Okay, this class has a somewhat long description, so you've been warned. It is part of my little project of creating unique classes for some of the various deities in my campaign. This class is a paladin-ish thing with a heavy focus on melee combat. I changed the way that the magic of the class works, by using Divine Points that are gained by dealing damage. I didn't like the feeling of the war-herald "running out of spells" and I wanted a magic system that would promote melee combat. I also wanted to change the spells anyways, since the war-herald isn't as purely "good" as the paladin and the normal paladin spells simply don't fit the theme. The god that the war-herald serves has the nickname "Prince of Scars" and is a deity dedicated to self-inflicted pain, obedience and protocol.
A little note, the "White" damage you might see in the description is a type of damage that I operate with in my campaign that is simply considered magic damage of a "good" type with no special power, except that if a melee weapon causes additional White damage the weapon is considered to be Good for the purpose of overcoming damage reduction, and White damage can effect incorporeal, evil creatures.
War-Herald of Thakulion
The war-heralds of Thakulion is the military wing of the church of Thakulion, a fierce order of holy warriors based in Castle Laumakis. The history of the war-heralds goes back more than seven hundred years, the order having been established as a response to the War of Betrayal between Laumakis and the goblin tribes of the Seven Stones. The grand patriarch of the church, Saint Neopaul, decided that the supportive role of the church was to be expanded. The regular priests of the church had performed an invaluable service for the Laumakian armed forces during the conflict, despite their lack of martial training. Saint Neopaul argued that a special cadre of priests with extensive martial training would be even more invaluable to an armed force, as they would be able to provide their services at the front lines. The war-heralds were eventually formed and the church recruited members of the Knights of Cadeus to train the new recruits. The war-heralds were given a training that mixed the martial proves of the Knighthood and the devout powers of the normal clergy.
Hierarchy
The absolute ruler of the war-heralds is the immortal Saint Theowyn, the first war-herald to complete his training. Saint Theowyn answers only to the head of the Thakulian church, Leopold. Beneath Saint Theowyn are the three Grand Heralds, the leaders of the three branches of the war-heralds. The leader of the Inquisitors, Grand Herald Deparmaine, the leader of the Templars, Grand Herald Lemark and the leader of the Devout, Grand Herald Samuel form the war-herald council. All decisions in the order are made between these four members. Each war-herald has beneath him a quartermaster, a military adviser and a chamberlain. In addition, each Grand Herald has a personal bodyguard of war-heralds called the Scarlet Robes. The members of the war-heralds have a variety of ranks, starting with acolyte and going up through herald, master herald, father herald and finally herald-bishop. The members of the war-heralds can achieve titles in addition to their formal rank. The armorer is responsible for overseeing the armory of the order and the maintenance of the orders weaponry. The confessor is responsible for upholding the moral aspects of the Thakulian scriptures and ensuring the unwavering loyalty of the war-heralds to the cause of the church. The theurgist is a sage and adviser in all questions of a magic or supernatural nature.
Symbols
The symbol for the war-heralds is the Thakulian boar with golden tusks surrounded by five stars. This symbol is branded unto the skin of the left hand on all war-heralds as soon as they become acolytes. Additionally, they have the symbol of their branch branded unto the skin on their right hand. The symbol for the Inquisitors is a black triangle, the symbol for the Templars is an left-facing iron eagle, and the symbol for the Devout is a white eye. It is tradition for the war-heralds to tattoo a black line underneath their left eye each time they have served seven years under the order. Additionally, many of the Inquisitors have been known to remove their fingernails and have their fingertips branded to prevent their nail from growing out again, as a sign of faith. Also, many war-heralds choose as a sign of devotion to become eunuchs.
Edicts
The war-heralds adhere to all edicts of the normal Thakulian church. They are also forced to live under strict celibacy when they join the order. The war-heralds are not permitted to wed, yet a special rule exists that permits a war-herald to become a so called "Widow Pater". If a man dies under the service of the Laumakian army, a war-herald is permitted to wed his wife to become the man of the household. This special rule was made to help support the widows and their families. The war-herald still has to adhere to his vow of celibacy, but otherwise the couple will act as if though they are formally married. The War-Herald will help raise the children, and he will provide financial support to the family.
Besides the celibacy, there are a number of edicts that the war-heralds adhere to. They pray five times per day, and they are forbidden to ever speak badly of the king or any of the church leaders. They also refrain completely from alcohol or eating spicy food.
