Holy Liberator

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Requirements

Base Attack Bonus: +5

Alignment: Chaotic Good

Skills: Diplomacy 5 ranks, Sense Motive 5 ranks

Feats: Iron Will

Summary



The holy liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. They particularly direct their efforts against lawful evil societies (dictatorships or plutocracies), slaveholders and slave traders, and powerful, corrupt governments, but they also recognize the possibility for tyranny even in a state of anarchy (where strong individuals may impose their will on people weaker than they).

Members of all classes—with the prominent exception of monks—are often drawn to the holy liberator prestige class. Chaotic good fighters and rangers are natural holy liberators, augmenting their already significant combat abilities with the holy powers of the prestige class. Many clerics are also drawn to become holy liberators—particularly chaotic clerics of Pelor and certain clerics of Kord. Many rogues also adopt the holy liberator class, working with stealth and steel for the cause of freedom.

NPC holy liberators are usually loners, though they may organize rebellious forces in a tyrannical nation. They often have powerful celestial allies, from celestial animals to ghaele eladrins, assisting their cause, but tend to work in a loose network rather than a structured or close association. Just as holy liberators rarely accept orders from anyone, they are loath to give them, choosing to form alliances and friendships rather than manipulate minions or servants.

In your campaign, holy liberators may wander the planes seeking out slavers to destroy, or they may be the sponsors of a rebellion against a particularly harsh government. Holy liberators can act much like guerillas, training and exhorting the local populace to resist tyrannical rule.

Role: Tank Support

Characteristics: Limited Casting. Paladin-like adventurers can break enchantments

Source: Complete Divine

Game Rule Information

The Holy Liberator has the following game statistics.

Abilities: Wisdom for your divine casting and Charisma for your auxiliary abilities.

Alignment: Chaotic Good

Hit Die: d10

Starting Gold: N/A

Class Skills

The Holy Liberator's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis) Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Holy Liberator.

Weapon and Armor Proficiency: A Holy Liberator is proficient with all simple and martial weapons, all armor and shields except tower shields

Code of Conduct: Holy liberators must be of chaotic good alignment and lose all special class abilities if they ever willingly commit an act of evil. True to their alignment, holy liberators have no more formalized code of conduct than that.

Spells per Day/Spells Known: A holy liberator has the ability to cast a small number of divine spells. To cast a spell, the holy liberator must have a Wisdom score of at least 10 + the spell's level, so a holy liberator with a Wisdom of 10 or lower cannot cast these spells. Holy liberator bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + character level. When the holy liberator gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A holy liberator without a bonus spell for that level cannot yet cast a spell of that level.)

The holy liberator uses the paladin spell list, with a few changes. The holy liberator's spell list does not include any spells with the law descriptor. The following spells are added to the holy liberator's spell list: 1st – Protection From Law; 2nd – Heroism; 3rd – Magic Circle Against Law; 4th – Dispel Law, Freedom of Movement. A holy liberator prepares and casts spells just as a cleric does (though the liberator cannot spontaneously cast cure or inflict spells).

Aura of GoodEx: The power of a holy liberator's aura of good (see the Detect Good spell) is equal to his class level plus his cleric level, if any.

Detect EvilSp: The holy liberator can use Detect Evil as a spell-like ability at will.

Smite EvilSu: Once per day, a holy liberator may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level holy liberator armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the holy liberator accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. At 5th level, the holy liberator may smite evil twice per day, and at 10th level three times per day.

Remove FatigueSu: A holy liberator of 2nd level or higher can eliminate fatigue in any creature he touches. Using this ability is a standard action; the holy liberator may use it a number of times per day equal to 3 + his Charisma modifier.

Aura of ResolveEx: Beginning at 3rd level, the holy liberator gains immunity to all charm and compulsion effects. His mind is his own, and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the holy liberator is conscious, but not if he is unconscious or dead.

Divine GraceSu: A holy liberator of 4th level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.

Break EnchantmentSp: Beginning at 4th level, a holy liberator can use Break Enchantment once per week. He can use this ability twice per week at 8th level.

Celestial CompanionSp: Upon reaching 6th level, a holy liberator gains the service of a celestial companion (a cat, eagle, hawk, warhorse, owl, pony, riding dog, or wolf) to serve him in his struggle against tyranny. The creature has the celestial template (see page 31 of the Monster Manual). This creature may willingly act as a guardian (such as a hawk), a helper (such as a cat), or a mount (such as a horse).

Once per day, as a full-round action, a holy liberator may magically call his companion from the celestial realms in which it resides. The companion immediately appears adjacent to the holy liberator and remains for 2 hours per holy liberator level; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the holy liberator may release a particular companion from service (if it has grown too old to join her struggle, for instance). Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, and the like for mounts). Calling the companion is a conjuration (calling) effect.

Should the holy liberator's companion die, it immediately disappears, leaving behind any equipment it was carrying. The liberator may not call another companion for thirty days or until he gains a liberator level, whichever comes first, even if the companion is somehow returned from the dead. During this thirty-day period, the liberator takes a —1 penalty on attack and weapon damage rolls. Treat the companion as a special mount for the purpose of spells that specifically affect a paladin's special mount (such as heal mount).

Table 1-1: Holy Liberator Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day 0
2nd +2 +3 +0 +0 Remove fatigue 1
3rd +3 +3 +1 +1 Aura of resolve 1 0
4th +4 +4 +1 +1 Break enchantment 1/week, divine grace 1 1
5th +5 +4 +1 +1 Smite evil 2/day 1 1 0
6th +6 +5 +2 +2 Celestial companion 1 1 1
7th +7 +5 +2 +2 2 1 1
8th +8 +6 +2 +2 Break enchantment 2/week 3 1 1 1
9th +9 +6 +3 +3 3 2 1 1
10th +10 +7 +3 +3 Smite evil 3/day 3 2 2 1

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-2: Bonus Spells
Skill Bonus Level 1 Level 2 Level 3 Level 4
1 1 1 0 0
2 2 1 1 1
3 3 2 2 1
4 4 2 2 1
5 5 3 2 1
6 6 3 2 2
7 7 4 2 2
8 8 4 3 2
9 9 5 3 2
10 10 5 3 3
11 11 6 4 3

Celestial Companion

The holy liberator's celestial companion is superior to a normal animal of its type. It has the celestial template, as described in the Monster Manual. It further gains HD and special abilities based on the holy liberator's character level (see the table).

Table 1-3: Celestial Companion Progression
Character Level Bonus HD Natural Armor Adj. Dex Adj. Int Special
12th or less +2 +1 +1 6 Empathic link, improved evasion, improved speed +10 ft., share saving throws, share spells
13th-15th +4 +3 +2 7 Speak with holy liberator
16th-18th +6 +5 +3 8 Blood bond, improved speed +20 ft.
19th-20th +8 +7 +4 9 Spell resistance

Dex Adj.: Add this figure to the companion's Dexterity score.

Improved Speed (Ex): The mount's speed increases by 10 ft. if its liberator's character level is 15th or lower. If the liberator's character level is 16th or higher, the mount's speed increases by a total of +20 feet.

Blood Bond (Ex): The companion gains a +2 bonus on all attacks, checks, and saves if it witnesses the holy liberator being threatened or harmed.

Spell Resistance (Ex): A companion's spell resistance equals the liberator's class level +10.