| 15 – 16 | Wrathbringer | Martial Training (axes) Profession (judge) Manual of Arms Sensing Inhumanity | Iron-shod spellbook with sharpness and arcane armor, holy symbol (scepter of Numilvara), battle axe, hand axe, red and gold cassock, leather belt, leather gloves, high boots, backpack, belt pouch, quill and ink, 2 flasks of holy water, waterskin, 2 weeks’ iron rations, 35gp (enc. 4 st) |
| 17 – 18 | Messiah | Prophecy Diplomacy Leadership Inspire Courage | White leather spellbook with counterspell and illumination, holy symbol (scepter of Numilvara), staff tipped with glass gemstone (45gp value), white cassock, leather belt, leather gloves, high boots, backpack, belt pouch, quill and ink, medium riding horse, riding saddle and tack, saddlebags, waterskin, 1 week’s iron rations, 17gp (enc. 3 2/6 st) |
Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus spell. The bonus proficiency and bonus spell that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second spell. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional spells your character knows.
The wonderworker’s unconventional talent selection is in bold.
The Servant of Fire can choose to replace the fire spells with one of three alternative spell selections available, one for each element:
Air: thunderclap, weave smoke
Earth: earth’s excrescence, sling stone
Water: desiccate, slickness
For the Corrupted Soul, the code of behavior is reversed to favor Chaos over Law
Spells
The wonderworker is both a studious arcane caster (choose from the whole Arcane Spell List, as a mage) and a prayerful divine caster (fixed repertoire below). See Magic and Spellcasting for how repertoires work.
Exalted Wonderworker Divine Spell Repertoire
Imported verbatim from the ACKSBERRON MAGIC AND SPELLS repertoire tables. Spell types are abbreviated as on the Divine Spell List (
heahealing,proprotection,encenchantment, ...).