lunaramblings
2013-01-06, 08:21 AM
Hello folks. So I am trying to build a PrC that actually makes a Paladin better at being what they are Fluffed out to be. They are supposed to be Divine Warriors. Instead, well they are kinda lame unless your pulling Uber-Mount shenanigans or something similar. So, Here is what I have been working on. Let me know what you think.
http://4.bp.blogspot.com/-QaTkuBIw_yQ/TZ5Ai9p2tAI/AAAAAAAAACw/VHQ0Ip2kyVY/s1600/Archangel+Michael.bmp
The Blazing Soul
Requirements:
Skills: Sense Motive 5 Ranks, Heal 6 ranks, Diplomacy 9 ranks.
BAB: +6
Spells: Must be able to cast 2nd level Divine Spells as a Paladin.
Special: Lay on Hands (Or similar Ability), Divine Grace, Turn Undead, the ability to Speak Celestial
Table: The Blazing Soul Hit Die: 1d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Features
1st|
+1|
+2|
+0|
+2|Armor of The Faithful, Lay on Hands, Sword of the Archangels|+1 level of existing Paladin spell casting
2nd|
+2|
+3|
+0|
+3|Blessed Awareness, Wings|+1 level of existing Paladin spell casting
3rd|
+3|
+3|
+1|
+3|Strength of the Faithful, Animal Guide|+1 level of existing Paladin spell casting
4th|
+4|
+4|
+1|
+4|Mark of the Faithful|+1 level of existing Paladin spell casting
5th|
+5|
+4|
+2|
+4|Mercurial Casting|+1 level of existing Paladin spell casting
6th|
+6|
+5|
+2|
+5|Will of the All-Father|+1 level of existing Paladin spell casting
7th|
+7|
+5|
+2|
+5|Improved Wings, Master of War|+1 level of existing Paladin spell casting
8th|
+8|
+6|
+2|
+6|Power of the All-Father|+1 level of existing Paladin spell casting
9th|
+9|
+6|
+3|
+6|Divine Embrace|+1 level of existing Paladin spell casting
10th|
+10|
+7|
+3|
+7|Ascension|+1 level of existing Paladin spell casting
[/table]
Class Skills: 4+Intelligence Modifier per level Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge {Arcana} (Int), Knowledge {History} (Int), Knowledge {The Planes} (Int), Knowledge {Religion} (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)
Armor of The Faithful: The Blazing Soul, once embraced by the All-Father, discover how to channel the force of their divine persona into a protective aura. This aura grants them an Insight bonus equal to their Charisma Bonus +1 for every 3 levels (Cha+0 at 1st, +1 at 4th, +2 at 7th, and +3 at 10th).
Sword of the Archangels: Every Blazing Soul requires a weapon. Upon taking their 1st level in this class, they surrender their current weapon of choice (The weapon they have been using most, and has the greatest bonuses) to the Archangel who has come to reward their faith. This weapon need not be a sword, though this is most common. The archangel sunders and reforms this weapon as a symbol of the rebirth the Blazing Soul is about to undergo in accepting levels in this class. Upon being reformed, the weapon becomes a +1 weapon and has an additional Weapon Enchantment equal to +1, such as Flaming for example. At every level the Blazing Soul can spend 1 day fasting and meditating to reforge his weapon. In doing so the weapon is always at least a +1 weapon, but an addition +1 worth of enhancements can be added per level. This allows at 10th level for a weapon that has up to +11 worth of bonuses/enchantments. The Weapon can not possess greater than a +5 to hit an damage, all other +'s must be abilities. The DM is the final arbiter of what the All-Father finds acceptable for his warriors to wield in terms of powers.
A Blazing Soul may spend gold as normal to improve his Sword of the Archangel, but any bonuses added through normal crafting may not be altered. Further, these increases are considerably expensive as they must build on the pre-existing bonuses of the weapon.
Animal Guide: The path that a Blazing Soul must walk is fraught with danger. Often they must seek guidance from the All-Father to ensure they are fulfilling their role as his vassal. To do so, at 3rd Level, he provides them an Animal Guide. This creature is treated as a Wizard's Familiar, who's characteristics are based on the Blazing Soul's Total ECL. In addition to the standard familiar benefits, the Animal Guide can supply the Blazing Soul with an additional boon based on their type. All aspects of these boons are considered to be Extraordinary Abilities. This creature replaces any Animal Companion, Familiar of Special Mount you may have. Further, if you would gain one of these class features later you lose access to your Animal Guide.
