Holy Warrior

The Holy Warrior class is taken from Green Ronin’s Book of the Righteous. It has been adapted to the Pathfinder rules.

Holy warriorDescription: In great cities they can be seen walking in pairs, discussing the politics of their order or weightier matters. They stand guard at temple doors. They relentlessly pursue the enemies of their church and blasphemers against their gods. They are the warriors of the gods, the orders dedicated to the protection and advancement of the faith through strength of arms. While clerics speak to the gods and channel their will through spells, the holy warrior honors her god through deeds and strength. Her connection to her god is far more private than the cleric’s – she does not perform religious ceremonies, she rarely leads churches, and she seldom advises the faithful on matters of sin and redemption. But beware her wrath, for when she and her order face the enemies of the faith, she is indeed terrible to behold.

Regions: The holy can be found in any region where the gods are worshipped, but most can be found in the Free Kingdoms.

Adventures: The specific philosophy of each holy warrior order toward adventure is defined in the individual church sections of Chapter III in The Book of Righteousness, under the Conduct description of the holy warrior class in question. However, all holy warriors serve their god first and foremost – it is their defining characteristic. It is therefore not possible to find a holy warrior out on an adventure for petty personal gain. Everything a holy warrior does is in service to her god. Service takes many forms and can even include treasure hunts; however, if an adventure is directly counter to the will of her god or church, she will not go.

Characteristics: The holy warrior is defined by her radiance of authority and holiness. She is, for whatever reason, one of her god’s chosen people. She is made strong by the power of her god, and is able to channel that power to achieve ends both great and small. Holy warriors of the various churches have quite different abilities, granted to them by their patron deity based on their faith’s ethos. However, all holy warriors are able to channel positive energy, and eventually all holy warriors receive a divine bond from their god to aid them in their quests. Most often this bonded companion is a mighty steed.

Alignment: To receive such great blessings from a god, a holy warrior’s outlook must be in tune with the divine – more so even than a cleric’s. Holy warriors are always of the same law or chaos tendency as their god. However, the purpose of a holy warrior is to do good in the name of her god, and therefore all holy warriors are good, even if their god is neutral in the good/evil spectrum. Therefore, holy warriors may only be lawful good, neutral good, or chaotic good. Should they deviate from this path and change alignment, they lose all of their powers.

Religion: Holy warriors are singularly devoted. People who don’t care much about religion and assume an “I don’t bother the gods and they don’t bother me” attitude find holy warriors annoying at best, dangerous at worst. They are wholly dedicated to the teachings and service of one god – and often gods want things that don’t make sense to mortals. The exception to this singular devotion is the paladin; as the holy warrior of the pantheon, she is dedicated to goodness in general, and need not follow the strictures of a single deity.

Background: Holy warriors are born, not made. Whether a paladin or an ascetic of Shalimyr, there is no way to “decide” to become a holy warrior. In all cases, one feels a compelling call to dedicate oneself wholly to the life of devotion and holiness necessary. The actual training involved in each church’s order of holy warriors is [will eventually be] explained in each church section.

All races feel religious devotion, but some are less likely to feel the call to the path of the holy warrior – particularly those of less warlike nature. Halflings and gnomes are rarely holy warriors; elves, more attuned to magic than melee, are also less likely to take up the sword in the name of religion. The broadest spectrum of holy warriors is made up of humans and half-elves. In some orders, however, there are a large number of dwarves and even a few half-orcs.

Other Classes: Holy warriors’ companions vary as widely as holy warriors themselves. It is certainly a common sense rule, though, that a holy warrior is unlikely to choose companions that scoff at the gods, commit acts directly opposed to the holy warrior’s faith, or consort with enemies of the gods such as devils and demons.

Abilities: Charisma is the key stat for most holy warrior special abilities received through chosen domains. Strength is important for a holy warrior, as she will often find herself in combat. A Wisdom score of 14 or higher is required to get 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.

Class Skills

The holy warrior’s class skills (and the key ability for each skill) are: Craft (Int), Handle Animal (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Every order of holy warrior receives two or three additional skills as class skills. These skills are listed in the church section.
Skill Points at Each Level: 2 + Int modifier.

Alignment: The same lawful or chaotic leaning as patron deity; always good.
Hit Die: d10

The Holy Warrior

Lvl Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +1 +2 +0 +0 Aura of Good,
2 domain abilities
2 +2 +3 +0 +0 2 domain abilities
3 +3 +3 +1 +1 2 domain abilities
4 +4 +4 +1 +1 Channel Positive Energy, Gift of God
5 +5 +4 +1 +1 Divine Bond
6 +6/+1 +5 +2 +2 Gift of God
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Aura of Resolve
9 +9/+4 +6 +3 +3 Gift of God
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3 Aura of Justice
12 +12/+7/+2 +8 +4 +4 Gift of God
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Aura of Faith
15 +15/+10/+5 +9 +5 +5 Gift of God
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Aura of Righteousness
18 +18/+13/+8/+3 +11 +6 +6 Gift of God
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10+/5 +12 +6 +6 Holy Champion
Holy Warrior Spell Table
-———-Spells Per Day———
Lvl 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 1 - - -
6 1 - - -
7 1 0 - -
8 1 1 - -
9 2 1 - -
10 2 1 0 -
11 2 1 1 -
12 2 2 1 -
13 3 2 1 0
14 3 2 1 1
15 3 2 2 1
16 3 3 2 1
17 4 3 2 1
18 4 3 2 2
19 4 3 3 2
20 4 4 3 3

Class Features

Weapon and Armor Proficiency: Holy warriors are proficient with all simple and martial weapons, all types of armor (heavy, medium, and light), and shields.

Aura of Good (Ex): The power of a holy warrior’s aura of good (see the detect good spell) is equal to her holy warrior level.

Gifts of God: Every three levels, starting at 3rd, a holy warrior receives a special gift from 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 in each church section relating to holy warriors.

Domains: Every holy warrior chooses two domains, based on her god’s ethos, from a list of such domains. She then chooses the special abilities tied to those domains. At first level, she may choose 2 abilities from the first level list (Abilities followed by a (1) are available at first level) Each domain provides access to two abilities at 1st level, and a more powerful ability at 2nd level. Abilities followed by (2) may be chosen at 2nd or 3rd level. By 3rd level, the holy warrior will have all six abilities.
For a complete list of domains and special abilities, see the Table below.

