Forbidden Warrior PrC - those blessed by the gods

Isida Kep'Tukari

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Forbidden Warriors

Forbidden Warriors are those that, like paladins, use the blessings of their god in martial combat. What makes the Forbidden Warriors different is that they do not usually cast spells or things of that nature, but use the blessings their god bestows upon them directly. They can feel the presence of the divine around them and their god lets them use it to defend other members of their faith and well as promote their gods ideals.

Forbidden Warriors are auxiliary members of the Forbiddance of the Divine (see end of prestige class). Being blessed as the Forbidder are, though to less of an extreme extent, they can both emphasize with their plights and provide potent protection to the occasionally weaker Forbidders.

Typical Forbidden Warriors include paladins, clerics, or fighters with a religious bent. Occasionally rangers or druids enter this prestige class, though it is very rare. Orders devoted to gods of magic typically include those Forbidden Warriors with some arcane training as well.

Hit Dice: d10

Requirements:
To qualify to become a Forbidden Warrior, a character must fulfill all the following criteria.
Skills: Knowledge (religion) – 6 ranks,
Base Attack Bonus: +6
Feats: Devout Faith*, any one of Vow of Silence*, Vow of Chastity*, Vow of Fidelity*, Vow of Obedience*, or Vow of Poverty*.
*From the Book of Hallowed Might by Monte Cook

Class Skills
The Forbidden Warrior’s class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Ride (Dex), Profession (Wis), Spot (Wis).

Skill Points at Each Level: 2 + Int mod.

Lvl...BAB...Fort..Ref..Will...Special
1....+1.....+2....+0...+2.....Blessings of God,
2....+2.....+3....+0...+3.....Blessings of God
3....+3.....+3....+1...+3.....Blessings of God
4....+4.....+4....+1...+4.....Blessings of God
5....+5.....+4....+1...+4.....Blessings of God, Immune to charm and compulsion
6....+6.....+5....+2...+5.....Blessings of God
7....+7.....+5....+2...+5.....Blessings of God
8....+8.....+6....+2...+6.....Blessings of God
9....+9.....+6....+3...+6.....Blessings of God
10..+10.....+7....+3...+7.....Blessings of God

Class Features
The following are features of the Forbidden Warrior prestige class.

Weapon and Armor Proficiencies: The Forbidden Warrior gains no additional weapon or armor proficiencies.

Blessings of God: The Forbidden Warrior gains a blessing from the divine at each level. Unlike more transitory powers, the abilities the Forbidden Warrior gains are extremely durable and useful at all levels. Roll a d12 to see which blessing the god bestows upon the Forbidden Warrior at each level. A Blessing may be received only once. The DM is encouraged to substitute more appropriate ones for the individual deity, if it warrents it.

1. Gain one feat from the fighter bonus feat list.

2. Gain +2 sacred increase to any one stat (typically what the god is most known for – Kord – Strength or Constitution, Wee Jas – Intelligence, Pelor – Wisdom, ect. DM’s discretion).

3. Gain resistance 5 to acid, cold, and electricity.

4. Gain Wholeness of Body ability (see monk class for further description) for Forbidden Warrior levels.

5. Gains the uncanny dodge ability.

6. Gain +2 to attack roles with deity’s favored weapon.

7. Gain +1 sacred bonus on all saving throws.

8. Gain one weapon enhancement most suited to the deity (shocking, flaming, frost, acidic, or screaming) that is permanently in effect on any one weapon favored of the deity that the Forbidden Warrior carries.

9. Gain the ability to aid divine casters. When aiding a divine spellcaster that worships the Forbidden Warrior’s deity, he can chose to aid their spellcasting as he would aid another in combat or with a task. If he succeeds at a Knowledge (religion) roll at DC 10, he may add +2 to the DC of the caster’s spells. He must use a standard action to do this, though it does not draw an attack of opportunity.

