Exarch Avatar		Lawful Good		Redemption
Exarch Justicar	Lawful Neutral		Justice
Exarch Templar		Lawful Evil		Law

EXARCH

Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white.  The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned.  Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause.  Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples.  Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple.  Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.

Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies.  These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes.  They are judge, juror, and if need be, executioner.

Alignment: Any Lawful
Hit Die: d10

Class Skills

The exarch's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (Nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier.

Class Features

All of the following are class features of the exarch.

Weapon and Armor Proficiency
Exarchs are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Zealous Aura (Ex)
An exarch radiates an aura of powerful influence in a 10' radius based on the deity's alignment (see detect evil for details.)

Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual.  While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.)  Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.

Indulgence (Ex)
Because of their parting from traditional paladin roles, the Exarch's sometimes less-than-godly actions require penance in the form of indulgences.  In game terms, indulgences is a fluctuating number of magical coins that imbue an exarch with temporary abilities.  At the start of each day, an exarch gains a number of indulgence coins equal to her Charisma modifier (minimum 1). Her indulgence coins go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgence coins in the following ways.  Indulgence coins can not be lost, stolen, traded, or spent as money.

Bolster an ally:  Each time an ally reduces a creature to 0 or fewer hit points while either the ally or an enemy is under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Rebuke the enemy:  Each time an enemy fails a saving throw against an exarch's targeted exhortation, she gains 1 indulgence coin.

Level	Base Attack Bonus	Fort	Ref	Will	Special

1		+1				+2	+0	+2	Zealous Aura, Detect Truth, Indulgence, Exhortation
2		+2				+3	+0	+3	Redemption
3		+3				+3	+1	+3	Exhortation, Mantle of Courage
4		+4				+4	+1	+4	Bonus Feat, Energy Conduit
5		+5				+4	+1	+4	Exhortation, Affirmation
6		+6/+1			+5	+2	+5	Indulgence
7		+7/+2			+5	+2	+6	Exhortation
8		+8/+3			+6	+2	+6	Bonus Feat, Mantle of Conviction
9		+9/+4			+6	+3	+7	Exhortation
10		+10/+5			+7	+3	+7	Affirmation
11		+11/+6/+1			+7	+3	+7	Exhortation
12		+12/+7/+2			+8	+4	+8	Bonus Feat
13		+13/+8/+3			+8	+4	+8	Exhortation
14		+14/+9/+4			+9	+4	+9	Mantle of Resilience
15		+15/+10/+5		+9	+5	+10	Exhortation, Affirmation
16		+16/+11/+6/+1		+10	+5	+10	Bonus Feat
17		+17/+12/+7/+2		+10	+5	+10	Exhortation, Mantle of Resolve
18		+18/+13/+8/+3		+11	+6	+11	Indulgence
19		+19/+14/+9/+4		+11	+6	+11	Exhortation
20		+20/+15/+10/+5		+12	+6	+12	Affirmation, Bonus Feat, Exemplar

Exhortations (Su)
Exhortations come in many forms such as sacred chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as penalties to her enemies.  Indulgence coins are magically consumed as a part of performing one exhortation to expound the exarch's influence on any creature within the radius of their zealous aura, choosing to positively affect all allies or negatively affect all enemies.  Exhortations last for 1 round plus a number of rounds equal to half the exarch's level, rounded down (minimum 1).  This ability functions only while the exarch remains conscious, not if she is unconscious or dead.

Individuals must begin their turn within the radius of the zealous aura to be affected by an exhortation.  Enemies or allies attempting to resist the effects of an exhortation must make a will save at the beginning of each turn.  The DC is 10 + 1/2 the exarch's character level + their Charisma modifier.  A successful saving throw immediately ends the effects of the exhortation for that round only.

Some exhortations affect all within the radius of the zealous aura, others require targeting specific individuals.  The exarch may choose to be affected by her own exhortation at no additional cost.  Targets are chosen immediately upon performing an exhortation, then at the beginning of each Exarch's turns.  If affected targets can not be seen, they are chosen at random.

Performing an exhortation requires a standard action that provokes attacks of opportunity.  At 6th level, it no longer provokes attacks of opportunity.  At 12th level the time to perform an exhortation is reduced to a move action.  At 18th level the time to perform an exhortation is reduced to a swift action.  Ending an exhortation is a free action.

