(Defenders of the Faith: A Guidebook to Clerics and Paladins variant, p. 68)
Through elaborate rites that may include dancing, drumming, beating a possessed person on the soles of the feet, liberal use of holy water, or many other means, sacred exorcists hope to drive away the spiritual forces of evil, preventing them from causing harm to the bodies and souls of humanity. Sacred exorcists are serious about their work and very devoted to their religion. Not all of them are dour and grim, but most are. Their determination to combat the forces of evil in the world—along with their special ability to do so—more than makes up for their lack of humor.
Most sacred exorcists are clerics or paladins who are specifically trained by their church for the work they are called to do. Most churches select only those who have shown a clear dedication to the work of opposing evil outsiders, as well as exemplary faith and devotion. Occasionally, a wizard qualifies to fill this role in a church that is tolerant toward arcane magic, but members of other classes rarely become sacred exorcists.
NPC sacred exorcists are usually loners who travel from city to city in the service of their church. As highly specialized professionals, their services are frequently in demand, though few cities would have need for a full-time sacred exorcist.
Adaptation: As written, the prestige class mandates the sanction of a church or order, and it indicates that sacred exorcists are loners. You could reverse either of those elements; sacred exorcists could function independently of a larger organization (or even be castoffs from the larger church). Maybe teams of exorcists (with paladin and arcane spellcaster backup) patrol the land, seeking out hidden evil wherever it may gather.
Alignment: Any good
Spells: Ability to cast dismissal or dispel evil.
Special: Adopting this prestige class requires the sanction of a church or order that ordains sacred exorcists. Only characters judged by their church to be exemplary in faith and devotion, strong of will and upright in morality, are made sacred exorcists.
2 + Int
Weapon and Armor Proficiency: Sacred exorcists are proficient with all simple weapons. They are not proficient with any type of armor or with shields, but usually carry these proficiencies from their previous class.
Spells per Day: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.
For example, if Delliva, an 8th level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.
If a character had more than one divine spellcasting class before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day.
Prestige Domain: Upon adopting the sacred exorcist class, the character gains access to the Exorcism domain (see Chapter 4: Divine Magic), including its granted power (the ability to force possessing spirits out of the bodies they inhabit). The Exorcism domain spells can be chosen as daily domain spells.
Chosen Foe (Ex): A sacred exorcist designates either undead or outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot skill checks and caster level checks to overcome any spell resistance of the chosen foe. At 4th level the bonus increases to +2, and at 8th level it increases to +3.
Turn Undead (Su): Sacred exorcists can turn undead as clerics do. A sacred exorcist who also has levels as a cleric or paladin adds her sacred exorcist level to her cleric level (or her paladin level —2) to determine her effective level with respect to turning attempts.
Resist Possession (Ex): Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities (including a ghost's malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.
Detect Evil (Sp): At will, a sacred exorcist of at least 2nd level can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
Extra Turning: At 3rd, 6th, and 9th level, a sacred exorcist gains Extra Turning as a bonus feat. Each time a sacred exorcist gains this feat, she adds four to the number of turning attempts she can make in a day.
Dispel Evil (Sp): At 4th level, the sacred exorcist gains the ability to use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.
Consecrated Presence (Su): At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.
|Level||BAB||Fort||Ref||Will||Special||Spells per Day|
|1st||+0||+0||+0||+2||Prestige domain: Exorcism, chosen foe +1, turn undead||+1 level of existing class|
|2nd||+1||+0||+0||+3||Resist possession, detect evil||+1 level of existing class|
|3rd||+2||+1||+1||+3||Extra Turning||+1 level of existing class|
|4th||+3||+1||+1||+4||Dispel evil 1/week, chosen foe +2||+1 level of existing class|
|5th||+3||+1||+1||+4||Consecrated presence||+1 level of existing class|
|6th||+4||+2||+2||+5||Extra Turning||+1 level of existing class|
|7th||+5||+2||+2||+5||Dispel evil 2/week||+1 level of existing class|
|8th||+6||+2||+2||+6||Chosen foe +3||+1 level of existing class|
|9th||+6||+3||+3||+6||Extra Turning||+1 level of existing class|
|10th||+7||+3||+3||+7||Dispel evil 3/week||+1 level of existing class|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (the planes)||INT|