Spells: Beginning at 4th level, a holy warrior gains the ability to cast a few divine spells – the list of available spells varies from order to order. To cast a spell, the holy warrior must have a Wisdom score of at least 10 + the spell’s level, so a holy warrior with a Wisdom score of 10 or lower cannot cast these spells. Holy warrior bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the holy warrior gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the holy warrior gets only bonus spells . A holy warrior without a bonus spell for that level cannot yet cast a spell of that level. The holy warrior’s spell list is given with the description of the individual order in Chapter III in The Book of Righteousness. A holy warrior has access to any spell on the list and can freely choose which to prepare, just as a cleric can. A holy warrior prepares and casts spells just as the cleric of that church does (though a holy warrior cannot use spontaneous casting to substitute a cure or domain spell in place of a prepared spell).
Through 3rd level, a holy warrior has no caster level. Starting at 4th level, a holy warrior’s caster level is one-half her class level.

Recharge: In addition to the normal requirements for the daily preparing of spells, holy warriors gain benefits when they recharge their spells at a holy shrine, temple or cathedral. This recharge effort lasts one day per level of the holy warrior.

Channel Positive Energy (Su): When a holy warrior reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Each day she can use this ability a number of times equal to 1/2 her holy warrior class level plus her Charisma modifier. A holy warrior uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp): Upon reaching 5th level, a holy warrior forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows a holy warrior to gain the service of an unusually intelligent, strong, and loyal animal companion to aid her in her service to her god. This animal companion is typically a noble celestial bird or animal of some kind.
The second type of bond allows a holy warrior to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her dedication to her god. This mount is usually a heavy horse (for a Medium holy warrior) or a pony (for a Small holy warrior), although more exotic mounts, such as a boar, camel, or dog are also suitable.
The companion or mount functions as a druid’s animal companion, using the holy warrior’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a holy warrior may magically call her companion or mount to her side. This ability is the equivalent of a spell of a level equal to one-third the holy warrior’s level. The companion or mount immediately appears adjacent to the paladin. A holy warrior can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the companion or mount gains the celestial template (see the Pathfinder RPG Bestiary) and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a holy warrior’s mount gains spell resistance equal to the holy warrior’s level + 11.
Should the holy warrior’s companion or mount die, the holy warrior may not summon another companion or mount for 30 days or until she gains a holy warrior level, whichever comes first. During this 30-day period, the holy warrior takes a –1 penalty on attack and weapon damage rolls.
The type of animal companion or mount is discussed in the individual order sections of Chapters IIIVII in The Book of Righteousness.
Should a holy warrior’s mount or companion die, she may call for another one after a year and a day. The new animal has all the accumulated abilities due a mount or companion of the holy warrior’s level.

Aura of Resolve (Su): At 8th level, a holy warrior is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead.

Aura of Justice (Su): At 11th level, a holy warrior can expend two uses of her Channel Positive Energy ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the holy warrior’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su): At 14th level, a holy warrior’s weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead.

Aura of Righteousness (Su): At 17th level, a holy warrior gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead.

Holy Champion (Su): At 20th level, a holy warrior becomes a conduit for the power of her god. Her DR increases to 10/ evil. Whenever she uses smite evil (if she has that ability) and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her holy warrior level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct: Each church’s order of holy warriors has its own code of conduct, discussed in the church section. However, there are some universal principles to the holy warrior class, including paladins. A holy warrior does not blaspheme against the gods, even gods for whom her patron does not care. What is and is not blasphemy is sometimes tricky, and it should not be considered an infraction of the code if it’s not clear. Walking into a temple to one of the gods of the tree and smearing it with blood and feces is a clear case of blasphemy.
A holy warrior does not consider herself better than the gods. Utterances like “Terak is a fool!” will not come from a holy warrior’s lips. They are reverent and respectful of the gods, even if they do not like a particular god’s followers or the actual ethos of the god in question. The exceptions, of course, are the evil gods, like Asmodeus; all holy warriors oppose them tirelessly.

Associates: This varies enormously based on the holy warrior’s order. In general, holy warriors associate most closely with people who are the chosen of their god. Certainly holy warriors will adventure most readily with clerics from their church or allied churches.
It is hard to find a holy warrior who gladly associates with evil folk, or those who are openly blasphemous or scornful of the gods. While some do not mind such companions when they’re useful for achieving the holy warrior’s lofty goals, holy warriors are, by definition, very religious, good-hearted people. They are defenders of the faith and do not like to associate with those who believe that faith foolish.
However, most holy warriors will travel with folk who are not terribly devout. Whether they will seek to convert their companions – or help them to see that the gods are active in the world and worth worshipping – depends very much on their holy order and individual temperament.

Multi-Class Holy Warriors

Being a holy warrior is a life’s calling. It is not possible to intersperse one’s training and work as a holy warrior with other pursuits. Therefore, one may not gain levels in any other class or prestige class while gaining levels as a holy warrior. If one does gain a non-holy warrior level, one may never gain additional holy warrior levels and is considered to have put aside her absolute devotion to life as a holy warrior. While she maintains those abilities she already has (as long as she maintains her code of conduct), she will never grow more powerful in the eyes of her order or her god.
There are rare exceptions to this rule – prestige classes meant specifically for holy warriors (or paladins). Any prestige class in other sources that says paladins who take the class may continue to take paladin levels is available to holy warriors as well, as long as the holy warrior meets the requirements and the GM agrees. There are also prestige classes in The Book of Righteousness in which holy warriors from a specific church may multi-class without penalty. We advise your GM exercise caution in this matter, though – many sources we’ve seen are fast and loose with the “paladins may take this prestige class without penalty” clause; the paladin, and by extension the new holy warrior, is a very powerful class. Its inability to multi-class is one of its best checks and balances.

