Here is the prestige class I made up that (I think) works better than the pacifist.
The esprit is the ultimate altruistic adventurer. She lives to heal and protect life. She uses her
own life as an example of how everyone should act; providing a model upon which others can
build their existence. Though she does not condemn those who use physical means to sway
others, she disdains its use for her purposes and works to remove its influence altogether. To the
esprit, life is for all. Only by letting ones that disagree with her opinions live can she ultimately
hope to change their minds. Life is what the world is about. This is the esprit’s mission in life: let
all live in harmony.
An esprit is often characterized as a longhaired woman, though being female and having long
hair are not requirements to join the ranks of her god’s esprits. Many esprits refuse to cut their hair as a sign of faith. Most esprits wear earth-colored robes embroidered with their god’s holy symbol on the breast. These robes often have long, loose-fitting sleeves with severely wide cuffs at the ends.
Often, an esprit goes about seemingly unarmed, facing the challenges of daily life without the
need of weapons. This serves to promote her reputation as a healer rather than a fighter. Most
times the esprit is not actually unarmed, though; she uses her unarmed attacks, weighted hair,
and weighted sleeves as competent weaponry and can defend herself even when bereft of normal
weapons. Her main purpose though, is to aid others, preserving life through her selfless acts. Her
ability to heal others so effectively means that most parties will tolerate an esprit’s eccentric
(from their point of view) attitude toward combat and treating all creatures regardless of their
faith or alignment.
The Esprit (Esp) HIT DIE: d8
Level-Base Attack-Fort-Ref-Will-Class Abilities-Spells per Day
1 +0 +0 +0 +2 Vows, Healing, Nonlethal Spells +1 level of existing divine class
2 +1 +0 +0 +3 +1 level of existing divine class
3 +1 +1 +1 +3 Extra Healing +1 level of existing divine class
4 +2 +1 +1 +4 Spontaneous Reincarnation +1 level of existing divine class
5 +2 +1 +1 +4 Healing Domains +1 level of existing divine class
6 +3 +2 +2 +5 Ranged Healing +1 level of existing divine class
7 +3 +2 +2 +5 +1 level of existing divine class
8 +4 +2 +2 +6 Stored Healing +1 level of existing divine class
9 +4 +3 +3 +6 Improved Ranged Healing +1 level of existing divine class
10 +5 +3 +3 +7 Harmless Reincarnation +1 level of existing divine class
Class Skills (2 + Int modifier per level): Concentration, Craft (alchemy), Diplomacy, Heal, Knowledge (religion), Profession (apothecary), Profession (herbalist), and Spellcraft.
Requirements: To qualify as an esprit (Esp), a character must fulfill all the following criteria.
Alignment: Lawful Good
Skills: Heal 10 ranks, Knowledge (religion) 6 ranks, Profession (apothecary) 5 ranks, Profession (herbalist) 5 ranks.
Feat: Nonlethal Substitution
Spells: Ability to cast 3rd-level divine spells.
Special: Must take vows of Renewal and Harmlessness (see below).
Weapons and Armor Proficiency: The esprit is proficient in weapons that deal nonlethal
damage including bolas, heavy padded mace, light padded mace, sap, unarmed strike,
weighted hair, weighted sleeves, and whip. The esprit gains no new armor or shield
Spells/Day: When a new esprit level is gained, the character 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 gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an esprit, she must decide to which class she adds the new level for purposes of determining spells per day. The spell reincarnate is added to her available spell list of 4th level spells (for former clerics, paladins, and rangers). Like all followers of her god, the esprit believes in reincarnation for those who die, but those who fail to Transcend Death are considered tainted by an impure faith. The esprit loses access to the spells raise dead, resurrection, and true resurrection.
An esprit loses access to any divine spell with the Death descriptor. These spells include, but are
not limited to, death knell, destruction, finger of death, implosion, slay living, and symbol of
death. These divine spells, and any other divine spells with the Death descriptor, can no longer
be prayed for or memorized.
