Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to the wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.
Role
Exarchs enforce law, support their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner.
Alignment: Any Lawful
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp)
The exarch's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (Nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)
Skill Ranks per Level: 2 + Int modifier.
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +1 | +2 | +0 | +2 | Zealous Aura, Detect Truth, Exhortation |
2nd | +2 | +3 | +0 | +3 | Mantle, Ablation, Conviction |
3rd | +3 | +3 | +1 | +3 | Exhortation |
4th | +4 | +4 | +1 | +4 | Bonus Feat |
5th | +5 | +4 | +1 | +4 | Exhortation, Deafening Silence |
6th | +6/+1 | +5 | +2 | +5 | Mantle |
7th | +7/+2 | +5 | +2 | +5 | Exhortation |
8th | +8/+3 | +6 | +2 | +6 | Bonus Feat |
9th | +9/+4 | +6 | +3 | +6 | Exhortation |
10th | +10/+5 | +7 | +3 | +7 | Mantle |
11th | +11/+6/+1 | +7 | +3 | +7 | Exhortation, Rites |
12th | +12/+7/+2 | +8 | +4 | +8 | Bonus Feat |
13th | +13/+8/+3 | +8 | +4 | +8 | Exhortation |
14th | +14/+9/+4 | +9 | +4 | +9 | Mantle |
15th | +15/+10/+5 | +9 | +5 | +9 | Exhortation |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bonus Feat |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Exhortation |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Mantle |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Exhortation |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Exemplar |
All of the following are class features of the exarch.
Weapon and Armor Proficiency
Exarchs are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Zealous Aura (Ex)
An exarch radiates an aura of powerful influence in a 10' radius based on the deity's alignment (see detect evil for details.) This ability functions only while the exarch remains conscious, not if she is unconscious or dead
Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual. While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.) Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.
Exhortations (Su)
Part of becoming an exarch is learning an order's ancient rites, rituals, chants, prayers, hymns, or sermons. When performed, they can have miraculous effects on those around her, including herself. An exarch can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, an exarch can use exhortations for 3 additional rounds per day. These rounds need not be consecutive.
Starting an exhortation is a standard action, but it can be maintained as a free action. An exarch may have multiple exhortations performing simultaneously provided she has the requisite actions to start and maintain them. The maximum number of exhortations she may perform at any given time is limited to 1 + the exarch's charisma modifier. An exhortation can not be disrupted, but it ends immediately if the exarch is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a standard action or free action. The same exhortation can not be performed more than once at the same time.
Individuals must begin their turn within the radius of the zealous aura to be affected by an exhortation, with the effects lasting until the beginning of their next turn. Creatures attempting to resist the effects of an exhortation must make a successful Will save. The DC is 10 + 1/2 the exarch's character level + their Charisma modifier. Creatures subject to more than one exhortation must make one saving throw for each exhortation. A successful save immediately ends the effects of that exhortation, and the creature is immune to those affects for 24 hours.
Exhortations are mind-affecting abilities. To be affected, enemies or allies must be able to perceive the exarch and be within the exarch's zealous aura.
At 1st level, an exarch may select one exhortation from the list below once per day. At third level, and every 2 levels thereafter, an exarch may select one additional exhortation per day.
At 4th level, the numerical values of exhortations are multiplied by 2. At 7th level, and every three levels thereafter, the multiplier increases by 1. For example, at 10th level, an exarch's exhortations are multiplied by 4, making the Zealous Strike bonus +4 damage, Enduring Cold bonus cold resist 20, Armor of the Gods fortification bonus 40%, etc.
At 11th level, an exarch may select a rite in place of an exhortation. Rites are exhortations that do not increase in strength.