Ex-Holy Warriors

Any holy warrior who actively violates her order’s code of conduct or commits herself to blasphemy against the gods loses her spells, her domain-based special abilities, her gifts of god, and even her special mount or animal companion. These abilities will only return if she properly atones – and the difficulty of that atonement should be commensurate to the severity of the transgression. It should never be as simple as going to church and having a cleric cast a spell.
Holy warriors, under some circumstances, may change their allegiance from one god to another. This is almost unheard of, and it usually involves the gods themselves. For example, Egrynne serves Mormekar, but has become obsessed with stopping an evil empire ruled by necromancer kings. Egrynne is driven not only by her loathing for their violation of the dead’s sanctity, but also by her desire to mete out justice on behalf of the thousands of innocent people the necromancer kings have wronged. Mormekar may send an angel to Egrynne to tell her that the time has come for her to serve his son, Maal, for she has become too attached to life and justice. There is little response to such a decree but to accept it, and Egrynne becomes an officer of the court of Maal. Egrynne has not violated Mormekar’s law and is not being punished. However, she is no longer serving him in her heart, and he passes over the bonds of her service to his son, knowing that she will serve him well.
It is even more rare for a holy warrior to go from serving one god to another on an opposite end of the ideological spectrum. For instance, for a holy warrior of Morwyn to start serving Zheenkeef would require truly remarkable circumstances, and would almost certainly result in Morwyn and her followers looking negatively on the change.
When a holy warrior changes gods, she is able to pick two new domains based on that church, receive new gifts and gods, and either call back her steed/animal companion or gets a new one, depending on the circumstances of the first one’s departure. She retains nothing of her previous order – no holy symbols or items given her by her church. Everything must be returned to her old order. To do otherwise risks the enmity of her former order and perhaps even the wrath of her former god. It’s best to be polite about such departures.

Special Abilities

(All abilities based on Charisma modifier only account for the modifier if positive):

Church Holy Warrior Domain Choices
Great Church Champion, Guardian (or any two)
Aymara Creation, Guardian, Emotion
Canelle Might, Body, Champion
Darmon Travel, Mind, Champion
Korak Earth, Guardian, Champion
Maal Champion, Justice, Death
Mormekar Champion, Hunt, Death
Morwyn Life, Guardian, Compassion
Naryne Leadership, Guardian, Champion
Rontra Earth, Life, Creation
Shalimyr Champion, Water, Body
Terak Body, Leadership, Might
Thellyne Hunt, Creation, Travel
Tinel Magic, Mind, Guardian
Urian Champion, Air, Freedom
Zheenkeef Freedom, Mind, Emotion

Domain Based Special Abilities

Domain Abilities
Air Air Ken (1), Rebuke Air Elemental (1), Energy Resistance (cold or lightning) (2)
Body Divine Health (1), Towering Stature (1), Temple of Flesh (2)
Champion Detect evil (1), Smite Evil (1), Lay on Hands (2)
Compassion Confer Blessings (1), Healer’s Aid, (1) Sacrifice (2)
Creation Divine Inspiration (1), Cherished Bond (1), Creation’s Guardian (2)
Death Turn Undead (1), Save Soul (1), Counterspell: Necromancy (2)
Earth Earth Ken (1), Rebuke Earth Elemental (1), Damage Reduction (2)
Emotion Untamable Heart (1), Charming Demeanor (1), Aura of Hope (2)
Fire Fire Ken (1), Rebuke Fire Elemental (1), Energy Resistance (fire) (2)
Freedom Slip Bonds (1), Indomitable (1), Overthrow Tyranny (2)
Guardian Divine Grace (1), Divine Health (1), Aura of Courage (2)
Hunt Silent Stalker (1), Tracker (1), Dead Shot (2)
Justice Gaze of Justice (1), Shield of Righteousness (1), Righteous Fury (2)
Leadership Battle Cry (1), Shining Captain (1), Aura of Courage (2)
Life Hand of Life (1), Lay on Hands (1), Abundant Life (2)
Magic Read and Detect Magic (1), Spell Resistance (1), Aura of Antimagic (2)
Might Unyielding (1), Feat of Strength (1), Warrior’s Heart (2)
Mind Impervious Mind (1), Clarity (1), Insight (2)
Travel Relentless Runner (1), Winged Feet (1), Tireless Traveler (2)
Water Water Ken (1), Rebuke Water Elemental (1), Energy Resistance (acid) (2)

Abundant Life (Su)

The holy warrior is considered to have a number of “positive levels” equal to her Charisma modifier. Positive levels only exist to counteract negative levels, as well as the ability drain done by some negative energy creatures. When the holy warrior is given a negative level – for any reason – she loses one of her positive levels rather than taking the negative level. Each positive level can only counteract one negative level, but can also counteract several points of ability loss. Whenever a negative energy creature’s attack causes the holy warrior’s abilities to be drained, the entire attack is cancelled out by the loss of one positive level. For example: A holy warrior with a +6 Charisma modifier is fighting a wight and a shadow. The shadow hits her and causes her to lose 4 strength points. She counteracts this attack with the loss of one positive level. The next round the wight hits her with a critical, causing the infliction of 2 negative levels. In order to counteract this, she must lose 2 positive levels. Lost positive levels are regenerated after a night’s rest in a shrine, temple, or cathedral.

Air Ken (Ex)

The holy warrior is intimately familiar with the element of air. She gains the Auran language for free and gains some of the pure power of air. Like air, she has the ability to dart to and fro, seeming to be in many places at once. The holy warrior receives the Improved Initiative and Dodge feats, even if she does not meet the prerequisites.

Aura of Antimagic (Su)

Connected as she is to the divine power of magic, it is very difficult for those who pervert magic to evil to affect the holy warrior and her allies. Whenever the holy warrior makes a saving throw against magic from an explicitly evil source (e.g. an evil spell-caster or evil magic item) she may add her Charisma modifier to her saving throw. All allies of the holy warrior within 10 feet receive a +2 sacred bonus on such saves. This bonus does not affect saving throws against magical effects from neutral or good sources triggered by evil forces. For instance, an evil wizard using a perfectly ordinary wand of fireball will not activate the aura, as it is not a perversion of the power of magic; a magic item must be explicitly evil for the aura to activate against its magic, no matter who wields it.

Aura of Courage (Su)

The holy warrior is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the holy warrior is conscious, not if she is unconscious or dead. Note: If the holy warrior has more than one instance of Aura of Courage, the radius of its effect and the bonus provided to those near her are multiplied by the number of instances of the ability she has.