Vow of Renewal: To become an esprit the PC must take a vow of renewal with a senior member
of the Church. In this vow, the esprit pledges that she will heal and protect from death those around her regardless of race, age, sex, or faith. Even creatures diametrically opposed to the esprit’s own faith and convictions must be a recipient of the esprit’s aid if the situation arises. Only in life can her enemies change their ways and follow the true path of her god’s teachings. Following this vow is tricky as the esprit is also bound to not aid a creature such that, by doing so, that creature might again do harm to herself or her allies. Many esprits seek their god’s guidance in these situations so that the god’s path can be followed. In large battles, it may not be feasible for the esprit to uphold her vow with all her enemies and allies. In this case, her vow is satisfied if as many creatures as possible are given aid. The vow does not mean that the esprit will ignore her allies to help a fallen enemy, but once her allies have been tended to (or sooner if a creature is near death) the esprit must give aid to her enemies if at all possible. If fulfilling her vow would put the esprit in extra danger, she is not required to render aid until the danger has passed. If a creature dies and refuses to be reincarnated the esprit’s vow has been fulfilled as she made the attempt. An esprit that willingly breaks her vow of renewal loses all esprit abilities granted by the class. If an esprit loses her abilities, she can only regain them by undertaking a pilgrimage to a holy shrine of her god where another esprit or senior member of the Church helps the esprit atone for her sin. The atonement involves a week of constant prayer without rest for food or sleep (water is allowed) and the casting of the spell atonement.
Vow of Harmlessness: To become an esprit the PC must take a vow of harmlessness with a
senior member of the Church. In this vow the esprit pledges to cause no lasting harm (no
physical injury or death), intentional or accidental, to any other living creature. The esprit is
allowed to employ various forms of nonlethal combat, but any attacks or spells that deal lethal
damage are forbidden. The vow of harmlessness also applies to creatures summoned by the
esprit as long as they have at least a 3 or higher Intelligence. This vow applies to any other
classes’ spells and weapons that the esprit may use. Against plant creatures, undead, and
constructs, the esprit is allowed to deal lethal damage as these creatures are not truly alive and
are considered abominations. An esprit that willingly breaks her vow of harmlessness loses all
esprit abilities granted by the class. If an esprit loses her abilities, she can only regain them by
undertaking a pilgrimage to a holy shrine of her god where another esprit or senior member of the Church helps the esprit atone for her sin. The atonement involves a week of constant prayer
without rest for food or sleep (water is allowed) and the casting of the spell atonement.
Healing (Su): At 1st level, the esprit increases her ability to heal through magic. All cure spells
heal the maximum amount possible as if infused with the Maximize feat. This effect only applies
to cure spells (cure spells and regenerate), it has no impact on the spells heal or mass heal which
do not heal dice of damage. The cantrip, cure minor wounds, cures 2 points of damage per casting.
This effect is automatic upon casting of the cure spell and the spell uses a spell slot of the spells
normal level. Scrolls scribed, potions brewed, and wands crafted by the esprit to cast cure spells
do not gain this ability.
Nonlethal Spells (Su): At 1st level, all of the esprit’s divine damage spells are considered to
have been prepared with the nonlethal substitution feat. Even divine spells that do not deal
energy damage are transformed to deal only nonlethal damage. Other than the damage
transformation from lethal to nonlethal the esprit’s spells work as described. Against non-living
creatures, such as plants, undead, and constructs the esprit’s spells automatically deal lethal
damage. If an esprit’s spell targets both living and non-living creatures in the same area the spell
automatically deals nonlethal damage to the living creature and lethal damage to the non-living
creature. For example, Stephanie targets a priest and two undead standing close together with
flame strike. The living priest suffers only nonlethal damage while the undead suffer lethal
Extra Healing (Su): At 3rd level, the esprit’s ability to heal with magic improves again. All cure
spells heal 1 extra die of damage in addition to being maximized from the esprit’s healing ability.
A cure light wounds spell cast by a 3rd level esprit cures 2d8 + 1 point per caster level. Since this
amount is maximized, the esprit’s cure light wounds spell cures 16 + 1 point per caster level.
