TEXT: undeFEATable
  30: INQUISITOR
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9308
  Written By Rahul Kanojia
  NEW FEATS
  AGONIZING AURA
  You may use your aura to impede and agonize 
  those who have earned your ire.
  Prerequisite(s): Channel energy class feature.
  Benefit(s):  You may spend a use of your channel 
  energy class feature to subject creatures desig-
  nated as enemies within the range of your channel 
  energy class feature, to the effects of a slow spell 
  for a number of rounds equal to the number of 
  levels taken in the class which grants you your 
  aura and channel energy class features. The DC is 
  equal to that of your channel energy class feature. 
  Additionally you deal an amount of nonlethal 
  damage equal to that of your channel energy class 
  feature to all creatures of fail their saving throw 
  against this ability.
  ALLIED INQUISITION
  Allies of both you and your faith may share in the 
  blessings granted by your faith.
  Prerequisite(s): Domain or inquisition class 
  feature.
  Benefit(s): Once per day, you may select a number 
  of allies equal to either your Wisdom or Charisma 
  modifier, whichever is higher. These chosen allies 
  may gain access to the abilities granted by your 
  domain or inquisition, if any. In addition, your 
  chosen allies may elect to use either your Wisdom 
  or Charisma in place of their own for the purposes 
  of the effects of the abilities granted by your 
  domain or inquisition class feature. If any of your 
  allies have abilities of their own,granted by their 
  own respective domain or inquisition, they must 
  instead choose which domain or inquisition to use 
  for the day, and may not gain the abilities of both 
  simultaneously.
  ARMORBANE
  You may shift the purpose of your ire from 
  damaging your enemies to helping you overcome 
  your enemies’ natural defenses,
  Prerequisite(s):  Ability to imbue weapons with 
  the bane weapon special ability.
  Benefit(s): Instead of imbuing weapons with the 
  bane special ability, you may instead choose to 
  reduce the target creature’s damage reduction upon 
  a successful hit, equal to ½ the number of levels 
  taken in the class which grants you the ability 
  to imbue weapons with the bane weapon special 
  ability. This ability lasts for a number of rounds 
  per day equal to the number of levels taken in 
  the class which grants you the ability to imbue 
  weapons with the bane weapon special ability. 
  These rounds do not need to be consecutive.
  BANEFUL TOUCH
  Your touch harms those who have earned your ire.
  Prerequisite(s): Ability to imbue weapons with 
  the bane weapon special ability.
  Benefit(s): You now possess the ability imbue 
  your unarmed strikes with bane as a weapon 
  special ability. Additionally, you may also choose 
  to deliver a use of your bane damage as a melee 
  touch attack. 
  CALMING SYMBOL
  You may present the symbol of your faith with 
  care and hope in order to calm the anxious and 
  vexed creatures around you.
  Prerequisite(s): Must worship a deity.
  Benefit(s): You may as part of a Diplomacy check 
  to improve the attitude of a creature, present the 
  holy symbol of your faith gain a +2 sacred (or 
  profane f worshipping an evil deity) bonus to 
  that check. In addition you may spend one use of 
  channel energy to to gain access to a skill unlock 
  
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  for the Diplomacy skill. Against creatures who practice 
  your faith or are of the same alignment as that of your 
  deity, the bonus applied on Diplomacy checks to improve 
  attitude increases to a +4, and you get a 50% chance of 
  improving the attitude of such creatures by two steps.
  CASTING SMITE
  You may embed additional divine energies into your spells 
  in order to penetrate the defenses of your enemies.
  Prerequisite(s): Combat casting, channel energy class 
  feature.
  Benefit(s): Once per round, whenever you make a caster 
  level check to overcome a target creature’s spell resistance, 
  you may spend a use of your channel energy class feature 
  in order to grant yourself a sacred (or profane bonus if 
  worshipping an evil deity) to your check, equal to ½ the 
  number of levels taken in the class which grants you your 
  channel energy class feature.
  DIVINE ASPECT
  The source of your divine magic imbues you with a spark 
  of its own power.
  Prerequisite(s): Wisdom 13, ability to cast divine spells, 
  divine vessel.
  Benefit(s): If the source of your divine magic is a deity 
  choose any domain attributed with that deity. You gain use 
  of the 1st level domain spell associated with that domain as 
  a spell-like ability, usable a number of times per day equal 
  to your Wisdom modifier. If the source of your divine 
  magic is a oracle mystery or shaman spirit, you gain use 
  of the 1st level mystery spell associated with that oracle 
  mystery or shaman spirit. 
