-- Darshan --
AD&D Campaign

The DM: Lord Anthrax

Netbook Class Part 3




Holy Fighter

Ability Requirements: Strength 18, Constitution 15, Wisdom 13 Prime requisites: Strength, Constitution, Charisma Races allowed : All The reason for me designing this class, is the question "Why may only LG human deities have holy warriors?" This class is designed to fit into a world where every priest and paladin is connected to a specific deity. It is designed to fit into a faith with an (partially, at least) organized church, and may thusbe a little hard to connect with chaotic faiths. In my world, this is not a problem. The holy fighter is as strongly bound to his church as the paladin. The holy fighter is a warrior, much like a paladin, under direct command of the church. He is not bound to LG alignment, but must have the same alignment as his deity. He uses the XP progression of paladins. He may use all types of armor, but is restricted in his choice of weapons. A holy fighter may only be multi- or dual-classed if that is for the good of the church. The holy fighter must seek to further the belief of his deity. A CE holy fighter of grief and pain must always cause as much pain and grief as possible, and a CN holy fighter of thievery may as well be a multi- or dual class thief. A N holy fighter must fight to keep the balance, etc.... If the holy fighter ever commits an act knowingly against the interests of his deity, he loses all powers and one level of experience. This level may not be restored by a "Restoration" spell, but must be regained in the normal fashion, using the paladin XP chart. If he commits such an act unknowingly and/or unwillingly, he must seek a priest of the same deity as soon as possible and atone. The holy fighter has the following benefits: - May specialize in (only one of) his god's preferred weapon(s). - He is immune to all diseases upon reaching 5th level. - A Holy "preferred weapon" gives the same benefits as holy sword for paladin, but the powers that depends on alignment (protection, +10 damage, etc) works only vs. holy fighters, paladins or priests of an enemy deity (Ex: Holy Fighter of Thor vs. a Frost or Fire Giant Shaman). The DM in encouraged to design new holy weapons for these fighters. A "Hammer of Thunderbolts" would be a nice base for "Holy Hammer of Thor", and to balance it all perhaps lower the MR rate. - Call for mount upon reaching 4th level; same as paladin. - Cast priest spells from the war and combat spheres upon reaching 9th level (use spell progression for paladins, no bonus spells for high wisdom). - He attracts a body of fanatic elite soldiers upon reaching 9th level. (If he has a stronghold, that is.) To decide what units he attracts, use the "Elite Units" table on pg. 27 of the PH, or design your own. He has the following restrictions: - May only be proficient in his deity's preferred weapon(s). - May not posses more than 8 magical items, any items exceeding this must be given to the church. - He must give all his incoming money, gems and art (except maximum 20 gp of cash per level) to the church, who will pay for his equipment. He may borrow money from the church to pay for expenses on missions that further the belief and attitudes of his deity. Abuse of this confidence will cause loss of all XP for the adventure. The church will help him build a stronghold when THEY feel the time for that has come. - May only employ NPC's of same alignment and, if possible, of the same faith.

HOLY SLAYER (Cleric/ Thief Kit)

Description: The churches of the lands often have their hands in many affairs. In many churches, there exists a group whose job it is to make sure these interests are protected. They operate in secret, unknown to many others in the church. In some cases, this group has no formal connections with the church, other than that they worship the same god. Only the highest in the church hierarchy even know these groups, dubbed Holy Slayers, even exist. If the church's interests are threatened, the Patriarchs may call on the Holy Slayer, who will take care of the problem, cleanly and quietly. Any one in the way are removed, often permanently. In some, they are completely separate, and the church Patriarchs may not even know they exist. Attributes: To qualify as a Holy Slayer, a character must have a Dexterity of 14, and a Wisdom of 10. Weapon Proficiencies: Holy Slayers can use any weapon a cleric can use, plus a symbolic weapon, which varies with the individual god. Non-Weapon Proficiencies: Bonus: Streetwise Required: Religion, Read/Write, Acrobatics Beginning Equipment : Holy Slayers receive a suit of leather, their symbolic weapon, and 2d4x10 gold pieces. Special Benefits: Holy Slayers receive a +1 to hit and damage when using their symbolic weapon. This rises to a high of +2 at eighth level. Armour: Although they have no penalty on armour, their thief abilities will suffer if they wear anything other than leather. Spells: Holy Slayers cast spells as a cleric of their level. Special Hindrances: The primary hindrance to a Holy Slayer is the required dedication to his god. A Holy Slayer must respond whenever he is called upon to protect the church or the god's interest. This is determined by the DM. WAR WIZARD War Wizards are a product of societies where warfare and magic are commonplace.They receive training in magic and weapon use, plus schooling in the strategy, tactics and history of warfare. They're more commonly seen commanding the troops than down in combat itself, but if that situation occurs, they are more than able. Preferred/ Barred Schools: Other than the schools the War Wizard are not allowed to use spells from (see special hindrances), they are required to be multi-functional, and so are not allowed to be a specialist wizard. Attribute Requirements: War Wizards are required to have an Intelligence and Charisma of 15, in addition to the standard race and fighter requirements. Weapon Proficiencies: Unlike most multi-classed warriors, War Wizards can specialize, but only receive two weapon slots at first level. Their specialization grants a +1 to hit and a +1 to damage, instead of +1to hit and a +2 to damage. Non-Weapon Proficiencies: Bonus: Strategy/ Tactics Required: Riding, Spellcraft, Read/Write/ History (warfare). Starting Money : War Wizards receive 3d6x10 in gp, and can spend it as they wish. Special Benefits: War Wizards can wear leather, padded, studded leather, or elven chain and still cast spells, regardless of race. Special Hindrances: War Wizards can only cast spells from the following Schools: Minor Divination, Alteration, Invocation/ Evocation, Illusion/ Phantasm, Abjuration, Conjuration/ Summoning.