| The Holy
Warrior Class
For twenty-five years, I have adamantly opposed the concept of
'paladins' who were not lawful good. Well, Aaron Loeb and Green
Ronin Publishing gave me a reason to reconsider in The
Book of the Righteous. What follows is their
creation.* The Holy Warrior is a
core class based on the paladin which allows the GM to customize
their paladins to fit each god. Note that they are still
limited to 'good' gods. An Important Concept The
Holy Warrior class borrows the concept of Domains from the cleric.
It explains that the special abilities of the paladin are derived
from two specific domains (Champion and Guardian). Specific
gods may grant different domains, and the special abilities of
their holy warriors will therefore differ from standard paladins. But
the word 'domains' can be deceiving. Holy Warrior Domains
and Clerical domains are very different. For one thing, Holy
Warrior domain powers are stronger (just as their spells are
generally weaker). A Note Although Green Ronin
has graciously identified as Open Gaming Content the entire
chapter wherein the Holy Warrior is found, I have opted to omit
their text where possible, in order to stay within the spirit of
the Open Gaming License. Thus, I have presented only the
basics of the class below. The specifics of the holy warriors
dedicated to each deity may be found on the page dedicated to that
deity.
The Holy Warrior Core Class
Alignment - The Holy Warrior must be the same
alignment as his or her deity. Races - Any race
may choose to be a holy warrior, though it is far more common
amongst humans than any other race. Multiclassing -
The focus and dedication required of a holy warrior precludes
taking levels in any other class, with the exception that the holy
warrior may take levels in any prestige class which is acceptable
for paladins. Game Rule Information - Abilities:
Charisma is the key characteristic for most holy warrior special
abilities received through chosen domains. Strength is
important, because holy warriors often find themselves in
combat. A Wisdom score of 14 or higher is required to gain
access to the most powerful holy warrior spells; a score of at
least 11 is required to be able to cast any holy warrior spells. Alignment:
Always good. The same lawful or chaotic leaning as the
patron deity. Hit Die: d10 Class Skills -
The holy warrior's class skills (and the key ability for each
skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha),
Knowledge (Religion)(Int), Profession (Wis) and Ride (Dex).
In addition, every order of holy warriors receives two or three
additional skills as class skills. These are listed with the
specific order (on the page dedicated to the appropriate god).
Class Features -
All of the following are class features of
the Holy Warrior core class:
Weapon and Armor: Holy Warriors
are proficient with all simple and martial weapons and with light,
medium and heavy armors, and with shields.
Gifts of God: Every three levels,
starting at 3rd level, a holy warrior receives a special gift from
his or her god - usually a spell-like ability useable once a
week. In many cases, the holy warrior receives one ability
at 3rd, 6th and 9th level, then a new ability at 12th, 15th and
18th. The actual gift is detailed with the specific
order (on the page dedicated to the appropriate god).
Domain-Based Special Abilities: Every holy warrior
chooses two domains, based on his or her god's ethos, from a list
of such domains. He or she then receives special abilities
tied to those domains. Each domain provides two abilities at
1st level and a more powerful ability at 2nd level.
For example, the paladin receives special abilities from the
domains of Champion and Guardian. The power lists for those
domains are as follows:
Champion: Detect Evil, Lay on Hands, Smite Evil
(2)
Guardian: Divine Grace, Divine Health, Aura of Courage
(2)
Abilities followed by a (2) are received at second level.
Abilities not followed by a number in parentheses are received at
1st level. The actual domains and speical
abilities are detailed with the specific order (on the page
dedicated to the appropriate god).
Spells: Beginning at 4th level, the holy warrior gains
the ability to cast a few divine spells, exactly as the paladin in
the PHB.
Turn Undead: Beginning at 3rd level, holy warriors may
turn undead as a cleric of two levels lower, exactly as the
paladin in the PHB.
Special Mount/Animal Companion: Upon reaching 5th level,
a holy warrior can call an unusually intelligent, strong and loyal
steed or animal companion to aid him in the service to his god
(see the PHB, p. 43 for details). In the case of a
companion, it is usually a noble celestial bird of some
kind. It's typically a heavy warhorse in the case of a
steed. Small holy warriors receive a pony when calling for a
steed.
The actual mounts or animal companions are
detailed with the specific order (on the page dedicated to
the appropriate god). However, all holy warrior special
mounts or animal companions have all of the abilities listed in
the paladin's mount sidebar of the PHB.
Code of Conduct: Every order of holy warriors adheres
strictly to a specific code of conduct. The
actual codes are detailed with the specific order (on the
page dedicated to the appropriate god).
| Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
Per Level |
| 1 |
2 |
3 |
4 |
| 1st |
+1 |
+2 |
+0 |
+0 |
4
Domain Abilities |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
2
Domain Abilities |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Gift
of God,
Turn Undead |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
|
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Special
Mount/
Companion* |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of God |
1 |
- |
- |
- |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
Gift
of God |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
|
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of God |
1 |
1 |
1 |
- |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Gift
of God |
2 |
1 |
1 |
1 |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
| 17th |
+17/+12/+7+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Gift
of God |
3 |
2 |
2 |
1 |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
| 20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
|
3 |
3 |
3 |
3 |
*This may be postponed for more powerful
mounts, at the GM's discretion.
* - Condensed from Open Gaming material found in
The Book of the Righteous.
|