redwizard007
2014-04-03, 04:37 PM
== Holy Warrior==
Holy Warriors serve the gods directly. Whether receiving divine inspiration or being directed by the priests of their order, these warriors channel the power of their deity into all they do, upholding the tenants of their faith all the while. While these warriors are able to hold their own against other melee combatants they shine in larger combats. As the Holy Warrior's aura increases in size and strength he is able to turn even unskilled combatants into a match for most adversaries. At higher levels a Holy Warrior can turn small militias into a force capable of stopping armies.
===Game Rule Information===
Abilities: Charisma is the primary ability for spell casting and special abilities for this class. Strength and Constitution are both important for combat. Due to the expected use of heavy armor Dexterity is expected to be low. Intelligence is useful only for skills and languages and this class has remarkably few class skills. Wisdom is useful only for will saves and the Wrath of Heaven ability makes that save easier to manage.
Alignment: must be within one step of the patron deity.
Hit Die: d10
Class Skills: The Holy Warrior's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level 4 + Int modifier
===Class Features===
All of the following are class features of the Holy Warrior:
Weapon and Armor Proficiency
Holy Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Smite Unbeliever (Su)
A Holy Warrior may attempt to strike down the enemies of his god with a divinely enhanced attack. He adds his Charisma bonus (if any) to any one attack roll and deals 1 extra point of damage per Holy Warrior level plus charisma modifier. If that attack hits. This damage applies to any enemy regardless of alignment but has no effect on members of his own faith with the following exceptions. This smite ability will succeed when targeted on members of heretical or warring sects of the faith, or on members of the church whom have been known to have committed acts violating primary tenants of the faith. Smite attempts used on ineligible targets are wasted with no effect.
The Holy Warrior gains additional uses of this ability at levels 4, 7, 10, 13, 16 and unlimited uses at level 19.
Bonus Feats
At 2nd level and every 4th level thereafter the Holy Warrior gains one feat from the list of fighter bonus feats.
Spells
Beginning at 4th level, a Holy Warrior gains the ability to cast a small number of divine spells from the Holy Warrior spell list. A Holy Warrior must choose and prepare his spells in advance.
To prepare or cast a spell, a Holy Warrior must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Holy Warrior’s spell is 10 + the spell level + the Holy Warrior’s Charisma modifier.
Like other spellcasters, a Holy Warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table below indicates that the Holy Warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level The Holy Warrior does not have access to any domain spells or granted powers, as a cleric does.
A Holy Warrior prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Holy Warrior may prepare and cast any spell on the Holy Warrior spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a Holy Warrior has no caster level. At 4th level and higher, his caster level is one-half his Holy Warrior level.
Turn Undead (Su)
When a Holy Warrior reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
Aura of the Faithful (Su)
Beginning at 5th level, the Holy Warrior may radiate a holy aura as a swift action. The Holy Warrior and each ally within 15 feet of him who is also a follower of the Holy Warrior's deity and can see the Holy Warrior, or his standard, gains an untyped bonus on attacks, armor class and saving throws equal to one half the Holy Warrior's Charisma bonus rounded down. This aura lasts a number of rounds equal to the Holy Warrior's Charisma modifier +3. Each use of this ability consumes one use of turn undead.
Touch of Vitality (Su)
At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your Holy Warrior level × your Charisma bonus. For example, a 7th-level Holy Warrior with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Helm of the Divine (Ex)
A 9th level Holy Warrior may fight through the effects of most spells affecting his free will. When targeted by any charm or compulsion spell the Holy Warrior gains an extra saving throw each round with the same DC as the original save. Success on the new saving throw allows the Holy Warrior to end the effects of the triggering spell. At 14th level this ability extends to all the Holy Warrior's allies within range of his Aura as long as they can hear and see the Holy Warrior.
Aura of the Saints (Su)
On reaching 10th level, the Holy Warrior's aura begins to grow and intensify. The Holy Warrior's aura extends to 30 feet and the bonus granted is equal to the Holy Warrior's Charisma bonus.