Aura of Hope (Su)

The holy warrior exudes the happy bliss of her god, setting the hearts of her companions at ease. All allies within 10 feet of the holy warrior receive a +1 morale bonus to all saving throws and attack rolls. While the aura does not provide these bonuses to the holy warrior herself, who is already suffused with the hope of her god, she does become completely immune to all forms of fear (as with Aura of Courage), magical or otherwise.

Battle Cry (Su)

As a move-equivalent action, the holy warrior can release a powerful cry that summons up the very power of her god. In the round following the cry and all rounds of this combat thereafter, the holy warrior and all allies within 10 feet gain a bonus to their initiative equal to the holy warrior’s Charisma bonus. For obvious reasons, it is not possible for the holy warrior to use this ability when surprised.

Charming Demeanor (Ex)

The holy warrior exudes friendliness; everyone but the most hard-hearted or evil-minded person likes her. This is actually a manifestation of her holiness and piety – she simply glows with the emotional power of her patron. She receives Bluff and Diplomacy as class skills and applies her Charisma modifier as a bonus to all rolls of these skills (in other words, when using these skills, her Charisma modifier is added twice).

Cherished Bond (Su)

Many holy warriors care more about the world beyond the mortal veil than earthly concerns; they focus their lifelong work on life after death or the realm of the heavens. This holy warrior, on the other hand, is strongly tied to the mortal world and the power of creation – both creations of mortal hands and the work of the Maker, which is abundant throughout the mortal sphere. Her bond to what is real makes her nearly impervious to illusion and other tricks. Whenever the holy warrior encounters a magical effect that may be disbelieved (usually illusion spells), she is automatically granted a Will save against it even before she interacts with the effect, as though she disbelieves it. She receives a bonus equal to her Charisma modifier on the saving throw and is automatically considered to have taken a 10 on all such rolls; she may roll if she would like a chance at a higher result (but must take the result of the roll, even if lower than 10). This ability has no effect on spells that seek merely to obscure the real (such as invisibility) or spells that draw on illusion but do not seek to trick the senses (like hypnotic pattern). In general it affects all types of illusion that work against the senses except for Shadow illusions, which are like actual creations. If she succeeds in the saving throw, it does not mean that the illusion is dispelled; her allies may still be affected by it.

Clarity (Sp)

With a touch, the holy warrior may cut through anything altering the mental capacity of another, removing insanity, confusion, charm, loss to intelligence or wisdom, or other mind-altering effects for one round per holy warrior level. At the end of this time, if the effect on the touched person is permanent or has remaining duration, it returns. However, if it is an effect for which a negating saving throw was possible when it first took hold, the touched party receives an additional saving throw at the end of clarity’s duration, this time with a bonus equal to the holy warrior’s Charisma modifier. Clarity may be used on naturally occurring effects, such as drunkenness, exhaustion’s effect on mental clarity, or natural insanity. However, the affected party does not receive a saving throw at the end of clarity’s duration and, instead, reverts to his original state. Clarity does not aid those affected by alterations to their emotional states (barbarian rage, fear) or perceptions (illusions, blindness, deafness).

Confer Blessings (Sp)

With a touch, the holy warrior may grant the boons of her god to another. The touch grants the person touched 1 temporary hit point per holy warrior level, which last for 24 hours or until lost. Also, the touched party receives a +4 morale bonus to saving throws versus fear effects for a number of minutes equal to her holy warrior level. A holy warrior with this ability may use it once per day per holy warrior level, plus 1 per point of her Charisma modifier.

Counterspell: Necromancy (Sp)

Once per day per holy warrior level, the holy warrior may begin, as a standard action, chanting prayers to the powers of the dead. Her prayers appeal to the sacredness of death and solemnly condemn any who would violate that sanctity. As long as she continues to chant, any of her allies within 10 feet times her holy warrior level receive mystic protection against necromantic spells. The allies receive a sacred bonus to their saving throws equal to the holy warrior’s Charisma modifier against all necromancy spells. In cases of necromantic spells against which saves are not usually allowed, the holy warrior’s allies receive saves (with the standard DC of 10 + caster’s applicable modifier + spell’s level), though without the additional sacred bonus. The saving throws must be made using the appropriate type of save; Will for mind-affecting magic, Fortitude for direct physical affects, and Reflex for area or ranged spells.
The counterspell is most powerful, however, against any necromantic touch attack that seeks to destroy life by perverting the power of death. It affects the following spells when cast by evil divine or arcane spellcasters: the cleric Death Domain’s “death touch” ability and the spells death knell, slay living, and destruction. When the evil spellcaster touches his target, his blasphemy catches up to him and the spell is reversed, affecting the caster instead of the target. For example, an evil spellcaster casts destruction and touches the holy warrior’s companion while she is chanting the necromantic counterspell. The spell is reversed onto the evil spellcaster, who fails his saving throw – killing him instantly and destroying his body, stealing one of the Maker’s Gifts. Evil never pays.
The holy warrior may move and perform free actions while chanting the counterspell prayers, but may not fight or cast spells. The counterspell confers all of its benefits to her as well as her companions.

Creation’s Guardian (Su)

Once per day, the holy warrior may take a defensive stand to protect the creations aligned to her god. Because creation takes many forms, the kind of thing the holy warrior may use this ability to defend will vary based on her god – holy warriors of Korak use it to defend great buildings or magnificent artifacts of steel; holy warriors of Aymara use it to defend great sculptures, gifted artists, and other works of beauty; holy warriors of Rontra might use it to defend a farm community or a place of great natural beauty. All holy warriors may use this power to defend shrines, temples, cathedrals, or other sites sacred to the gods.
When Creation’s Guardian is activated (a free action), the holy warrior may not move from where she stands. She defends this spot fiercely for the next 3 rounds + her holy warrior level. During that time she may add her Charisma modifier (if positive) to her Strength, Constitution, and all saving throws. She also gains a +4 dodge bonus to her AC.
The increase in Constitution may increase her hit points; these hit points go away at the end of Creation’s Guardian. They are not lost first like temporary hit points. During Creation’s Guardian, she may not move from the spot she is defending, though she may voluntarily choose to end the ability. The saving throw bonus stacks with other domain additions to saving throws, such as Divine Grace, but the holy warrior may not use this ability with similar warrior bonuses like Barbarian Rage or Warrior’s Heart. All of her attention must be focused on the defense, and during the defense she is constantly uttering prayers to her god. Because her god provides her the strength, she is not tired at the end of Creation’s Guardian; however, because she is in a state of powerful concentration on defense and prayer, she may not cast spells that require verbal components or do anything else that involves speech.

