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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