Savior
From Arinthdnd
Alignment: Any Good
Hit Die: 1d10
Requirements: Life, Holy, Light, Guardian ect. Caller. BAB +2
[edit] 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.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spell 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 | +1 | Savior 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 | |
8th | +8/+3 | +6 | +2 | +2 | Savior Talent | |
9th | +9/+4 | +6 | +3 | +3 | Smite 5/day | +1 |
10th | +10/+5 | +7 | +3 | +3 | Savior Talent |
[edit] 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
[edit] 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.