Damage Reduction (Su)

Once per day for a number of rounds equal to 3 + her holy warrior level, the holy warrior gains damage reduction 2/evil. Activating damage reduction is a free action. In the case that the holy warrior has more than one instance of damage reduction, when she activates this power she simply adds 2 to the amount of her damage reduction for the duration, instead of taking the best under the current situation, as is standard.

Dead Shot (Su)

Once per day, the holy warrior with this ability may call upon her god to aid her in a nearly impossible missile shot. She may add her holy warrior level to the attack roll of a single arrow (or other missile weapon) shot, and add her Charisma modifier to the damage roll. This ability may be used with enchanted or enhanced arrows or missiles.

Detect Evil (Sp)

At will, a holy warrior can use detect evil, as the spell. A holy warrior can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the holy warrior does not detect evil in any other object or individual within range.

Divine Grace (Su)

A holy warrior gains a bonus equal to her Charisma bonus (if any) on all saving throws. This ability is the peak saving throw enhancing ability for holy warriors and, unless otherwise noted, does not stack with other holy warrior abilities that add to just one saving throw (such as Unyielding).

Divine Health (Su)

The holy warrior is immune to all diseases, including supernatural and magical diseases.

Divine Inspiration (Ex)

The holy warrior is inspired by her god or goddess in acts of creation and in the celebration and preservation of creation’s beauty. The holy warrior picks two skills from the following list, but she must pick skills that are among her class skills. She henceforth adds her Charisma modifier as a sacred bonus to all rolls she makes using these two skills. Further, she receives 4 additional skill points to apply to the two skills however she chooses, though neither skill may exceed the maximum rank for her character level. The skills she may choose from are as follows:
• Profession (farming), Profession (any pertaining to woodcraft or creative pursuits), Survival, Knowledge (nature), Appraise, Perform, Craft (any)

The additional skill ranks are not lost if the character loses her holy warrior powers, but she loses the sacred bonuses.

Earth Ken (Su)

The holy warrior is intimately familiar with the element of earth. She gains the Terran language for free and gains some of the pure power of earth. Once per day, the holy warrior may harden herself to all blows. For one round her armor class receives a natural armor bonus equal to her holy warrior level, and her skin takes on a rocky hue. Activating her hardening powers is a free action.

Energy Resistance (fire/cold/lightning/acid) (Su)

The holy warrior may ignore much of the damage done to her by the selected energy – natural or magical – including dragon’s breath. Each day she ignores the selected kind of energy damage equal to her Charisma modifier times her holy warrior level. This ability may not be activated voluntarily and automatically affects the first such damage of the day, even if the holy warrior expects much worse later that day. If the first energy damage she sustains does not do enough damage to deplete her resistance, she uses the rest on the next attack, and the next, until her resistance is fully depleted for the day. After all of her resistance is used, she takes damage from the selected energy normally. For example: A 10th-level holy warrior with a 16 Charisma (+3 modifier) and Energy Resistance (fire) may resist a total of 30 points of fire damage a day. She is hit by a flame arrow, which does 14 points. This leaves her with 16 more points of resistance. The next round, she is caught in a fireball, which does 26 points of damage. She resists the first 16 and is out of resistance, taking the remaining 10. For the rest of the day, until she rests, she takes fire damage as normal.
Holy warriors with Energy Resistance (cold or lightning) must choose one or the other when they take the ability.

Feat of Strength (Su)

Once per day, the holy warrior can call upon her god for strength, enabling her to commit a feat of strength that lasts for one round. A feat of strength of this sort has one of two effects (whichever is more beneficial): Either the holy warrior’s total Strength modifier becomes +6, or the holy warrior receives a bonus to her Strength statistic equal to her level plus her Charisma modifier. A 13th level paladin with a Strength of 14 and a Charisma of 20 performing a feat of strength would have 32 Strength for a round (13 for level + 14 for base Strength + 5 for Charisma modifier for a total of 32). Activating this power is a free action.

Fire Ken (Su)

The holy warrior is intimately familiar with the element of fire. She gains the Ignan language for free and gains some of the pure power of flame. Once per day, she may make a flaming attack. Her weapon, hand, or other method of attack bursts into flame for a round, causing an additional 1d6 plus her Charisma modifier in damage. Obviously, this damage does not affect creatures immune to flame. The flaming attack lasts for a full round, so all attacks made with the weapon for that round do the extra damage.

Gaze of Justice (Ex)

The holy warrior gains a piercing stare that sees deep into the mortal heart. Gifted by her god, the holy warrior is able not only to better perceive peoples’ intents, but also to make those with guilty consciences feel that they are caught and judged. The Gaze of Justice grants the holy warrior a bonus rank in both Sense Motive and Intimidate (though the character may not exceed the maximum ranks for her level), each of which becomes a class skill if it is not already. The character also receives a sacred bonus to both skills equal to her Charisma modifier. The additional skill ranks are not lost if the character loses her holy warrior powers, but she loses the sacred bonuses.

Hand of Life (Su)

When attacking an undead or negative energy creature, the holy warrior’s hands or weapons are considered to be good and magical for purposes of counteracting damage reduction. This only affects the undead and other creatures of negative energy. Further, once per day, the holy warrior may make her weapon flare with positive energy for a round, doing an additional 1d6 of holy damage to any undead or negative energy creatures she hits during that time – even those she hits with a missile weapon within 30 feet.

Healer’s Aid (Sp)

Given a minute to prepare, once per day the holy warrior may call upon her god to aid the casting of any one healing spell – her own or another’s. The spell automatically heals the maximum possible hit points, plus an additional 1 hit point per holy warrior level. For example, a 9th-level holy warrior with this ability seeks to aid her 9th-level cleric companion in healing a sorely wounded comrade. The two pray together for a full minute; at the end of the time, the cleric casts cure serious wounds supported by the holy warrior’s healer’s aid ability. The spell heals 42 hit points: 3d8 maximized is 24, plus 1 per cleric level of the caster (9), plus one per holy warrior level of the aid (9): 24+9+9=42. In the case that the holy warrior is aiding her own casting, her 1 hit point per level bonuses (caster and aid) stack.

