less time in the organization's chapterhouses than many of the apostles do. Thus, while the apostles are often seen as the primary figures of the Paragnostic Assembly, it falls on you and your fellows to do at least as much work on the group's behalf. As you advance, focus heavily on your Knowledge skills, as well as the other class skills that you do not have access to from other classes. You have only three chances to benefit from this skill list, so don't waste them. You might want to consider increasing your Intelligence, if the opportunity arises, for the same reason.
Resources Like the Paragnostic apostle, you have the full library and resources of the Paragnostic Assembly's chapterhouses avail able to you. While you're less likely to need access to arcane spells, you can still benefit from the organization's research libraries, as well as the occasional loan of magic items to help acquire specific lore.
Sample Encounter Auleric the Swift is encountered with Pallavarta Santalieri (page 96) while exploring a lost library or ancient tomb, as I described in the Paragnotic Assembly section on page 72. AULERIC THE SWIFT
CR 11
Male elf rogue 8/paragnostic initiate 3 CC Medium humanoid Init+7; Senses low-light vision; Listen +2, Spot +10 Languages Common, Elven, Sylvan ■ AC 19, touch 13, flat-footed 16; improved uncanny dodge (+3 Dex, +6 armor) hp 56 (11 HD) ! Immune magic sleep effects Resist evasion Fort +7, Ref+13, Will +4 (+6 against enchantments); +2 against negative energy spells and spells that have the law or evil descriptor i Speed 35 ft. (7 squares); Dash Melee +1 keen rapier +13/+8 (ld6+2/16-20) or Melee dagger+12/+7 (ld4+1/19-20) Ranged dagger +12/+7 (ld4+1/19-20) 1 Base Atk+9; O p + 1 0 Atk Options assist casting (distraction), assist casting (penetration), assist casting (target), deadly strike, sneak attack +4d6 Abilities Str 12, Dex 17, Con 12, Int 13, Wis 10, Cha 10 SQ mystical augmentation (healing), resist ethos, trap sense +2, trapfinding Feats Dash™, Improved Initiative, Stealthy, Weapon Finesse ; Skills Appraise+4, Balance+16, Bluff+1, Climb+10, Escape Artist +10, Gather Information +3, Hide +16, Jump +13, Knowledge (arcana) +7, Knowledge (nature) +5, Knowl edge (religion) +6, Listen +2, Move Silently+21, Search 1 +15, Spot+10, Tumble+17 Possessions +3 studded leather armor, +7 keen rapier, 7 dag gers, cloak of resistance +1, boots of elvenkind Assist Casting (Distraction) (Ex) If Auleric and an ally flank an opponent, that ally can cast spells without drawing i attacks of opportunity from the flanked creature. Assist Casting (Penetration) (Ex) As an immediate action, Auleric can provide an adjacent allied caster a +1 bonus on checks to overcome spell resistance.
Assist Casting (Target) (Ex) If Auleric is in melee with a foe, an allied caster does not take the standard -4 penalty to target that foe with a ranged attack spell, nor does Auleric provide a cover bonus for that foe against allied spellcast ers. In addition, any foe he threatens takes a -1 penalty on Reflex saves against spells cast by Auleric's allies. Deadly Strike (Ex) Auleric has a +2 bonus on attack rolls to confirm critical hits. Mystical Augmentation (Ex) Spells of the Healing domain affect Auleric at +1 caster level.
SANCTIFIED ONE "I come in the name of the Brawler, and no evil shall stand against me!" —Tarrana, sanctified one of Kord The cleric, the paladin, the priest, and the holy warrior—all these are classic divine hero archetypes. Whatever differences they may have, all divine heroes owe their power to deities or to their faith and devote themselves to the service of powers beyond the mortal plane. But not all deities have paladins as their martial champions, or clerics as their most iconic servants. In some cases, the sanctified one fills both roles.
BECOMING A SANCTIFIED ONE Among the many roles that deities fill in the world, the role of patron is among the most important. Every deity has its own portfolio and its own agenda, and each rewards faithful service differently. A sanctified one epitomizes the ideals of her own specific deity. Although any deity can sponsor a sanctified one, these holy servants most often serve deities who lack any other obvious champions. Few serve deities who attract mostly lawful good worshipers, for example, since paladins typically function as the champions of such faiths. Sanctified ones, on the other hand, fill the role of champion for churches without other obvious choices—typically Ehlonna, Kord, Olidammara, and Wee Jas. Unlike members of most other divine prestige classes, sanctified ones often come from backgrounds other than clerical. A sanctified one might have been a wizard, a rogue, or a fighter before becoming a champion of her religion. To become a sanctified one, a character must be of the same alignment as her deity—a restriction even more stringent than those governing clerics and paladins. Furthermore, a deity who favors a particular character class most often draws its sanctified ones from that class. ENTRY REQUIREMENTS Base Attack Bonus: +5. Alignment: Must match that of deity chosen. Skill: Knowledge (religion) 6 ranks. Special: Must complete a sanctification ritual performed by a priest or other authority of the chosen deity's church.
CLASS FEATURES As a sanctified one, you gain class features that build upon strengths valued by your deity. Weapon and Armor Proficiency: If you are not already proficient with the chosen weapon of your deity,