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Grand Arbiter
2021-03-28, 04:59 PM
This class has its roots in 3.5’s paladin and crusader. The intent is to provide a durable frontline with damage output via smite/maneuvers and an auxiliary healing source for an adventuring party.

I am open to alternate name suggestions and formatting advice.


Divine Bastion

Abilities: Strength and Constituion are important for melee combat. Wisdom is the key attribute for class abilities and martial maneuvers.
Alignment: Good
Hit Die: d10
Starting Age/Gold: As paladin

Class Skills
The Divine Bastion's class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Intimidate (Wis), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex) and Sense Motive (Wis).

Skill Points Per Level: 4 + Int modifier

Divine Bastion


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maximum Maneuver Level
Maneuvers Known
Maneuvers Readied
Stances Known


1st

+1

+2

+0

+2
Aura of Good, Detect Evil, Sacred Smite 1/encounter

1

3

3

1


2nd

+2

+3

+0

+3
Divine Bulwark, Lay on Hands

1

4

3

1


3rd

+3

+3

+1

+3
Aura of Courage, Divine Health

1

5

3

1


4th

+4

+4

+1

+4


2

6

4

2


5th

+5

+4

+1

+4
Sacred Smite 2/encounter,

2

6

4

2


6th

+6/+1

+5

+2

+5
Sacred Strikes

2

6

4

2


7th

+7/+2

+5

+2

+5
Bastion

3

7

4

3


8th

+8/+3

+6

+2

+6


3

7

4

3


9th

+9/+4

+6

+3

+6
Blessed Smite

4

8

4

3


10th

+10/+5

+7

+3

+7
Sacred Smite 3/encounter

4

8

5

3


11th

+11/+6/+1

+7

+3

+7


5

9

5

4


12th

+12/+7/+2

+8

+4

+8
Sanctified Strikes

5

9

5

4


13th

+13/+8/+3

+8

+4

+8
Mettle

6

10

5

5


14th

+14/+9/+4

+9

+4

+9


6

11

5

5


15th

+15/+10/+5

+9

+5

+9
Sacred Smite 4/encounter

6

11

6

5


16th

+16/+11/+6/+1

+10

+5

+10


6

12

6

5


17th

+17/+12/+7/+2

+10

+5

+10


6

13

6

5


18th

+18/+13/+8/+3

+11

+6

+11


6

14

6

5


19th

+19/+14/+9/+4

+11

+6

+11
Wrath of Heaven

6

14

6

5


20th

+20/+15/+10/+5

+12

+6

+12
Sacred Smite 5/encounter

6

15

7

5




Class Features
All of the following are class features of the Divine Bastion.
Weapon and Armor Proficiency:

A Divine Bastion is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Maneuvers:

A Divine Bastion begins their career with knowledge of three martial maneuvers. The Path of War disciplines available to them are Silver Crane (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/silver-crane-maneuvers/), Eternal Guardian (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/eternal-guardian-maneuvers/) and Golden Lion (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/).
Once the Divine Bastion knows a maneuver, they must ready it before they can use it (see Maneuvers Readied, below). A maneuver usable by a Divine Bastion is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A Divine Bastion’s maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when they initiate one.
The Divine Bastion learns additional maneuvers at higher levels, as indicated on Table: Maneuver Progression. The maximum level of maneuvers gained through Divine Bastion levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to their maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A Divine Bastion must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the Divine Bastion can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level they like, as long as they observes the restriction on the highest-level maneuvers they know; the Divine Bastion need not replace the old maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level. A Divine Bastion’s initiation modifier is Wisdom, and each Divine Bastion level is counted as a full initiator level.
Maneuvers Readied:

