Holy Warrior
Many are those that wield arms and train the art of combat throughout Litarra, the wastelands are not for the unprepared. Among these warriors, however, a few outshine the rest, not for their combat prowess, but for their unshakeable faith that their life are meant for a higher purpose. These champions are known as holy warriors and for them, their lives are devoted to their patron deity and it's sacred causes. They follow rigorous codes of conduct and strive to become exemplars of wisdom, kindness and courage.
Role: Holy warriors serve as beacons for their allies and members of their faith within the chaos of battle. While deadly in combat, they can also empower others to ain in their crusades. Their martial skills make them well suited to defending others and blessing those that support their faith.
Aligment: A holy warrior's aligment must be the same as their patron deity.
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Trained.
Modified version: Modified by Roberto Sanches.
Class Skills
The holy warrior’s class skills are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Skill Ranks per Level: 2 + Int modifier.Table: Holy Warrior
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Aura Patronus, divine boon, holy domain |
| 2nd | +2 | +3 | +0 | +3 | Divine grace |
| 3rd | +3 | +3 | +1 | +3 | Aura of courage. mercy |
| 4th | +4 | +4 | +1 | +4 | Prayer of favor |
| 5th | +5 | +4 | +1 | +4 | Divine bond |
| 6th | +6/+1 | +5 | +2 | +5 | Mercy |
| 7th | +7/+2 | +5 | +2 | +5 | Divine boon, prayer of resilience |
| 8th | +8/+3 | +6 | +2 | +6 | Aura of resolve |
| 9th | +9/+4 | +6 | +3 | +6 | Mercy |
| 10th | +10/+5 | +7 | +3 | +7 | Prayer of vision |
| 11th | +11/+6/+1 | +7 | +3 | +7 | Aura of purity |
| 12th | +12/+7/+2 | +8 | +4 | +8 | Mercy |
| 13th | +13/+8/+3 | +8 | +4 | +8 | Divine boon, prayer of protection |
| 14th | +14/+9/+4 | +9 | +4 | +9 | Aura of faith |
| 15th | +15/+10/+5 | +9 | +5 | +9 | Mercy |
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | Domain boon |
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | Aura of righteousness |
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | Mercy |
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | Divine boon |
| 20th | +20/+15/+10/+5 | +12 | +6 | +12 | Capstone ability |
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).Aura (Ex or Su)
A holy warrior's duty is to serve the will of deity in the material plane. She are champions that enforce orders and commandments from their divine patrons. Her actions will often take her through dangerous paths, filled with temptation. To ensure their servants are able to carry their precepts and any tasks that may be required, a patron deity grants their servant defensive auras, to keep a holy warrior pure of mind, body and spirit. Aura Patronus (Ex): A holy warrior of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Aura of Courage (Ex): At 3rd level, a holy warrior is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead. Aura of Resolve (Su): At 8th level, a holy warrior is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead. Aura of Purity (Su): At 11th level, a holy warrior is immune to all diseases and curses, including those from supernatural and magical origins. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against diseases and curse effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead. Aura of Faith (Su): At 14th level, a holy warrior's weapons are treated as aligned to her patron aligment for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as being aligned to her deity’s aligment for the purposes of overcoming Damage Reduction. A holy warrior of a neutral deity must choose a single aligment either on the law/chaos axis or the good/evil axis as he gains this ability. Once this choice is made, it cannot be reversed. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead. Aura of Righteousness (Su): At 17th level, a holy warrior gains DR 5/alignment-based and immunity to compulsion spells and spell-like abilities. This damage reduction can be overcome by weapons imbued with aligment opposite to those from her aura of faith (a chaotic good holy warrior, for example, gains DR 5/evil-law). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead.Holy Domain
A holy warrior deity influence her aligment, the training she goes through, her values and how others see her. A holy warrior chooses one domain from holy domain from among those belonging to her deity. Each domain adds skills to the holy warrior class skills and grants some divine boons. A complete list of holy domains can be found on each religion description.Divine Boon
As a holy warrior gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the holy warrior's chosen deity. Each holy domain grants four boons, each more powerful than the last. At 1st level, the holy warrior gains the first boon. At 7th level, she gains the second boon, at 13th level, she gains the third boon, and at 19th level, she gains the fourth boon. When a divine boon grants a spell-like ability, the holy warrior's caster level for the spell-like ability equals her total character level and the DC, if any, is based on her Charisma modifier.Divine Grace (Su)
At 2nd level, a holy warrior gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.Lay on Hands (Su)
Beginning at 2nd level, a holy warrior can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her holy warrior level plus her Charisma modifier. With one use of this ability, a holy warrior can heal 1d6 hit points of damage for every two holy warrior levels she possesses. Using this ability is a standard action, unless the holy warrior targets herself, in which case it is a swift action. Despite the name of this ability, a holy warrior only needs one free hand to use this ability.Mercy (Su)
At 3rd level, and every three levels thereafter, a holy warrior can select one mercy. Each mercy adds an effect to the holy warrior’s lay on hands ability. Whenever the holy warrior uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the holy warrior. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the holy warrior can select from the following initial mercies.- Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
- Fatigued: The target is no longer fatigued.