Hit Die: d10
Class Skills
The war-heralds’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty / religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: Good (as fighter)
Fort Save: Good (as fighter)
Reflex Save: Bad (as fighter)
Will Save: Good (as fighter)
Level Special
1 Divine Points, Radiance, Rituals
2 Recovery
3 Mark of Vengeance (1d4)
4 Zeal of the Flagellant
5 Mark of Restoration
6 Flayed Faith
7 Mark of Shielding
8 Mark of Vengeance (1d6), Shared Suffering
9 Mark of the Order
10 Sacrament of Pain
11 Mark of Exorcism
12 Chains of Heresy
13 Mark of Vengeance (1d8)
14 Triumphant Wrath
15 Mark of Restoration, Mark of Triumph
16 Sanctuary of the Prince of Scars
17 Mark of Shielding
18 Inspired Assault, Mark of Vengeance (1d10)
19
20 Saintly Providence
Class Features
Divine Points (Sl): The war-herald of Thakulion has a pool of Divine Points that he can use to invoke special powers. The Divine Points can only be gained by causing damage to an opponent with a melee attack. Each time the war-herald causes damage to an opponent with a melee attack, he will gain a Divine Point. The maximum amount of Divine Points that the war-herald can store is equal to his war-herald level plus his Wisdom modifier. Stored Divine Points will slowly decay when the war-herald is not engaged in combat, decaying at the rate of one point every ten minutes. Using a Divine Power does not invoke an attack of opportunity, and no Concentration check is required to use the power if the war-herald has suffered damage. Divine Powers always have a verbal component, but never any somatic or material component.
Radiance (Sl): At 1st level, the war-herald learns the Radiance Divine Power. As a free action, the war-herald can channel the power of Thakulion through his body, causing him to radiate a bright light that will illuminate an area of 30 ft. around him. While the power is active, the war-herald has a +5 Sacred bonus to all Intimidate checks. It costs 1 Divine Point to invoke the power and it lasts for 1 round.
Rituals (Sl): The war-herald of Thakulion gains access to the following divine rituals: Last rites, Sermon. If the war-herald belongs to the order of inquisitors, he also gains access to the ritual of Excommunication.
Recovery (Sl): At 2nd level, the war-herald learns the Recovery Divine Power. As a standard action, the war-herald cures himself or any creature he touches for 1d4 points of damage + 1 point per war-herald level. In addition to being healed, the target also gains a Sacred bonus to their next Saving Throw against disease or poison made within the next minute. Invoking the Recovery power costs 4 Divine Points.
Mark of Vengeance (Su): From level 3, the war-herald can invoke a special mark on himself. Invoking a mark is a standard action that doesn't cost any Divine Points and doesn't invoke an attack of opportunity. Only one mark can be active on the war-herald at any given time. Once a mark has been invoked, it will remain active until the war-herald turns it off or invokes another mark. The mark will remain active even if the war-herald is sleeping or rendered otherwise incapacitated. The first mark that the war-herald learns it the Mark of Vengeance. When Mark of Vengeance is active, the war-herald will cause an additional 1d4 points of White damage with any melee attack that hits his opponent. The extra damage will even affect an opponent that suffers no damage from the melee attack itself. At level 8, the damage caused by Mark of Vengeance increases to 1d6, at 13 it increases to 1d8 and at level 18 it increases to 1d10.
Zeal of the Flagellant (Sl): At 4th level, the war-herald learns the Zeal of the Flagellant Divine Power. As a free action, the war-herald blesses his next attack to be imbued with the power of the pain the war-herald has endured. The next attack of the war-herald will cause an amount of bonus White damage equal to the total damage sustained by the war-herald. For example, if the maximum hit points of the war-herald is 32, but he has suffered 17 points of damage, bringing his current hit points to 15, the attack will cause an additional 17 points of White damage. If the next attack made by the war-herald misses, the power fades and the spent Divine Points are lost. Invoking the Zeal of the Flaggelant costs 10 Divine Points.
Mark of Restoration (Su): From level 5, the war-herald can invoke the Mark of Restoration on himself. While Mark of Restoration is active, the war-herald gains two Divine Points from causing damage with a melee attack, as opposed to one. From level 15, the war-herald will suffer no decay of his Divine Point pool while Mark of Restoration is active.