Righteous Hand (Su)
At 12th level any weapon wielded by the Holy Warrior gains one of the following special abilities as appropriate to the deity served. Holy, Unholy, Axiomatic, Anarchic.
Aura of the Angels (Su)
By 15th level the Holy Warrior's aura is staggering. The aura extends to 45 feet and the bonus granted is equal to one and a half times the Holy Warrior's Charisma bonus rounded down.
Aura of the Gods (Su)
At 20th level the Holy Warrior's aura is second only to that of his god. The aura extends to 60 feet and the bonus granted is equal to two times the Holy Warrior's Charisma bonus.
===Ex-Holy Warriors===
A Holy Warrior who ceases to meet the alignment restrictions of his deity, or who willfully or repeatedly commits acts contrary to the tenants of his faith loses all Holy Warrior spells and abilities (but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a Holy Warrior. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, a Holy Warrior may be a multiclass character, but multiclass Holy Warriors face a special restriction. A Holy Warrior who gains a level in any class other than Holy Warrior may never again raise his Holy Warrior level, though he retains all his Holy Warrior abilities
Lvl
BAB
Fort
Ref
Will
SA
1st
2nd
3rd
4th
1
+1
+2
+0
+2
Smite unbeliever 1/encounter
-
-
-
-
2
+2
+3
+0
+3
Bonus Feat
-
-
-
-
3
+3
+3
+1
+3
-
-
-
-
4
+4
+4
+1
+4
Spells, Smite unbeliever 2/encounter, Turn Undead
0
-
-
-
5
+5
+4
+1
+4
Aura of the Faithful
0
-
-
-
6
+6/1
+5
+2
+5
Bonus Feat, Touch of Vitality (heal wounds)
1
-
-
-
7
+7/2
+5
+2
+5
Smite unbeliever 3/encounter
1
-
-
-
8
+8/3
+6
+2
+6
1
0
-
-
9
+9/4
+6
+3
+6
Helm of the Divine
1
0
-
-
10
+10/5
+7
+3
+7
Bonus Feat, Aura of the Saints, Smite unbeliever 4/encounter
1
1
-
-
11
+11/6/1
+7
+3
+7
Touch of Vitality (remove conditions)
1
1
0
-
12
+12/7/2
+8
+4
+8
Righteous Hand
1
1
1
-
13
+13/8/3
+8
+4
+8
Smite unbeliever 5/encounter
1
1
1
-
14
+14/9/4
+9
+4
+9
Bonus Feat, Helm of the Divine (extended)
2
1
1
0
15
+15/10/5
+9
+5
+9
Aura of the Angels
2
1
1
1
16
+16/11/6/1
+10
+5
+10
Smite unbeliever 6/encounter
2
2
1
1
17
+17/12/7/2
+10
+5
+10
2
2
2
1
18
+18/13/8/3
+11
+6
+11
Bonus Feat
3
2
2
1
19
+19/14/9/4
+11
+6
+11
Smite unbeliever at will
3
3
3
2
20
+20/15/10/5
+12
+6
+12
Aura of the Gods
3
3
3
3
Holy Warrior Spell List
1st Level
2nd Level
3rd Level
4th Level
Bless
Aid
Cure Serious Wounds
Break Enchantment
Cure Light Wounds
Align Weapon
Dispel Magic
Cure Critical Wounds
Detect Chaos/Evil/Good/Law
Bull's Strength
Fly
Death Ward
Divine Favor
Consecrate/Desecrate
Haste
Dispel Chaos/Evil/Good/Law
Divine Sacrifice
Cure Moderate Wounds
Heroism
Divine Power
Endure Elements
Eagle's Splendor
Keen Edge
Freedom of Movement
Enlarge Person
Protection From Arrows
Magic Circle Against Chaos/Evil/Good/Law
Globe of Invulnerability
Magic Weapon
Resist Energy
Magic Weapon, Greater
Spell Resistance
Protection From Chaos/Evil/Good/Law
See Invisibility
Prayer
Stoneskin
Remove Fear
Shield Other
Protection From Energy
True Seeing
Shield
Undetectable Alignment
Vigor
True Strike
Zeal
Vigor, Lesser
Holy Warriors serve the gods directly. Whether receiving divine inspiration or being directed by the priests of their order, these warriors channel the power of their deity into all they do, upholding the tenants of their faith all the while. While these warriors are able to hold their own against other melee combatants they shine in larger combats. As the Holy Warrior's aura increases in size and strength he is able to turn even unskilled combatants into a match for most adversaries. At higher levels a Holy Warrior can turn small militias into a force capable of stopping armies.
