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High Proselytizer

(Epic Level Handbook variant, p. 31)

The high proselytizer is the holy inspiration that begins religious movements. She is the word of her deity, spreading the teachings of her god and sharing her beliefs in a truly stirring display of rapture and fervor. All who listen to her preaching find it easy to accept her words as truth. They come to understand that committing themselves to the dogma of the high proselytizer's order will grant them enlightenment in her deity's name. Entire nations have fallen under the glorious sway of a high proselytizer's ardent zeal.

Requirements

Skills: Diplomacy 12 ranks , Knowledge (religion) 24 ranks OR Knowledge (nature) 24 ranks

Feats: Leadership , Epic Leadership

Spells: Ability to cast 5th-level divine spells.
Special: Must have a patron deity.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: High proselytizers are proficient with all simple weapons, all armor, and all shields.

Spells per Day: At every other high proselytizer level, the character gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. She does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning undead). If the character had more than one divine spellcasting class before becoming a high proselytizer, the player must decide to which class to add each high proselytizer level for the purpose of determining spells per day.

Proselytize (Sp): At 1st level, the high proselytizer gains the ability to preach the word of her deity to large crowds with great effect. She may speak in such a manner once per day, plus one additional time per day per ten class levels thereafter (11th, 21st, 31st, and so on).

Proselytize has three effects. First, any time the high proselytizer is speaking in this manner, she is treated as though affected by a sanctuary spell. Second, her voice can be heard clearly by anyone within a radius of 100 feet plus 50 feet per class level, regardless of background noise, and her speech can be understood as though the audience were affected by a comprehend languages spell. Finally, everyone in the range of the high proselytizer's voice immediately has a chance of becoming enraptured:

Type of Listener Effect
Followers of the same deity Automatic if 10 or fewer HD, otherwise Will save (DC 20 + 1/2 high proselytizer's class level + Wis modifier)
Others of the same alignment Automatic if 5 or fewer HD, otherwise Will save (as above)
All others Will save (as above)

Enraptured audience members act as though affected by a symbol of persuasion (see the symbol spell), changing alignment as appropriate and otherwise functioning according to the charm person spell. The high proselytizer can inspire the crowd to take any of a number of actions depending on her alignment. She might urge an army to fight with courage or convince an urban crowd to do good deeds in the streets of the city. In the case of a chaotic or evil high proselytizer, she might incite a mob to wreak havoc and vandalize the city or seek out and punish nonbelievers. Any suicidal suggestion grants audience members a new saving throw to break the rapture (with the exception of low-level followers of the same deity, who never got a save in the first place). This rapture lasts for 10 minutes plus an additional 5 minutes per high proselytizer level.

At 3rd level, the high proselytizer's proselytize ability includes deific touch once per day, plus one additional time per day per ten levels thereafter (13th, 23rd, 33rd, and so on). During her speech, she can move among the enraptured, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched is healed of 1d4 points of damage and cured of any natural disease or poison. Up to six individuals per round can be so affected. An audience member can benefit from deific touch only once per proselytize session. The high proselytizer can use deific touch as long as her proselytize ability lasts.

At 5th level, the proselytize ability includes deific word once per day, plus one additional time per day per ten levels thereafter (15th, 25th, 35th, and so on). The words spoken by the high proselytizer can, if she chooses, function as a triple-strength sound burst spell (3d8 points of sonic damage and a Will save to avoid being stunned for 3 rounds) to all who are not enraptured, as the spell cast by a 20th-level cleric. The deific word can occur at any point during her proselytize speech.

At 7th level, the proselytize ability includes deific face once per day, plus one additional time per day per ten levels thereafter (17th, 27th, 37th, and so on). When the high proselytizer speaks, she can cause a blinding burst to shine from her face. Deific face functions against all in the audience who are not enraptured as the sunburst spell cast by a 20th-level cleric. The deific face can occur at any point during her speech.

At 9th level, the proselytize ability includes deific aura once per day, plus one additional time per day per ten levels thereafter (19th, 29th, 39th, and so on). When the high proselytizer speaks, she can cause a rolling wave of deific power to spring from her body that functions as either a blasphemy, dictum, holy word, or word of chaos spell (as appropriate for her alignment), affecting only those in the audience who have resisted becoming enraptured. Deific aura otherwise functions as the relevant spell cast by a 20th-level cleric. The deific aura can occur at any point during her speech.

Heal (Sp): At 2nd level, the high proselytizer can use heal on herself or another creature once per day, plus one additional time per day per four levels thereafter (6th, 10th, 14th, and so on).

Bonus Feats: The high proselytizer gets a bonus feat at 4th level and an additional bonus feat every four levels thereafter (8th, 12th, 16th, and so on). These bonus feats must be chosen from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting (Nature / Religion), Epic Will, Extended Life Span, Great Charisma, Great Wisdom, Ignore Material Components, Improved Alignment-Based Casting (Chaos / Evil / Good / Law), Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Legendary Commander, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Polyglot, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.

Advancement

High Proselytizer Level Special Spells per Day
1st Proselytize 1/day
2nd Heal 1/day +1 level of divine spellcasting class
3rd Proselytize (deific touch) 1/day
4th Bonus feat +1 level of divine spellcasting class
5th Proselytize (deific word) 1/day
6th Heal 2/day +1 level of divine spellcasting class
7th Proselytize (deific face) 1/day
8th Bonus feat +1 level of divine spellcasting class
9th Proselytize (deific aura) 1/day
10th Heal 3/day +1 level of divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Scry Int yes no
Sense Motive WIS no no
Spellcraft INT yes no

Spells for High Proselytizer

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