Post by Sardinal on Oct 22, 2012 18:51:21 GMT -5
The Warrior of Faith
Conviction, Faith, and the Power of the soul are the Warrior of Faiths chosen weapons. Their strength flows from their own soul, and only beings capable of harnessing the power of a soul (Gods, the 9 Lords of Hell, and the 7 Princes of Heaven) can grant such power. Few have the purity of Faith to walk the path of the Warrior of Faith, but those few are rewarded with the power to protect, to heal, and to smite.
Alignment: Warriors of Faith cannot be True Neutral. Warriors of Faith, like clerics, may only be one step removed on one axis from their God.
Religion: Warriors of Faith must worship a God, or receive their power from one of the very few other beings capable of granting such power.
Code of Conduct: The Warrior of Faith is bound by a specific Code of Conduct laid down by his God, Church, and/or Faith. If he ever willingly commits an act against this code he loses all class abilities. Part of this code always involves respecting the Authority of ones God and Church, but the code may otherwise differ between Gods, Churches, and specific Knightly Orders.
Background: Few ever choose to become a Warrior of Faith. Becoming such a Warrior is to answer a call, to accept a destiny. Such a calling is rare, and cannot be forced or faked. It can, however, be ignored. Some so called deny it and pursue a lesser life instead.
Abilities, Hit Die, Weapon and Armor Proficiencies, Base Attack, Saves and Spell Progression all as Paladin in the PHB.
Class Skills: Concentration, Craft, Handle Animal, Heal, Knowledge: Nobility and Royalty, Knowledge: Religion, Profession, and Ride. Skill points at first and progressive levels as Paladin in the PHB.
Spell List If Good, as Paladin in PHB
If Evil as Blackguard in DMG
If Chaos as Holy Liberator in CD page 46. +Entropic Weapon (As Bless Weapon but Chaos Aligned.)
If Law as Good but replace all spells with the Good descriptor with the appropriate Law versions. + Order Weapon (As Bless Weapon, but Law aligned.)
Special Abilities:
1st Level: Focused Alignment: At first Level the Warrior of Faith must choose one aspect of his alignment to focus on. This choice cannot be Neutral. This choice will determine what power he gains. Once made, this choice cannot be changed. The Warrior of Faith must also choose whether he channels positive or negative energy at this point. Warriors of Faith that have "good" in their alignment or who worship a good God must choose positive energy. Those with evil must choose negative energy. LN and CN may choose either provided their God is also Neutral on the good/evil axis. Once chosen this choice cannot be changed.
Title of Distinction: At first level, The warrior of Faith gains an honorary title within his faith and is trained in further class skills. The Title and and Skill are decided by his Focused Alignment.
Good: Paladin/Holy Knight/Sacred Knight - Diplomacy and Sense Motive
Chaos: Perogator/Liberator/Freedom Knight/Slaughter Knight - Intimidate and Bluff
Evil: Malevolator/Dreadguard/Shadowknight - Intimidate and Bluff
Law: Justicar/Preceptor/Tyrannor/Tyrantknight - Diplomacy and Sense Motive
Aura: As the 1st level Cleric ability
Detect Opposed Alignment: As the Paladins Detect Evil but the Warrior gains the detection of the alignment opposite his Focused Alignment.
Smite Opposed Alignment: 1/day As the Paladins Smite Evil but the Warrior smites the alignment opposite his Focused Alignment. Gain an additional use /day at levels 5, 10, 15, and 20.
2nd Level: Divine Grace: As Paladin in PHB.
Hands of Faith Warriors of Faith that channel Positive energy gain Lay on Hands as Paladin in the PHB. Warriors of Faith that channel Negative Energy gain Lifetap: Calculate as Lay on Hands then divide by 2. The Warrior deals that much damage to an enemy and gains that damage as healing to himself. Used on Undead, the undead receive the undivided amount as healing. Other wise works as Lay on Hands.
3rd Level: Divine Health as Paladin in PHB
Aura of Faith: The Warrior of Faith gains an Aura based on his Focused Alignment.
Good: Aura of Courage: As Paladin in PHB
Chaos: Aura of Resolve: As Holy Liberator in CW page 46.
Evil: Aura of Despair: As blackguard in DMG
Law: Aura of Courage:
4th Level: Turn Undead: The Warrior of Faith gains turn/destroy as Paladin in the PHB if he channels Positive Energy. He gains rebuke/command if he channels Negative Energy.
5th Level: Special Mount As Paladin in PHB.
6th Level: Dispel Opposed Alignment: The Paladin gains the spell-like ability to cast one of the following spells 1/day based on his Focused Alignment
Good: Dispel Evil
Chaos: Dispel Law
Evil: Dispel Good
Law: Dispel Chaos
one additional use per day gained at levels 9, 12, 15, 18.