Flayed Faith (Sl): At 6th level, the war-herald learns the Flayed Faith Divine Power. As a standard action, the war-herald cuts and maims his body as a sign of devotion to Thakulion, causing damage to himself. The war-herald chooses himself how much damage he wishes to cause when invoking this power. The amount of damage caused can never be more than one hit point per war-herald level and never less than one point.. All allies within 30 ft. of the war-herald, including the war-herald himself, will gain a +1 morale bonus to attack and damage rolls as well as a Sacred bonus to all Saving Throws against fear equal to the amount of damage taken by the war-herald. Invoking the Flayed Faith power costs 3 Divine Points and the power lasts for one minute per war-herald level.
Mark of Shielding (Su): From level 7, the war-herald can invoke the Mark of Shielding on himself. While Mark of Shielding is active, the War-Herald gains a Sacred bonus to all his Saving Throws and his Armor Class equal to his Wisdom modifier. From level 17, the war-herald will also gain Spell Resistance equal to his war-herald level plus his Wisdom modifier while Mark of Shielding is active.
Shared Suffering (Sl): At 8th level, the war-herald learns the Shared Suffering Divine Power. As a standard action, the war-herald binds himself with a foe. To bind himself to a foe, the war-herald must succeed at a melee touch attack. Once the war-herald is bound to a foe, both the war-herald and the target enemy will suffer any damage that their bound counterpart suffers. Any damage taken by the war-herald will also be taken by the enemy, and vice-versa. No form of energy resistance or damage reduction can decrease the amount of damage taken by the power. If the creature who suffers damage from an attack is able to reduce the damage from the attack through such means as energy resistance or damage reduction, the linked creature will also gain the benefit of the reduction and only suffer the actual amount of damage taken. It is not possible for a war-herald to be bound to more than one creature at the time, if the war-herald uses Shared Suffering on a creature while he is already linked to another creature, the first effect will end immediately. Invoking the Shared Suffering power costs 5 Divine Points and the power lasts for one round per war-herald level.
Mark of the Order (Su): From level 9, the war-herald can invoke a special Mark of the Order. The Mark of the Order has a different power depending on which branch of the order the war-herald belongs to. If the war-herald belongs to the Inquisitors, the Mark of the Order will make the herald cause an additional 2d6 points of White damage to any opponent of evil alignment and the herald will be completely immune to any form of mind-control while the mark is active. If the war-herald belongs to the Templars, the Mark of the Order will cause the herald and any allies within 20 ft. to gain a Sacred bonus to their melee attack and damage rolls equal to the Wisdom modifier of the war-herald. If the War-Herald belongs to the Devout, the Mark of the Order will double the effect of the Recovery power.
Sacrament of Pain (Sl): At 10th level, the war-herald learns the Sacrament of Pain Divine Power. As a free action, the war-herald imbues his next attack with holy power, enabling him to rid a target of magic control. If the next attack performed by the war-herald hits and causes damage, the target is immediately allowed a Saving Throw against any mind-affecting spell or effect affecting him. The target will have a Sacred bonus to his Saving Throw equal to the amount of damage caused by the attack. If the Saving Throw is successful, the effect is immediately ended and the creature responsible for causing the effect will take the same amount of damage as suffered by the target. If the attack misses, the power fades and the spent Divine Points are lost. Invoking the Sacrament of Pain costs 4 Divine Points.
Mark of Exorcism (Su): From level 11, the war-herald can invoke the Mark of Exorcism on himself. While Mark of Exorcism is active, the war-herald ignores any damage reduction when attacking evil outsiders or undead creatures. Additionally, any evil outsider or undead that the war-herald causes damage to with a melee attack must succeed at a Will Saving Throw (DC 10 + the war-herald's level) or become stunned for 1 round. This effect will affect even creatures normally immune to stunning.
Chains of Heresy (Sl): At 12th level, the war-herald learns the Chains of Heresy Divine Power. As a standard action, the war-herald curses all enemies within 60 ft. All enemies within range of effect must succeed a Will Saving Throw (DC 10 + the war-herald's level). If they fail their Saving Throw, they are bound to the war-herald by the power. If any enemy affected by Chains of Heresy moves away from the war-herald, they will suffer 1d6+1 points of White damage for every 5 ft. they move. They will continue to take damage even if they move outside the initial area of the power. The targets will not suffer damage if the war-herald moves away from them, nor will they suffer damage if they move away from the war-herald by the use of a spell or effect such as Blink or Teleport. If an affected creature declares that it intends to move a certain distance without knowing that it is affected by Chains of Heresy, it is allowed to stop its movement once it has suffered damage. Invoking the Chains of Heresy power costs 3 Divine Points and the power lasts for one minute per war-herald level.