Indomitable (Ex)

The holy warrior is a testament to stubbornness. Whenever she must make a Will save, she may add her Charisma modifier. This stacks with other holy warrior bonuses to her Willpower modifier, such as Divine Grace. Further, the holy warrior can never be forced by magic or other means to perform an act against her will. She may not be dominated or mind-controlled by any means and, while she is susceptible to charm and suggestion, if the casting party suggests a course of action counter to the holy warrior’s desire in the slightest, she will not comply. She is completely immune to geas and quest unless placed on her by an agent of her god. It is recommended that the GM check with the player what her intentions are before having a party casting charm make a suggestion – this way there will be no question as to whether the suggestion is counter to her will.

Insight (Ex)

The holy warrior gains a mystical insight into any one thing of her choice. Essentially, her god provides her with the keys to fully understanding that thing – a skill or a weapon. She may choose one of the following abilities: She may permanently gain double her Charisma modifier as an insight bonus to a skill in which she has ranks; she may gain her Charisma modifier in skill ranks of a skill in which she has no ranks (and may, from that point on, purchase ranks in that skill as a class skill) – though she may not exceed the maximum possible ranks for a character of her level; or she may gain a +1 insight bonus to her attack rolls with any one weapon. If she chooses an insight bonus to a skill, it will increase or decrease if her Charisma modifier increases or decreases, but if she chooses skill ranks, they do not change. If she chooses the insight bonus to attack rolls, the bonus stacks with similar bonuses, such as weapon focus. The holy warrior need not pick the nature of the insight when she first receives this power; often the insight comes in the middle of an adventure when it is most fortuitous. Once the insight is chosen, however, it is permanent and may not be altered.

Impervious Mind (Ex)

The holy warrior is immune to all effects, magical or otherwise, that directly alter her mind. She is immune to all of the following spells or spell-like effects that yield these results (not a complete list): irresistible dance, symbol of insanity, insanity, dominate person, feeblemind, mind fog, confusion, hideous laughter, hypnotism, and daze. She cannot be driven mad by any natural force short of her god abandoning her. She cannot lose her memory, have a memory implanted, or in any other way have the integrity of her mind assaulted short of a god’s will or a wish spell. She is not, however, immune to fear, illusion, blindness, charm, or other effects that play on her perceptions or emotions.

Lay on Hands (Sp)

The holy warrior can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to Charisma modifier (minimum 1). Additionally, she may spend one use of her Channel Positive Energy ability to fuel this ability. With one use of Lay on Hands, a holy warrior can heal 1d6 hit points of damage for every two holy warrior levels she possesses. Using this ability is a standard action, unless the holy warrior targets herself, in which case it is a swift action. Despite the name of this ability, a holy warrior only needs one free hand to use this ability.
Alternatively, a holy warrior can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the holy warrior possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. If a holy warrior receives lay on hands from both of her domains, she may add two to her effective level for determining the number of hit points she can heal.

Overthrow Tyranny (Su)

Once per day, as a swift action, the holy warrior may call upon her god’s will to smite tyrants for one round. When fighting a member of the forces of tyranny (slavers, corrupt guards, soldiers from a totalitarian empire, etc.), the Overthrow Tyranny power allows the holy warrior to add her Charisma modifier to all attack rolls and her holy warrior level to all damage rolls. This ability only works against a tyrant or tyrannical forces the holy warrior is overthrowing and, as such, may only be used against those who are somehow oppressing members of the five mortal races, the races from the Sacred Fruit, (or half-breeds thereof), since these are the races over which the gods hold sway. In other words, while orcs routinely enslave goblins, it doesn’t count. However, if there is an orcish empire enslaving and oppressing gnomes, this power could be used against orcs of the empire. If there is doubt in the holy warrior’s heart as to the participation of the opponent in tyranny, the ability does not work. It will certainly work if the holy warrior is breaking up some act of tyranny, or is defending herself against such an act, like raising a mutiny on a slave ship onto which she has been impressed.
In addition, while overthrow tyranny is in effect, the holy warrior gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.
The overthrow tyranny effect remains until the target of the smite is dead or the next time the holy warrior rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the holy warrior may overthrow tyranny one additional time per day, to a maximum of seven times per day at 19th level.

Read & Detect Magic (Sp)

Once per day per holy warrior level, the holy warrior may cast read magic and detect magic. She does this instantly, as a free action, and without components; otherwise, both powers work as the spells. She may cast the two spells at the same time or separately.

Rebuke (air, earth, fire, water) Elemental (Su)

The holy warrior may, as a standard action, cause all elementals of the appropriate type within 30 feet of you to flee, as if panicked. Elementals receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your holy warrior level + your Charisma modifier. Elementals that fail their save flee for 1 minute. Intelligent elementals receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). Unlike the Turn Undead feat, the holy warrior receives her full level for this ability. Because the rebuking does not involve positive energy, the number of times she may rebuke planar creatures and the number of times she may turn undead are from separate pools and the Extra Turning feat must be purchased separately for each kind of turning.

Relentless Runner (Ex)

The holy warrior is gifted by her god with an uncanny ability to carry messages and get places on foot. This ability grants the holy warrior the Run feat. Further, the length of time the holy warrior can sustain a run before making Endurance checks is multiplied by her Charisma modifier. Once she does make Endurance checks, she adds her holy warrior level to the check. For example: A 12th-level holy warrior with this ability, a 14 Constitution, and a 20 Charisma starts running down the road to warn a nearby town of an invading army approaching. Since she has the Run feat, she can run at 5x her speed. She can sustain this for 70 rounds (14 for her Constitution multiplied by her Charisma modifier of 5). After 70 rounds, she starts making Endurance checks at +12 (for her level). The difficulty of those checks goes up one per round, as normal.