There is no limit to the number of exhortations being performed provided the exarch has the requisite actions and indulgence coins.  The same exhortation can not be performed more than once at the same time.  Performing the same exhortation simply renews the duration.

At 1st level, and at every two levels thereafter, an exarch selects one exhortation from the list below.  The same exhortation can not be selected more than once.  At 11th level, the exarch may select a revelry.

At 4th level, and every four levels thereafter (8th, 12th, and so on), an exarch may choose to learn a new exhortation in place of one she already knows.

At 1st level, the following exhortations become available:

  Zealous Defense			(+1 Sacred to AC)
  Zealous Resistance		(+1 Sacred to Saving Throws)
  Zealous Strike			(+1 Sacred to Dmg)
  Zealous Charge			(+1 Sacred to Hit)
  Zealous Focus			(+1 Sacred to Combat Maneuver Checks)
  Abjure the Unworthy		(-1 Sacred Hit)
  Deprive the Unworthy		(-1 Sacred to saving throws)
  Punish the Unworthy		(-1 Sacred to AC)
  Quell the Unworthy		(-1 Sacred to Combat Maneuver Checks)
  Cleansing Fire			(Fire Resist 5)
  Enduring Cold			(Cold Resist 5)
  Resilient Acid			(Acid Resist 5)
  Reviving Electricity		(Electricity Resist 5)
  Resounding Sonic			(Sonic Resist 5)
  Unerring Devotion			(Negative Resist 5)
  Undying Conviction		(Positive Resist 5)	
  Feet of Flame			(Base Speed +5)
  Walk the Walk			(1 target does not provoke attacks of opportunity when moving)
  Fight the Fight			(1 target does not provoke attacks of opportunity when attacking)
  Light From Within			(1 target receives Low Light Vision)
  From Dusk 'til Dawn		(1 target receives Dark Vision)
  Revivification			(Fast Healing 1)
  Sword of Truth			(1 target receives an extra attack)
  Purify the Wicked			(Aura of Fire Damage 1)
  Punish the Sinners		(Aura of Cold Damage 1)
  Mark the Betrayers		(Aura of Acid Damage 1)
  Sanitize the Mad			(Aura of Electricity Damage 1)
  Divine Intervention		(1 target gains a teamwork feat)
  Divine Retribution		(1 target gains a betrayal feat)
  Word of the False Prophet	(1 target is Sickened)
  Visions of Strife			(1 target is Shaken)
  Armor of the Gods			(10% Fortification)
  Life Everlasting			(1 target is subject to Life Link as the Oracle revelation for the duration of the exhortation)
  Pain Everlasting			(1 target is subject to Pain Link, same as Life Link, except when the exarch takes damage, the target also takes damage.)
  Summer's Burn			(10% Fire vulnerability)
  Winter's Chill  			(10% Cold vulnerability)
  Monsoon's Mark			(10% Acid vulnerability)
  Lightning's Spark			(10% Electricity vulnerability)

At 11th level, the following revelries become available:

  Embrace Death			(Healed from channeled negative energy damage.)
  Defy Life				(Damaged from channeled positive energy healing.)
  Dust to Dust				(1 target receives Tremor Sense)
  Silence the Dissenters		(Aura of Sonic Damage 1)
  Cleanse the Heretics		(Aura of Positive Energy 1)
  Defile the Idolators		(Aura of Negative Energy 1)
  Strength of the Bull		(+1 Sacred to Strength)
  Grace of the Cat			(+1 Sacred to Dexterity)
  Endurance of the Bear		(+1 Sacred to Constitution)
  Cunning of the Fox		(+1 Sacred to Intelligence)
  Wisdom of the Owl			(+1 Sacred to Wisdom)
  Splendor of the Eagle		(+1 Sacred to Charisma)
  For Great Justice			(1 target gains Smite Evil, using the exarch's charisma and level to determine bonuses.)
  For Assured Destruction	(1 target gains Smite Good)
  For Absolute Order		(1 target gains Smite Chaos)
  Hymns of the Necronomicon	(1 target is Staggered)
  Insightful Prayer			(10% Concealment)
  Confusing Limerick		(10% Miss Chance)
  Dreadful Presence			(1 target is Frightened; requires Visions of Strife)
  Defiled Communion			(1 target is Nauseated; requires Word of the False Prophet)
  Miraculous Resistance		(Spell Resistance 5)
  Leading the Blind			(1 target receives Blind Sense)
  Thunder's Roar			(10% Sonic vulnerability)
  Life's Radiance			(10% Positive energy vulnerability)
  Death's Defiance			(10% Negative energy vulnerability)
  Miracles Aren't Magic		(1 target is subject to Antimagic Field as the spell)
  On the Wings of a Dove		(1 target has Freedom of Movement as the spell)
  Blinded by Truth			(1 target is Blinded)
  Deafened by Radiance		(1 target is Deafened)
  Leave This Mortal Coil		(1 target becomes Incorporeal)
  Untouchable Faith			(1 target becomes Ethereal)
  Champion of Holy Light		(1 target receives the Holy property on one weapon of their choice)
  Champion of Unholy Darkness	(1 target receives the Unholy property on one weapon of their choice)
  Revelations				(1 target is panicked; requires Dreadful Presence)
  Infernal Protection		(DR2 / Good)
  Holy Protection			(DR2 / Evil)
  Lawful Protection			(DR2 / Chaotic)