This ability has no effect on heal or mass heal which do not heal dice of damage. The spell cure
minor wounds increases to 3 hp cured per casting, and the spell regenerate cures 40 + 1 point per
level (5d8 maximized). This effect is automatic upon casting of the cure spell and the spell uses a
spell slot of the spells normal level. Scrolls scribed, potions brewed, and wands crafted by the
esprit to cast cure spells do not gain this ability.
Spontaneous Reincarnation (Su): At 4th level, an esprit is able to spontaneously cast
reincarnation or true reincarnation* in place of a spell of equal or higher level. The esprit does
not lose her ability to spontaneously cast cure spells (if formerly a cleric), or summon nature’s
ally spells (if formerly a druid).
Healing Domain: At 5th level, an esprit gains access to the Healing domain if not already possessed. She can now choose her domain spells from this domain in addition to her normal choices of domain spells and gains the benefit of the domains granted power. Esprits that were formerly druids, rangers, or paladins can now memorize one spell of each available level as a domain spell from the Healing domain. This ability provides a new spell slot for the esprit, just as if they were a cleric with a domain. Former clerics still only retain the single domain spell per day, they can now choose their domain spell from among three domains, their previous two and the healing domain.
Ranged Healing (Su): At 6th level, an esprit can cast her healing spells at range as if she had the
Reach Spell feat.
Stored Healing (Su): At 8th level, an esprit is so adept at using her cure and heal spells that she is able to store any unused magical power from a single casting of a heal spell on one creature and use it on another. For example, an 8th level esprit (15th level character) casts cure moderate wounds on a comrade. The spell heals 39 hit points (24 from the maximized extra healing abilities and 15 for the esprits level). The injured comrade was only down 29 hit points, and after tending to that person, the esprit has 10 points of healing power remaining that she can use on another creature. Any magical power stored in this manner can be used as if it were the lay on hands ability of a paladin. The stored power only lasts for 1 minute per esprit character level or until the esprit casts another spell.
Improved Range Healing (Su): At 9th level, an esprit can cast her healing spells at range as if
she had the Greater Reach Spell* feat.
Harmless Reincarnation (Su): At 10th level, an esprit may cast reincarnation without level loss
or Constitution loss (for 1st level characters) to the recipient. Instead, the esprit chooses to absorb this loss herself, takikng 2 points of Constitution damage upon completion of the spell. This ability can be applied to a spontaneously cast reincarnation spell. The Constitution damage is temporary, however it cannot be cured by magical means, and the esprit must rest to heal the damage at her normal rate.
Ex-Esprits: An esprit that breaks her vow of renewal or vow of harmlessness loses all esprit abilities (except for additional spells per day granted by the esprit’s level). These abilities are lost until the esprit atones for her sin. Her abilities are regained by undertaking a pilgrimage to a holy shrine of her god where another esprit or senior member of the Church helps the esprit atone for her sin. The atonement involves a week of constant prayer without rest for food or sleep (water is allowed) and the casting of the spell atonement.
Greater Reach Spell (Metamagic)
You can cast touch spells out to a greater range.
Prerequisites: Reach Spell
Benefit: You may cast a spell that normally has a range of touch at any distance up to 100 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack against the spells target. A greater reach spell uses up a spell slot three levels higher than the spell’s actual level.
Nonlethal Substitution* (Metamagic)
You can alter a spell so that it deals nonlethal damage.
Prerequisites: any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal nonlethal damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell’s normal level. The altered spell works normally in all respects except the type of damage dealt.
* The Nonlethal Substitution feat is from the SRD Divine Abilities and Feats where it is called Subdual Substitution.
Level: Clr 9, Drd 9, Jute 9
Components: V, S, M, DF
Casting Time: 10 minutes
Target: Dead creature touched
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
With this spell, you bring back a dead creature in another body, provided that the subject’s soul is free
and willing to return and the creature can have been dead no longer than 10 years per caster level. If the
subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
The reincarnated creature recalls all of its former life and form. It retains any class abilities, feats, or skill
ranks it formerly possessed with no loss of level (or Constitution points). Its class, base attack bonus, base
save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer of his previous race)
and then apply the adjustments found below to its remaining ability scores. It’s possible for the change in
the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid
creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature can be returned to life by this spell.
Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature who has died of old age.
d% Incarnation Str Dex Con
01–13 Dwarf +0 +0 +2
14–26 Elf +0 +2 –2
27–42 Gnome –2 +0 +2
43–52 Half-Elf +0 +0 +0
53–62 Half-Orc +2 +0 +0
63–74 Halfling –2 +2 +0
75–99 Human +0 +0 +0
100 Other ? ? ?
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
Material Component: Rare oils and unguents worth a total of least 5,000 gp, spread over the remains.
Padded mace, heavy: The heavy padded mace is a heavy mace with thick padding used instead
of metal for the head of the mace. The padded mace is another weapon that Esprits have adapted from sparring weapons for combat use.
Padded mace, light: The light padded mace is a light mace with thick padding used instead of
metal for the head of the mace. The padded mace is another weapon that Esprits have adapted from sparring weapons for combat use.
Weighted hair: Your hair has been equipped with a weight at its end. This weapon is only effective for longhaired individuals (hair length at least 3 feet). With a quick toss with one hand and a flick of your head, you can snap your hair to attack any adjacent creature. The weights only deal nonlethal damage because of the padding of hair around the weight. This weapon can be used as a primary or secondary weapon for two weapon fighters, but when used as a secondary weapon, penalties are applied to both weapons as if it were a one-handed weapon. Weighted hair remains a light weapon for purposes of Strength bonus to damage. When not fighting you can choose to coil your hair into a bun (a standard action) and can easily release the hair to use in combat (a free action). When fighting, you must use both your head and one hand to wield this weapon. You may ‘drop’ your hair as a free action. Even especially long hair (greater than 5 feet) is not considered a reach weapon. The beauty of weighted hair is that it is often overlooked as a weapon. People searching for weapons must make a DC 20 Search skill check to find the hidden weight. (A searcher who has encountered weighted hair before gets a +2 bonus to their
Search check.) Weighted hair is considered both manufactured and natural for the purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Weighted sleeves: Your garments have been made with longer and wider sleeves than is necessary, and weights have been attached to the inner linings of the end of the sleeves. This enables you to use your sleeves as a weapon. These sleeves only deal nonlethal damage as a result of the padding around the weights. This weapon is often made in pairs. It can be used as a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The weighted sleeve is always considered drawn and never needs to be sheathed. The beauty of weighted sleeves is that they are often overlooked as a weapon. People searching for weapons must make a DC 20 Search skill check to find the hidden weight. (A searcher who has encountered weighted sleeves before gets a +2 bonus to their Search check.)
Unarmed – 1d2 1d3 x2 -- -- Bludgeoning
Light Melee Weapons
Padded mace, light 6 gp 1d3 1d4 x2 -- 4 lbs Bludgeoning
One Handed Melee Weapons
Padded mace, heavy 13 gp 1d4 1d6 x2 -- 7 lbs Bludgeoning
Light Melee Weapons
Sap 1 gp 1d4 1d6 x2 – 2 lbs. Bludgeoning
Light Melee Weapons
Weighted hair 6 sp 1d2 1d3 x2 -- 1 lb Bludgeoning
Weighted sleeves 4 2 gp 1d3 1d4 x2 -- 1 lb Bludgeoning (Double Weapon)
One Handed Melee Weapons
Whip 1 gp 1d2 1d3 x2 – 2 lbs. Slashing (Reach Weapon)
Bolas 5 gp 1d2 1d3 x2 10 ft. 2 lbs Bludgeoning (Ranged Trip Weapon)
Net 20 gp -- -- -- 10 ft. 6 lbs. – (Ranged Entangle Weapon))
All of these weapons deal nonlethal damage rather than lethal damage.
1 Weight figures are for Medium wielders. A weapon for a Small wielder eights half as much, a weapon for a Large wielder weights twice as much.