Righteous Fury (Su)

Once per day, as a swift action, the holy warrior may call upon her god’s righteous fury to smite the wicked. When fighting a known criminal, the Righteous Fury power allows the holy warrior to add her Charisma modifier to her attack roll and her holy warrior level to her damage roll. This ability only works against a criminal the holy warrior is bringing to justice and, as such, may only be used against a being of one of the five mortal races (or half-breeds thereof), since these are the races over which the gods hold sway. Note: It is not enough that the opponent is evil. The opponent must be wanted for a crime. If there is doubt in the holy warrior’s heart as to the guilt of the opponent, the ability does not work – it is not a built-in jury. It will certainly work if the holy warrior is in the midst of stopping a crime, or is defending herself against a criminal assault, such as robbery.
In addition, while righteous fury is in effect, the holy warrior gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.
The righteous fury effect remains until the target of the smite is dead or the next time the holy warrior rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the holy warrior may righteous fury one additional time per day, to a maximum of seven times per day at 19th level.

Sacrifice (Sp)

Once per day, the holy warrior may call upon her god to help her make a great sacrifice. As a standard action, the holy warrior may touch a wounded person and absorb his pain and injuries. The holy warrior may absorb up to as many hit points of that person’s wounds as the holy warrior has max hit points, plus an additional number of points equal to her Constitution score. The touched person is healed that many points. For every two points of damage the holy warrior absorbs, there is a 1% chance that she will be overwhelmed by the target’s pain and wounds and be knocked unconscious and reduced to -1 hit points. Of course, the holy warrior may choose to die by absorbing enough damage to take her to – her Constitution score or more. If the holy warrior voluntarily reduces her hit points to less than -1, she need not roll the percentile chance.
Even if the holy warrior is wounded, she may absorb up to her maximum hit points plus her Constitution score. Temporary hit points do not affect the amount of damage she can heal. A holy warrior with the lay on hands ability may combine it with sacrifice, with both abilities coalescing into a single standard action. The healing from lay on hands takes effect prior to any healing from sacrifice.
Example: K’tor has a maximum of 30 hit points. He is currently bleeding, with -4 hit points. A wounded holy warrior with this ability and a maximum of 50 hit points and a Constitution score of 14, who is currently at 40 hit points sacrifices herself by touching K’tor. She may heal up to 64 points (her maximum hit points + her Constitution score; her wounds do not matter in this equation), but she cannot heal more damage than K’tor has maximum hit points. She heals 34, bringing K’tor to full health. She takes 34 points of damage in the process, which reduces her to 6 points, and has a 17% chance of being knocked out and reduced to -1 hit point. She rolls an 18 on percentile dice and narrowly escapes.

Save Soul (Su)

Any ally of the holy warrior’s within 10 times her Charisma modifier feet of her is marked as protected and does not easily cross over into death. When a protected person reaches her Constitution score in hit points, she dies as normal, but his spirit does not depart his body. Instead, it remains tethered there as if under the effect of a tether spirit spell. This also pertains to anyone slain by negative energy attacks that have given him too many negative levels or reduced his Constitution to 0. Such people are not possessed or turned into wights, shadows, or other undead. They instead die, and, if they have any remaining Gifts, their spirit begins the journey to the closest shrine, temple, cathedral or dried circle. The exception is any negative energy attack that also destroys the body. Without a vessel, the spirit will not remain and will seek a sacred site.
When the tethered spirit is subjected to the Ceremony of Life, raise dead or other spells that restore life, the spirit rejoins its body with no Gift loss. If the spirit chooses to return, it is without trauma and loses no stats or levels in the process. If no raising or resurrection is possible, or if the holy warrior knows such things are against her ally’s wishes, she may release the spirit at any time. Sometimes the spirit will appear before the holy warrior and her companions in the moment of release, offering a final farewell, although these instances are unpredictable and rare. The spirit will remain attached to the body as long as it remains within range of the holy warrior and the body exists.

Shield of Righteousness (Su)

Whenever the holy warrior is in battle with known criminals, she is protected by her god’s just will. As such, she receives a +4 sacred bonus to her armor class and all saving throws for the duration of the combat. This ability only works against a criminal the holy warrior is bringing to justice and, as such, may only be used against a being of one of the five mortal races (or half-breeds thereof), since these are the races over which the gods hold sway. Note: It is not enough that the opponent is evil. The opponent must be wanted for a crime. If there is doubt in the holy warrior’s heart as to the guilt of the opponent, the ability does not work – it is not a built-in jury. As with Righteous Fury, it will work if the holy warrior is in the midst of stopping a crime, or is defending herself against a criminal assault, such as robbery. Like Righteous Fury, this ability lasts for the entire combat, and there is no daily limit to its use: It is automatically in effect every time the holy warrior fights criminals.

Shining Captain (Su)

In great battles, the holy warrior seems to glow with the power of her god’s authority. Her allies can see her from anywhere on the field and, if she is in vocal range, can hear her issue orders over any din of battle. Further, she inspires those who are under her command for the duration of the battle, and they may add her Charisma bonus to any morale or fear checks made during the combat. This bonus stacks with the bonus provided by Aura of Courage only if they are from separate sources (the troops are inspired by one holy warrior and stand in the Aura of Courage of another). When troops are inspired by multiple commanders (if their captain and general are both holy warriors with this ability, for instance), they are subject only to the highest bonus. The holy warrior may only use this ability when commanding a force of soldiers at least 50 times her holy warrior level, but only affects that many soldiers (so 20th-level holy warrior must be leading at least 1,000 troops, but only affects the first 1,000 no matter how large a force she leads, counted lowest hit dice first).

Silent Stalker (Ex)

The holy warrior is an expert hunter and is blessed by her god with the skill of moving without a sound while stalking her prey. A holy warrior with this ability has access to Stealth as a class skill (if not otherwise available) and receives a number of ranks in the skill equal to her Charisma modifier (though it may not exceed the maximum ranks for a character of her level). Further, when making Stealth checks while in light armor or unarmored, the holy warrior may add her Charisma modifier to the roll as a sacred bonus. The additional skill ranks are not lost if the character loses her holy warrior powers, but she loses the sacred bonuses.

Slip Bonds (Ex)

The holy warrior cannot be contained by normal means; the power of her god makes her free from any but the most horrible restraint. She gains Escape Artist as a class skill, receiving a number of ranks equal to her Charisma modifier (though it may not exceed the maximum ranks for a character of her level). Whenever making an Escape Artist skill check, she may add her Charisma modifier to the roll as a sacred bonus. Also, whenever she is imprisoned or intentionally locked into some sort of confinement, she may use her Escape Artist skill to open the lock as though it were the Disable Device skill. She retains the Charisma modifier bonus on these rolls. Allies observing her when opening such locks will note that she is in a trance while doing so; she can’t replicate the skill unless she is actually being held against her will.