List of Exhortations: | |
Zealous Defense | +1 bonus to Armor Class |
Zealous Resistance | +1 bonus to Saving Throws |
Zealous Strike | +1 bonus to Damage |
Zealous Charge | +1 bonus to Hit |
Zealous Focus | +1 bonus to Combat Maneuver Bonus |
Punish the Unworthy | -1 penalty to Armor Class |
Deprive the Unworthy | -1 penalty to Saving Throws |
Abjure the Unworthy | -1 penalty to Hit |
Quell the Unworthy | -1 penalty to Combat Maneuver Defense |
Rock Masters | DR1 / Bludgeoning |
Paper Tiger | DR1 / Slashing |
Scissors of Discord | DR1 / Piercing |
Acid for Blood | DR1 / Energy Drain |
Sword of Justice | Weapons are considered +1 for the purpose of bypassing damage reduction |
Cleansing Fire | Fire Resist 5 |
Enduring Cold | Cold Resist 5 |
Resilient Acid | Acid Resist 5 |
Reviving Electricity | Electricity Resist 5 |
Resounding Sonic | Sonic Resist 5 |
Unerring Devotion | Negative Energy Resist 5 |
Undying Conviction | Positive Energy Resist 5 |
Purify the Wicked | Aura of Fire Damage 2 |
Punish the Sinners | Aura of Cold Damage 2 |
Mark the Betrayers | Aura of Acid Damage 2 |
Sanitize the Mad | Aura of Electricity Damage 2 |
Feet of Flame | Base Speed +5 and ignore difficult terrain |
Revivification | Fast Healing 1 |
From Dusk 'till Dawn | Low Light Vision 30 feet |
Light From Within | Dark Vision 20 feet |
Summer's Burn | Reduce Fire Resist by 5 |
Winter's Chill | Reduce Cold Resist by 5 |
Monsoon's Mark | Reduce Acid Resist by 5 |
Lightning's Spark | Reduce Lightening Resist by 5 |
Armor of the Gods | 10% Fortification |
Extra Feat | Gain an extra feat instead of an exhortation. |
List of Rites: | |
Sword of Truth | Gain an extra attack as a part of a full attack action |
Hymns of the Necronomicon | Shaken, Frightend, then Panicked |
Revelations | Invisibility purge |
Shaken Faith | Difficult terrain |
Face Thy Enemy | Hamper extra-dimensional travel |
Force of Will | Make 2 saving throws to resist exhortations (including this one), taking the worse result |
Everlasting | Creatures no longer die from negative hit points, but may still be unconscious |
Omnipresent | Creatures are telepathically aware of the exarch and are able to hear her |
Ablation (Su)
Beginning at 2nd level, an exarch can grant temporary hit points (to herself or to others) by touch. Each day she can use this ability a number of times equal to 1/2 her exarch level plus her Charisma modifier. With one use of this ability, an exarch can grant 1d6 temporary hit points for every two exarch levels she possesses, lasting 1 hour per 2 levels of exarch. Using this ability is a standard action, unless the exarch targets herself, in which case it is a swift action. An exarch only needs one free hand to use this ability. Temporary hit points from this source do not stack, but the highest result from multiple uses is used.
Alternatively, an exarch can use this power to deal non-lethal damage to creatures, dealing 1d6 points of non-lethal damage for every two levels the exarch possesses. Using ablation in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity.
Conviction (Ex)
At 2nd level, the exarch can use her influence with her deity to gain protection. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Mantle (Su)
At 2nd level an exarch may choose one Mantle from the list below. Mantles are the foundation of an exarch's faith, providing continuous bonuses to her and her allies while under the influence of her zealous aura. At 6th level, and every 4 levels thereafter, an exarch may choose one additional mantle. Furthermore, whenever an exarch uses Ablation on a creature affected by a condition covered by one of her mantles, the creature immediately receives a new saving throw to avoid that condition.
Courage | +4 morale bonus on saving throws against fear |
Conviction | +4 morale bonus on saving throws against charm spells and spell-like abilities |
Resilience | +4 morale bonus on saving throws against poison |
Resolve | +4 morale bonus on saving throws against compulsion spells and spell-like abilities |
Defiance | +4 morale bonus on saving throws against death affects |
Immunization | +4 morale bonus on saving throws against disease |
Liberation | +4 morale bonus on saving throws against paralysis |
Livation | +4 morale bonus on saving throws against petrification |
Vision | +4 morale bonus on saving throws against blinding affects |
Freedom | +4 morale bonus on saving throws against entanglement |
Respite | +4 morale bonus on saving throws against nauseated |
Resolute | +4 morale bonus on saving throws against stun |
Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be combat or divine feats.
Deafening Silence (Su)
At 5th level, as a part of a full round action, an exarch may end all active exhortations, dealing 3d4 points of sonic damage for each exhortation ended to all enemies within the radius of the zealous aura. Affected creatures must make a Fortitude saving throw (DC 10 + 1/2 exarch level + charisma modifier) to avoid being deafened for 1d6 rounds. Using this ability causes the exarch to become fatigued.
Exemplar (Ex)
At 20th level, an exarch picks two Exhortation that she has access to. She can start those exhortations as a move action and maintain them as a free action.
Code of Conduct
An exarch must be of lawful alignment and within one step of her deity.
Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of their deity, and the enforcement of such laws. When given the option, an exarch will choose their deity's laws above all others.
An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).
Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.
