Acolyte

Religious leaders and healers that attempt to enrich and empower society. They preach the word of their religion or discipline, yet respect the beliefs of those around them and simply try to unite their allies and dissuade their foes.

**Graceful Initiative (Ex)**

At 2nd level, an Acolyte adds its Wisdom or Charisma modifier on initiative checks, in addition to its Dexterity modifier. The Acolyte selects which ability score it is at 1st level and this cannot be altered. This is now referred to as your relevant modifier.

**Spread the Good word (Ex)**

At 2nd level, an Acolyte gains a bonus to knowledge religion and diplomacy checks equal to ½ of its acolyte level, and knowledge religion is always a class skill for it.

**Inspire Faith (Ex)**

At 4th level, the Acolyte can instill in others a sense of divine righteousness and great purpose which drives them onward to prove that his trust in them is well placed. The Acolyte cannot inspire itself in this way.

To inspire faith in others the Acolyte must orate non-stop for 1 minute, using a full action for 10 consecutive rounds; a creature must be within range of the aura and be able to both clearly see and understand him to benefit. This oration can be disrupted on a failed Concentration check, ruining the attempt and requiring the Acolyte to start over.

Each time it uses this ability, the Acolyte can inspire faith in a number of non-hostile creatures equal to 1/2 its class level. Multiple uses of this ability do not stack. An inspired creature gains a +1 bonus to will saving throws and armor class. This lasts for 1 minute per level, or until the creature is effected by a fear effect This bonus increases by +1 at 12th level. At any point during the encounter, the creature can also gain 1 additional swift or immediate action within a round. This additional action can be used once per inspire faith use. At level 8 the creature can gain another swift or immediate action per inspire faith use.

An acolyte can use this ability a number of times per day equal to its relevant modifier (Selected at 1st level) + ½ of the Acolyte’s class level.

**Swift Oration (Ex)**

At 6th level, the Acolyte can use it’s inspire faith ability by spending 5 rounds instead of 10.

At 10th level, the Acolyte can use the ability as a full round action.

**Inspire Fervor (Ex)**

Starting at 8th level, the Acolyte can work the religious certainty of others into a frenzied high. It stokes the fires of righteousness within the breast of others, speaking for the gods to grant the faithful divine right to do what must be done. Inspire fervor follows the same rules as inspire faith when determining how long it takes to inspire creatures, which creatures can be inspired, and how many the Acolyte can inspire at one time, and costs 1 use of inspire faith to activate.

Inspired creatures can push themselves forward no matter how overwhelming the odds seem to be stacked against them. Inspired creatures add ½ of the acolyte’s level to the amount of negative hitpoints they can reach before they are killed, and they gain a bonus to their massive damage threshold equal to this amount as well. Finally, when affected by a fear effect they roll twice and take the better result on their saving throw. If a creature with a fervor pool is affected by this, it gains +1 point of fervor.

As with inspire faith, multiple uses of this ability do not stack. Creatures retain their inspiration until the end of the encounter or until they suffer one or more levels of confusion, whichever comes first.

**Faith Healing (Ex)**

At 12th level, the Acolyte can heal creature’s wounds so long as they properly believe. Following the same rules as Inspire faith, and by spending a use of it, the Acolyte can make a diplomacy or knowledge religion check. A number of creatures within reach of the Acolyte equal to its relevant modifier who can hear it, heal a number of hitpoints equal to the check as well as 1d8 for every 4 levels it possesses (Max 5d8). Any excess hitpoints that the creature gains are temporary hitpoints and last for the duration, or until it suffers a fear effect.

**Tandem oration (Ex)**

At 14th level, the Acolyte can expend 1 use of it’s Inspire Faith ability and grant two effects that require a use of inspire faith to be utilized such as Faith healing or Inspire fervor. Alternatively the Acolyte can choose to double the range and number of creatures effected with one of those abilities if they only select to use one.

**Inspire Zelotry (Ex)**

Starting at 16th level, the Acolyte can awaken an unwavering passion for just action in others. Inspire zealotry follows the same rules as inspire faith when determining how long it takes to inspire creatures, what creatures can be inspired, and how many the Acolyte can inspire at one time. The Acolyte must expend a use of Inspire faith to use this ability.

Inspired creatures are driven to act without hesitation in the rightness of their course, gaining a bonus on Initiative checks equal to 1/2 the Acolyte's class level, And a +1 bonus to attack and reflex saving throws, as well as a +10 bonus to it’s movement speed. Alternatively, an inspired creature can sacrifice this bonus completely at the end of their turn. Doing so immediately allows the creature to take another full turn in that round of the encounter, as if a full round had passed. In doing so the creature cannot benefit again from Inspire Zealotry for 24 hours.

**Improved Faith Healing (Ex)**

At 18th level, whenever the Acolyte uses faith healing, it can alleviate the effects of stunning, daze, dazzled, blinded, deafened, staggered, sickened, nauseated, Confused, or Impaired 1 round per point in the acolyte’s relevant modifier, after which the effect will resume. The effect’s duration continues going while it is alleviated, and so if it’s duration runs out before this ability’s duration does, it does not resume. Any effects that target the creature after this effect is used, effect the creature normally, only effects currently afflicting the creature are fixed with this.

**True Inspiration (Su)**

At 20th level when the Acolyte uses Inspire Faith, It lasts for up to 2 minutes per point in the Acolyte’s wisdom modifier. When using this ability it can also effect up to 10 creatures per level and the range doesn’t matter so long as they can hear you. Finally the Acolyte can select enemies as well as allies when using this ability and make an intimidate or diplomacy check on the enemies within range. If making an intimidate check, the enemies take damage equal to the intimidate check and are shaken for the duration of the encounter. The enemies become immune to the damage from True Inspiration afterward for 24 hours from the same Acolyte. If a diplomacy check, The DC of this check is equal to 20 + the creature’s Hit Dice + the creature’s Charisma modifier. You gain a bonus equal to half of your acolyte level. Unlike with a normal Diplomacy check, you can increase the target’s attitude toward you by more than two steps. You can use the benefits of this feat only against enemies who attacked you and whom you did not attack or otherwise provoke first.