Triumphant Wrath (Sl): At 14th level, the war-herald learns the Triumphant Wrath Divine Power. As a free action, the war-herald invokes the power of Thakulion to grant him momentum and strength. While the power is in effect, the war-herald gains a cumulative +1 bonus to all melee damage each time he causes damage to an enemy, to a maximum bonus equal to the evoker's war-herald level. Invoking the Triumphant Wrath power costs 5 Divine Points and the power lasts for one round per war-herald level.
Mark of Triumph (Su): From level 15, the war-herald can invoke the Mark of Triumph on himself. While the Mark of Triumph is active, any allies within 20 ft. of the war-herald that are brought to zero or less Hit Points will not die. Instead, they will remain alive and conscious for as long as the war-herald himself is alive. They can still be brought down to negative Hit Points, and when Mark of Triumph ends they will instantly die if their Hit Points are below -10. The Mark of Triumph does not affect the war-herald himself. At the beginning of each round that the Mark of Triumph is active, the war-herald suffers 2d6 points of damage.
Sanctuary of the Prince of Scars (Sl): At 16th level, the war-herald learns the Sanctuary of the Prince of Scars Divine Power. As a standard action, the war-herald calls for the eyes of Thakulion himself to gaze on the earth so that all that is hidden will be revealed and all that is blasphemous will be barred. The power affects an area of 120 ft. around the war-herald. The entire area will be brightly illuminated by a light that seems to come from above. Any creature affected by any effect that causes blurring or invisibility must succeed at a Will Saving Throw (DC 10 + the war-herald's level) or have the effect dispelled. Any undead and creatures of evil alignment inside the area will be surrounded by a bright, black halo that makes it impossible for them to hide and provides anyone attacking them with a +4 bonus to their attack roll. Undead and creatures of evil alignment are unable to enter the affected area through the use of spell-like or supernatural effects. Invoking the Sanctuary of the Prince of Scars power costs 6 Divine Points and the power lasts for one round per war-herald level.
Inspired Assault (Sl): At 18th level, the war-herald learns the Inspired Assault Divine Power. As a free action, the war-herald imbues his next attack with devastating holy energy. If the next attack of the war-herald hits his enemy, it will cause 2d6 extra points of damage. If the enemy suffers damage from the attack, the war-herald is allowed to make an additional, immediate attack against another opponent within range. The extra attack also causes 2d6 point of additional damage. Each time the war-herald succeeds at causing damage while Inspired Assault is in effect, he can make an additional attack against a new enemy. It is not possible for the war-herald to attack the same opponent twice and if an attack misses or fails to cause damage, the power ends. The war-herald can not move between the attacks granted by the power. Invoking the Inspired Assault power costs 5 Divine Points.
Saintly Providence (Sl): At 20th level, the war-herald learns the Saintly Providence Divine Power. As a standard action, the war-herald uses his fanatical mind to take control over his weak flesh. While the power lasts, the war-herald will not die, be rendered unconscious from being reduced to 0 or less hit points or be affected by any mind-affecting spell or effect. The war-herald will continue to take damage as normal, he just won't suffer any ill consequences from damage as long as the power is in effect. It is impossible for the war-herald to renew the duration of the power while it is in effect. When the power ends, all negative effects of having sustained damage will return. If the war-herald is at 0 or less hit points, he will be disabled, and if he is at -10 hit points he will die. Invoking the Saintly Providence power costs 8 Divine Points and the power lasts for one round per war-herald level.
New Feats
Illumination
You are able to use a Divine Power at a much lower cost.
Prerequisite: At least 5 levels in the War-Herald class.
Benefit: Once per day, you may reduce the Divine Point Cost of a Divine Power by 5 points. It is possible to reduce the cost of the power to 0 through the use of this feat.
Special: It is possible to take this feat several times. Each time the feat is taken, you gain an additional use per day of the ability.
Mourning Triumph
You are able to cause additional damage to undead opponents.
Prerequisite: At least 5 levels in the War-Herald class.
Benefit: All White damage you cause against undead opponents is doubled.
Wrath of the Herald
You are able to gain additional Divine Points when you cause a critical hit.
Prerequisite: At least 3 levels in the War-Herald class.