  DIVINE CONDUIT
  You channel a stream of energy which leaps from one 
  target to the next.
  Prerequisite(s): Channel Energy class feature, divine 
  vessel.
  Benefit(s): You may choose to use this feat whenever you 
  channel energy; the effect is changed from a burst to a ray. 
  This ray ignores concealment, automatically striking the 
  first target within a range of 30 ft. It then flows to the next 
  target within 15 feet of the first, continuing to flow from 
  one target to the next. All targets must be within a 30 foot 
  radius of the first target affected by this ability and each 
  target ability can only be struck once each time this ability 
  is used. Allies within range of the first target with ability 
  to channel energy may expend one use to add their channel 
  energy dice to your own for this purposes of this ability.
  DIVINE TOUCH
  Your may now channel divine energies through your 
  weapon and use it to deliver your might.
  Prerequisite(s): Weapon Focus with your deity’s favored 
  weapon, ability to cast divine spells, divine vessel.
  Benefit(s): Like the magus’ spell strike class feature, 
  you may now channel a divine spell through your deity’s 
  favored weapon. The spell must not have a target limited to 
  you and must have a duration of instant.  
  DIVINE VESSEL
  Your body becomes so inundated with divine energies you 
  are a divine focus for your spells.
  Prerequisite(s): Ability to cast divine spells of at least 3rd 
  level or higher, Wisdom 13
  Benefit(s): You may now use your physical body as a 
  divine focus in any spells that would require such instead 
  of needing a focus. Once per day if the spell allows or 
  requires an additional material focus, you may substitute 
  your own body and the gold piece value of all items on 
  your person.
  EXALTED ONE
  Given enough use, your body has become a power conduit 
  for divine energies and you can channel the divine energies 
  for the use of others.
  Prerequisite(s): Ability to cast divine spells of at least 5th 
  level or higher, channel energy class feature, divine vessel, 
  divine conduit.
  Benefit(s): A number of times per day equal to your levels 
  taken in the class which grants your channel energy class 
  feature + your Wisdom modifier, you may transfer the use 
  of any one 1 unused prepared spell or transfer the use of an 
  unused spell slot to a willing recipient who is within one 
  alignment step of the deity you follow and is also able to 
  use divine magic of a spell level more than or equal to the 
  level of spell transferred to them. The intended recipient 
  must be within range of your channel energy class feature. 
  This otherwise functions as the imbue with spell ability 
  spell, except in that the level of spell is not limited by the 
  hit dice of the recipient and the effect does not require 
  10 minutes to prepare but instead 1 full round action. 
  However the recipient may not be imbued by more than 
  one spell by this ability, until they have used the spell.
  EXORCISING TOUCH
  You may drive out spirits that possess others with your 
  touch.
  
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  Prerequisite(s): Wisdom or Charisma 13, disruptive, char-
  acter level 5th, ability to cast spells and or one or more the 
  following: arcane pool, ki pool, mental focus, phrenic pool.
  Benefit(s): As a full-round action, by sacrificing the use 
  of either a prepared spell, spell per day or by expending a 
  point from a pool you have, such as a ki point, you may 
  attempt to exorcise a spirit from a touched creature. You 
  can use this ability to expel any creature that is possessing 
  the target (such as a ghost or a creature under the effects of 
  the possession or magic jar spells and/or similar abilities). 
  The possessing creature must succeed on a Will save or be 
  immediately cast out of its host (DC 10 + ½ your character 
  level + your Wisdom or Charisma modifier(whichever 
  is higher)). If sacrificing the use of a prepared spell or 
  spell per day, add the level of the spell to the total DC of 
  the Will save that the possessing creature must make. If 
  expending a point from a pool you have, such as ki point, 
  add +2 as well as an extra +2 exponentially multiplied, for 
  every point expended in this way, to the total DC of the 
  Will save that the possessing creature must make.
  HOLY/UNHOLY SENSES
  You use your aura to gain advanced spatial perception and 
  detect potentially hidden foes.  
  Prerequisite(s): Channel energy class feature.
  Benefit(s): You may spend a use of your channel energy 
  class feature to gain blindsense for a number of rounds 
  equal to the number of levels taken in the class which 
  grants you your aura and channel energy class features, 
  up to a range equal to that of your channel energy class 
  feature.
