Squaring the Circle

Squaring the Circle

Friday, February 13, 2015

DM Entry: Fighter Class Option: Holy Warrior

Fighter Class Option: Holy Warrior



Level
Base
Attack
Base
Fort
Base
Ref
Base
Will
Special
Spell-like Abilities
Uses per Day
Level of Spell-like Abilities Known
1st
+1
+2
+0
+0
2 domains, devotional (Sp), aura, ex-holy warrior, spontaneous casting
1
1st
2nd
+2
+3
+0
+0

1

3rd
+3
+3
+1
+1

1/1
2nd
4th
+4
+4
+1
+1

1/1

5th
+5
+4
+1
+1

1/1/1
3rd
6th
+6/+1
+5
+2
+2

1/1/1

7th
+7/+2
+5
+2
+2

1/1/1/1
4th
8th
+8/+3
+6
+2
+2

1/1/1/1

9th
+9/+4
+6
+3
+3

1/1/1/1/1
5th
10th
+10/+5
+7
+3
+3

1/1/1/1/1

11th
+11/+6/+1
+7
+3
+3

1/1/1/1/1/1
6th
12th
+12/+7/+2
+8
+4
+4

1/1/1/1/1/1

13th
+13/+8/+3
+8
+4
+4

1/1/1/1/1/1/1
7th
14th
+14/+9/+4
+9
+4
+4

1/1/1/1/1/1/1

15th
+15/+10/+5
+9
+5
+5

1/1/1/1/1/1/1/1
8th
16th
+16/+11/+6/+1
+10
+5
+5

1/1/1/1/1/1/1/1

17th
+17/12/+7/+2
+10
+5
+5

1/1/1/1/1/1/1/1/1
9th
18th
+18/+13/+8/+3
+11
+6
+6

1/1/1/1/1/1/1/1/1

19th
+19/+14/+9/+4
+11
+6
+6

1/1/1/1/1/1/1/1/1

20th
+20/+15/+10/+5
+12
+6
+6

1/1/1/1/1/1/1/1/1

Alignment: Any within one step of your deity. Hit Die: d10. Skill Points per level: 2 + Int mod. Class Skills: Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (religion), Ride, and Swim.



This is a specialist fighter. If you take a level of holy warrior you cannot later take a level of fighter or other specialist fighter, and vice versa; much like a specialist wizard. The name of this class option depends on your deity’s alignment: Good—holy warrior; Evil—unholy warrior; Chaotic—anarchic warrior; Lawful—axiomatic warrior. No holy warrior may choose a deity that lacks either a moral or ethical alignment aspect; in other words, you cannot select a true neutral deity. If your deity has more than one nonneutral aspect, you choose the name of your class from among those listed above, appropriate to your deity’s alignment. Just like a cleric, your alignment must be within one step of your deity’s alignment.

Lose: You do not gain any fighter bonus feats, however see below.

Gain: You gain two domains. These two domains must represent some aspect of your deity (as approved by the DM). You gain both the granted powers of the domains that you choose. You also gain Heal and Knowledge (religion) as class skills and the following abilities:

Domain Spell-like Abilities (Sp): Each 1/day (caster level equals your fighter level). The save DC for one of your spell-like abilities (if it allows a save) is 10 + spell level + your Constitution modifier.
            Your domain spell-like abilities are subject to spell resistance, although the Spell Penetration feat and other feats that improve caster level checks to overcome spell resistance also apply to your domain spell-like abilities. Unlike normal spell-like abilities, your domain spell-like abilities do require appropriate material, focus, divine focus, and xp components, although none of them require verbal or somatic components. Those without material or focus components are activated by sheer acts of will, and can be used even when you are helpless or paralyzed (as long as you are actually conscious).
            Any weapon you wield that you are proficient with is counted as your divine focus for your domain spell-like abilities.
            At each odd-numbered level, starting at 1st level, you gain a new spell-like ability. For each spell-like ability you know, you can cast one or the other of your domain spells, chosen at the time of casting.
            At any time when you gain a new holy warrior level, you may permanently trade in one of your domain spell-like abilities (both spells on a given level), and in its place choose a fighter bonus feat. You must meet any prerequisites for the feat, as normal.
            Example: A 6th-level holy warrior with the Salt and War domains and a Constitution of 20 would have the following spell-like abilities on a given day:
            Spell-like Abilities (caster level 6, DC 15 + spell level)
            1/day each—(chill touch or magic weapon), (curse of impending blade or spiritual weapon), (hamatula barbs or magic vestment)

Spontaneous Casting (Sp): A good holy warrior (or a neutral holy warrior of a good deity) can channel stored spell-like ability energy into healing spell-like abilities that the holy warrior did not prepare ahead of time. You can “lose” any unused spell-like ability (either though your domains or devotional) in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name), as a spell-like ability with no components.
             An evil unholy warrior (or a neutral unholy warrior of an evil deity), can’t convert them to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
            A holy warrior who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed.

Devotional (Sp): At 1st level, choose a zero-level spell from the cleric spell list (not opposed to your alignment or your deity’s alignment). You can use this spell-like ability at will, as a spell-like ability (caster level equals your fighter level). Your devotional spell-like ability has no components, just as a normal spell-like ability.

Aura (Ex): A holy warrior of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).


Ex-Holy Warriors: A holy warrior who grossly violates the code of conduct required by his god loses all domain spell-like abilities, granted powers, and devotional. He cannot thereafter gain levels as a holy warrior of that god until he atones (see the atonement spell description).

This class option was added to the Aryathan Jiil Classes and Prestige Classes.pdf and uploaded to the google drive.

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