- Riled: The holy warrior’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the holy warrior’s level as the caster level.
- Shaken: The target is no longer shaken.
- Sickened: The target is no longer sickened.
- Dazed: The target is no longer dazed.
- Diseased: The holy warrior’s lay on hands ability also acts as remove disease, using the holy warrior’s level as the caster level.
- Enfeebled: The holy warrior dispels any magical effects that are reducing one of the target’s ability scores (holy warrior’s choice).
- Haunted: The holy warrior’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the holy warrior’s level as the caster level.
- Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
- Targeted: The holy warrior’s lay on hands also acts as sanctuary, using the holy warrior’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the holy warrior’s level + the holy warrior’s Charisma modifier.
- Confused: The target is no longer confused.
- Cursed: The holy warrior’s lay on hands ability also acts as remove curse, using the holy warrior’s level as the caster level.
- Exhausted: The target is no longer exhausted. The holy warrior must have the fatigue mercy before selecting this mercy.
- Frightened: The target is no longer frightened. The holy warrior must have the shaken mercy before selecting this mercy.
- Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the holy warrior’s level.
- Nauseated: The target is no longer nauseated. The holy warrior must have the sickened mercy before selecting this mercy.
- Poisoned: The holy warrior’s lay on hands ability also acts as neutralize poison, using the holy warrior’s level as the caster level.
- Restorative: The target heals 1d4 points of ability damage from a single ability score of the holy warrior’s choosing. The holy warrior must have the enfeebled mercy before selecting this mercy.
- Amputated: The holy warrior’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The holy warrior must have the injured mercy before she can select this mercy.
- Blinded: The target is no longer blinded.
- Deafened: The target is no longer deafened.
- Ensorcelled: The holy warrior’s lay on hands also acts as dispel magic, using the holy warrior’s level as her caster level (maximum 20).
- Paralyzed: The target is no longer paralyzed.
- Petrified: The holy warrior’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature.
- Stunned: The target is no longer stunned.
Prayer (Su)
A Holy warrior maintain an unique link to her deity, allowing her to channel a small part of divine energy through her body. A holy warrior can use this ability a number of times per day equal to her Wisdom modifier. At 7th level and every three levels thereafter a holy warrior can use this a prayer an additional time per day. A prayer is a spell-like ability, the holy warrior's caster level for the spell-like ability equals her total character level and the DC, if any, is based on her Wisdom modifier. Prayer of Favor: At 4th level a holy warrior can call forth a prayer of favor, this works just like the divine favor spell. Prayer of Resilience: At 7th level a holy warrior can call forth a prayer of resilience, this works just like the iron skin spell. Prayer of Vision: At 10th level a holy warrior can call forth a prayer of vision, this works just like the litany of sight spell. Prayer of Protection: At 13th level a holy warrior can call forth a prayer of protection, this works just like the deathward spell.Divine Bond (Sp)
Upon reaching 5th level, a holy warrior forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the holy warrior to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per holy warrior level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the holy warrior but resumes giving bonuses if returned to the holy warrior. These bonuses apply to only one end of a double weapon. A holy warrior can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the holy warrior loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the holy warrior takes a –1 penalty on attack and weapon damage rolls. The second type of bond allows a holy warrior to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium holy warrior) or a pony (for a Small holy warrior), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the holy warrior’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6. In addition to horses, a holy warrior may select an animal associted to her deity. The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a holy warrior’s bonded mount. Once per day, as a full-round action, a holy warrior may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the holy warrior’s level. The mount immediately appears adjacent to the holy warrior. A holy warrior can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a holy warrior’s mount gains spell resistance equal to the holy warrior’s level + 11. Should the holy warrior’s mount die, the holy warrior may not summon another mount for 30 days or until she gains a holy warrior level, whichever comes first. During this 30-day period, the holy warrior takes a –1 penalty on attack and weapon damage rolls.Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. Crusader Champion (Su): At 20th level, the paladin’s zeal is so inspiring that it affects all around her. The ranges of all of the paladin’s auras increase by 30 feet. Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. She is forevermore treated as an outsider rather than as a humanoid (or whatever the holy warrior's creature type was) for the purpose of spells and magical effects. Additionaly, the holy warrior's damage resistance from her aura of righteousness increases to 10.Ex-Holy Warriors
A holy warrior who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple and martial weapons. She cannot thereafter gain levels as a holy warrior of that god until she atones for her deeds (see the atonement spell description).Section 15: Copyright Notice
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Modified version: Modified by Roberto Sanches.
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