Smite Evil (Su)

Once per day, a holy warrior can call out to the powers of good to aid her in her struggle against evil. As a swift action, the holy warrior chooses one target within sight to smite. If this target is evil, the holy warrior adds her Charisma bonus (if any) to her attack rolls and adds her holy warrior level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the holy warrior possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the holy warrior gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the holy warrior targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the holy warrior rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the holy warrior may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

Spell Resistance (Su)

During the holy warrior’s training, she learns every secret and mystery of a school of magic. During a three-day holy rite, she then calls upon her god for protection against that sort of magic. Holy warriors so empowered receive an SR equal to their holy warrior level against the chosen school; the SR cannot exceed 15 but does stack with other SRs unless a relevant other source states to the contrary.

Temple of Flesh (Su)

The holy warrior’s body is pure and protected by her god as if a living temple. As she gains in power and becomes more and more of an instrument to her god, her body is protected from certain deleterious effects delivered by any force short of the most powerful magic (a wish spell) or divine/diabolical will. To determine her protections, consult this table. She receives all protections at and below the total of her holy warrior level and her Charisma modifier:

Temple of Flesh Protections

HW Level
+Cha Mod
Protection
2 Immune to scarring, even that caused by acid, though takes damage normally
5 Immune to intoxication
8 Immune to natural poisons
11 Immune to mineral poisons
14 Immune to poisonous gas
16 No need for food
18 Immune to polymorph and shapechange – either by or against her will
20 Immune to petrification and disintegration
22 No need for drink
24 Immune to death from natural damage
26 No need to breathe

Tireless Traveler (Ex)

A holy warrior with this ability can go for many days without food, water, or rest, as she is kept alive and moving purely by faith. The holy warrior may go without sleep or water for a number of days equal to her level. She may go without food for a number of days equal to her Charisma modifier times her level.

Tracker (Ex)

The holy warrior is adept at hunting through any clime and can track man or beast. She gains Survival and Knowledge (nature) as class skills and adds half her holy warrior class level (minimum 1) to Survival skill checks to follow or identify tracks. If Survival and Knowledge (nature) were class skills to begin with, she gains 2 bonus ranks in each skill (though this may not exceed her total number of ranks possible for her level).

Towering Stature (Su)

When the holy warrior gains this ability, she mysteriously gains in size after each night’s sleep over the following month until, at the end of that time, she is the maximum height for her species and comes to be of imposing and impressive stature. She gains a bonus to all future Fortitude saves equal to her Charisma modifier, the Toughness feat (giving her an immediate +3 hit points), and a +1 enlargement bonus to Intimidate, which becomes a class skill if it is not already. If the holy warrior loses her class abilities for whatever reason, she loses the Toughness feat, the bonus to her Fortitude save, and the bonus to her Intimidate skill, but she does not shrink back to her original height. Instead she loses the imposing appearance and seems drawn and gaunt.

Turn Undead (Su)

The holy warrior with this domain ability gains the Turn Undead feat.

Untamable Heart (Ex)

The holy warrior is immune to any magical effort to alter her emotional state against her will. This includes charm, fear, suggestion, emotion and calm emotions, but it extends to any other spell or magical effect in which the caster seeks to change the holy warrior’s feelings (for instance, a succubus’ seduction powers). The holy warrior may submit to these effects if she likes, such as emotion (hope). Further, she is very practiced at keeping herself under control emotionally, and receives a bonus to her Willpower saving throw equal to her Charisma modifier against natural emotional effects (like natural fear of enormous creatures). The simple rule to follow: She is immune to spell-like and supernatural emotional effects, but receives only a bonus against extraordinary emotional effects.

Unyielding (Su)

The holy warrior’s body does not easily yield to damage. She receives a bonus to all Fortitude saves equal to her Charisma modifier. In addition, she may continue to function at negative hit points equal to her Charisma modifier, and does not die until she reaches negative hit points equal to her Constitution score or her holy warrior level (whichever is higher). For example: A 15th-level holy warrior with a 20 Charisma may continue functioning until she reaches -5 (her Charisma modifier) hit points – though she continues to bleed as normal. She will not die until she reaches -15 (her holy warrior level).

Warrior’s Heart (Ex)

Once a day, the holy warrior may call upon her god to instill in her a kind of ecstatic religious frenzy, making her the perfect weapon. For a number of rounds equal to 3 + her Charisma modifier, the holy warrior receives a +6 bonus to her Strength and Constitution scores. In this religious ecstasy, she ceases to feel pain or to be concerned about her safety, and therefore suffers from a -4 penalty to her Armor Class. The benefit of this painless state, however, is that she may fight through any injury (including massive damage, against which she need not make a Fortitude save) until she is at negative hit points totaling her Constitution score + her holy warrior level. When she reaches that much damage her mangled body can no longer maintain her fierce spirit and she dies on the spot; her body falls to pieces, having been kept together only by her religious fervor. Of course, if she has any remaining Gifts, three rounds later her body will fade and her spirit will seek the nearest appropriate shrine. Beginning the Warrior’s Heart is a free action and the holy warrior may end it at any time. It is not a form of madness or rage but rather a kind of blissful trance, and therefore cannot be ended by spells such as calm emotions.
The increase in Constitution will increase her hit points by 3 per level; these hit points go away at the end of Warrior’s Heart. The hit points are not lost first like temporary hit points, so one should exercise caution. The holy warrior may not use this ability with similar warrior bonuses like Barbarian Rage or Creation’s Guardian. She is in an ecstatic trance of battle, and during it she is in constant contemplation of her god. Because the additional prowess is provided to her by her god, she is not tired at the end of the Warrior’s Heart, but because she is in a state of trance, she may not cast spells that require verbal components or do anything else that involves speech.

Winged Feet (Su)

The holy warrior runs as though carried by celestial wings. She gains a bonus +10 feet to her movement. She also ignores all armor penalties to movement for medium armor or lighter, and movement penalties for heavy armor are halved. Carrying a medium load does not slow her at all, but a heavy load will reduce her speed by 5 feet.

Available Classes

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Holy Warrior

Crimson Skies PhoenixMark