Exemplar
Requirements
- Hit Die
- d6
- Skill Points
- 8+ Int
Class Skills
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 |
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.