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    Golden Muse

    “I exist solely so that the righteous may prosper.”

    A life as a muse often means a life dedicated to helping another’s cause. In the case of the golden muse, there is no exception. This muse seeks out the servitors of good aligned deities and inspires them to overcome evil. They are deeply religious and hold the values of their temple above all else. These values often include virtue, honor, and compassion. Golden muses are the living embodiment of these principles.

    Drawn to the path of divine good, the golden muse is well-suited to aiding the cause of other religious classes. They are charged with pure positive energy, and all those who use that type of energy can benefit from having a golden muse nearby. They may also harness this energy into powerful radiant attacks.

    Role: Golden muses are often party leaders. Occasionally, they fill the role of combat support; enhancing the prowess of the entire party.

    Hit Die: d8

    Requirements

    To qualify to become a golden muse, a character must fulfill all of the following criteria:

    Alignment: Golden muses must be of good alignment, and their alignment must be congruent with that of their chose deity.

    Feats: Leadership.

    Races: Muse.

    Skills: Heal 7 ranks, Knowledge (religion) 10 ranks.

    Spells: Ability to cast consecrate and at least one healing spell.

    Special: Channel positive energy class feature.

    Class Skills

    The golden muse’s class skills (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), and Sense Motive (Wis).

    Skill Points at Each Level: 2 + Int modifier.

    Table: Golden Muse

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
    1st +0 +0 +0 +1 Golden light (5-foot radius) +1 of existing divine spellcasting class
    2nd +1 +1 +1 +1 Touch of gold +1 of existing divine spellcasting class
    3rd +2 +1 +1 +2 Golden strike (1/day) +1 of existing divine spellcasting class
    4th +3 +1 +1 +2 Golden light (10-foot radius) +1 of existing divine spellcasting class
    5th +3 +2 +2 +3 Divine presence +1 of existing divine spellcasting class
    6th +4 +2 +2 +3 Golden strike (2/day) +1 of existing divine spellcasting class
    7th +5 +2 +2 +4 Golden light (15-foot radius) +1 of existing divine spellcasting class
    8th +6 +3 +3 +4 Let it shine +1 of existing divine spellcasting class
    9th +6 +3 +3 +5 Golden strike (3/day) +1 of existing divine spellcasting class
    10th +7 +3 +3 +5 Golden light (20-foot radius) +1 of existing divine spellcasting class

    Class Features

    The following are class features of the golden muse prestige class.

    Weapon and Armor Proficiency: Golden muses are proficient with all simple weapons. They gain no proficiency with armor, but will likely have some defensive proficiency from previous classes.

    Spells per Day

    When a new golden muse level is obtained, a golden muse gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This means that she adds the level of golden muse to the level of whatever other divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one divine spellcasting class before becoming a golden muse, she must decide to which class she adds the new level for purposes of determining spells per day.

    Golden Light (Sp)

    At 1st level, the golden muse radiates the effects of a consecrate spell at all times in a 5-foot radius from herself. Other than duration and area of effect, the effects of this ability are identical to a consecrate spell with a CL equal to the golden muse’s character level. This effect does not persist outside of the range of the golden muse, and ends immediately when the muse leaves the area. At 4th, 7th, and 10th level the radius of this effect extends an additional 5 feet, reaching a 20-foot radius at 10th level.

    Touch of Gold (Su)

    At 2nd level, when a golden muse channels positive energy to heal an ally, the ally gains one additional use of channel positive energy for that day, provided that he has that ability. This effect is not cumulative; the ally can only gain one additional use per day regardless of how many times the golden muse channels positive energy to heal him.

    Golden Strike (Su)

    At 3rd level, as a swift action, the golden muse chooses one target within the area of her golden light effect to be the target of golden strike. If this target is evil, the golden muse and all allies within the golden light effect add a bonus equal to the level of the golden muse class to all damage rolls made against the target of the golden strike. Allies must be within the golden light effect to gain this bonus, but may move in and out of the area, gaining and losing the bonus respectively. The additional damage from golden strike automatically bypasses any DR the target might possess. If the golden muse targets a creature that is not evil, the golden strike is wasted with no effect. The golden strike effect remains until the target is dead or the next time the golden muse rests and regains her uses of this ability. The target cannot escape golden strike by moving out of the area of the golden light effect. The golden muse gains an additional use of this ability at 6th and 9th level.

    Divine Presence (Su)

    At 5th level, the golden muse’s unearthly presence racial trait adds an additional +1 sacred bonus to armor class and all saving throws against attacks made by creatures within 10 feet of the golden muse. This bonus applies whenever the bonuses from the unearthly presence racial trait normally apply.

    Let It Shine (Su)

    At 8th level, once per day, the golden muse’s body can sheds light as a daylight spell for a number of round equal to her golden muse level. While under this effect, the golden muse and all allies within 50 feet of the golden muse gain a +4 sacred bonus to saving throws versus death or necromancy magic. If the effect is classified as both necromancy and death magic, the sacred bonus increases to +8.