And you will know that my name is the Lord when I lay my vengeance upon you!
Miracle workers adventure for all the usual divine caster reasons— to support their god’s cause, to spread their word, and so on.
Miracle workers are the hands with which their gods affect the material world. They possess both ample magical power and high-level martial skill, and they use both to advance their god’s will.
Miracle workers are, unsurprisingly, extremely religious and dedicated to their god.
Most miracle workers join a church at a young age, although it’s not unheard of for older individuals to feel the call. The exact nature of their training varies from church to church.
Miracle workers are found among all races without distinction.
Miracle workers tend to work very well with other classes, provided that they respect the worker’s deity.
A miracle worker is almost always a front-line melee combatant, with good armor and weapon skills. His precise role varies, based on what deity he follows and what domains he choses.
Miracle Workers should replace the standard cleric.
Must be within one step of their deity’s.
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (The Plains) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level-
(2 + Int modifier) × 4
Skill Points at Each Additional Level-
2 + Int modifier
All of the following are class features of the miracle worker
Weapon and Armor Proficiency-
A miracle worker is proficient with all simple weapons, and his deity’s favored weapon, and with light and medium armor and shields (except for tower shields)
A miracle worker casts divine spells, which are drawn from the domains of his deity. To cast a spell, a miracle worker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a miracle worker’s spell is 10 + the spell level + the miracle worker’s Wisdom modifier.
Like other spellcasters, a miracle worker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
A miracle worker selects five domains— those normally granted by his deity, and enough extra to bring the total number of to five. If his deity would normally grant more than five domains, he must pick five. The extra domains he picks must be “approved” by his deity, and thus cannot go against the deity’s tenets. For example, a miracle worker of Pelor couldn’t pick the Death domain. He does not gain any of the granted powers from these domains.
Unlike a wizard or a cleric, a miracle worker need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
At 1st level, a miracle worker gains Weapon Focus with his deity’s favored weapon as a bonus feat, even if he normally would not meet the prerequisites.
At 2nd level, a miracle worker may pick one domain he already has access to. He may now use the domain's granted power.
At level 3, and every subsequent 3rd level, a miracle worker may chose one cleric spell of a level no higher than he could normally cast and add it to his spell list.
At 5th level, a miracle worker can use a standard action to cast any touch spell he knows and deliver it through his deity’s favored weapon with a attack. Casting a spell in this manner doesn’t provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the attack is successful, it deals damage normally; then the effect of the spell is resolved.
At 7th level, a miracle worker gains Weapon Specialization with his deity’s favored weapon as a bonus feat, even if he normally would not meet the prerequisites.
At 11th level, a miracle worker grows wings, gaining a fly speed of 60ft (good).
At 13th level, a miracle worker gains Spell Resistance equal to 15 + his miracle worker level against divine spells cast by those more than two steps removed on the alignment scale. If alignments aren’t used, then the SR granted by this ability extends to divine spells cast by foes of his deity (as determined by the DM).
At 17th level, a miracle worker’s ability to channel spells through his weapon improves. He may cast any touch spell he knows as part of a full-attack action, and the spell affects each target he hits in melee combat that round. Doing so discharges the spell at the end of that round, in the case of a touch spell that would normally last more than one round.
At 19th level, a miracle worker gains the benefits of the Crushing Strike, Driving Attack, or Slashing Flurry feat (whichever is appropriate) while wielding his deity's favored weapon.
At 20th level, a miracle worker is ready to sit at his god’s right-hand side. His type changes to Outsider (native), he gains 60ft darkvision, immunity to sleep, poison, and paralysis, and DR/(opposite alignment) 10. In addition, he gains benefits depending on his alignment:
A good aligned miracle worker gains the Angel subtype, granting him:
- Immunity to acid, cold, and petrifaction
- Resistance to electricity and fire 10
- +4 racial bonus on saves against poison
- Protective Aura (Su)- Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the miracle worker. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals miracle worker level). This aura can be dispelled, but the miracle worker can create it again as a free action on its next turn.
- Tongues (Su)- The miracle worker may speak with any creature that has a language, as though using a tongues spell (caster level equals miracle worker level). This ability is always active.
An evil aligned miracle worker gains:
- Immunity to fire, poison, and electricity
- Resistance 10 to acid and cold
- Protective Aura (Su)- Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the miracle worker. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals miracle worker level). This aura can be dispelled, but the miracle worker can create it again as a free action on its next turn.
Neutral miracle workers may chose between the two sets of benefits.
Universal domains may be picked by followers of any god, in the place of a domain the god normally grants.
Party Savior Domain
: +1 caster level with all spells from this domain.
1. Cure Light Wounds
2. Restoration, Lesser
3. Vigor (CDiv/SC)
4. Cure Critical Wounds
5. Raise Dead
7. Vigorous Circle (CDiv/SC)
8. Death Ward, Mass
9. True Resurrection
: +1 caster level with all spells from this domain.
1. Inflict Light Wounds
2. Hold Person
3. Searing Light
4. Inflict Critical Wounds
5. Flame Strike
8. Inflict Critical Wounds, Mass