(Book of Exalted Deeds variant, p. 82)
Wonderworkers sacrifice some of their spellcasting ability to grow closer to the ideal of goodness they revere.
4 + Int
Weapon and Armor Proficiency: Wonderworkers gain no proficiency with any weapon or armor.
Bonus Exalted Feat: At every level, a wonderworker gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.
Bonus Spells per Day: For each level of wonderworker that a spellcasting character attains, he gains bonus spells to the number of spells per day he normally casts. These bonus spells can be added to whatever levels of spells the wonderworker can currently cast, but no more than one can be added to the character's highest current spell level. Arcane spellcasters (bards, sorcerers, and wizards) receive fewer bonus spells than divine spellcasters (clerics and druids), as shown on the table above.
For example, a 9th-level cleric who takes a single level in wonderworker can give himself one bonus 5th-level spell (his highest as a 9th-level cleric), and one bonus spell in one other level, 0 through 4th. A 9thlevel wizard who takes a level in wonderworker gains only one bonus spell, which she can give herself in any level, 0 through 5th.
A psion who adopts the wonderworker class receives bonus power points/day equal to one-half of the sum of his psion level and his wonderworker level. A psychic warrior/wonderworker receives bonus power points/day equal to one-third of the sum of her psychic warrior level and her wonderworker level. If a wonderworker has two spellcasting or psionic classes already, he must give the bonus spell or power points to a class in which he can cast at least 3rd-level spells or manifest at least 3rd-level powers. If more than one class meets that requirement, he must choose which previous class gains the bonus. He cannot split bonus spells or power points between two different spellcasting or psionic classes. For example, a 5th-level cleric/5th-level wizard takes one level of wonderworker. He can either take 2 bonus cleric spells or 1 bonus wizard spell, but he cannot take 1 of each.
Once a wonderworker has chosen how to apply his bonus spells or power points, they cannot be shifted.
|Bonus Spells per Day|
|1st||+0||+0||+0||+2||Bonus exalted feat||1||2|
|2nd||+1||+0||+0||+3||Bonus exalted feat||2||3|
|3rd||+1||+1||+1||+3||Bonus exalted feat||1||2|
|Skill name||Key ability||Trained only||Armor check penalty|