The chosen servants of Avenal, hallowed attendants are healers, tending to the bodies and souls of those under their care. Hallowed attendants are known throughout Migdalia as compassionate, caring individuals who will often risk their lives to protect the injured and wounded. Abhorring violence and bloodshed, hallowed attendants work tirelessly to prevent wars from engulfing the land, sometimes successfully – but, much to their sorrow, not always.Hallowed attendants are calm and reserved, showing anger and hatred only when addressing those who would profit from the suffering of others. Though they are somewhat prone to lecture their companions on the benefits of peace and nonviolence, many hallowed attendants have, in their hearts, grown resigned to the presence of violence in their world. These souls, still faithful despite their somewhat gloomy thoughts, follow in the wake of armies and other tragedies, healing those who are injured, and spreading the teachings of Avenal to those disenchanted with bloodshed.
Hallowed attendants typically take up traveling in response to some great tragedy, typically a war, earthquake, or other cataclysmic tragedy. Once abroad, though, few attendants are able to return to their homes – with so much suffering in the world, how could they do anything other than travel the world, healing the world’s wounds one sick farmer or injured soldier at a time.
Clerics are the most common hallowed attendants, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Hallowed Attendant, a character must meet the following criteria.
Alignment: Neutral GoodPatron Deity: Avenal
Base Attack Bonus: +4
Skills: Heal 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Skill Focus (Heal)
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become Hallowed Attendants must have access to the Healing domain.
Class Skills
The Hallowed Attendant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Healing Spells, Merciful Strike - 2 +1 +3 +0 +3 Cloak of Avenal, Panacea +1 caster level 3 +2 +3 +1 +3 Reach of the Healer - 4 +3 +4 +1 +4 Sanctuary, Faith Healer +1 caster level 5 +3 +4 +1 +4 Fast Healing - 6 +4 +5 +2 +5 Cheat Death +1 caster level 7 +5 +5 +2 +5 Touch of Pleasure - 8 +6 +6 +2 +6 Death Ward +1 caster level 9 +6 +6 +3 +6 Heal - 10 +7 +7 +3 +7 Healing Aura +1 caster level
Class Features
All of the following are class features of the Hallowed Attendant prestige class.
Weapon and Armor Proficiency: Hallowed attendants are proficient with all simple weapons, all types of armor, and with shields.
Spellcasting: A hallowed attendant continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever divine spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Healing Spells: A hallowed attendant can pray for and receive any Healing domain spell as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Healing domain list.
Merciful Strike (Ex): A hallowed attendant is trained in how to combat a foe without inflicting lasting harm. The attendant suffers no penalty to his attack roll for using a weapon to deal nonlethal damage.
Cloak of Avenal (Su): At 2nd level, the hallowed attendant gains protection from sickness and toxins. He becomes immune to both poisons and disease.
Panacea (Su): A hallowed attendant of 2nd level or higher can heal the body of those he touches, wiping away their afflictions. Once per day, the attendant can touch a single creature, immediately ending any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. This ability negates sleep effects and the effect of a feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell.This ability does not remove ability damage, negative levels, or permanently drained levels.
Reach of the Healer (Su): At 3rd level, the hallowed attendant’s healing spells begin to function at greater range. His healing spells now have a range of Close (25 ft. + 5 ft./2 levels), and require a ranged touch attack, rather than a melee touch attack, to take effect. The attendant may still chose to cast his healing spells at their normal range, if he desires.
Sanctuary (Su): Beginning at 4th level, the hallowed attendant becomes surrounded by an aura of peace and dignity. This aura prevents combatants from attacking the attendant, functioning as a sanctuary spell (with a DC of 10 + attendant’s class level + the attendant’s Charisma modifier). Should the attendant chose to attack an opponent, this effect ceases to function for the remainder of the encounter.
Faith Healer (Su): A hallowed attendant of at least 4th level is devoted to the art of healing. So much so, in fact, that the attendant’s faith and devotion act to empower his healing spells, dramatically increasing their healing powers. The attendant may add his Charisma bonus to each die of hit points recovered by a healing spell he casts.
Fast Healing (Su): At 5th level, the hallowed attendant’s constant ministrations to the wounded and dying have so impressed Avenal that he rewards him with a powerful gift. Now, wounds dealt to the attendant close by their own volition, and even an otherwise mortal wound is typically nothing more than a temporary inconvenience. The attendant gains Fast Healing equal to his Charisma modifier.
Cheat Death (Su): Hallowed attendants of 6th level or higher have stared death in the face countless times, and nearly all have lost one or more patients to his chilling embrace. The hollowed attendant, however, has become powerful enough to wrench the souls of the dying from Marrok’s embrace, restoring the recently dead to life.To restore a creature to life, the attendant must touch the victim within a number of rounds (equal to his Charisma bonus) of the victim’s death. By praying for the victim (a standard action), the attendant is able to wrench the victim’s soul from Marrok’s grasp, forcing it back into their body. This ability functions much like the raise dead spell, except that the raised creature suffers no level loss, no Constitution loss, and no loss of spells. The creature is only restored to -1 hit points (but is stable).
Touch of Pleasure (Su): Though Avenal is the God of Healing, he is also the God of Pleasure. Hallowed attendants are well aware of this, and, at 7th level, gain the ability to fill a touched creature with waves of pleasure. This ability immediately removes any lingering effects of pain the touched creature may be suffering from, including penalties imposed by symbol of pain, angry ache, and similar spells. Abilities specifically relying upon pain to deal damage, such as the psionic recall pain or recall agony powers, have no effect upon the touched creature while affected by this ability.In addition, the waves of pleasure completely overwhelm the pain caused by injury, halving the damage the touched creature takes from ranged and melee damage for the duration of this effect.
Finally, the pleasure caused by this effect is so intense that the touched creature may be unable to concentrate upon certain matters. The touched creature takes a - 4 penalty on all skill checks while under the effects of this ability, and must succeed at a DC 15 Concentration check to cast any type of spell.
This ability is usable once per day, and lasts a number of rounds equal to the hallowed attendant’s class level.
Death Ward (Su): An 8th level hallowed attendant is protected by Avenal from the life draining attacks of undead and spells which channel large amounts of negative energy. The attendant is considered to be under the effects of a death ward spell at all times.
Heal (Sp): At 9th level, the hallowed attendant gains the ability to instantly heal a creature’s wounds, gaining the ability to cast a heal spell once per day. This ability is cast as if by a cleric of the attendant’s class level.
Healing Aura (Su): A 10th level hallowed attendant is able to surround his allies with healing energies, causing their wounds to close and mend the instant they are injured. Once per day, the attendant may create an aura of healing, which surrounds and moves with him to a radius of 20-feet. Allies within this aura gain Fast Healing equal to the attendant’s class level. This ability last a number of rounds equal to the hallowed attendant’s class level.
Ex-Hallowed Attendants
A hallowed attendant who willingly changes alignment or who ceases the worship of Avenal immediately loses all benefits of this class. In addition, the character’s wounds do not close over time (he recovers no hit points for resting), and healing magic of any kind ceases to have any effect on him. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
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