PrC: Glorious Servitor (7 level class)
Requirements:
Race: Human, Aasimar or Tiefling
BAB: +7
Skills: Diplomacy 6, Lore 6 (PnP: replace Lore with Knowledge (Mulhorand) 6, Knowledge (Religion) 6)
Feats: Godsight, Improved Turning (down at the feat list)
Spellcasting: 2nd level divine spells
HD: d8
AB: Medium
High Saves: Will
Proficiencies: Shortsword, longsword, khopesh, all shields except tower shields.
Spellcasting progression: None
Level 1: Bestial Form, Fearlessness, Spell Resistance
Level 2: Divine Shield +2, STR +1
Level 3: Divine Voice, True Seeing
Level 4: Divine Shield +4, STR +1 (cumulative +2)
Level 5: Greater Command, immune to poison
Level 6: Divine Shield +6, STR +1 (cumulative +3)
Level 7: Divine transformation, mass cure light wounds
Bestial Form: the Glorious Servitor can assume animal form (PnP: per the patron deity) for 1 hour per use; can use this ability 1/day per level of Servitor.
Fearlessness: Immune to fear
Spell Resistance: 12+ Glorious Servitor level
Divine Shield: deflection bonus to AC while in Bestial Form
Divine Voice: can speak/cast spells in bestial form (PnP: only verbal; must still Still Spell/Natural spell for somatic components)
True Seeing: per the spell, usable 1/day at character level
Greater Command: Usable 1/day with a caster level equal to character level
Divine Transformation: change type to Outside(native)
Mass Cure Serious wounds: usable 1/day with caster level equal to character level
PrC: Sunmaster (10 level class)
Requirements:
Alignment: any Lawful
Skills: Lore 8 (PnP: Knowledge (History) 8, (Geography) 8, (Religion) 4, Language (Loross) 4)
Feat: Servant of the Fallen (Amaunator) (explained in the Feats section)
Spellcasting: 2nd level divine spells
(PnP: Domains: Law and Sun)
HD: d8
AB: Medium
High Saves: Fort and Will
Proficiencies: None
Spellcasting progression: Divine, full
Level 1: Sun spells as normal cleric spells (Basically as NWN2 already treats Domain Spells)
Level 2: Glaring Eyes 1/day
Level 3: Fire Resistance 5
Level 4: Law spells as normal cleric spells (as the Sun spells)
Level 5: Glaring Eyes 2/day
Level 6: Fire Resistance 10
Level 7: Planning Domain
Level 8: Glaring Eyes 3/day
Level 9: Fire Resistance 15
Level 10: Sunform
Glaring Eyes: Spell-like ability per the Searing Light spell, cast at character level. Character cannot be blinded (or dazed by spells with the Light Descriptor)
Sunform: Take on the form of an insubstantial ball of bright glowing light (effect as daylight spell for illumination) with a fly speed of 120 feet with perfect maneuver, and immunity to fire, light and air spells.
While in this form, you have a melee touch attack that does 6d6 points of fire damage.
Duration: 10 rounds, usable 1/day; equivalent to an 8th level spell.
Feats:
Arcane Transfiguration:
Requirements: Item Reprieve, Spell Reprieve, specialist wizard level 10th or better
Pick a school of magic prohibited to you by specialization. You can learn and cast spells from that school normally.
Special: the Reprieve feats must match the school chosen for this feat, and it may only be chosen once.
Channel Charge:
Requirements: Use Magic Device 5, ability to cast 4th level spells
When triggering an item that has charges, you can sacrifice a prepared spell or spell slot instead of using charges.
The sacrificed spell (slot) must be of one level higher than the level of the desired effect from the item.
Make a DC 15 UMD check; if succes: use spell slot; if failed, lose spell slot and 1 charge.
Godsight (regional feat):
Requirements: CHA 13, Human, Aasimar, Tiefling
Gain the following spell-like abilities, all usable 3/day:
Detect evil, detect magic, detect poison, detect undead, read magic
Caster level equals character level; may only be chosen at 1st level
Greenbound Summoning:
Requirement: ability to cast summon nature's ally
All animals summoned using the required spell gain the Greenbound template.
(Greenbound Template: type changes to plant, DR 10/magic & slashing, Fast Healing 3, Resist Cold & Electricity 10, +6 STR, +2 DEX, +4 CON, +4 CHA, +16 Move Silently/Hide in forests, CR+2, ECL+8)
Item Reprieve:
Requirements: Spell Reprieve, specialist Wizard level 5th
Pick a school of magic prohibited to you by specialization. You can use magic items with abilities from that school normally.
Special: the Spell Reprieve feat must match the school chosen for this feat
Jergal's Pact:
Requirements: Knowledge (History) 4, Great Fortitude
+2 on all saves to resist negative levels; if the efect allws a Fortitude save to remove it, it can be attempted after 1 hour instead of the normal amount of time.
Servant of the Fallen:
Requirements: Cleric level 1st
You can name a dead or forgotten god and still receive cleric spells and power; can callupon the remnants of the dead god to gain a +1 luck bonus on any one die roll once a day.
Spell Reprieve:
Requirements: Knowledge (History) 2, Specialist Wizard level 1st
Choose a spell of a level you can cast, from a school prohibited to you; you can learn and prepare that spell normally.
Can choose multiple times; a new spell is chosen each time.
Trapmaster:
Requirements: INT 13, Trap Sense +2
Increases Trap Sense bonus by 4, adds +2 to all Disable Device checks.
Wounding Spell (Metamagic):
Requirement: Knowledge (history 4), Empower Spell
Adds wounding property to any spell cast; raises spell slot level used by 2