10. Gains the evasion ability.

11. Gain +10 to base speed.

12. Gains SR equal to 10 + ½ Forbidden Warrior levels

Immune to Charms and Compulsions: At 5th level, Forbidden Warriors are no longer able to be affected by charm or compulsion effects, so that they are able to serve their god in greater faith.

~~~~~~~~~~~~~~~~~~~~~~~~~~

The Forbiddance of the Divine: The Organization
This organization was first used here, for an associated prestige class: Forbiddance of the Divine <--link

Description: Forbidders are members of a religion that have been particularly blessed by their god. Some are blessed with visions, others can channel the power of their god in ways no ordinary cleric can, and some are connected directly with the deity. All tend to be somewhat mystical in nature, spending long hours in prayer when their talents are not needed.

The name the Forbiddance of the Divine comes from the way the members of this organization are treated. As all Forbidders are specially blessed by their god, it is forbidden to have free access to them. Ordinary rank-and-file members of the religion would rarely see a Forbidder (or Forbidden, both names are used) except during times of war or other conflict, or on high holy days. They are kept protected, away from public eye, as not to distract them from their holy purpose. One must be initiated into the higher orders of their religion before one is allowed to have any significant contact with a Forbidden.

Organization: All those called to be Forbidden have special rank within their own church hierarchy. While they still maintain their former rank within the church, being a Forbidden carries special privileges and responsibilities. Oftentimes they are excused from their regular duties to the church in order to carry out special missions only their blessing could accomplish. All Forbidders answer to their typical superiors in their church hierarchy, but more than once a Forbidden has stated that the order of their church does not coincide with the will of the divine, and gone their own route. The presence of Forbidden in a church tends to make for honesty when it comes to interpreting divine will.

Membership: All Forbidders are those with special blessings from their god. All have ranks in the Forbiddance of the Divine, Contemplative, Divine Oracle, or Forbidden Warrior prestige class. (The DM could add other classes with a strong faith requirement as his/her discretion, such as Hierophant, Divine Disciple, or even Divine Seeker.) All tend to have initial training as a cleric or paladin, but some nature gods have those with levels in druid or ranger as well. Some orders also see rogue, monk, or arcane casters as well.

New Member Requirements: New members enter the ranks of the Forbidden only at the recommendation of another Forbidden. Typically the Forbidden see potential new members on the battlefield, or have them brought to their attention by ranking clergy. If the Forbidders determine the candidate has truly received divine blessings, they are welcomed into the ranks. Tests to determine these blessings can range from questions about faith, single combat, or from the casting of spells of truth and such.

Annual Dues: None, though most Forbidders gives tithes above and beyond normal priests, or even take vows of poverty to better focus on their spiritual development.

Benefits: Forbidders wield great power within their church in all matters concerting the will of their god. Temples with Forbidders in them are ranked the highest among their church, as their divine writ is directly from the mouth of their god. No high priest can attempt to twist divine law to suit himself or others with Forbidders in his temple. When Forbidder speak, the congregation listens as if it were words from the heavens themselves. When speaking before people who share the same religion, the Forbidder gains +4 to all Charisma-based checks. When speaking to those who have an allied religion (similar alignments, goals, churches often work together, etc.) the bonus is only +2.

If a Forbidder goes on a mission for his temple or travels with an army, he is typically assigned a bodyguard, or even several. Also, they are typically outfitted with magical items of protection, if the temple can afford them (defending weapons, dancing shields, amulets of natural armor, etc.). This second benefit is only for Forbidders that belong to temples

Drawbacks: Forbidders are valuable to their churches. While the word of a Forbidder is as law concerting the divine writ, they do not have the power to simply hare off on their own. Any Forbidder that belongs to a temple also follows the directives of that temple. They are often given assignments to help in places to further the causes of their god. While this is typical of any cleric, Forbidders cannot refuse these assignments. They were blessed by their god to further his goals, and to refuse would be unthinkable.

Also, if a Forbidder is caught by members of an enemy church, he is typically killed, often gruesomely and painfully, perhaps sacrificed to the opposing god. Forbidders of enemy religions hate each other, and if they meet, frequently fight to the death. (Forbidders meeting members of enemy religions have –4 to their Charisma checks.)

Continuing Requirements: The only continuing requirement for a Forbidder in simply to continue in their faith. If they fall away from their faith, however, it is seen as a victory of the enemy. If attempts to bring them back to the fold fail, the fallen Forbidder is typically executed as a heretic.

Rules of the Forbidders: The rules of the Forbidders are simply the vows of their faith, followed very strictly and rigidly.

(For Druidic or Ranger Forbidders:

They are typically lone individuals with extremely strong faith, and a hefty desire to drive away those that would harm nature. Nature Forbidders rarely have an organization, and it is rare that one would meet more than one Nature Forbidder in a lifetime. They have the above benefit of the Charisma bonus for members of the same or allied religions, and the drawback of the Charisma penalty for enemy religions. In addition, after hearing tales of a Nature Forbidder turning a group of marauding orcs into dust for despoiling her forest has given them a reputation for being bloodthirsty. The general populace is often a bit leery if a Nature Forbidder makes her nature known. (-2 to Cha checks.))
 