Raven: The Raven is all seeing. They are the eyes of the All-Father. 3+Cha Modifier times per day the Raven can take aloft, soaring through the sky for 10 rounds. During this time the Raven's sight is transmitted to his master. Anything the Raven can see, his master is aware of. While in this state the Raven become completely unseen. No manner of detection will reveal it. Further, no magical or mundane means of purposely obscuring one's self will work on the Raven. For example, a party of Halfling Rogues is hiding in the bushes ahead. The Raven need not make a check to see them, it simply is aware of their presence. However, an old woman is cooking dinner in the small hut just off the path, as she is not attempting to obfuscate herself, her innocence allows her not to be spied upon. To ensure service the Raven must be paid at least 1 shiny coin per day. If at any time the payment is not met the Raven will leave.
Cat: The Cat is stealth incarnate. They are the stalkers of the All-Father. 3+Cha Modifier times per day the Cat can lend its stealth to its master. For 10 rounds the Blazing Soul is treated as if under the effects of Improved Invisibility. In addition, they grant the Blazing Soul a +20 to all Hide and Move Silently checks. However, the Cat is fickle. It must be given a token of some sort every day, or else it will use this stealth to sneak away from the Blazing Soul. This could be a live mouse, a nice plump beetle, a little round bell, or even just a small ball of string. But the Blazing Soul must present this award joyfully to the Cat at the same time of the day in which they prepare their spells. If they are a spontaneous caster, they must do so at sunset each night.
Stag: The Stag is balance in battle. 3+Cha Modifier times per day the Mantis can lend its stability to its master. For 10 rounds the Blazing Soul Automatically succeeds on any balance checks. In addition it grants a bonus equal to the Blazing Soul's level to all checks to prevent being tripped, bullrushed, grappled. overrun, or disarmed. It provides half of this bonus to all attempts in which you are the aggressor. For example, Thesa is fighting a Gnoll that attempts to disarm him of his sword. He adds his Blazing Soul Level to the check to resist the disarm. Later, Thesa is fighting an Orc wielding a powerful magical blade, he attempts to disarm the Orc and as the one initiating the Disarm, he adds half his BS level. The Stag is a beast of purity and longing. It represents the need of the Blazing Soul to purify evil from this world, and his unending hunt to do so. As such the Stag requires that a Blazing Soul that embraces it never knowingly imbibe any substance that would harm them in mind, body or soul. This includes alcohols, drugs, and other such items. Should they do so, the Stag will leave them until they have atoned for their actions or summoned a new Guide.
Hound: The hound is the hunter of the All-Father. 3+Cha Modifier times per day the Hound can lend its hunting skills to its master. For 10 rounds the Blazing Soul can track any quarry unerringly. This can be done at full speed, even at a run. The Hound enables the Blazing Soul to track and find those that have acted against the will of the All-Father. Any creature so tracked essentially gives off a beacon that only the Blazing Soul and Angelic creatures are able to sense. The Hound seeks affection. For 10 minutes per day the Blazing Soul must scratch, pet, play with or otherwise demonstrate his affection for his Hound. If the Hound feels ignored, he will leave.
Ram: Ram is hardy and stubborn. He is a reminder of the tenacity of spirit that the All-Father expects of his followers. 3+Cha Modifier times per day the Ram can lend its tenacity and hardy nature to its master. For 10 rounds the Blazing Soul become completely immune to an negative effects related to any thing that he might ingest. Further he is unable to be weakened, fatigued or exhausted. In addition during this time he receives 2 temporary Hit points per level, these hit points are removed first, and once gone remain as such until this power is invoked again. The Ram demands dominance. Whenever the BS has established a home it must establish a space of equal space for the Ram. When traveling, the Ram expects to be treated as an equal to the Blazing Soul, requiring that either the BS sleep in the stables and fields with the Ram, or the Ram is given the same accommodations as his Master, whom he considers "partner".