===Game Rule Information===
Abilities: Charisma is the primary ability for spell casting and special abilities for this class. Strength and Constitution are both important for combat. Due to the expected use of heavy armor Dexterity is expected to be low. Intelligence is useful only for skills and languages and this class has remarkably few class skills. Wisdom is useful only for will saves and the Wrath of Heaven ability makes that save easier to manage.
Alignment: must be within one step of the patron deity.
Hit Die: d10
Class Skills: The Holy Warrior's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level 4 + Int modifier
===Class Features===
All of the following are class features of the Holy Warrior:
Weapon and Armor Proficiency
Holy Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Smite Unbeliever (Su)
A Holy Warrior may attempt to strike down the enemies of his god with a divinely enhanced attack. He adds his Charisma bonus (if any) to any one attack roll and deals 1 extra point of damage per Holy Warrior level plus charisma modifier. If that attack hits. This damage applies to any enemy regardless of alignment but has no effect on members of his own faith with the following exceptions. This smite ability will succeed when targeted on members of heretical or warring sects of the faith, or on members of the church whom have been known to have committed acts violating primary tenants of the faith. Smite attempts used on ineligible targets are wasted with no effect.
The Holy Warrior gains additional uses of this ability at levels 4, 7, 10, 13, 16 and unlimited uses at level 19.
Bonus Feats
At 2nd level and every 4th level thereafter the Holy Warrior gains one feat from the list of fighter bonus feats.
Spells
Beginning at 4th level, a Holy Warrior gains the ability to cast a small number of divine spells from the Holy Warrior spell list. A Holy Warrior must choose and prepare his spells in advance.
To prepare or cast a spell, a Holy Warrior must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Holy Warrior’s spell is 10 + the spell level + the Holy Warrior’s Charisma modifier.
Like other spellcasters, a Holy Warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table below indicates that the Holy Warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level The Holy Warrior does not have access to any domain spells or granted powers, as a cleric does.
A Holy Warrior prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Holy Warrior may prepare and cast any spell on the Holy Warrior spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a Holy Warrior has no caster level. At 4th level and higher, his caster level is one-half his Holy Warrior level.
Turn Undead (Su)
When a Holy Warrior reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
Aura of the Faithful (Su)
Beginning at 5th level, the Holy Warrior may radiate a holy aura as a swift action. The Holy Warrior and each ally within 15 feet of him who is also a follower of the Holy Warrior's deity and can see the Holy Warrior, or his standard, gains an untyped bonus on attacks, armor class and saving throws equal to one half the Holy Warrior's Charisma bonus rounded down. This aura lasts a number of rounds equal to the Holy Warrior's Charisma modifier +3. Each use of this ability consumes one use of turn undead.
Touch of Vitality (Su)
At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your Holy Warrior level × your Charisma bonus. For example, a 7th-level Holy Warrior with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Helm of the Divine (Ex)
A 9th level Holy Warrior may fight through the effects of most spells affecting his free will. When targeted by any charm or compulsion spell the Holy Warrior gains an extra saving throw each round with the same DC as the original save. Success on the new saving throw allows the Holy Warrior to end the effects of the triggering spell. At 14th level this ability extends to all the Holy Warrior's allies within range of his Aura as long as they can hear and see the Holy Warrior.
Aura of the Saints (Su)
On reaching 10th level, the Holy Warrior's aura begins to grow and intensify. The Holy Warrior's aura extends to 30 feet and the bonus granted is equal to the Holy Warrior's Charisma bonus.