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Many problems with this class.
1: The abilities shouldn't be random. It gets rid of one of the nice things about 3e, the ability to plan out your charachter. It will cause the charachter's power level or abilities to vary widely.
Ex. I follow Pelor. Therefore I have 130 foot move (rolled +10 feet every level)
2: There is no rule for what happens if an ability is rolled twice.
3: It is way to powerful. Compare it to a straight fighter. They get better skills, good will saves, immunity to charms and compulsions, and an ability at each level, almost all of which are better than a bonus feat. The only thing they lose is the feats, but the abilities are way more powerful.

Suggestions. Get rid of immunity to charms and compulsions, its to powerful and the justification is weak. Cut out a lot of the special abilities. Change the nature of the special abilities. Instead of being random they should be like the loremaster abilities and requite a (class level+CHA mod) of at least X to take. Also differentiate the gods more. I suggest making some of the abilities depend on the domains the god grants, or even be specific to a god.

Ex: Holy Might: +2 bonus to strength (can only be selected once) Requires CL+CHA of 8 or more, follower of of a god who grants the strength domain.

Fearless commander: Immune to fear, grants +4 to saves vs fear to all allies within 30 feet. Requires CL+CHA of 5 or more, follower of of a god with the strength domain.

Butchery: Any morningstar you wield is treated as if it were a weapon of wounding. Requires CL+CHA of 12 or more, patron diety Erunhyl.
 
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Check the description again for the Blessings of God ability. Each ability can be gained only once. If you roll an ability you already have, you must re-roll.

I considered differentiating more, but what if a character doesn't play in Greyhawk? What if they play in the Forgotten Realms (they of many gods)? I could write up abilities dependent on the domains a god typically grants, but again, what if you play in a world with different domains than the PHB standard?

Also, all Knowledge skills are cross-class skill for fighters, which puts them at a higher level before they could take this PrC.

I put the abilities as a random roll (or DM choice, which I should put in there) to emphasize that the blessings are bestowed as the god allows, not as the character desires. A character that has taken the prerequisite feats is already one of firm faith. He has put his life in his god's hands.

Also, in accordance with the prerequisite feats, this is a "gloves off" PrC. It requires the DM to make some decisions concerning if the PC has been following his god's will (something mentioned in the description of the Devout Faith feat). It is not designed the same as other PrCs. This requires more participation by the DM. It's not a plug-and-play, it's a campaign interactive PrC. It's not suited for all DMs or all campaigns.

The reason I put the immunity to charms and compulsions in there is that I wanted a holy warrior that could not be forced to betray his vows or his god. Also, note that the Church Inquisitor (DotF) gets immunity to charms at second level and the Holy Liberator (DotF) gets immunity to charms and compulsion by third level. A Holy Liberator, assuming immediate entry into the PrC, will gain his immunity at character level 8 (fighter 5/holy liberator 3). A Forbidden Warrior would get the same ability at character level 11 (fighter 6/forbidden warrior 5).

But to make the progression more smooth, I could easy into the ability by giving bonuses to saving throws against those types of ability, then give the immunity later.

Would you recommend higher prerequisites for this PrC to balance out the power gained? Which abilities, specifically, should be cut? Which should be changed, and what should they be changed to? Your comments are much appreciated! :)
 

Up front, I'll agree with Happiest_Sadist that this class is considerably overpowered. Each benefit is quite potent and it becomes excessive when added on top of a fighter's BAB progression, Hit Die, and better saves.

Without changing the flavor of the class too much, I'd suggest that the Blessings of God abilities be granted only every other level. The Immune to Compulsion/Charm ability is okay...could be staggered as an increasing series of save bonuses as you suggested, though.

I could go either way on the randomness of ability acquisition. There aren't many abilities that a player wouldn't be satisfied with, but not being able to plan ahead has its problems. If you go to an every-other level progression, I'd suggest allowing the player his choice, pending DM (deity) approval.

Overall, a nice job.
 

Interesting. The comments on this board are all for scaling back the class, while I have comments on another board saying this class is underpowered. Very strange. Oh well.

What I would eventually like to do would to make a nice list of about 20 or so Blessings, and make a few sample "pools" of 12 for a couple of the PHB gods, so that DMs could select an appropriate pool of 12 for the god in question.

A god of wind or travel would have the uncanny dodge, evasion, faster movement, and similar abilities in his pool. A god of war or strength would have bonuses to attack or damage, inherant bonuses to Str, bonuses to AC, and whatnot in his pool. A god of magic would have bonuses to Int, bonuses to Knowledge skills, spell resistance, etc. in his pool.

I'm trying to find abilities that are useful at all levels of play, or scale so that they are. Do you have any further suggestions? I thank you very much for your comments. :)
 

Ray Silver said:
Interesting. The comments on this board are all for scaling back the class

HEre is another one:) I would put the charm immunity at 1st level and give your blessing every even level.

If you are looking for more blessing ideas that are god specific I suggest checking out domain spells and granted powers. If you need one specifically post it here I am sure others will offer suggestions.
 

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