Holy Defeater (3.5e Prestige Class)

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Holy Defeater[edit]

Every cause needs a champion, a hero to protect otherwise common people to a righteous cause and lead them to victory. The Holy Defeater is that champion. With divine weapon in hand, they smite the enemys and makes them back, his defensive swordsmanship allows him to block enemy attacks with intelligence. Their armor affords them great protection, allowing them to stand in the frontlines to take the blows that their weaker comrades cannot. No matter the pressures they face, they will remain strong, finding strength within themself to keep fighting on while inspiring others to do the same. Even in the midst of battle, they can galvanize their allies, conjuring powerful divine spells bestowed on him by his deity giving them the strength to fight off madness for a little longer . When the Holy Defeater is leading the charge, all his enemies they will know how to fear him.

Adventure: Charging through the battle, the Holy Defeater shoves her companion to the side, narrowly avoiding the arrow herself as she pushes deeper into the fray, shrugging off blows from every direction as she charges left and right to protect the unguarded flanks of her fellow soldiers. Staring down the dragon fearlessly, a half-orc bellows a defiant cry as the dragon mercilessly rends into his flesh, ignoring the pain as his comrades surround the distracted creature, knowing the blood he spills now can end this foul creature's rein of terror. Furiously attacking left and right, a muscled goliath bulldozes through the swarm of goblins, the few escaping his wide hammer swipes instead getting lacerated by the spiked rivets on his leather armor as he laughs mercilessly before smashing the terrified goblin sorcerer, its spells having no effect on him.

Characteristics: A Holy Defeater strength comes from their ability and devotion to never giving up, even when everything seems lost. Even when their bodies are battered and broken, their spirit will still be strong, urging them to either fight on or to escape so as to continue the fight another day. Through sheer will they will stop at nothing at nothing to defend those in need, and even magic doesn't seem to effect them. Like your typical fighter, a protector is well trained in most any form of combat, but unlike fighters they are most at home with melee weapons, and their training is mostly around the use of armor to protect themselves rather than ways to more quickly or efficiently attack their enemies.

Religion: One does not become a Holy Defeater by simply stealing the mantle or with a half-hearted mind. They are brazen and bold individuals who give their body and soul to a higher power. Unlike a simple paladin, their faith alone cannot sustain all their power, unfortunately. The Holy Defeater cause is typically deific. While they have the faith to fight in battle, they require the aid of their god sometimes, whom they call on for aid. However, they are not clerics either. Their brazen willpower is not reliant solely on a god. Rather, they are halfway between cleric and paladin, relying both on their inner faith and also their god in their must difficult hour. Their zeal can be described almost like that of a knight, and their faith being their armor tends to corroborate this.

Background: Holy Defeater´s are the most formidable of all warriors, able to shrug off all forms of offense even as they make their own attacks. Masters of defense, they specialize in the protection of themselves and others, either by directly intervening to protect their allies or by simply being a very dangerous foe to contend with and therefore taking the attention away from their friends.

Creating a Holy Defeater: As you create your Holy Defeater character, think about some of the things that make you unique. What made you decide to specialize in the use of lance and divine spell´s? Where did you get your training? Were you part of some large army, or did you train yourself for several years before finally setting out on adventure? Not all protectors are valiant protectors of the weak. The thing they might be protecting is their own life, or the life of a specific person. Or it could be a ancient secret guarded by your family for generations.

Game Rule Information[edit]

Entry Requirements
Alignment: Always legal
Skills: Ride 6 ranks
Spellcasting: Able to cast 2st-level divine spells.
Feats: Spirited Charge
Special: Ability to turn or rebuke undead.

Protectors have the following game statistics:

Abilities: Wisdom determines how powerful a spell a Holy Defeater can cast, how many spells the Holy Defeater can cast per day, and how hard those spells are to resist. To cast a spell, a Holy Defeater must have a Wisdom score of 10 + the spell’s level. A Holy Defeater gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a Holy Defeater spell is 10 + the spell’s level + the Holy Defeater Wisdom modifier. A high Constitution improves a Holy Defeater hit points, and a high Strength improves the Holy Defeater fighting force.


Table: Holy Defeater
Hit Die: d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day Divine Spellcasting
0 1st 2nd 3rd 4th
1st +1 +0 +0 +2 Special Mount, Divine Aura 1 1 +1 level of existing divine spellcasting class
2nd +2 +0 +0 +3 Improved Speed 2 2 +1 level of existing divine spellcasting class
3rd +3 +1 +1 +3 Deadly Charge 3 2 1 +1 level of existing divine spellcasting class
4th +4 +1 +1 +4 Crazed Bull 3 2 2 +1 level of existing divine spellcasting class
5th +5 +1 +1 +4 Pierce Illusion, Divine Grace 4 3 2 1 -
6th +6/+1 +2 +2 +5 Supreme Ride-By Attack 4 3 3 2 +1 level of existing divine spellcasting class
7th +7/+2 +2 +2 +5 Mounted Disarm 4 3 3 2 1 +1 level of existing divine spellcasting class
8th +8/+3 +2 +2 +6 Charging Overrun 4 4 4 3 2 +1 level of existing divine spellcasting class
9th +9/+4 +3 +3 +6 Charge Mastery 4 4 4 3 3 +1 level of existing divine spellcasting class
10th +10/+5 +3 +3 +7 Unstoppable Charge, Resilient Body 4 4 4 4 4 -

Class Skills (2 + Int modifier per level; ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int)

Class Features[edit]

The following are class features of the Holy Defeater:

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

Spells: A Holy Defeater casts divine spells hich are drawn from the paladin spell list (PHB page 191). To prepare or cast a spell, a Holy Defeater must have a Wisdom score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a Holy Defeater spell is 10 + the spell level + the Holy Defeater Wisdom modifier. Like other spellcasters, a Holy Defeater can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table : Holy Defeater. In addition, she receives bonus spells per day if she has a high Wisdoom score (see Table 1–1: Ability Modifiers and Bonus Spells, PHB page 8) A Holy Defeater prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Holy Defeater may prepare and cast any spell on the paladin spell list (page 191 PHB), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

In addition to the paladin spell gained per level described in the "Holy Defeater" table. When a new Holy Defeater level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefi t a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of Holy Defeater to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly. If a character had more than one spellcasting class in which he could cast 1st-level divine spells before he became a Holy Defeater, the player must decide which class to assign each level of Holy Defeater for the purpose of determining spells per day.

