Emissary of Barachiel
(Book of Exalted Deeds variant, p. 59)
Ruler of the first heaven of Celestia, Barachiel is patron of lawful good heralds and messengers. He is charged with the defense of Celestia and the promulgation of law and goodness on the Material Plane, and his emissaries help him carry out this latter mission. The emissaries of Barachiel are peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption.
Emissaries of Barachiel are often clerics, paladins, or even rogues, but members of almost every other class sometimes take up Barachiel's mission as well.
4 + Int
Weapon and Armor Proficiency: Emissaries of Barachiel gain no proficiency with any weapon or armor.
Spells: An emissary of Barachiel has the ability to cast a small number of divine spells. To cast an emissary of Barachiel spell, the emissary must have a Charisma score of at least 10 + the spell's level, so an emissary with a Charisma of 10 or lower cannot cast these spells. Emissary of Barachiel bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the emissary's Charisma modifier.
When the emissary gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level emissary of Barachiel), he gets only the bonus spells he would be entitled to based on his Charisma score for that spell level. The emissary's spell list appears below. An emissary of Barachiel casts spells just as a bard does, except that his spells are divine and not arcane.
Calling (Su): An emissary of Barachiel's most fundamental ability is the power to issue a celestial call, stirring the conscience of those who hear it. An emissary an use this ability once per day per class level, spending a full-round action to issue the call. Humanoid creatures within 30 feet of the emissary are potentially affected. The emissary makes a Diplomacy check, and the result is the DC for affected creatures' Will saving throws. Creatures that fail their saves suffer effects that depend on their alignment, as follows:
|Neutral good or chaotic good||Blessed|
|Neutral evil or chaotic evil||Enthralled, disheartened|
|Any evil||Stunned, demoralized|
Inspired: Affected creatures receive a +2 morale bonus on attack rolls, saving throws, skill and ability checks, and weapon damage rolls for 10 minutes.
Blessed: Affected creatures receive a +1 morale bonus on attack rolls and on saving throws against fear effects for 10 minutes.
Enthralled: Affected creatures act as if subject to an enthrall spell for as long as you continue to speak and for 1d3 rounds thereafter. For the duration of the effect and for 1 day afterward, affected creatures take a —1 penalty on Will saves related to redemption (see Chapter 2).
Disheartened: Affected creatures take a —1 penalty on attack rolls, saving throws, skill checks, and ability checks for 10 minutes.
Stunned: Affected creatures are stunned for 1 round.
Demoralized: Affected creatures take a —2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls for 10 minutes (including the 1 round during which they are stunned).
Using any manifestation of the calling class ability requires the use of the Words of Creation and deals 3d4 points of non-lethal damage to the emissary. Calling is an Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] effect.
Conversion (Su): A 3rd-level emissary of Barachiel can use his calling ability to facilitate actual conversion of nongood humanoids. Doing so counts as a use of the calling class ability (see above) for the day, and the initial effects of the calling are the same—except that the emissary takes 5d4 points of nonlethal damage instead of 3d4. When the initial effects are over, however, all creatures that were subject to any effect of the calling (except lawful good creatures) must make another saving throw. Creatures who fail begin acting as though their alignment were one step closer to good. Lawful evil creatures act lawful neutral, neutral evil creatures act neutral, and chaotic evil creatures act chaotic neutral. Lawful neutral and neutral good creatures act lawful good. True neutral and chaotic good creatures act neutral good, and chaotic neutral creatures act chaotic good.
Creatures affected by this temporary alignment shift can make new saving throws each day for a total of seven days. If the emissary is not present at the time a creature makes its save, it receives a +1 circumstance bonus on the saving throw, and this bonus increases by 1 for each additional saving throw for which the emissary is not present.
During these seven days, an affected creature is immune to any other conversion effect, from the same emissary or a different one. During this time, the alignment shift can be reversed with a break enchantment spell, but the caster must succeed on a caster level check against a DC equal to the emissary's original Diplomacy check result. Also during this time, an atonement spell can make the alignment shift permanent, preventing the creature from making any additional saving throws.
If a creature fails seven saving throws after the initial saving throw against the calling, the alignment change is permanent. At this point, the creature can change alignment again, either through another conversion effect, or voluntarily (in a gradual manner, as alignment change normally works—the creature cannot simply decide to be evil again).
Sustenance (Su): At 5th level, an emissary of Barachiel can help to keep good creatures good. As a use of his calling ability, he can produce one of the following effects:
- Duplicate the effects of an atonement spell.
- Reverse any magical alignment change (such as that produced by a helm of opposite alignment or a morality undone spell).
- Dispel a charm or compulsion effect cast by an evil creature upon a good target, by making a dispel check (1d20 + character level against a DC of 11 + evil caster's level).
These effects require the emissary of Barachiel to touch the target creature.
Emissaries of Barachiel choose their spells from the following list:
1st Level: charm person, comprehend languages, cure light wounds, hypnotism, magic mouth, message, protection from chaos/evil, ray of hope*, sanctuary, sleep, ventriloquism.
2nd Level: animal messenger, blindness/deafness, blur, calm emotions, cat's grace, cure moderate wounds, detect thoughts, elation*, enthrall, eagle's splendor, fox's cunning, glitterdust, hold person, hypnotic pattern, silence, suggestion, tongues, whispering wind.
3rd Level: charm monster, clairaudience/clairvoyance, cure serious wounds, daylight, deep slumber, dispel magic, good hope, haste, lesser geas, refreshment*, remove curse, scrying, see invisibility.
4th Level: atonement, break enchantment, cure critical wounds, dream, heaven's trumpet*, heroic valor*, hold monster, sending.
*New spell described in Chapter 6 of this book.
|1 Provided the emissary has sufficient Charisma to have a bonus spell of this level.|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (architecture and engineering)||INT|
|Knowledge (nobility and royalty)||INT|
|Knowledge (the planes)||INT|
|Use Magic Device||CHA|