Benefit: Whenever the War-Herald causes damage with a critical hit, he will gain two Divine Points instead of one. If Mark of Restoration is active on the War-Herald, he will instead gain four Divine Points from a critical hit instead of two.
Normal: The War-Herald only gains one Divine Point when he causes damage, even if it is a critical hit.
A little note, the "White" damage you might see in the description is a type of damage that I operate with in my campaign that is simply considered magic damage of a "good" type with no special power, except that if a melee weapon causes additional White damage the weapon is considered to be Good for the purpose of overcoming damage reduction, and White damage can effect incorporeal, evil creatures.
War-Herald of Thakulion
The war-heralds of Thakulion is the military wing of the church of Thakulion, a fierce order of holy warriors based in Castle Laumakis. The history of the war-heralds goes back more than seven hundred years, the order having been established as a response to the War of Betrayal between Laumakis and the goblin tribes of the Seven Stones. The grand patriarch of the church, Saint Neopaul, decided that the supportive role of the church was to be expanded. The regular priests of the church had performed an invaluable service for the Laumakian armed forces during the conflict, despite their lack of martial training. Saint Neopaul argued that a special cadre of priests with extensive martial training would be even more invaluable to an armed force, as they would be able to provide their services at the front lines. The war-heralds were eventually formed and the church recruited members of the Knights of Cadeus to train the new recruits. The war-heralds were given a training that mixed the martial proves of the Knighthood and the devout powers of the normal clergy.
Hierarchy
The absolute ruler of the war-heralds is the immortal Saint Theowyn, the first war-herald to complete his training. Saint Theowyn answers only to the head of the Thakulian church, Leopold. Beneath Saint Theowyn are the three Grand Heralds, the leaders of the three branches of the war-heralds. The leader of the Inquisitors, Grand Herald Deparmaine, the leader of the Templars, Grand Herald Lemark and the leader of the Devout, Grand Herald Samuel form the war-herald council. All decisions in the order are made between these four members. Each war-herald has beneath him a quartermaster, a military adviser and a chamberlain. In addition, each Grand Herald has a personal bodyguard of war-heralds called the Scarlet Robes. The members of the war-heralds have a variety of ranks, starting with acolyte and going up through herald, master herald, father herald and finally herald-bishop. The members of the war-heralds can achieve titles in addition to their formal rank. The armorer is responsible for overseeing the armory of the order and the maintenance of the orders weaponry. The confessor is responsible for upholding the moral aspects of the Thakulian scriptures and ensuring the unwavering loyalty of the war-heralds to the cause of the church. The theurgist is a sage and adviser in all questions of a magic or supernatural nature.
Symbols
The symbol for the war-heralds is the Thakulian boar with golden tusks surrounded by five stars. This symbol is branded unto the skin of the left hand on all war-heralds as soon as they become acolytes. Additionally, they have the symbol of their branch branded unto the skin on their right hand. The symbol for the Inquisitors is a black triangle, the symbol for the Templars is an left-facing iron eagle, and the symbol for the Devout is a white eye. It is tradition for the war-heralds to tattoo a black line underneath their left eye each time they have served seven years under the order. Additionally, many of the Inquisitors have been known to remove their fingernails and have their fingertips branded to prevent their nail from growing out again, as a sign of faith. Also, many war-heralds choose as a sign of devotion to become eunuchs.
Edicts
The war-heralds adhere to all edicts of the normal Thakulian church. They are also forced to live under strict celibacy when they join the order. The war-heralds are not permitted to wed, yet a special rule exists that permits a war-herald to become a so called "Widow Pater". If a man dies under the service of the Laumakian army, a war-herald is permitted to wed his wife to become the man of the household. This special rule was made to help support the widows and their families. The war-herald still has to adhere to his vow of celibacy, but otherwise the couple will act as if though they are formally married. The War-Herald will help raise the children, and he will provide financial support to the family.
Besides the celibacy, there are a number of edicts that the war-heralds adhere to. They pray five times per day, and they are forbidden to ever speak badly of the king or any of the church leaders. They also refrain completely from alcohol or eating spicy food.