Righteous Hand (Su)
At 12th level any weapon wielded by the Holy Warrior gains one of the following special abilities as appropriate to the deity served. Holy, Unholy, Axiomatic, Anarchic.
Aura of the Angels (Su)
By 15th level the Holy Warrior's aura is staggering. The aura extends to 45 feet and the bonus granted is equal to one and a half times the Holy Warrior's Charisma bonus rounded down.
Aura of the Gods (Su)
At 20th level the Holy Warrior's aura is second only to that of his god. The aura extends to 60 feet and the bonus granted is equal to two times the Holy Warrior's Charisma bonus.
===Ex-Holy Warriors===
A Holy Warrior who ceases to meet the alignment restrictions of his deity, or who willfully or repeatedly commits acts contrary to the tenants of his faith loses all Holy Warrior spells and abilities (but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a Holy Warrior. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, a Holy Warrior may be a multiclass character, but multiclass Holy Warriors face a special restriction. A Holy Warrior who gains a level in any class other than Holy Warrior may never again raise his Holy Warrior level, though he retains all his Holy Warrior abilities
Lvl
BAB
Fort
Ref
Will
SA
1st
2nd
3rd
4th
1
+1
+2
+0
+2
Smite unbeliever 1/encounter
-
-
-
-
2
+2
+3
+0
+3
Bonus Feat
-
-
-
-
3
+3
+3
+1
+3
-
-
-
-
4
+4
+4
+1
+4
Spells, Smite unbeliever 2/encounter, Turn Undead
0
-
-
-
5
+5
+4
+1
+4
Aura of the Faithful
0
-
-
-
6
+6/1
+5
+2
+5
Bonus Feat, Touch of Vitality (heal wounds)
1
-
-
-
7
+7/2
+5
+2
+5
Smite unbeliever 3/encounter
1
-
-
-
8
+8/3
+6
+2
+6
1
0
-
-
9
+9/4
+6
+3
+6
Helm of the Divine
1
0
-
-
10
+10/5
+7
+3
+7
Bonus Feat, Aura of the Saints, Smite unbeliever 4/encounter
1
1
-
-
11
+11/6/1
+7
+3
+7
Touch of Vitality (remove conditions)
1
1
0
-
12
+12/7/2
+8
+4
+8
Righteous Hand
1
1
1
-
13
+13/8/3
+8
+4
+8
Smite unbeliever 5/encounter
1
1
1
-
14
+14/9/4
+9
+4
+9
Bonus Feat, Helm of the Divine (extended)
2
1
1
0
15
+15/10/5
+9
+5
+9
Aura of the Angels
2
1
1
1
16
+16/11/6/1
+10
+5
+10
Smite unbeliever 6/encounter
2
2
1
1
17
+17/12/7/2
+10
+5
+10
2
2
2
1
18
+18/13/8/3
+11
+6
+11
Bonus Feat
3
2
2
1
19
+19/14/9/4
+11
+6
+11
Smite unbeliever at will
3
3
3
2
20
+20/15/10/5
+12
+6
+12
Aura of the Gods
3
3
3
3
Holy Warrior Spell List
1st Level
2nd Level
3rd Level
4th Level
Bless
Aid
Cure Serious Wounds
Break Enchantment
Cure Light Wounds
Align Weapon
Dispel Magic
Cure Critical Wounds
Detect Chaos/Evil/Good/Law
Bull's Strength
Fly
Death Ward
Divine Favor
Consecrate/Desecrate
Haste
Dispel Chaos/Evil/Good/Law
Divine Sacrifice
Cure Moderate Wounds
Heroism
Divine Power
Endure Elements
Eagle's Splendor
Keen Edge
Freedom of Movement
Enlarge Person
Protection From Arrows
Magic Circle Against Chaos/Evil/Good/Law
Globe of Invulnerability
Magic Weapon
Resist Energy
Magic Weapon, Greater
Spell Resistance
Protection From Chaos/Evil/Good/Law
See Invisibility
Prayer
Stoneskin
Remove Fear
Shield Other
Protection From Energy
True Seeing
Shield
Undetectable Alignment
Vigor
True Strike
Zeal
Vigor, Lesser