Horse: The Horse represents fertility, nature's power, rebirth and growth. As such, those that call upon the Horses of the All-Father are able to invoke this by gaining the following Spell-Like Abilities. They may use these abilities a total number of times per day equal to their Charisma modifier. The spells are: Plant Growth (Druid 3, PHB 262), Nature's Rampart (Druid 3 SplComp 146), Last Breath (Druid 4 SplComp 130), Primal Form (Wiz/Sorc 3, SplComp 161) Any DC is based on your Charisma Modifier, and your caster level is equal to your Blazing Soul Level + Your Charisma Modifier. Horses demand care and respect for the natural world. You must not cause unneeded harm to the world around you, and must feed and provide brushing and attention to the Horse for 10 minutes per day.
Rabbit: The Rabbit is a creature of quickness, in mind and body. 3+Cha Modifier times per day the Rabbit can lend its quickness to its master. For 10 rounds the Blazing Soul doubles their speed for all manner of movements that it is capable of using. In addition, they are able to use Bluff to feint in combat as a swift action. Rabbits require that they be pampered and fed well. They demand a safe, warm place to sleep, and abundant food. If this is not provided they will not grant their boon.
Serpent: Many cultures think of the Serpent as a corrupter, a creature of evil, however, the All-Father recognizes that the Serpent is part of the natural order, and that through it's wit it culls the herd. 3+Cha Modifier times per day the Serpent can lend its wits to its master, allowing the Blazing Soul to cast Charm Monster (CL= BS level + Charisma, DC based on Charism). Serpents require warmth and live food. As such they can be difficult for a Blazing Soul to keep.
The Bull: The Bull is a symbol of rage and great power. 3+Cha Modifier times per day the Bull can lend its rage and power to its master. For 10 rounds the Blazing Soul may enter a rage that is identical to the rage of a Barbarian. This ability increases as the Blazing Soul gains levels. At BS Level 5, the Bull grants Greater Rage, and at BS Level 10 the Bull grants Mighty Rage. The Bull requires access to breeding stock for 1 continuous week every year.
The Eagle: Creatures of Wisdom and Light, the Eagle is a power creature. These raptors are often called by war-focused Blazing Souls. 3+Cha Modifier times per day the Eagle can lend its wisdom and power to its master. For 10 rounds the Blazing Soul enters a trance during which, they may increase their maneuverability by one class. In addition the Blazing Soul is granted a sacred bonus to their Wisdom Score equal to half their Blazing Soul Level, and may cast Lightning Bolt (Sorc/Wiz 3, PHB 248) as a Supernatural Ability while in their trance, the caster level is equal to their BS Level + Charisma Modifier and the DC is based on Charisma. Equals require freedom and space. While they will tolerate the need to delve into a dungeon in service of the All-Father, they expect that otherwise they will be allowed to come and go as they please when not engaged in their duties.
The Boar: The Boar is a creature of Courage and Fierceness. Those that call on The Boar are expected to have similar characteristics. 3+Cha Modifier times per day The Boar can lend its Courage and Ferocity to its master. For 10 rounds the Blazing Soul soul becomes immune to mind-effecting spells, powers, and supernatural abilities, though they are still vulnerable to more mundane methods such as Bluff. In addition they will continue fighting without penalty until they have reached -10 Hit Points. Even at this point they do not die. Instead they must make a Fortitude save each round equal to the 10 plus the amount of damage below 0 they have suffered. As long as they make the save they may continue to act without penalty If at the end of the duration of this ability they are still at or below -10 they die immediately. The Boar requires that once per month it be allowed to feast. During this feast the Boar must be fed fine foods until it is full, after which, any left overs must be given to the poor as a tithe.
If your Animal Guide is destroyed you immediately take 1d4 damage per level of Blazing Soul. You may petition the All-Father to send you a new guide, but doing so takes time and preparation. You must create an alter (Craft Check carpentry or other appropriate, DC 10, which may be made untrained, followed by a Knowledge: Religion DC 15) and find a normal member of the animal species you wish to call. You fast and pray pray for 1 day per level of Blazing Soul, after which the animal that has been placed at the alter is transformed into your new guide. The materials needed for this ritual cost 1000gp.
Regardless of the creature chosen they benefit from the Wings and Improved Wings class feature of the Blazing Soul so long as they are within 30 feet of the Blazing Soul. If at anytime they are further away the effect dissipates, if they are in the are, the descend as if under the effects of Feather Fall. You can willingly change your guide without them suffering death, however to do so requires the same steps as above. Those that do this often may draw the ire of The All-Father for their fickle and chaotic actions.
