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Hierophant
A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.  The hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells.  They delay the acquisition of these greatest gifts in exchange for a deeper understanding and ability to control the power they channel.
Hit Die: d8

Requirements
Spellcasting: Able to cast 7th level divine spells.
Skills: Knowledge (religion) 15 ranks.
Feat: Any metamorphic feat.

Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features
Weapon & Armor Proficiencies: Hierophant's gain no proficiency in weapons or armor.
Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.
Special Ability: Every level, a hierophant gains a special ability of his choice from among the following.
Blast Infidel: The hierophant can use negative energy spells to their maximum on creatures with a different patron from the hierophant.  Any spell with a description that involves inflicting or channeling negative energy (inflict spells, circle of doom, harm) cast on such creatures works as if under the effects of a Maximize Spell feat (without using the higher spell slot).
Divine Reach: The hierophant can use touch spells on targets up to 30 feet away.  If the spell requires a melee touch attack, it now requires a ranged touch attack.  If selected a second time as a special ability, the range is increased to 60 feet.
Faith Healing: The hierophant can use healing spells to their maximum effect on creatures with the same patron as the hierophant (including the hierophant himself).  Any spell with a description of healing cast on such creatures works as if under the effects of a Maximize Spell feat (without using the higher spell slot).
Gift of the Divine: The hierophant may transfer one or more uses of his turning ability to a willing creature.  The transfer lasts anywhere from 24 hours to a tenday, and while in effect the hierophant's turning is reduced by this number.  The recipient turns undead as a cleric of the hierophant's level but uses their own Charisma modifier.
Mastery of Energy: The hierophant channels positive or negative energy much more effectively, increasing his ability to affect undead.  Add a +4 bonus to the hierophant's turning checks and turning damage.
Metamorphic Feat: The hierophant can choose a metamorphic feat.
Power of Nature: Available only to hierophant's with druid levels, this allows the hierophant ot temporarily transfer one or more of his special druid abilities to a willing creature.  The transfer lasts anywhere from 24 hours to a tenday, and while in effect the hierophant's can not use these abilities.
Spell Power +2: This ability increases by +2 the DC for saving throws against a hierophant's divine spells and for caster level checks for his divine spells to overcome spell resistance.  This ability can be selected multiple times and stacks with itself and other spell power effects that affect divine spells.
Spell-Like Ability: The hierophant can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used two times per day.  The hierophant does not use any components when casting the spell, although a spell that costs experience points to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in experience points.  If a spell slot selected three levels higher than required allows the ability to be used four times per day, six levels higher allows six castings a day.  This ability may be selected more than once and may apply to the same spell.
 

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+2
+0
+2
Special ability
2nd
+1
+3
+0
+3
Special ability
3rd
+1
+3
+1
+3
Special ability
4th
+2
+4
+1
+4
Special ability
5th
+2
+4
+1
+4
Special ability
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