Hit Die: d10
Class Skills
The war-heralds’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty / religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: Good (as fighter)
Fort Save: Good (as fighter)
Reflex Save: Bad (as fighter)
Will Save: Good (as fighter)
Level Special
1 Divine Points, Radiance, Rituals
2 Recovery
3 Mark of Vengeance (1d4)
4 Zeal of the Flagellant
5 Mark of Restoration
6 Flayed Faith
7 Mark of Shielding
8 Mark of Vengeance (1d6), Shared Suffering
9 Mark of the Order
10 Sacrament of Pain
11 Mark of Exorcism
12 Chains of Heresy
13 Mark of Vengeance (1d8)
14 Triumphant Wrath
15 Mark of Restoration, Mark of Triumph
16 Sanctuary of the Prince of Scars
17 Mark of Shielding
18 Inspired Assault, Mark of Vengeance (1d10)
19
20 Saintly Providence
Class Features
Divine Points (Sl): The war-herald of Thakulion has a pool of Divine Points that he can use to invoke special powers. The Divine Points can only be gained by causing damage to an opponent with a melee attack. Each time the war-herald causes damage to an opponent with a melee attack, he will gain a Divine Point. The maximum amount of Divine Points that the war-herald can store is equal to his war-herald level plus his Wisdom modifier. Stored Divine Points will slowly decay when the war-herald is not engaged in combat, decaying at the rate of one point every ten minutes. Using a Divine Power does not invoke an attack of opportunity, and no Concentration check is required to use the power if the war-herald has suffered damage. Divine Powers always have a verbal component, but never any somatic or material component.
Radiance (Sl): At 1st level, the war-herald learns the Radiance Divine Power. As a free action, the war-herald can channel the power of Thakulion through his body, causing him to radiate a bright light that will illuminate an area of 30 ft. around him. While the power is active, the war-herald has a +5 Sacred bonus to all Intimidate checks. It costs 1 Divine Point to invoke the power and it lasts for 1 round.
Rituals (Sl): The war-herald of Thakulion gains access to the following divine rituals: Last rites, Sermon. If the war-herald belongs to the order of inquisitors, he also gains access to the ritual of Excommunication.
Recovery (Sl): At 2nd level, the war-herald learns the Recovery Divine Power. As a standard action, the war-herald cures himself or any creature he touches for 1d4 points of damage + 1 point per war-herald level. In addition to being healed, the target also gains a Sacred bonus to their next Saving Throw against disease or poison made within the next minute. Invoking the Recovery power costs 4 Divine Points.
Mark of Vengeance (Su): From level 3, the war-herald can invoke a special mark on himself. Invoking a mark is a standard action that doesn't cost any Divine Points and doesn't invoke an attack of opportunity. Only one mark can be active on the war-herald at any given time. Once a mark has been invoked, it will remain active until the war-herald turns it off or invokes another mark. The mark will remain active even if the war-herald is sleeping or rendered otherwise incapacitated. The first mark that the war-herald learns it the Mark of Vengeance. When Mark of Vengeance is active, the war-herald will cause an additional 1d4 points of White damage with any melee attack that hits his opponent. The extra damage will even affect an opponent that suffers no damage from the melee attack itself. At level 8, the damage caused by Mark of Vengeance increases to 1d6, at 13 it increases to 1d8 and at level 18 it increases to 1d10.
Zeal of the Flagellant (Sl): At 4th level, the war-herald learns the Zeal of the Flagellant Divine Power. As a free action, the war-herald blesses his next attack to be imbued with the power of the pain the war-herald has endured. The next attack of the war-herald will cause an amount of bonus White damage equal to the total damage sustained by the war-herald. For example, if the maximum hit points of the war-herald is 32, but he has suffered 17 points of damage, bringing his current hit points to 15, the attack will cause an additional 17 points of White damage. If the next attack made by the war-herald misses, the power fades and the spent Divine Points are lost. Invoking the Zeal of the Flaggelant costs 10 Divine Points.
Mark of Restoration (Su): From level 5, the war-herald can invoke the Mark of Restoration on himself. While Mark of Restoration is active, the war-herald gains two Divine Points from causing damage with a melee attack, as opposed to one. From level 15, the war-herald will suffer no decay of his Divine Point pool while Mark of Restoration is active.
Flayed Faith (Sl): At 6th level, the war-herald learns the Flayed Faith Divine Power. As a standard action, the war-herald cuts and maims his body as a sign of devotion to Thakulion, causing damage to himself. The war-herald chooses himself how much damage he wishes to cause when invoking this power. The amount of damage caused can never be more than one hit point per war-herald level and never less than one point.. All allies within 30 ft. of the war-herald, including the war-herald himself, will gain a +1 morale bonus to attack and damage rolls as well as a Sacred bonus to all Saving Throws against fear equal to the amount of damage taken by the war-herald. Invoking the Flayed Faith power costs 3 Divine Points and the power lasts for one minute per war-herald level.