Blessed Awareness: Your divine connect to the All-Father connects you to the world around you one an innate level. You sense the ebb and flow of primal basis of the world all around you. You may add your Charisma bonus to Initiative Checks.
Lay on Hands: A Blazing Soul must learn not only to wage war on the enemies of the Faith, but also to heal those subjected to the wretchedness of their enemies. A Blazing Soul may use Lay on Hands as a Paladin whose level is equal to their Blazing Soul class level. If the Blazing Soul already has Lay on Hands or a similar ability, instead their levels in Blazing Soul stack with the levels of whatever class granted the ability.
Wings: Like a Celestial creature, a Blazing Soul grows a pair of powerful feathered wings. These wings allow a Blazing Soul the ability to fly at twice base speed, with a maneuverability class of Average.
Strength of the Faithful: A Blazing Soul must be strong in the face of great evil. Their connection to the All-Father empowers them with a great sense of purpose and this takes on an outward manifestation, granting them an aura of strength and power. A Blazing Soul may add their Charisma bonus to all Strength based checks, including damage.
Mark of the Faithful: A Blazing Soul has many roles. Warrior, Healer, Protector. A Blazing Soul gains the ability to imbue target with a small portion of the Divine, which infuses his soul. As a standard action, by touching the target, with a touch attack if they are unwilling, he can spend Turn Undead Attempt to channel positive energy into the target. If the target is willing this heals 2d4 points of ability damage or drain and removes any status effects that may be negatively impacting the target. If used offensively, it instead renders the target nauseated for 1d4 rounds. In either case the target is branded with a glowing sigil of the All-Father. This deals 1d4 points of damage. This damage is dealt through the Divine power of the All-Father, and as such cannot be prevented in any way, and heals at the rate of 1 point per day.
Mercurial Casting: The Soul and Mind of the Blazing Soul is fluid like quicksilver, and equally deadly. By spending a Turn Undead Attempt, a Blazing Soul may cast any spell on the spell list of their previous spellcasting class as an Immediate Action. In channeling this energy however, their imperfect body is strained by the divine surge. The Blazing Soul suffers 1 point of Ability damage to their choice of physical ability as the surge overwhelms them. This damage will heal only with time unless the magic used to heal it is done in a church dedicated to the All-Father.
Will of The All-Father: The force of a Blazing Soul's intensity is such, that by spending a Turn Attempt, they become immune to any effect that would require a Will save for 1 round. This is an Immediate Action.
Improved Wings: A Blazing Soul has improved his ability to fly. He has honed his skills in the air to be nearly on par with his skills on the ground. At this level a Blazing Soul gains Good Maneuverability, as well as an increase to his speed. He now has a fly speed of twice his base land speed.
Master of War: As the name may suggest, a Blazing Soul is the embodiment of the All-Father's martial might. Once per encounter he may engage in a war-trance. In this state his Strength and Constitution bonus are doubled, he gains the Weapon Focus and Specialization line of feats up to and including Weapon Supremacy. This trance requires a Full Round Action to initiate, during which he can do nothing else. Any attacks made against him while entering the trance are made against his flat-footed AC. The Trance lasts for a number of rounds equal to 3+Charisma bonus, after which he is nauseated for 1 hour as the Divine energy drains from his Soul.
Power of the All-Father: The Blazing Soul has learned to embrace the power of creation and life that the All-Father protects. He may cast any spell from the Healing, Creation, Renewal, Celestia, Elysium, or Purification Domains as a Spell-like Ability 1/day. He need not be able to cast spells of that level, however he must have a Charisma score of 10+ the Spell level. The Save DC's of the spells are 10+the Spell Level+the Blazing Sword's Charisma Modifier. He may cast only 1 spell in this way each day. This spell does not require memorization and is cast spontaneously.
Divine Embrace: The Blazing Soul has further embraced and mastered the teachings of the All-Father. At this level he gains the ability to choose a single Domain from the following: Healing, Creation, Renewal, Celestia, Elysium, or Purification. The Blazing Soul benefits from the Granted Power of the chosen Domain. He gains the ability to cast 1 spell from each level of the Domain just as a Cleric would. This is limited to the level of spells he is normally able to cast.