Aegis of Loyalty | Increase Zealous Aura by 5'. |
Extra Exhortation | Choose 1 additional Exhortation. |
Extra Ablation | You may use Ablation 2 extra times per day. |
Lingering Chant | The effects of an exhortation last 1 round + 1d4 rounds after leaving the affected area. |
Exuberant Exhortation | +2 competence bonus to Exhortation DC. |
Overtone Chanting | Perform or also extend two simultaneous Exhortations in a single action. (Exarch Level 5) |
Reactionary Sermon | Give up a standard action the following turn to immediately perform a single Exhortation. (Exarch Level 5) |
Practiced Exhortation | Choose an exhoration you have access to. You may begin that exhortation as a move action and maintain it as a free action. (Exarch Level 11) |
Children's Choir (Religion) | When you were young, you were a member of the children's choir in your temple. +1 trait bonus to Exhortation DC. |
Straight Talk (Religion) | You follow a deity who's concerned with truth. +1 trait bonus to DC of Detect Truth. |
Solid Foundation (Religion) | You paid extra attention to your studies, solidifying your faith. +2 trait bonus to one Mantle. |
Core Races | |
Dwarf | Convert +1/2 lethal damage to non-lethal damage when using exarch's ablation ability. |
Elf | Add +1/4 DC to Zone of Truth. |
Gnome | Add +1/4 bonus to initiative during a surprise round. |
Half-Elf | Add +1/2 temporary hit points to exarch's ablation ability. |
Half-Orc | Add +1/4 DC to a single exhortation. |
Halfling | Add +1/6 bonus to Mantles. |
Human | Add +1/2 temporary hit points to exarch's ablation ability. |
Core Races | |
Aasimar | Add +1/2 foot to zealous aura radius. Radius only expands in 5 foot increments. |
Tiefling | Convert +1/2 non-lethal to lethal damage when using exarch's ablation ability. |
(Simple) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special | Source |
Shepherd's Staff | 7 gp | 1d3 / 1d4 | 1d4 / 1d6 | x2 | - | 4 lbs | B or P | double, grapple, monk, see text | Exarch |
(Martial) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special | Source |
Crosier | 44 gp | 2d3 | 2d4 | 19-20 / x2 | - | 11 lbs | P | reach, tool, see text | Exarch |
(Martial) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special | Source |
Crosier, Spring-Loaded | 188 gp | 2d3 | 2d4 | 19-20 / x2 | - | 12 lbs | P | reach, tool, see text | Exarch |
Crosier (7 DP) - Martial (5), Two-Handed (3) |
The crosier is the weapon traditionally carried by high ranking members of religious orders, often gilded in precious metals and loosely resembling a shepherd's staff. It has a steel or reinforced brass shaft averaging 8 feet in length, with a holy symbol on one end and a sharp spike on the other. The crosier also counts as a holy symbol. |
Price 44 gp; Type two-handed melee; Proficiency martial; Damage (M) 2d4; Damage (S) 2d3; Critical 19-20 x2; Weapon Group polearms; Weight 12 lbs |
Qualities |
Improved damage (3), improved threat range (3), weapon feature (reach) (1), tool (iron holy symbol) (0) |
Crosier, Spring-Loaded (9 DP) - Martial (5), Two-Handed (3), Additional Design Points (1) |
This unassuming crosier is a little shorter than normal, is missing the spike at the bottom, and is treated as a single-ended quarterstaff in this configuration. However, when wielding the shaft with both hands and twisting it in a counter motion with each hand, powerful springs release a 3-foot extension with a spike, locking in place and turning it into a reach weapon. Releasing the spiked extension is a free action, and resetting it is a swift action. Releasing the spiked extension is the same action as drawing a weapon. The spiked extension in a spring-loaded crosier is easy to conceal: an observer must succeed at a DC 20 Perception check to notice the spike extension hidden within the shaft. The crosier also counts as a holy symbol. |
Price 188 gp; Type two-handed melee; Proficiency martial; Damage (M) 2d4; Damage (S) 2d3; Critical 19-20 x2; Weapon Group polearms; Weight 13 lbs |
Qualities |
Spring-loaded (2), Improved damage (3), improved threat range (3), weapon feature (reach) (1), tool (iron holy symbol) (0) |
Shepherd's Staff (7 DP) - Simple (4), Two-Handed (3) |
A shepherd's staff is the primary tool and weapon of a shepherd. It is a reinforced staff with a crook on one end and a pointed tip on the other. The crook may be used for hitting or for grappling creatures. |
Price 7 gp; Type two-handed melee; Proficiency simple; Damage (M) 1d4 / 1d6; Damage (S) 1d3 / 1d4; Critical x2; Weapon Group polearms monk; Weight 4 lbs |
Qualities |
Improved damage (1), weapon feature (grapple)(monk) (4); Double (0), improved damage (2) |