Mark of Shielding (Su): From level 7, the war-herald can invoke the Mark of Shielding on himself. While Mark of Shielding is active, the War-Herald gains a Sacred bonus to all his Saving Throws and his Armor Class equal to his Wisdom modifier. From level 17, the war-herald will also gain Spell Resistance equal to his war-herald level plus his Wisdom modifier while Mark of Shielding is active.
Shared Suffering (Sl): At 8th level, the war-herald learns the Shared Suffering Divine Power. As a standard action, the war-herald binds himself with a foe. To bind himself to a foe, the war-herald must succeed at a melee touch attack. Once the war-herald is bound to a foe, both the war-herald and the target enemy will suffer any damage that their bound counterpart suffers. Any damage taken by the war-herald will also be taken by the enemy, and vice-versa. No form of energy resistance or damage reduction can decrease the amount of damage taken by the power. If the creature who suffers damage from an attack is able to reduce the damage from the attack through such means as energy resistance or damage reduction, the linked creature will also gain the benefit of the reduction and only suffer the actual amount of damage taken. It is not possible for a war-herald to be bound to more than one creature at the time, if the war-herald uses Shared Suffering on a creature while he is already linked to another creature, the first effect will end immediately. Invoking the Shared Suffering power costs 5 Divine Points and the power lasts for one round per war-herald level.
Mark of the Order (Su): From level 9, the war-herald can invoke a special Mark of the Order. The Mark of the Order has a different power depending on which branch of the order the war-herald belongs to. If the war-herald belongs to the Inquisitors, the Mark of the Order will make the herald cause an additional 2d6 points of White damage to any opponent of evil alignment and the herald will be completely immune to any form of mind-control while the mark is active. If the war-herald belongs to the Templars, the Mark of the Order will cause the herald and any allies within 20 ft. to gain a Sacred bonus to their melee attack and damage rolls equal to the Wisdom modifier of the war-herald. If the War-Herald belongs to the Devout, the Mark of the Order will double the effect of the Recovery power.
Sacrament of Pain (Sl): At 10th level, the war-herald learns the Sacrament of Pain Divine Power. As a free action, the war-herald imbues his next attack with holy power, enabling him to rid a target of magic control. If the next attack performed by the war-herald hits and causes damage, the target is immediately allowed a Saving Throw against any mind-affecting spell or effect affecting him. The target will have a Sacred bonus to his Saving Throw equal to the amount of damage caused by the attack. If the Saving Throw is successful, the effect is immediately ended and the creature responsible for causing the effect will take the same amount of damage as suffered by the target. If the attack misses, the power fades and the spent Divine Points are lost. Invoking the Sacrament of Pain costs 4 Divine Points.
Mark of Exorcism (Su): From level 11, the war-herald can invoke the Mark of Exorcism on himself. While Mark of Exorcism is active, the war-herald ignores any damage reduction when attacking evil outsiders or undead creatures. Additionally, any evil outsider or undead that the war-herald causes damage to with a melee attack must succeed at a Will Saving Throw (DC 10 + the war-herald's level) or become stunned for 1 round. This effect will affect even creatures normally immune to stunning.
Chains of Heresy (Sl): At 12th level, the war-herald learns the Chains of Heresy Divine Power. As a standard action, the war-herald curses all enemies within 60 ft. All enemies within range of effect must succeed a Will Saving Throw (DC 10 + the war-herald's level). If they fail their Saving Throw, they are bound to the war-herald by the power. If any enemy affected by Chains of Heresy moves away from the war-herald, they will suffer 1d6+1 points of White damage for every 5 ft. they move. They will continue to take damage even if they move outside the initial area of the power. The targets will not suffer damage if the war-herald moves away from them, nor will they suffer damage if they move away from the war-herald by the use of a spell or effect such as Blink or Teleport. If an affected creature declares that it intends to move a certain distance without knowing that it is affected by Chains of Heresy, it is allowed to stop its movement once it has suffered damage. Invoking the Chains of Heresy power costs 3 Divine Points and the power lasts for one minute per war-herald level.