  ICONOCLASTIC REWARD
  Destroying icons of opposing faiths may earn you divine 
  favors.
  Prerequisite(s): Must worship a deity.
  Benefit(s): Once per day, whenever you encounter an 
  object bearing a likeness, icon or symbolic representation 
  of either an opposing deity to the one you worship or the 
  symbolic antithesis to one or more of your deity’s values, 
  you can as part of a 10 minute ritual, sacrifice and destroy 
  the object in the name of the deity you worship in order 
  to earn some of their divine favor in the form of a tempo-
  rary spell-like ability based on the approx. value of the 
  object in gold pieces. You may not gain additional divine 
  favors until the previous one(s) have been spent or have 
  gone unused for 1 full day since being granted. (See Table: 
  Divine Favors)
  Table 1-1: Divine Favors
  Approx. gp of object
  Spell-like ability granted
  1 gp - 25 gp
  Any 1st level cleric spell of 
  your choice 1/day
  26 gp - 50 gp
  Any 1st level cleric spell of 
  your choice 3/day
  51 gp - 100 gp
  Any 2nd level cleric spell of 
  your choice 1/day
  101 gp - 250 gp
  Any 2nd level cleric spell of 
  your choice 3/day
  251 gp - 500 gp
  Any 3rd level cleric spell of 
  your choice 1/day
  501 gp - 1000 gp
  Any 4th level cleric spell of 
  your choice 1/day
  1001 gp - 2500 gp
  Any 4th level cleric spell of 
  your choice 3/day
  2501 gp - 5000 gp
  Any 5th level cleric spell of 
  your choice 1/day
  5001 gp - 7500 gp
  Any 5th level cleric spell of 
  your choice 3/day
  7501 gp - 10,000 gp
  Any 6th level cleric spell of 
  your choice 1/day
  10,001 gp - 15,000 gp
  Any 6th level cleric spell of 
  your choice 3/day
  15,001 gp - 25,000 gp
  Any 7th level cleric spell of 
  your choice 1/day
  25, 000 gp - 50,000 gp
  Any 7th level cleric spell of 
  your choice 3/day
  50,000 gp - 100,000 gp Any 8th level cleric spell of 
  your choice 1/day
  100,001 gp and up
  Any 8th level cleric spell of 
  your choice 3/day
  ICONIC SYMBOL
  Over time and repeated use you are now able to turn 
  objects of divine focus into divine vessels.
  Prerequisite(s): Ability to cast divine spells of 3rd level or 
  greater, Wisdom 13, Knowledge (religion) 5 ranks.
  Benefit(s): Through repeated channeling your divine focus 
  has been imbued with divine power. Any object that is able 
  to be designated as your divine focus for the purposes of 
  casting spells, now gains a strong aura matching your own. 
  
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  This divine focus may now be treated as a ring of spell 
  storing except in that it is limited to holding one spell of 
  1st level or below.  Any creature within one alignment step 
  of you who wields your holy symbol, may access and cast 
  the spells stored within as their own.
  MENACING SYMBOL
  You are able to use your holy symbol to intimidate and 
  strike fear into the hearts of those who may oppose you 
  and/or your faith.
  Prerequisite(s): Must worship a deity 
  Benefit(s): You may as part of an Intimidation check to 
  demoralize a creature of your choice, present the holy 
  symbol of your faith and gain a +2 sacred (or profane f 
  worshipping an evil deity) bonus to that check. In addition 
  you may spend one use of channel energy to to gain access 
  to a skill unlock for the Intimidation skill. Against crea-
  tures who oppose your faith or are of an opposing align-
  ment to that of your deity, the bonus applied on Intimidate 
  checks to demoralize increases to a +4, and such creatures 
  who are successfully demoralized by your Intimidation 
  attempts now have a 50% chance of becoming frightened 
  instead of shaken.
  MIRACULOUS JUDGEMENT 
  You can now use your judgment to aid you in skill checks 
  both in and out of combat.
  Prerequisite(s): Judgement class feature.
  Benefit(s): Taking this feat grants you the following type 
  of judgement to be used with your judgment class feature:
   
  • 
   Miraculous: This judgment grants you a +1 sacred 
  bonus to skill checks. This bonus increases by 
  +1 for every three levels taken in the class which 
  grants you your judgment class feature. This bonus 
  may also be applied outside of combat, and lasts a 
  number of minutes equal to the number of levels 
  taken in the class which grants you your judgment 
  class feature, per use.