Ascension: Upon reaching 10th level, a Blazing Sword is granted the Saint template by the All-Father, regardless of whether they would normally be eligible for said template. They do not incur any Level Adjustment upon gaining this template.
http://4.bp.blogspot.com/-QaTkuBIw_yQ/TZ5Ai9p2tAI/AAAAAAAAACw/VHQ0Ip2kyVY/s1600/Archangel+Michael.bmp
The Blazing Soul
Requirements:
Skills: Sense Motive 5 Ranks, Heal 6 ranks, Diplomacy 9 ranks.
BAB: +6
Spells: Must be able to cast 2nd level Divine Spells as a Paladin.
Special: Lay on Hands (Or similar Ability), Divine Grace, Turn Undead, the ability to Speak Celestial
Table: The Blazing Soul Hit Die: 1d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Features
1st|
+1|
+2|
+0|
+2|Armor of The Faithful, Lay on Hands, Sword of the Archangels|+1 level of existing Paladin spell casting
2nd|
+2|
+3|
+0|
+3|Blessed Awareness, Wings|+1 level of existing Paladin spell casting
3rd|
+3|
+3|
+1|
+3|Strength of the Faithful, Animal Guide|+1 level of existing Paladin spell casting
4th|
+4|
+4|
+1|
+4|Mark of the Faithful|+1 level of existing Paladin spell casting
5th|
+5|
+4|
+2|
+4|Mercurial Casting|+1 level of existing Paladin spell casting
6th|
+6|
+5|
+2|
+5|Will of the All-Father|+1 level of existing Paladin spell casting
7th|
+7|
+5|
+2|
+5|Improved Wings, Master of War|+1 level of existing Paladin spell casting
8th|
+8|
+6|
+2|
+6|Power of the All-Father|+1 level of existing Paladin spell casting
9th|
+9|
+6|
+3|
+6|Divine Embrace|+1 level of existing Paladin spell casting
10th|
+10|
+7|
+3|
+7|Ascension|+1 level of existing Paladin spell casting
[/table]
Class Skills: 4+Intelligence Modifier per level Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge {Arcana} (Int), Knowledge {History} (Int), Knowledge {The Planes} (Int), Knowledge {Religion} (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)
Armor of The Faithful: The Blazing Soul, once embraced by the All-Father, discover how to channel the force of their divine persona into a protective aura. This aura grants them an Insight bonus equal to their Charisma Bonus +1 for every 3 levels (Cha+0 at 1st, +1 at 4th, +2 at 7th, and +3 at 10th).
Sword of the Archangels: Every Blazing Soul requires a weapon. Upon taking their 1st level in this class, they surrender their current weapon of choice (The weapon they have been using most, and has the greatest bonuses) to the Archangel who has come to reward their faith. This weapon need not be a sword, though this is most common. The archangel sunders and reforms this weapon as a symbol of the rebirth the Blazing Soul is about to undergo in accepting levels in this class. Upon being reformed, the weapon becomes a +1 weapon and has an additional Weapon Enchantment equal to +1, such as Flaming for example. At every level the Blazing Soul can spend 1 day fasting and meditating to reforge his weapon. In doing so the weapon is always at least a +1 weapon, but an addition +1 worth of enhancements can be added per level. This allows at 10th level for a weapon that has up to +11 worth of bonuses/enchantments. The Weapon can not possess greater than a +5 to hit an damage, all other +'s must be abilities. The DM is the final arbiter of what the All-Father finds acceptable for his warriors to wield in terms of powers.
A Blazing Soul may spend gold as normal to improve his Sword of the Archangel, but any bonuses added through normal crafting may not be altered. Further, these increases are considerably expensive as they must build on the pre-existing bonuses of the weapon.
Animal Guide: The path that a Blazing Soul must walk is fraught with danger. Often they must seek guidance from the All-Father to ensure they are fulfilling their role as his vassal. To do so, at 3rd Level, he provides them an Animal Guide. This creature is treated as a Wizard's Familiar, who's characteristics are based on the Blazing Soul's Total ECL. In addition to the standard familiar benefits, the Animal Guide can supply the Blazing Soul with an additional boon based on their type. All aspects of these boons are considered to be Extraordinary Abilities. This creature replaces any Animal Companion, Familiar of Special Mount you may have. Further, if you would gain one of these class features later you lose access to your Animal Guide.