Redemption (Su)
At 2nd level, so long as an exarch has at least 1 indulgence coin, she gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Mantle of Courage (Su)
At 3rd level, so long as an exarch has at least 1 indulgence coin, an exarch is immune to fear (magic or otherwise.)

Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement.  These bonus feats must be combat or divine feats.

Energy Conduit (Su)
At 4th level, so long as an exarch has at least 1 indulgence coin, she gains the supernatural ability to channel energy like a cleric within the radius of her zealous aura.  An exarch uses her level as her effective cleric level when channeling energy. This is a Charisma-based ability.

Affirmation (Ex)
Starting at 5th level, and every 5 levels thereafter, an Exarch may spend 1 additional indulgence coin to increase the numerical value of an exhortation by the multiple of the number of coins spent.  For example, a 15th level exarch may spend 3 additional coins for a total of 4 coins when performing an Exhortation, multiplying an Exhortation's numerical value by up to 4.  (i.e. Strength of the Bull would be +4 strength, Divine Intervention would be 4 targets, and Resilient Acid would be Acid Resist 20.)

Mantle of Conviction (Su)
At 8th level, so long as an exarch has at least 1 indulgence coin, she is immune to charm spells and spell-like abilities.

Mantle of Resilience (Su)
At 14th level, so long as an exarch has at least 1 indulgence coin, she gains a +4 bonus to resist poisons.

Mantle of Resolve (Su)
At 17th level, so long as an exarch has at least 1 indulgence coin, she is immune to compulsion spells and spell-like abilities.

Exemplar (Ex)
At 20th level, an exarch picks two Exhortations that she has access to.  So long as she has at least 1 Indulgence Coin, she can perform these Exhortations one category faster (e.g. a standard becomes a move, a swift becomes a free action, etc.)

Code of Conduct

An exarch must be of lawful alignment and within one step of her deity.

Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of their deity, and the enforcement of such laws.  When given the option, an exarch will choose their deity's laws above all others.

An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies.  She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).

Though rare, an exarch may change deities and join a different sect.  She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.

INDULGENCE FEATS

Aegis of Loyalty		(Increase Zealous Aura 5 feet)
Extra Exhortation		(Choose 1 additional exhortation)
Extra Revalry			(Choose 1 additional revelry [Exarch Level 11])
Extra Indulgence		(Gain 2 extra Indulgence Coins)
Lingering Chant		(Exhortations last 50% longer, rounded down.)
+ Empowered Chant		(Exhortation numerical values are increased by half for 1 additional indulgence coin [Requires Lingering Chant])
Exuberant Exhortation	(+2 bonus to Exhortation DC.)
Overtone Chanting		(Perform two Exhortations in a single action instead of just one. You must pay indulgence for both Exhortations.)
Practiced Exhortation	(Reduce the speed of a single Exhortation by one category.  You can only reduce reduce the speed in this way if you have at least 1 indulgence coin.  This feat does not stack with itself or the bonuses provided by the level 20 Exemplar. [Exarch Level 11])
+ Reactionary Sermon	(Give up an action the following turn to immediately perform a single Exhortation for 1 additional indulgence coin. [Requires Practiced Exhortation])