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 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
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.
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.
Conviction (Ex)
At 1st level, so long as an exarch has 1 indulgence, she may add half her class level (minimum 1) to Saving Throws.
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.
Indulgence (Ex)
Because of their parting from traditional paladin roles, the exarch's sometimes less-than-godly actions require penance in the form of indulgences. In game terms, indulgence is a fluctuating number that imbues an exarch with temporary abilities. At the start of each day, an exarch gains a number of indulgences points equal to her Charisma modifier (minimum 1). Her indulgences go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgences in the following ways:
Bolster an Ally: Each time the exarch or an ally succeeds a saving throw where the exarch's mantle would apply, she gains 1 point of indulgence.
Killing Blow: Each time the exarch reduces a creature to 0 or fewer hit points while either an ally or an enemy is under the influence of an exarch's exhortation, she gains 1 point of indulgence.
Self-flagellation: An exarch may spend 1 hour in ritual self-flagellation inflicting 1d4 points of Constitution damage. For every point of Constitution damage an exarch receives, she also receives 1 point of indulgence.
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +1 | +2 | +0 | +2 | Zealous Aura, Conviction, Detect Truth, Indulgence, Exhortation |
2nd | +2 | +3 | +0 | +3 | Mantle +1 |
3rd | +3 | +3 | +1 | +3 | Exhortation |
4th | +4 | +4 | +1 | +4 | Bonus Feat, Affirmation |
5th | +5 | +4 | +1 | +4 | Exhortation, Divine Focus |
6th | +6/+1 | +5 | +2 | +5 | Devotion, Mantle +2 |
7th | +7/+2 | +5 | +2 | +5 | Exhortation, Affirmation |
8th | +8/+3 | +6 | +2 | +6 | Bonus Feat |
9th | +9/+4 | +6 | +3 | +6 | Exhortation |
10th | +10/+5 | +7 | +3 | +7 | Mantle +3, Affirmation |
11th | +11/+6/+1 | +7 | +3 | +7 | Exhortation |
12th | +12/+7/+2 | +8 | +4 | +8 | Blind Faith, Bonus Feat |
13th | +13/+8/+3 | +8 | +4 | +8 | Exhortation, Affirmation |
14th | +14/+9/+4 | +9 | +4 | +9 | Mantle +4 |
15th | +15/+10/+5 | +9 | +5 | +9 | Exhortation |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bonus Feat, Affirmation |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Exhortation |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Mantle +5 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Exhortation, Affirmation |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Exemplar |
Exhortations (Su)
Exhortations come in many forms such as chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as possible penalties to her enemies.
Starting an exhortation is a standard action that costs 1 point of indulgence, lasting 1 round plus 1 round per 3 exarch levels. An exhortation can be maintained each round as a move action at no cost. Alternatively, an exarch may spend 1 indulgence per round to maintain as a free action. There is no limit to the number of exhortations being performed provided the exarch has the requisite actions and indulgence to spend. 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 move action or free action with indulgence payment to maintain it each round. 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 new Will save at the beginning of each turn that starts inside the affected area. 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. Each successful save immediately ends the effects of that exhortation.
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, and at every two levels thereafter, an exarch selects one exhortation from the list below. At 11th level, an exarch may select a revelry in place of an exhortation. Revelries cost 2 points of indulgence to perform, but are unaffected affirmation (see below.)
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 determining 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 1 |
Punish the Sinners | Aura of Cold Damage 1 |
Mark the Betrayers | Aura of Acid Damage 1 |
Sanitize the Mad | Aura of Electricity Damage 1 |
Feet of Flame | Base Speed +5 and unaffected by 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 | 10% Fire Vulnerability |
Winter's Chill | 10% Cold Vulnerability |
Monsoon's Mark | 10% Acid Vulnerability |
Lightning's Spark | 10% Lightening Vulnerability |
Life's Radiance | 10% Postive Energy Vulnerability |
Death's Defiance | 10% Negative Energy Vulnerabiltiy |
Insightful Prayer | 10% Concealment |
Confusing Limerick | 10% Miss Chance |
Armor of the Gods | 10% Fortification |
Extra Feat | Gain an extra feat instead of an exhortation. |
List of Revelries: | |
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 |
Web of Deceit | Entangled |
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 |
Leave This Mortal Coil | Become incorporeal |
Omnipresent | Creatures are telepathically aware of the exarch and are able to hear him |
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 active passive bonuses at no cost 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. In addition, at each such interval, the bonus to all mantles increases by +1.
Courage | +1 morale bonus on saving throws against fear |
Conviction | +1 morale bonus on saving throws against charm spells and spell-like abilities |
Resilience | +1 morale bonus on saving throws against poison |
Resolve | +1 morale bonus on saving throws against compulsion spells and spell-like abilities |
Defiance | +1 morale bonus on saving throws against death affects |
Immunization | +1 morale bonus on saving throws against disease |
Liberation | +1 morale bonus on saving throws against paralysis |
Livation | +1 morale bonus on saving throws against petrification |
Vision | +1 morale bonus on saving throws against blinding affects |
Freedom | +1 morale bonus on saving throws against entanglement |
Respite | +1 morale bonus on saving throws against nauseated |
Resolute | +1 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 indulgence feats.