Raven: The Raven is all seeing. They are the eyes of the All-Father. 3+Cha Modifier times per day the Raven can take aloft, soaring through the sky for 10 rounds. During this time the Raven's sight is transmitted to his master. Anything the Raven can see, his master is aware of. While in this state the Raven become completely unseen. No manner of detection will reveal it. Further, no magical or mundane means of purposely obscuring one's self will work on the Raven. For example, a party of Halfling Rogues is hiding in the bushes ahead. The Raven need not make a check to see them, it simply is aware of their presence. However, an old woman is cooking dinner in the small hut just off the path, as she is not attempting to obfuscate herself, her innocence allows her not to be spied upon. To ensure service the Raven must be paid at least 1 shiny coin per day. If at any time the payment is not met the Raven will leave.
Cat: The Cat is stealth incarnate. They are the stalkers of the All-Father. 3+Cha Modifier times per day the Cat can lend its stealth to its master. For 10 rounds the Blazing Soul is treated as if under the effects of Improved Invisibility. In addition, they grant the Blazing Soul a +20 to all Hide and Move Silently checks. However, the Cat is fickle. It must be given a token of some sort every day, or else it will use this stealth to sneak away from the Blazing Soul. This could be a live mouse, a nice plump beetle, a little round bell, or even just a small ball of string. But the Blazing Soul must present this award joyfully to the Cat at the same time of the day in which they prepare their spells. If they are a spontaneous caster, they must do so at sunset each night.
Stag: The Stag is balance in battle. 3+Cha Modifier times per day the Mantis can lend its stability to its master. For 10 rounds the Blazing Soul Automatically succeeds on any balance checks. In addition it grants a bonus equal to the Blazing Soul's level to all checks to prevent being tripped, bullrushed, grappled. overrun, or disarmed. It provides half of this bonus to all attempts in which you are the aggressor. For example, Thesa is fighting a Gnoll that attempts to disarm him of his sword. He adds his Blazing Soul Level to the check to resist the disarm. Later, Thesa is fighting an Orc wielding a powerful magical blade, he attempts to disarm the Orc and as the one initiating the Disarm, he adds half his BS level. The Stag is a beast of purity and longing. It represents the need of the Blazing Soul to purify evil from this world, and his unending hunt to do so. As such the Stag requires that a Blazing Soul that embraces it never knowingly imbibe any substance that would harm them in mind, body or soul. This includes alcohols, drugs, and other such items. Should they do so, the Stag will leave them until they have atoned for their actions or summoned a new Guide.
Hound: The hound is the hunter of the All-Father. 3+Cha Modifier times per day the Hound can lend its hunting skills to its master. For 10 rounds the Blazing Soul can track any quarry unerringly. This can be done at full speed, even at a run. The Hound enables the Blazing Soul to track and find those that have acted against the will of the All-Father. Any creature so tracked essentially gives off a beacon that only the Blazing Soul and Angelic creatures are able to sense. The Hound seeks affection. For 10 minutes per day the Blazing Soul must scratch, pet, play with or otherwise demonstrate his affection for his Hound. If the Hound feels ignored, he will leave.
Ram: Ram is hardy and stubborn. He is a reminder of the tenacity of spirit that the All-Father expects of his followers. 3+Cha Modifier times per day the Ram can lend its tenacity and hardy nature to its master. For 10 rounds the Blazing Soul become completely immune to an negative effects related to any thing that he might ingest. Further he is unable to be weakened, fatigued or exhausted. In addition during this time he receives 2 temporary Hit points per level, these hit points are removed first, and once gone remain as such until this power is invoked again. The Ram demands dominance. Whenever the BS has established a home it must establish a space of equal space for the Ram. When traveling, the Ram expects to be treated as an equal to the Blazing Soul, requiring that either the BS sleep in the stables and fields with the Ram, or the Ram is given the same accommodations as his Master, whom he considers "partner".
Horse: The Horse represents fertility, nature's power, rebirth and growth. As such, those that call upon the Horses of the All-Father are able to invoke this by gaining the following Spell-Like Abilities. They may use these abilities a total number of times per day equal to their Charisma modifier. The spells are: Plant Growth (Druid 3, PHB 262), Nature's Rampart (Druid 3 SplComp 146), Last Breath (Druid 4 SplComp 130), Primal Form (Wiz/Sorc 3, SplComp 161) Any DC is based on your Charisma Modifier, and your caster level is equal to your Blazing Soul Level + Your Charisma Modifier. Horses demand care and respect for the natural world. You must not cause unneeded harm to the world around you, and must feed and provide brushing and attention to the Horse for 10 minutes per day.
