Savior

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Revision as of 03:18, 9 December 2007 by 24.107.159.156 (Talk)

Alignment: Any Good

Hit Die: 1d10

Requirements: Life, Holy, Light, Guardian ect. Caller. BAB +2

Class Skills

The savior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Savior
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell Pool Improvement
1st+1+2+0+0 Improved Life Calling, Smite 1/day, Extra Spell (2nd Level), Turn Undead
2nd+2+3+0+0 Savior Talent, Aura of Courage, Divine Health, Divine Grace
3rd+3+3+1+1 Smite 2/day, Extra Spell (3rd Level) +1
4th+4+4+1+1Savior Talent
5th+5+4+1+1 Smite 3/day, Extra Spell (4th Level)
6th+6/+1+5+2+2 Savior Talent +1
7th+7/+2+5+2+2 Smite 4/day, Extra Spell (5th Level)
8th+8/+3+6+2+2Savior Talent
9th+9/+4+6+3+3 Smite 5/day, Extra Spell (6th Level) +1
10th+10/+5+7+3+3Savior Talent

Class Features

Weapon and Armor Proficiency: A savior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Code of Conduct: A savior must be of good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a savior’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Smite: Smite works regardless of alignment, but does have certain requirements; first, it can only be used on creatures with an intelligence score of 7 or higher. It can only be used when the Savior believes the target to be guilty of some moral fault. Power is doubled vs. Undead

Talents

Radiance

Prerequisites: None

Description: Any spells with the 'light' descriptor have their illumination ragne doubled, and the spell is treated as it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel magical darkness.


Empowered Healing

Prerequisites: None

Description: When you cast any healing spells, that spell is affected as though by the Empower Spell feat. That spell does not use up a higher-level slot.


Maximize Healing

Prerequisites: None

Description: When you cast any healing spells, that spell is affected as though by the Maximize Spell feat. That spell does not use up a higher-level slot.


Exorcism + Resist Possession

Prerequisites: None

Description: As Sacred Exorcism abilities


Holy Blade

Prerequisites: None

Description: You bestow a magic enhancement upon your weapon while it is in your hands. It deals +2d6 holy damage against evil creatures (such as undead and demons)


Brilliant Blade

Prerequisites: Holy Blade

Description: You bestow a magic enhancement upon your weapon while it is in your hands. Your weapon gains the Brilliant Energy enhancement while in your hands. This can be activated and deactivated at will.


Spurn Death's Touch

Prerequisites: Holy Blade

Description: Apply your wisdom modifier as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will Saves.


True Death

Prerequisites: Spurn Death's Touch

Description: Undead killed by a Savior with this ability by either by melee attacks or spells, can never rise again as undead. They are forever destroyed.


Sealed Life

Prerequisites: True Death

Description: You cannot lose levels due to energy drain effects from undead.

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