  SPELLBANE
  You may shift the purpose of your ire from damaging your 
  enemies to helping you overcome your enemies’ magical 
  defenses.
  Prerequisite(s): Ability to cast divine spells, ability to 
  imbue weapons with the bane weapon special ability.
  Benefit(s): Instead of imbuing weapons with the bane 
  special ability, you may instead choose to gain a holy (or 
  profane if of an evil alignment) bonus to your caster level 
  checks for the purposes of overcoming the spell resistance 
  of creatures targeted by the divine spells you cast, for an 
  amount equal to ½ the number of levels taken in the class 
  which grants you the ability to imbue weapons with the 
  bane weapon special ability. This ability lasts for a number 
  of rounds per day equal to the number of levels taken in 
  the class which grants you the ability to imbue weapons 
  with the bane weapon special ability. These rounds do not 
  need to be consecutive.
  UNIMPEDED WRATH
  You may envelop your weapon in divine energies to help 
  push through your enemy’s defenses.
  Prerequisite(s): Channel smite, channel energy class 
  feature.
  Benefit(s): Whenever you make use of your channel smite 
  combat feat, your melee attack may bypass an amount 
  of the target creature’s damage reduction equal to ½ the 
  number of levels taken in the class which grants you your 
  channel energy class feature.
  WARDING JUDGMENT
  Your now use your judgment to ward yourself against 
  harmful magics with your judgments, and eventually be 
  able to dispel them completely.
  Prerequisite(s): Judgement class feature.
  Benefit(s): Taking this feat grants you the following type 
  of judgement to be used with your judgment class feature:
   
  • 
   Warding: This judgement grants you spell resis-
  tance 5. This spell resistance increases by 2 for 
  every three levels taken in the class that grants 
  you your judgement class feature. At 10th level 
  you may use this ability to immediately dispel any 
  magical effects currently affecting you as a dispel 
  magic spell would.
  WARDING TOUCH
  You may temporarily shield those whom you touch from 
  magical powers.
  Prerequisite(s): Wisdom or Charisma 13, disruptive, char-
  acter level 10th, ability to cast spells and/or one or more 
  the following: arcane pool, ki pool, mental focus, phrenic 
  pool
  Benefit(s): As a full-round action, by sacrificing the use 
  of either a prepared spell, spell per day or by expending a 
  point from one pool you possess, such as a ki point, you 
  can grant a creature, an amount of spell resistance equal 
  to 10+ your ½ your character level + your Wisdom or 
  Charisma modifier(whichever is higher). 
  
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  5
  If sacrificing the use of a prepared spell or spell per day, 
  add the level of the spell to amount spell resistance you 
  grant can grant the target If expending a point from a pool 
  you have, such as ki point, add +2 as well as an extra +2 
  exponentially multiplied for every point expended in this 
  way, to the total amount of spell resistance you can grant 
  the target. Spell resistance granted in this way does not 
  stack with other forms of spell resistance including subse-
  quent uses of this ability. The ward lasts for a number of 
  hours equal the level of the spell sacrificed or the number 
  of points from a pool, such as a ki pool, expended in this 
  way.
  ZEALOUS FURY
  Being a conduit for divine energies for so long, you’ve 
  opened your body to the influence and control of other 
  stronger divine forces.
  Prerequisite(s): Wisdom or charisma 13, ability to cast 
  divine spells of at least 3rd level or higher, divine vessel.
  Benefit(s): You gain the use of a version of the barbar-
  ian’s rage class feature, except in that you use either your 
  Wisdom or Charisma modifier (whichever is higher) to 
  determine how many rounds of rage you have access to. 
  Rounds of rage gained in this way do not stack with rounds 
  of rage gained from taking levels in another class which 
  grants you the rage class feature.  Additionally, during 
  this time, pick one of the following languages: Abyssal, 
  Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. 
  Whenever you are under a rage effect as a result of this 
  feat, you can only speak and understand the selected 
  language. 
  AVAILABLE NOW AT LPJDESIGN.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  f irst ones
  Ene mie s  o f  Ne o Exo du s :
  THE WORLD OF EXODUS NEEDS HEROES...
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Undefeated 30, Copyright 2017, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
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  with 3rd Edition and Revised 3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. 
  Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
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