Rabbit: The Rabbit is a creature of quickness, in mind and body. 3+Cha Modifier times per day the Rabbit can lend its quickness to its master. For 10 rounds the Blazing Soul doubles their speed for all manner of movements that it is capable of using. In addition, they are able to use Bluff to feint in combat as a swift action. Rabbits require that they be pampered and fed well. They demand a safe, warm place to sleep, and abundant food. If this is not provided they will not grant their boon.
Serpent: Many cultures think of the Serpent as a corrupter, a creature of evil, however, the All-Father recognizes that the Serpent is part of the natural order, and that through it's wit it culls the herd. 3+Cha Modifier times per day the Serpent can lend its wits to its master, allowing the Blazing Soul to cast Charm Monster (CL= BS level + Charisma, DC based on Charism). Serpents require warmth and live food. As such they can be difficult for a Blazing Soul to keep.
The Bull: The Bull is a symbol of rage and great power. 3+Cha Modifier times per day the Bull can lend its rage and power to its master. For 10 rounds the Blazing Soul may enter a rage that is identical to the rage of a Barbarian. This ability increases as the Blazing Soul gains levels. At BS Level 5, the Bull grants Greater Rage, and at BS Level 10 the Bull grants Mighty Rage. The Bull requires access to breeding stock for 1 continuous week every year.
The Eagle: Creatures of Wisdom and Light, the Eagle is a power creature. These raptors are often called by war-focused Blazing Souls. 3+Cha Modifier times per day the Eagle can lend its wisdom and power to its master. For 10 rounds the Blazing Soul enters a trance during which, they may increase their maneuverability by one class. In addition the Blazing Soul is granted a sacred bonus to their Wisdom Score equal to half their Blazing Soul Level, and may cast Lightning Bolt (Sorc/Wiz 3, PHB 248) as a Supernatural Ability while in their trance, the caster level is equal to their BS Level + Charisma Modifier and the DC is based on Charisma. Equals require freedom and space. While they will tolerate the need to delve into a dungeon in service of the All-Father, they expect that otherwise they will be allowed to come and go as they please when not engaged in their duties.
The Boar: The Boar is a creature of Courage and Fierceness. Those that call on The Boar are expected to have similar characteristics. 3+Cha Modifier times per day The Boar can lend its Courage and Ferocity to its master. For 10 rounds the Blazing Soul soul becomes immune to mind-effecting spells, powers, and supernatural abilities, though they are still vulnerable to more mundane methods such as Bluff. In addition they will continue fighting without penalty until they have reached -10 Hit Points. Even at this point they do not die. Instead they must make a Fortitude save each round equal to the 10 plus the amount of damage below 0 they have suffered. As long as they make the save they may continue to act without penalty If at the end of the duration of this ability they are still at or below -10 they die immediately. The Boar requires that once per month it be allowed to feast. During this feast the Boar must be fed fine foods until it is full, after which, any left overs must be given to the poor as a tithe.
If your Animal Guide is destroyed you immediately take 1d4 damage per level of Blazing Soul. You may petition the All-Father to send you a new guide, but doing so takes time and preparation. You must create an alter (Craft Check carpentry or other appropriate, DC 10, which may be made untrained, followed by a Knowledge: Religion DC 15) and find a normal member of the animal species you wish to call. You fast and pray pray for 1 day per level of Blazing Soul, after which the animal that has been placed at the alter is transformed into your new guide. The materials needed for this ritual cost 1000gp.
Regardless of the creature chosen they benefit from the Wings and Improved Wings class feature of the Blazing Soul so long as they are within 30 feet of the Blazing Soul. If at anytime they are further away the effect dissipates, if they are in the are, the descend as if under the effects of Feather Fall. You can willingly change your guide without them suffering death, however to do so requires the same steps as above. Those that do this often may draw the ire of The All-Father for their fickle and chaotic actions.
