Guide to the Great Unknown
“Some paths are too lonely to be walked alone.” Along the shadows of faith, someone has to be there to catch those who fall. For the athar, that someone is the guide to the Great Unknown. These athar are known for their compassionate exteriors, which is unlike the majority of the faction’s members. The ranks of the guides are overwhelmingly clerics, many of whom venerated a deity. A few paladins can be found as well. All of them have the following in common: they are passively resigned to the blindness of their pasts and they are divine spellcasters. Despite their gentle exteriors, a fire burns inside theses athar of suppressed fury. Their legendary compassion is matched only by their protective drive. When a crisis of faith or abandonment by one’s god visits a worshipper or servant, a guide to the Great Unknown will be there to heal the spiritual wounds. The guides to the Great Unknown complete the body, mind, and soul of the athar represented by the fists of divinity, grand orators, and themselves, respectively. As such, the three prestige classes are never far from each other. Unfortunately, the path to the veneration of the Great Unknown is fraught with peril for followers of other gods. The guides are resilient and tenacious survivors to these ends in order to protect their charges while they are brought into the fold of the athar. |
Hit Dice: d8 |
Requirements: To qualify to become a guide to the Great Unknown, a character must meet the following requirements.Faction: The character must be a member of the athar.Base Attack Bonus: +7Skills: Innuendo: 4 ranks, Knowledge (religion): 5 ranksFeat: When I’m in the Dead Book.Spells: Must be able to cast divine spells. |
Skill List: The guide to the Great Unknown class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Innuendo (Wis), Knowledge (arcane), Knowledge (religion), Listen (Wis), Scry (Int), and Spellcraft (Int). |
Skill points per level: 6 + Int |
Armor and Weapon Profieciencies: The guide to the Great Unknown is proficient with all simple weapons, all armors (light, medium, and heavy), and shields. Clerics who renounced a deity still retain their favored weapon. |
Level | BaB | Fort | Refl | Will | Special Abilities |
1 | 0 | 2 | 1 | 1 | Comforting aura 20 feet, Guiding hand, +1 level of existing class |
2 | 1 | 3 | 2 | 2 | Defensive Awareness, Guiding vision, +1 level of existing class |
3 | 2 | 3 | 2 | 2 | Comforting aura 30 feet, Compassionate nature, +1 level of existing class |
4 | 3 | 4 | 2 | 2 | Endurance, +1 level of existing class |
5 | 3 | 4 | 3 | 3 | Comforting aura 40 feet, Beyond the Dead Book, Guiding hand, +1 level of existing class |
6 | 4 | 5 | 3 | 3 | Compassionate nature, +1 level of existing class |
7 | 5 | 5 | 4 | 4 | Comforting aura 50 feet, +1 level of existing class |
8 | 6 | 6 | 4 | 4 | +1 level of existing class |
9 | 6 | 6 | 4 | 4 | Comforting aura 60 feet, compassionate nature, +1 level of existing class |
10 | 7 | 7 | 5 | 5 | Guiding hand, +1 level of existing class |
Class Features: | Comforting Aura: A guide is immune to fear effects (magical or otherwise). The calming presence of the guide to the Great Unknown unsettles believes of other deities and comforts those who renounced or were forsaken by their deity. The radius of this effect increases every odd level. Guiding Hand: At 1st level, the guide to the Great Unknown chooses a favored deity to guide worshippers and servants away from. Due to extensive study, the guide gains a +1 on all interactive skills (Bluff, Diplomacy, etc.) with members of that faith. In combat, this also equates to a bonus to weapon damage rolls and ranged attacks up to 30 feet away.At 5th and 10th level, the character may choose a new favored deity. All previously selected deities increase by +1. Defensive Awareness: Due to the surprising nature of worshippers and servants of the deities, a guide to the Great Unknown learns to react to danger before his senses would naturally allow. As such, upon reaching 2nd level, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed. Guiding Vision: At 2nd level, the guide gains a +4 to Spot and Sense Motive checks when dealing with characters facing a crisis of faith or those forsaken by their god. Compassionate Nature: At 3rd level and again at 6th and 9th, the guide to the Great Unknown gains a bonus feat from the following list or he may choose any athar feat: Attention to Detail, Combat Reflexes, Cool Head, Discipline, Fame, Great Diplomat, Persuasive, Remain Conscious, Skill Focus, Strong Soul, Soul of Loyalty, Soul of Sincerity, Toughness, and Trustworthy. Endurance: At 4th level, the guide to the Great Unknown gains the feat Endurance if not already possessed. Beyond the Dead Book: At 5th level, the tenacity of the guide to the Great Unknown surpasses anything most athar can aspire to reach. When the guide to the Great Unknown is attacked by divine agents, he can use the feat When I’m in the Dead Book as normal, but also deals 2d6 points of damage to the target. |