Triumphant Wrath (Sl): At 14th level, the war-herald learns the Triumphant Wrath Divine Power. As a free action, the war-herald invokes the power of Thakulion to grant him momentum and strength. While the power is in effect, the war-herald gains a cumulative +1 bonus to all melee damage each time he causes damage to an enemy, to a maximum bonus equal to the evoker's war-herald level. Invoking the Triumphant Wrath power costs 5 Divine Points and the power lasts for one round per war-herald level.
Mark of Triumph (Su): From level 15, the war-herald can invoke the Mark of Triumph on himself. While the Mark of Triumph is active, any allies within 20 ft. of the war-herald that are brought to zero or less Hit Points will not die. Instead, they will remain alive and conscious for as long as the war-herald himself is alive. They can still be brought down to negative Hit Points, and when Mark of Triumph ends they will instantly die if their Hit Points are below -10. The Mark of Triumph does not affect the war-herald himself. At the beginning of each round that the Mark of Triumph is active, the war-herald suffers 2d6 points of damage.
Sanctuary of the Prince of Scars (Sl): At 16th level, the war-herald learns the Sanctuary of the Prince of Scars Divine Power. As a standard action, the war-herald calls for the eyes of Thakulion himself to gaze on the earth so that all that is hidden will be revealed and all that is blasphemous will be barred. The power affects an area of 120 ft. around the war-herald. The entire area will be brightly illuminated by a light that seems to come from above. Any creature affected by any effect that causes blurring or invisibility must succeed at a Will Saving Throw (DC 10 + the war-herald's level) or have the effect dispelled. Any undead and creatures of evil alignment inside the area will be surrounded by a bright, black halo that makes it impossible for them to hide and provides anyone attacking them with a +4 bonus to their attack roll. Undead and creatures of evil alignment are unable to enter the affected area through the use of spell-like or supernatural effects. Invoking the Sanctuary of the Prince of Scars power costs 6 Divine Points and the power lasts for one round per war-herald level.
Inspired Assault (Sl): At 18th level, the war-herald learns the Inspired Assault Divine Power. As a free action, the war-herald imbues his next attack with devastating holy energy. If the next attack of the war-herald hits his enemy, it will cause 2d6 extra points of damage. If the enemy suffers damage from the attack, the war-herald is allowed to make an additional, immediate attack against another opponent within range. The extra attack also causes 2d6 point of additional damage. Each time the war-herald succeeds at causing damage while Inspired Assault is in effect, he can make an additional attack against a new enemy. It is not possible for the war-herald to attack the same opponent twice and if an attack misses or fails to cause damage, the power ends. The war-herald can not move between the attacks granted by the power. Invoking the Inspired Assault power costs 5 Divine Points.
Saintly Providence (Sl): At 20th level, the war-herald learns the Saintly Providence Divine Power. As a standard action, the war-herald uses his fanatical mind to take control over his weak flesh. While the power lasts, the war-herald will not die, be rendered unconscious from being reduced to 0 or less hit points or be affected by any mind-affecting spell or effect. The war-herald will continue to take damage as normal, he just won't suffer any ill consequences from damage as long as the power is in effect. It is impossible for the war-herald to renew the duration of the power while it is in effect. When the power ends, all negative effects of having sustained damage will return. If the war-herald is at 0 or less hit points, he will be disabled, and if he is at -10 hit points he will die. Invoking the Saintly Providence power costs 8 Divine Points and the power lasts for one round per war-herald level.
New Feats
Illumination
You are able to use a Divine Power at a much lower cost.
Prerequisite: At least 5 levels in the War-Herald class.
Benefit: Once per day, you may reduce the Divine Point Cost of a Divine Power by 5 points. It is possible to reduce the cost of the power to 0 through the use of this feat.
Special: It is possible to take this feat several times. Each time the feat is taken, you gain an additional use per day of the ability.
Mourning Triumph
You are able to cause additional damage to undead opponents.
Prerequisite: At least 5 levels in the War-Herald class.
Benefit: All White damage you cause against undead opponents is doubled.
Wrath of the Herald
You are able to gain additional Divine Points when you cause a critical hit.
Prerequisite: At least 3 levels in the War-Herald class.
Benefit: Whenever the War-Herald causes damage with a critical hit, he will gain two Divine Points instead of one. If Mark of Restoration is active on the War-Herald, he will instead gain four Divine Points from a critical hit instead of two.
Normal: The War-Herald only gains one Divine Point when he causes damage, even if it is a critical hit.
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