Author Topic: Warsanct  (Read 2734 times)

Offline Laughing Octopus

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Warsanct
« on: October 29, 2018, 11:09:50 PM »
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.

Blessings
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.

Blessings
Air
Storm Strike
You can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue sparks and deals an additional 1d4 points of electricity damage with each hit.
Wind Barrier
You can create a barrier of fast winds around yourself for 1 minute. Ranged attacks suffer a 65% miss chance to hit you, though your ranged attacks are unaffected.
Animal
Animal Fury
You can touch one ally and grant it feral features. The ally gains a +2 bonus to Strength, Dexterity, and Constitution for 1 minute.
Battle Companion
You can summon a battle companion. This ability functions as summon nature’s ally V with a duration of 1 minute. For every 2 levels beyond 10th, the level of the summon nature’s ally spell increases by 1 (to a maximum of summon nature’s ally IX at 18th level).
Artifice
Crafter’s Wrath
You can touch one weapon and grant it greater potential destructive force. For 1 minute, this weapon gains the keen special ability.
Fortified Garb
You can touch a suit of armor and enhance its protection. For 1 minute, this armor gains a +2 Armor Class bonus. For every 5 levels beyond 10th, this bonus increases by +1.
Chaos
Anarchic Strike
You can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon deals an additional 1d6 points of damage against lawful creatures.
Aura of Madness
You can emit wave of madness for 1 minute. Enemies within this aura are affected by confusion unless they make a successful Will Save.
Cold
Ice Strike
You can touch one weapon and enhance it with the power of ice. For 1 minute, this weapon deals an additional 1d4 points of cold damage with each strike.
Armor of Ice
You can touch any one ally and wreath it in freezing mist. Your ally takes 50% less damage from cold attacks and enemies that strike them take 1d6 cold damage for 1 minute.
Darkness
Enshrouding Darkness
You can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting them 20% concealment.
Darkened Vision
You can place a shroud of darkness around the eyes of one foe within 30 feet. The target must succeed at a Will saving throw or be blinded for 1 minute.
Death
Deadly Fervor
You can use your fervor to channel negative energy into a living target. With a successful touch attack, you deal damage equal to the healing your fervor would otherwise apply.
Death’s Touch
You can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. These temporary negative levels stack.
Destruction
Destructive Attacks
You can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your warsanct level.
Ruiner
You can grant your weapon the ability to strike the core of those normally outside the scope of mortal precision. You are able to critically hit constructs, elementals, plants, undead, and incorporeal creatures for 1 minute.
Dream
Dreamscape
You can craft a shared dream that enemies nearby all experience. Those that fail their Will Save are fascinated by their illusionary surroundings, but will be freed from the illusion if they or someone nearby is attacked. This dream lasts for 1 minute.
Perceived Figment
You can touch an ally to grant them a dream-like appearance. For 1 minute, enemies have difficulty perceiving them and require a Will Save to attack them directly.
Earth
Acid Strike
You can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike.
Armor of Earth
You can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level).
Evil
Unholy Strike
You can touch one weapon and give it an evil blessing. For 1 minute, this weapon deals an additional 1d6 points of damage against good creatures.
Blasphemous Word
You can utter a dark command at a good-aligned enemy within 30 feet. If they fail to succeed a Fortitude Save, they are stunned for a number of rounds equal to 1/3 your warsanct level. Otherwise they are dazed for the same duration.
Fire
Fire Strike
You can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit.
Armor of Flame
You can touch an ally to wreath it in flames. Your ally takes 50% less damage from fire attacks and enemies that strike them take 1d6 fire damage for 1 minute.
Fury
Spark of Rage
You can touch an ally to send them into a fearsome rage. They gain a +2 bonus to Strength, Constitution, and Will saves, while also taking a -2 penalty to AC.
If your ally has the rage class feature, they gain the bonuses granted by that class feature instead.
Furious Might
You can empower yourself with divine fury, increasing your size and power. You also gain a +4 bonus to Strength, a +2 bonus to Constitution, and a +3 bonus to damage. Your increased size however imposes a -1 AC and attack roll penalty. This blessing lasts for 1 minute.
Good
Holy Strike
You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon deals an additional 1d6 points of damage against evil creatures.
Holy Word
You can speak a sacred declaration at an evil-aligned enemy within 30 feet. If they fail to succeed a Fortitude Save, they are stunned for a number of rounds equal to 1/3 your warsanct level. Otherwise they are dazed for the same duration.
Healing
Provident Healing
You can provide a boon to healing magic to allies nearby. For 1 minute, when your allies are targetted by spells of the healing subschool, they receive 1d8 temporary hit points per level of the spell. These temporary hit ponts last for 1 minute.
Fast Healing
You can touch an ally and grant it fast healing equal to 1/3 your warsanct level for 1 minute.
Knowledge
Danger Sense
You can recieve a brief premonition, warning of deadly attacks. Using this foresight, you are able to avoid and are effectively immune to sneak attacks for 1 minute.
True Assault
You can grant nearby allies a flash of insight. For 1 round, you and your allies receive a clear sight of the perfect opening, and receive a +20 bonus to attack rolls.
Law
Axiomatic Strike
You can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon deals an additional 1d6 points of damage against chaotic creatures.
Divine Edict
You can issue a decree to all enemies nearby, and those that fail the Will Save will suffer a -2 penalty to their Armor Class. This penalty lasts for 1 minute.
Luck
Unlucky Enemy
You can bestow a curse upon a foe within 30 feet, causing them to fumble and slip. If they fail a Will Save, they suffer a -2 penalty on AC and attack rolls for 1 minute.
Lucky Break
You are able to avoid what could have been a dangerous blow. The next attack that would have struck you otherwise swings wide and misses completely. This lasts for the next successful attack or 1 minute.
Magic
Blessed Shield
You can project a magical barrier of force around yourself, providing a +4 AC bonus for 1 minute. This bonus increases by +1 for every 10 levels or warsanct you have.
Magic Exposure
You can reduce an enemy's spell resistance with a successful touch. The spell resistance is reduced by 1/2 your warsanct level, and lasts for a number of rounds equal to 1/3 your warsanct level.
Pestilence
Plague Tolerance
You can grant an ally a bonus to resist poisons and diseases equal to 1/3 your warsanct level. This bonus lasts for 1 minute.
Touch of Rot
You can inflict a virulent pestilence on a foe with a touch. They take damage every round equal to 1/3 your warsanct level for 1 minute. This is a disease effect.