Special Mount: Upon reaching 3rd level, a Holy Defeater gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade. This mount is usually a heavy warhorse (for a Medium protector) or a dog-riding (for a Small protector). Once per day, as a full-round action, a protector may magically call her mount from the celestial or infernal realms, as appropriate, in which it resides. The mount immediately appears adjacent to the Holy Defeater and remains for 2 hours per protector level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Holy Defeater may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed )including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Should the Holy Defeater mount die, it immediately disappears, leaving behind any equipment it was carrying. The Holy Defeater may not summon another mount for thirty days or until she gains a Holy Defeater level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Holy Defeater Mount Basics: Use the base statistics for a creature of the mount’s kind, as given in the Monster Manual, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Table: Holy Defeater Special Mount
Class Level Bonus HD Natural Armor Adj. Str Adj. Int Special
1th-2th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws
3th-5th +4 +6 +2 7 Improved speed
6th-8th +6 +8 +3 8 Command creatures of its kind
9th-10th +8 +10 +4 9 Spell resistance
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus. It represents the preternatural toughness of a protector’s mount.
Str Adj.: Add this figure to the mount’s Strength score.
Int Adj.: The mount’s Intelligence score.
Empathic Link (Su): The protector has an empathic link with her mount out to a distance of up to 1 mile. The protector cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the protector has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars, page 52 PHB).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Share Spells (Ex): At the Holy Defeater option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the protector before the duration expires. Additionally, the protector may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A protector and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws (Ex): For each of its saving throws, the mount uses its own base save bonus or the Holy Defeater, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have (such as from magic items or feats).
Improved Speed (Ex):The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two Holy Defeater levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time (in combat, for instance). If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Holy Defeater level + Holy Defeater Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s Holy Defeater level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the mount’s spell resistance.

Divine Aura: A Holy Defeater expel a strong divine aura and can detect the aura of other creatures and objects within a 60 foot radius, as detect evil or good spell. The power of a Holy Defeater aura of good or evil is equal to her character spellcaster level, just like the aura of a cleric of a good or evil deity. A Holy Defeater is immune to fear (magical or otherwise). Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Holy Defeater is conscious, but not if she is unconscious or dead.

Improved Speed: At 2nd level and higher, a Holy Defeater can urge his mount to greater than normal speed. This ability doubles the maximum distance the mount can move.

Deadly Charge: When using the charge action, a Holy Defeater of 3rd level or higher may declare a "deadly charge" before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability can be stack with the benefit of the Spirited Charge feat.

Crazed Bull: A Holy Defeater need not Charge, Bull Rush, or Overrun in a straight line once he reaches level 4. A Charge can now move around difficult terrain and obstacles, a Bull Rush can now move an opponent to the left or right one square for each square he is moved back, and an Overrun can now run through whichever squares the Destructive Charger chooses.

Pierce Illusion: A Holy Defeater of 5th level or higher gains the supernatural ability to penetrate illusions and disguises at will. Whenever an Holy Defeater sees an illusion or disguise spell of any sort, he immediately see through it. The Holy Defeater need not interact with or touch the illusion, visual contact is enough to deny the illusion.

Divine Grace: At 5st level, a Holy Defeater gains a bonus equal to her Charisma bonus (if any) on all saving throws. This ability does not stack with the benefit of the Divine Grace class feature of the paladin.

Ride-By Attack: At 6th level and higher when you use Spring Attack, you can select two targets to attack during your movement instead of one and you can use Deadly Charge on both targets. The second attack made this way is made at your full base attack bonus – 5. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can’t target the same creature twice.

Mounted Disarm: If an enemy misses an attack against a level 7th Holy Defeater that has a lance, then an attack of opportunity can be made against the weapon used with a +4 to this disarm attempt. You can attemp to disarm and do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.

Charging Overrun: At 8th level, Holy Defeater gains the ability to perform Overrun on a target at then end of a Charge. You can only overrun an opponent who is the same size category than you, or smaller. Make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A Holy Defeater gets a +4 bonus on the check for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you knock the defender prone. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone. In a charge overrun attacks can no longer be avoided.

Charge Mastery: At their 9th level, a Holy Defeater do not provoke attacks of opportunity from any enemies while performing a Charge, Bull Rush, or Overrun. Also, now he needs to move at least 5' for the charge to work, instead of 10'. Also if you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent you charge.

Resilient Body: You become sturdier than the average person, sturdy enough to protect those around you and absorb the damage you take. At 10th level, as a reaction to taking damage that would reduce you to half your maximum hit points or less, you gain temporary hit points equal to half your maximum hit points. The damage is dealt to the temporary hit points first, and they are lost at the end of your next turn. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses when you finish a long rest.

Unstoppable Charge: When making a deadly charge, a 10th-level Holy Defeater deals quadruple damage with a melee weapon (or quintuple damage with a lance).


Class Features[edit]


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