Warsanct
From Myths of Atalan Wiki
Base Classes | Prestige Classes | |||||
---|---|---|---|---|---|
Barbarian | Bard | Cleric | Druid | Eldryn | Fighter | Monk | Wizard | |||||
Ranger | Rogue | Sorcerer | Spirit Shaman | Swashbuckler | Warsanct |
WARSANCTS ARE CURRENTLY NOT AVAILABLE, SINCE THE EVENTS OF THE SEVERANCE
Warsancts
Capable of calling upon the power of the gods in the form of blessings and spells, warsancts blend divine magic with martial skill. They are unflinching bastions of their faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs. While clerics might be subtle and use diplomacy to accomplish their aims, warsancts aren’t above using violence whenever the situation warrants it. In many faiths, warsancts form the core of the church’s martial forces—reclaiming lost relics, rescuing captured clergy, and defending the church’s tenets from all challenges.
Warsancts can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.
Class Features:
Hit Die: d8
Base Attack Bonus: Medium.
High Saves: Fortitude and Will.
Weapon Proficiencies: Warsancts are proficient with all simple and martial weapons, as well as their deity's favored weapon.
Armor Proficiencies: Light armor and shields (except tower shields) at level 1, medium armor at level 2, and heavy armor at level 4.
Skill Points: 4 + Int modifier per level, x4 at first level.
Class Skills: Acrobatics, Diplomacy, Heal, Intimidate, Knowledge Religion, Knowledge Architecture, Sense Motive, Spellcraft, and Survival.
Spells: A warsanct casts divine spells, which are drawn from the cleric spell list. A warsanct must choose and prepare his spells in advance. To prepare or cast a spell, a warsanct must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).
Blessings: Warsancts can wield powers granted by their deity and their domains. Each blessing grants a minor power at first level and a major power at tenth level. A warsanct can call upon the power of his blessings a number of times per day equal to 3 + 1/2 his warsanct level.
Blessings that require a saving throw have a DC equal to 10 + 1/2 the warsanct's level + the warsanct's Wisdom modifier.
Sacred Weapon: A deity's favored weapon can be charged with the power of a warsanct's faith, in addition to any weapon for which he has the Weapon Focus feat. At first level, the weapon can be granted a bonus 1d4 of damage. This bonus increases to 1d6 at fourth level, 1d8 at tenth, 1d10 at sixteenth, 2d6 at twenty-second, and 2d8 at twenty-eighth. The weapon loses its bonus when unequipped.
Fervor: At second level, a warsanct can draw upon the power of his faith to heal a touched creature of 1d6 points of damage, plus an additional 1d6 points of damage for every three warsanct levels he possesses above second. Alternatively, the warsanct can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Senescian warsancts harm living creatures and heal undead. This ability can be used a number of times per day equal to 1/2 his warsanct level + his Wisdom modifier.
Bonus Feat: At third level and every three warsanct levels thereafter, a warsanct gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A warsanct must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Anoint Weapon: At fourth level, a warsanct can anoint his sacred weapon with blessed oils, providing it with a +1 enhancement bonus. Every six levels beyond fourth, this enhancement bonus increases by an additional +1. This bonus lasts for one minute, and can be applied a number of times per day equal to 1/2 his warsanct level.
At thirteenth level, this anointing also provides the sacred weapon a bonus 1d6 energy damage. The warsanct can choose from acid, cold, electricity, and fire damage.
Anoint Armor: At seventh level, a warsanct can also anoint his armor, providing it with a +1 AC bonus. Every five levels beyond seventh, this AC bonus increases by an additional +1. This bonus lasts for one minute, and can be applied a number of times per day equal to his warsanct level.
At fifteenth level, this anointing also provides his armor with energy resistance 10. At twenty-fifth level, this resistance increases to 20. The warsance can choose from acid, cold, electricity, and fire resistance.
Aspect of War: At twentieth level, a warsanct can channel an aspect of war, granting himself DR 10/- and a 50% speed increase. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.