CONTINUED BELOW

Offline The Oomgosh

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Re: Warsanct
« Reply #1 on: February 04, 2019, 03:26:57 PM »
 Warsanct Continued

Plant
Vine Strike
You can grant a weapon the power to conjure a verdant growth. Whenever it strikes an enemy, they must succeed a Reflex Save or become entangled for 2 rounds. This blessing lasts for 1 minute.
Barkskin
You can gain a shell of wooden bark that covers your skin, granting a natural armor bonus of +2 for 1 minute. This bonus increases by +1 for every four levels after 10th.
Protection
Divine Resistance
You can gain a resistance bonus to your saving throws equal to +1, with an additional +1 for every ten levels of warsanct.
Aura of Protection
You can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Strength
Strength Surge
You can focus your own strength, gaining an enhancement bonus equal to 1/2 your warsanct level to your Strength. This lasts for a number of rounds equal to 1/2 your warsanct level.
Bestow Resolve
You can grace nearby allies with a steely resolve to withstand damage, granting temporary hit points equal to your warsanct level + your Wisdom modifier. These hit points last for 1 minute.
Sun
Blinding Strike
You can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for a number of rounds equal to 1/2 your warsanct level. If it succeeds at a Reflex saving throw, it’s instead dazzled for the same duration. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw.
Cleansing Fire
You can touch a weapon and wreath it in purifying flames, granting a bonus 1d6 fire damage. It also gains a bonus 1d6 damage and +2 attack bonus vs undead. This fire lasts for 1 minute.
Time
Time Slough
You can bestow an obstructed flow of time on your opponent, less able to defend themselves and moving more slowly. Those that fail a Will Save suffer a -4 penalty to AC and move at half speed for 1 minute.
Pervasive Maneuvers
You can grant an ally the ability to manifest attacks from multiple possibilities. For 1 minute they are able to make an additional attack at their highest base attack bonus from this second reality. At 20th level, they can manifest a second attack.
Travel
Agile Feet
You can free yourself from any impediment to your movement speed, such as unsteady surfaces or magical effects.
Dimensional Hop
You are able to instantly shift your position a short distance, teleporting to any location you can see.
Trickery
Double
You can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warsanct level, or until the illusory duplicate is dispelled or destroyed.
Vanish
You can disappear from sight, becoming completely invisible for 3 rounds.
Undeath
From the Grave
You can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Intimidate and Taunt checks, as well as a +2 profane bonus on Fortitude saves and saves against mind-affecting effects.
Deathly Pallor
Your body can take on a near complete absence of vitality. For 1 minute, you are immune to sneak attack, critical hits, and energy drain.
War
Warcry
You can bellow a fearsome warcry over the battlefield. Opponents that hear it must make a successful Will Save or flee from you. This is a fear effect.
Instrument of War
You can touch a weapon, increasing its lethality in combat. For 1 minute, the weapon gains a +1 bonus for every 5 levels of warsanct you possess.
Water
Drench
You can coat one of your allies in a sheet of water. For 1 minute, his provides resistance to fire damage equal to your warsanct level.
Roiling Mist
You can touch the ground to cause a shrouding fog to appear, concealing all allies nearby for 1 minute.
Early in the morning in the middle of the night, two dead boys got up to fight. One was blind, the other couldn't see, so they chose the devil as the referee.
   Back to back, they faced each other; drew their swords, and shot each other. A deaf policeman heard the noise, and soon arrested the two dead boys.