Affirmation (Ex)
Starting at 4th level, and every 3 levels thereafter, an exarch may spend 1 additional point of indulgence when she starts an exhortation, multiplying the numerical effects of an exhortation by the total number of indulgence spent. For example, a 7th level exarch may spend 2 additional points of indulgence when starting an exhortation, increasing the bonus for Zealous Strike to +3 damage, or Enduring Cold to cold resist 15, or Light From Within to 60 foot dark vision. Revelries are not affected by affirmation.
Devotion (Ex)
At 6th level, so long as an exarch has at least 1 indulgence, allies or enemies normally immune to mind-affecting effects and are subjected to one or more exhortations still receive 50% of the effects of each exhortation.
Blind Faith (Ex)
At 12th level, so long as an exarch has at least 1 indulgence, enemies and allies normally immune to mind-affecting effects are no longer immune to the effects of exhortations.
Exemplar (Ex)
At 20th level, an exarch picks two Exhortation that she has access to. So long as she has at least 1 indulgence, 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 Indulgence | Gain 2 extra Indulgence |
Lingering Chant | Exhortations last 50% longer for 1 additional indulgence. |
Empowered Chant | Exhortations are 50% stronger for 1 additional indulgence (Requires Lingering Chant, Exarch Level 7) |
Exuberant Exhortation | +2 competence bonus to Exhortation DC |
Overtone Chanting | Perform or extend two simultaneous Exhortations at regular cost in a single action for 1 additional indulgence. |
Practiced Exhortation | Choose an exhoration you have access to. So long as you have at least 1 indulgence, you may begin that exhortation as a move action and maintain it as a free action. (Exarch Level 11) |
Reactionary Sermon | Give up a standard action the following turn to immediately perform a single Exhortation for 1 additional Indulgence (Exarch Level 5) |
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. |
Solid Foundation (Religion) | You paid extra attention to your studies, solidifying your faith. +2 trait bonus to one Mantle. |
Core Races | |
Dwarf | Add +1/4 bonus to confirm critical hits (maximum +5) |
Elf | Add +1/4 bonus to hit on attacks of opportunity (maximum +5) |
Gnome | Add +1/4 to initiative (maximum +5) |
Half-Elf | Add +1/4 to Indulgence. |
Half-Orc | Add +1/4 to DC of Exhortations. |
Halfling | Add +1/4 bonus to Mantles. |
Human | Add +1/4 to Indulgence. |
Other Races | |
Aasimar | Add +1/2 foot to zealous aura radius. Radius only expands in 5 foot increments. |
(Martial) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special | Source |
Crosier | 278 gp | 2d3 | 2d4 | 19-20 / x3 | - | 12 lbs | P | reach, see text | Exarch |
Crosier, Spring-Loaded | 325 gp | 2d3 | 2d4 | 19-20 / x3 | - | 13 lbs | B or P | reach, see text | Exarch |
Shepherd's Staff | 8 gp | 1d3 / 1d4 | 1d4 / 1d6 | x2 | - | 4 lbs | B or P | double, grapple, monk, see text | Exarch |
Crosier (8 DP) |
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. |
Price 278 gp; Type two-handed melee; Proficiency martial; Damage (M) 2d4; Damage (S) 2d3; Critical 19-20 x3; Weapon Group polearms; Weight 12 lbs |
Qualities |
Improved damage (3), improved critical multiplier (3), improved threat range (1), weapon feature (reach) (1), tool (silver holy symbol) (0) |
Crosier, Spring-Loaded (13 DP) |
This crosier looks like an ornate staff with a holy symbol affixed to the top with one end used as a regular quarterstaff. However, when wielding the shaft with both hands and twisting it in a counter motion with each hand, an 8-inch spike springs outward from the bottom of the staff, locking in place and turning it into a reach weapon. Releasing the spike is a free action, and resetting it is a swift action. Releasing the spike is the same action as drawing a weapon. The spike in a spring-loaded crosier is easy to conceal: an observer must succeed at a DC 20 Perception check to notice the spike hidden within the shaft. |
Price 355 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d6 / 2d4; Damage (S) 1d4 / 2d3; Critical 19-20 x3; Weapon Group polearms; Weight 13 lbs |
Qualities |
Additional DP (2), additional damage type (1), improved damage (2)(3), improved critical multiplier (3), improved threat range (1), weapon feature (reach) (1), tool (silver holy symbol) (0) |
Shepherd's Staff (8 DP) |
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 grapplling creatures. |
Price 8 gp; Type two-handed melee; Proficiency martial; Damage (M) 1d4 / 1d6; Damage (S) 1d3 / 1d4; Critical x2; Weapon Group polearms monk; Weight 4 lbs |
Qualities |
Additional damage type (1), improved damage (1)(2), weapon feature (grapple)(monk) (4) |