Conviction, Faith, and the Power of the soul are the Warrior of Faiths chosen weapons. Their strength flows from their own soul, and only beings capable of harnessing the power of a soul (Gods, the 9 Lords of Hell, and the 7 Princes of Heaven) can grant such power. Few have the purity of Faith to walk the path of the Warrior of Faith, but those few are rewarded with the power to protect, to heal, and to smite.
Alignment: Warriors of Faith cannot be True Neutral. Warriors of Faith, like clerics, may only be one step removed on one axis from their God.
Religion: Warriors of Faith must worship a God, or receive their power from one of the very few other beings capable of granting such power.
Code of Conduct: The Warrior of Faith is bound by a specific Code of Conduct laid down by his God, Church, and/or Faith. If he ever willingly commits an act against this code he loses all class abilities. Part of this code always involves respecting the Authority of ones God and Church, but the code may otherwise differ between Gods, Churches, and specific Knightly Orders.
Background: Few ever choose to become a Warrior of Faith. Becoming such a Warrior is to answer a call, to accept a destiny. Such a calling is rare, and cannot be forced or faked. It can, however, be ignored. Some so called deny it and pursue a lesser life instead.
Abilities, Hit Die, Weapon and Armor Proficiencies, Base Attack, Saves and Spell Progression all as Paladin in the PHB.
Class Skills: Concentration, Craft, Handle Animal, Heal, Knowledge: Nobility and Royalty, Knowledge: Religion, Profession, and Ride. Skill points at first and progressive levels as Paladin in the PHB.
Spell List If Good, as Paladin in PHB
If Evil as Blackguard in DMG
If Chaos as Holy Liberator in CD page 46. +Entropic Weapon (As Bless Weapon but Chaos Aligned.)
If Law as Good but replace all spells with the Good descriptor with the appropriate Law versions. + Order Weapon (As Bless Weapon, but Law aligned.)
Special Abilities:
1st Level: Focused Alignment: At first Level the Warrior of Faith must choose one aspect of his alignment to focus on. This choice cannot be Neutral. This choice will determine what power he gains. Once made, this choice cannot be changed. The Warrior of Faith must also choose whether he channels positive or negative energy at this point. Warriors of Faith that have "good" in their alignment or who worship a good God must choose positive energy. Those with evil must choose negative energy. LN and CN may choose either provided their God is also Neutral on the good/evil axis. Once chosen this choice cannot be changed.
Title of Distinction: At first level, The warrior of Faith gains an honorary title within his faith and is trained in further class skills. The Title and and Skill are decided by his Focused Alignment.
Good: Paladin/Holy Knight/Sacred Knight - Diplomacy and Sense Motive
Chaos: Perogator/Liberator/Freedom Knight/Slaughter Knight - Intimidate and Bluff
Evil: Malevolator/Dreadguard/Shadowknight - Intimidate and Bluff
Law: Justicar/Preceptor/Tyrannor/Tyrantknight - Diplomacy and Sense Motive
Aura: As the 1st level Cleric ability
Detect Opposed Alignment: As the Paladins Detect Evil but the Warrior gains the detection of the alignment opposite his Focused Alignment.
Smite Opposed Alignment: 1/day As the Paladins Smite Evil but the Warrior smites the alignment opposite his Focused Alignment. Gain an additional use /day at levels 5, 10, 15, and 20.
2nd Level: Divine Grace: As Paladin in PHB.
Hands of Faith Warriors of Faith that channel Positive energy gain Lay on Hands as Paladin in the PHB. Warriors of Faith that channel Negative Energy gain Lifetap: Calculate as Lay on Hands then divide by 2. The Warrior deals that much damage to an enemy and gains that damage as healing to himself. Used on Undead, the undead receive the undivided amount as healing. Other wise works as Lay on Hands.
3rd Level: Divine Health as Paladin in PHB
Aura of Faith: The Warrior of Faith gains an Aura based on his Focused Alignment.
Good: Aura of Courage: As Paladin in PHB
Chaos: Aura of Resolve: As Holy Liberator in CW page 46.
Evil: Aura of Despair: As blackguard in DMG
Law: Aura of Courage:
4th Level: Turn Undead: The Warrior of Faith gains turn/destroy as Paladin in the PHB if he channels Positive Energy. He gains rebuke/command if he channels Negative Energy.
5th Level: Special Mount As Paladin in PHB.
6th Level: Dispel Opposed Alignment: The Paladin gains the spell-like ability to cast one of the following spells 1/day based on his Focused Alignment
Good: Dispel Evil
Chaos: Dispel Law
Evil: Dispel Good
Law: Dispel Chaos
one additional use per day gained at levels 9, 12, 15, 18.