A Divine Bastion can ready all three of their maneuvers known at 1st level, and as they advance in level and learn more maneuvers, they are able to ready more, but must still choose which maneuvers to ready. A Divine Bastion must always ready their maximum number of maneuvers readied. They ready their maneuvers by performing weapon drills or praying to their deity for ten minutes. The maneuvers they choose remain readied until they decide to meditate again and change them. The Divine Bastion does not need to sleep or rest for any long period of time in order to ready their maneuvers; any time they spend ten minutes in prayer and practice, they can change their readied maneuvers.
A Divine Bastion begins an encounter with all their readied maneuvers unexpended, regardless of how many times they might have already used them since they chose them. When they initiate a maneuver, they expend it for the current encounter, so each of their readied maneuvers can be used once per encounter (unless they recovers them, as described below).
In order for the Divine Bastion to recover maneuvers, they must project their holy power, protecting their allies from harm as a full-round action. When they does so, they recovers a number of expended maneuvers equal to their Divine Bastion initiation modifier (minimum 2) and each ally within 30 feet gains a sacred bonus equal to the Divine Bastion’s initiation modifier (minimum 1) to their AC and on saving throws for one round. Alternately, the Divine Bastion may focus inward and recover a single maneuver as a standard action.
Stances Known:

A Divine Bastion begins play with knowledge of one stance from any discipline open to the class. At 4th, 7th, 11th, and 13th levels, they can select an additional stance to learn. The maximum level of stances gained through Divine Bastion levels is limited by those listed in Table: Maneuver Progression. Unlike maneuvers, stances are not expended and the Divine Bastion does not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a Divine Bastion cannot learn a new stance at higher levels in place of one they already knows.
Aura of Good (Ex):

The power of a Divine Bastion’s aura of good (see Detect Good spell) is equal to their class level.
Detect Evil (Sp):

At will, a Divine Bastion can use detect evil, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Divine Bastion does not detect evil in any other object or individual within range.
Sacred Smite (Ex):

Driven by the courage of your convictions and the ironclad strength of your beliefs, you can smite those who dare stand against your cause. Once per encounter you can concentrate the power of your faith into a single attack. On the next melee attack you make you gain a bonus on your attack roll and damage roll equal to your Wisdom bonus (if any).
At 5th level, and every 5 levels thereafter, the Divine Bastion may smite an additional time per encounter.
At 20th level, Sacred Smite now applies to every attack in a full attack action and to every attack in a multiple-attack-roll strike.
Divine Bulwark (Su):

Your faith shields you from harm. At 2nd level a Divine Bastion may add their Wisdom modifier to Fortitude and Reflex saving throws.
Lay on Hands (Su):

Beginning at 2nd level, a Divine Bastion can heal wounds (their own or those of others) by touch. Each day they can heal a total number of hit point equal to their class level x their wisdom modifier, distributed freely on a per-point basis. Using Lay on Hands is a standard action.
Aura of Courage (Su):

At 3rd level, a Divine Bastion is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Divine Bastion is conscious, not if they is unconscious or dead.
Divine Health (Ex):

At 3rd level, a Divine Bastion gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Sacred strikes:

Beginning at 6th level, a Divine Bastion may use Sacred Smite in conjunction with the “Strike” category of martial maneuvers. If the Strike involves multiple attacks only the first attack benefits from Sacred Smite.
Bastion (Su):

Your faith reinforces your armor. As long as the Divine Bastion is wearing medium or heavy armor, they add their Wisdom bonus (if any) to their armor bonus when calculating their AC.
This bonus thus applies even when the Divine Bastion is flat-footed BUT does not apply against touch attacks.
Blessed Smite:

At 9th level, upon a successful attack using Sacred Smite you may heal yourself or an ally within thirty feet. This healing is drawn from your Lay On Hands pool. The maximum amount of hit points healed with a single use of this is equal to your wisdom modifier.
Mettle (Ex):

You can resist magical attacks with greater effectiveness than other warriors. Beginning at 13th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
Sanctified Strikes (Su):

Weapons you wield are always treated as good-aligned for the purpose of bypassing damage reduction. Healing an ally or yourself via Blessed Smite or a martial maneuver grants the target a sacred bonus on attack rolls and checks to overcome spell resistance. This bonus is equal to your Wisdom modifier and lasts for 3 rounds.
Wrath of Heaven (Su):

Your attacks, combat maneuvers, Sacred Smite attacks, and attacks against Evil Outsiders and Undead deal 1d6 bonus holy damage to Evil enemies. This damage stacks with itself per valid triggering condition. For example if you were to successfully perform a Sacred Strike (Sacred Smite + Grim Guard’s Laughter) against a Balor, you would deal an additional 4d6 holy damage.