Blessed Awareness: Your divine connect to the All-Father connects you to the world around you one an innate level. You sense the ebb and flow of primal basis of the world all around you. You may add your Charisma bonus to Initiative Checks.
Lay on Hands: A Blazing Soul must learn not only to wage war on the enemies of the Faith, but also to heal those subjected to the wretchedness of their enemies. A Blazing Soul may use Lay on Hands as a Paladin whose level is equal to their Blazing Soul class level. If the Blazing Soul already has Lay on Hands or a similar ability, instead their levels in Blazing Soul stack with the levels of whatever class granted the ability.
Wings: Like a Celestial creature, a Blazing Soul grows a pair of powerful feathered wings. These wings allow a Blazing Soul the ability to fly at twice base speed, with a maneuverability class of Average.
Strength of the Faithful: A Blazing Soul must be strong in the face of great evil. Their connection to the All-Father empowers them with a great sense of purpose and this takes on an outward manifestation, granting them an aura of strength and power. A Blazing Soul may add their Charisma bonus to all Strength based checks, including damage.
Mark of the Faithful: A Blazing Soul has many roles. Warrior, Healer, Protector. A Blazing Soul gains the ability to imbue target with a small portion of the Divine, which infuses his soul. As a standard action, by touching the target, with a touch attack if they are unwilling, he can spend Turn Undead Attempt to channel positive energy into the target. If the target is willing this heals 2d4 points of ability damage or drain and removes any status effects that may be negatively impacting the target. If used offensively, it instead renders the target nauseated for 1d4 rounds. In either case the target is branded with a glowing sigil of the All-Father. This deals 1d4 points of damage. This damage is dealt through the Divine power of the All-Father, and as such cannot be prevented in any way, and heals at the rate of 1 point per day.
Mercurial Casting: The Soul and Mind of the Blazing Soul is fluid like quicksilver, and equally deadly. By spending a Turn Undead Attempt, a Blazing Soul may cast any spell on the spell list of their previous spellcasting class as an Immediate Action. In channeling this energy however, their imperfect body is strained by the divine surge. The Blazing Soul suffers 1 point of Ability damage to their choice of physical ability as the surge overwhelms them. This damage will heal only with time unless the magic used to heal it is done in a church dedicated to the All-Father.
Will of The All-Father: The force of a Blazing Soul's intensity is such, that by spending a Turn Attempt, they become immune to any effect that would require a Will save for 1 round. This is an Immediate Action.
Improved Wings: A Blazing Soul has improved his ability to fly. He has honed his skills in the air to be nearly on par with his skills on the ground. At this level a Blazing Soul gains Good Maneuverability, as well as an increase to his speed. He now has a fly speed of twice his base land speed.
Master of War: As the name may suggest, a Blazing Soul is the embodiment of the All-Father's martial might. Once per encounter he may engage in a war-trance. In this state his Strength and Constitution bonus are doubled, he gains the Weapon Focus and Specialization line of feats up to and including Weapon Supremacy. This trance requires a Full Round Action to initiate, during which he can do nothing else. Any attacks made against him while entering the trance are made against his flat-footed AC. The Trance lasts for a number of rounds equal to 3+Charisma bonus, after which he is nauseated for 1 hour as the Divine energy drains from his Soul.
Power of the All-Father: The Blazing Soul has learned to embrace the power of creation and life that the All-Father protects. He may cast any spell from the Healing, Creation, Renewal, Celestia, Elysium, or Purification Domains as a Spell-like Ability 1/day. He need not be able to cast spells of that level, however he must have a Charisma score of 10+ the Spell level. The Save DC's of the spells are 10+the Spell Level+the Blazing Sword's Charisma Modifier. He may cast only 1 spell in this way each day. This spell does not require memorization and is cast spontaneously.
Divine Embrace: The Blazing Soul has further embraced and mastered the teachings of the All-Father. At this level he gains the ability to choose a single Domain from the following: Healing, Creation, Renewal, Celestia, Elysium, or Purification. The Blazing Soul benefits from the Granted Power of the chosen Domain. He gains the ability to cast 1 spell from each level of the Domain just as a Cleric would. This is limited to the level of spells he is normally able to cast.
Ascension: Upon reaching 10th level, a Blazing Sword is granted the Saint template by the All-Father, regardless of whether they would normally be eligible for said template. They do not incur any Level Adjustment upon gaining this template.