Inaccurate?

Exemplar

(Complete Adventurer variant, p. 44)

An exemplar is someone who believes that most individuals and creatures possess a wellspring of untapped talent and capability, and that the multiverse would be a better place if only they would all try to live up to their potential. To her mind, the best way to encourage this behavior in others is to exemplify it herself. An exemplar focuses her energy on improving the skills she possesses until she is able to perform them with ?uidity, grace, and art. She believes that even the simplest action (such as climbing a tree or building a chair) can be done with such skill and ?air as to inspire awe and stimulate a desire for self-betterment. No matter what area a particular exemplar excels in, be it walking a tightrope, deciphering forgotten languages, or remembering the names of every arch?end in the Abyss, she performs it with passion and joy.

Bards are the characters most likely to become exemplars, but wizards, rogues, rangers, and druids sometimes choose this path as well. All of these classes have a fair number of people who believe that their actions can be viewed as art, and like most artists they want to inspire others with their abilities. Clerics, paladins, and monks also choose this prestige class on rare occasions, but their dedication to promoting a philosophy or a higher power sometimes con?icts with the exemplar?s belief that the best way to inspire others is simply to be a good role model.

Requirements

Skills: Diplomacy 6 ranks

Feats: Skill Focus (any)

Any other skill 13 ranks.


Hit die

d6

Skill points

8 + Int

Class Features

Weapon and Armor Proficiency: Exemplars gain no proficiency with any weapon or armor.

Skill Artistry (Ex): An exemplar is particularly talented in the use of one of her skills. Choose one skill in which the exemplar has at least 13 ranks. She gains a +4 competence bonus on all checks involving that skill.

At 4th, 7th, and 10th levels, an exemplar gains this ability again. Each time she selects a different skill to receive the +4 competence bonus, provided she has at least 13 ranks in a skill that she has not yet chosen to benefit from this ability. If not, she gains no benefit from the ability until she has 13 ranks in another skill. She can then immediately apply the benefit of skill artistry to that skill.

Skill Mastery (Ex): An exemplar is so confident in the use of certain skills that she can use them reliably even under adverse conditions. She selects a number of skills equal to 1 + her Int modifier. When making a check with one of these skills, she can take 10 even if stress and distractions would normally prevent her from doing so. Each time an exemplar gains a class level, she can add another skill to the list of skills with which she has mastery.

Lend Talent (Ex): Starting at 2nd level, an exemplar can lend some of her skill artistry to allies, allowing them to exceed their normal talents. By accepting a penalty on checks using a skill for which she has selected skill artistry, an exemplar grants a competence bonus on checks with that skill to all allies within 30 feet. The penalty can be any number that does not exceed the exemplar's class level, and the competence bonus is equal to one-half the penalty. Activating this ability is a full-round action,
and the effect lasts for as long as the exemplar remains conscious and within range.

For example, a 4th-level exemplar who has selected skill artistry with Craft (armorsmithing) can accept a —4 penalty on Craft (armorsmithing) checks to grant all allies within 30 feet a +2 competence bonus on Craft (armorsmithing) checks for as long as she remains nearby.

At 8th level, the competence bonus granted by this ability becomes equal to the penalty accepted by the exemplar.

Bonus Feat: At 3rd, 6th, and 9th levels, an exemplar gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Deceitful, Deft Hands, Diligent, Improved Initiative, Improved Swimming?, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Open Minded?, Persuasive, Self-Sufficient, Skill Focus, Stealthy, Track, or Versatile Performer?. The exemplar must meet all the prerequisites for the chosen feat.
? New feat described in Chapter 3.

Sustaining Presence (Su): Starting at 4th level, an exemplar knows how to call upon her force of personality to help keep herself alive in tense or dangerous situations. She adds her Charisma bonus (if any) to her Concentration checks and Fortitude saves.

Persuasive Performance (Ex): Starting at 5th level, an exemplar can use her skill artistry to improve the attitudes of NPCs. To do this, the NPCs must observe her using one of the skills to which she has applied skill artistry. Treat this as a Diplomacy check made to influence NPC attitudes (see pages 71—72 of the Player's Handbook), but replace the Diplomacy check with a check using the chosen skill.

The demonstration must be nonthreatening and intended to entertain and amuse the onlookers. Viewers must be within 30 feet of the exemplar, must be able to see her clearly, and must willingly pay attention to her actions. This ability requires at least 1 minute to perform, and it can affect a particular creature only once every 24 hours.

Intellectual Agility (Su): Starting at 8th level, an exemplar can channel her intellect to more physical needs. She adds her Intelligence bonus (if any) to her initiative checks and Reflex saves.

Perfect Self: A 10th-level exemplar has tuned her body with skill to the point that she becomes a magical creature. Her type changes to outsider (native). See the monk class feature, page 42 of the Player's Handbook.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Skill artistry, skill mastery
2nd +1 +0 +0 +3 Lend talent (one-half penalty)
3rd +2 +1 +1 +3 Bonus feat
4th +3 +1 +1 +4 Skill artistry, sustaining presence
5th +3 +1 +1 +4 Persuasive performance
6th +4 +2 +2 +5 Bonus feat
7th +5 +2 +2 +5 Skill artistry
8th +6 +2 +2 +6 Intellectual agility, lend talent (equal to penalty)
9th +6 +3 +3 +6 Bonus feat
10th +7 +3 +3 +7 Perfect self, skill artistry

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Autohypnosis WIS yes no
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Control Shape WIS no no
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Handle Animal CHA yes no
Heal WIS no no
Hide DEX no yes
Iaijutsu Focus CHA no no
Intimidate CHA no no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (psionics) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Martial Lore INT yes no
Move Silently DEX no yes
Open Lock DEX yes no
Perform CHA no no
Profession WIS yes no
Psicraft INT yes no
Ride DEX no no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Speak Language None yes no
Spellcraft INT yes no
Spot WIS no no
Survival WIS no no
Swim STR no yes
Truespeak INT yes no
Tumble DEX yes yes
Use Magic Device CHA yes no
Use Psionic Device CHA yes no
Use Rope DEX no no

Spells for Exemplar