Converting NPCs

System: Pathfinder | SRD | Type: Subclass (Archetype) of Warpriest

The proselytizer is the perfect militant missionary. He seeks to win the hearts and lay claim to the souls of those he meets, and—failing that—spreads the word of his deity at the edge of the sword.

Class Abilities

Weapon and Armor Proficiencies (addition)

A proselytizer does not gain proficiency with heavy armor or with all martial weapons, though he does gain proficiency in his deity’s favored weapon. If his deity’s favored weapon is unarmed strike, he gains Improved Unarmed Strike as a bonus feat. This ability alters the warpriest’s weapon and armor proficiencies.

Emotional Appeal (addition)

A proselytizer has great power over the emotions of others, wielding his voice like a weapon to pierce the heart of listeners and bring them closer to communion with his deity’s power. The warpriest adds the following spells to his warpriest spell list at the indicated levels. He casts these as divine warpriest spells: 1st— charm person , rally point APG , wrath APG ; 2nd— castigate APG , heroism , suggestion ; 3rd— charm monster , geas (lesser) ; 4th— forced repentance APG , serenity UM ; 5th— castigate (mass) APG , suggestion (mass) ; 6th— antipathy , sympathy . This ability replaces sacred armor and the bonus feat gained at 3rd level.

Sacred Subdual (Su) (addition)

When a proselytizer uses his sacred weapon damage in place of his normal weapon damage, all damage he deals with that weapon is nonlethal damage. This ability modifies sacred weapon.

Blessing of Conversion (addition)

The proselytizer always gains the conversion bonus upon converting an NPC, rather than only the first time he does so each level. The bonuses overlap their durations, and do not stack. The proselytizer does not gain access to the minor blessings granted by his blessing class feature until 3rd level. This ability modifies blessings.

Voice of the Faithful (Ex) (addition)

A proselytizer of 10th level or higher can expend a use of his major blessing to be able to speak to and understand any creature with a language for 1 hour. This ability modifies blessings (major). Converting NPCs Cohorts and their masters often share alignment, but a common religion can be just as important. A cohort may share a leader’s faith when first recruited, or a PC may seek to convert a cohort as their relationship develops. While PCs may choose to change alignment, such changes for NPCs may require magical assistance (see the atonement spell). Alternatively, you can proselytize for your patron deity, using your powers of persuasion and social influence to indoctrinate an NPC in the dogma of the faith while inspiring their fealty. Converting an NPC to your faith is similar to modifying their reaction with Diplomacy. You can only attempt to convert NPCs who are at least indifferent toward you, though you can take time to make a hostile or unfriendly NPC indifferent, and then begin the process of conversion. The DC of a conversion depends on how many conversion steps away from your faith an NPC is, starting at one conversion step for an NPC with no signif icant faith who matches your faith’s alignment. For each step the NPC’s alignment differs from the alignment of your faith, add one conversion step. If the NPC already holds a signif icant religious belief, add an additional conversion step. Note that servants of other faiths— including divine spellcasters who worship a deity and agents in the employ of a formal religion—normally can never be converted to a new faith. The GM has f inal discretion over whether an NPC will ever convert to your beliefs. If the GM rules that an NPC can be converted, the DC to convert that NPC is 10 + the NPC’s Hit Dice + the NPC’s Wisdom or Charisma modifier (whichever is higher) + 5 per conversion step. For example, a 5th level warrior with a Wisdom of 12 and no existing significant faith and who is the same alignment as your d

Source: Cohorts and Companions pg. 24

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