Aragon's Paladin
Alignment: Chaotic Neutral.
Hit Die: d10.
Class Skills: The Warmonger's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each
Additional Level: 2 +
Int modifier.
Weapon and Armor
Proficiency: Warmongers are proficient with all simple and martial weapons, with
all types of armor (heavy, medium, and light), and with shields.
| Level |
Base | Fort | Ref | Will | Special | | | | |
| 1 | +1 | +2 | +0 | +0 | Holy Rage 1/day, Lay on hands, divine health | -- | -- | -- | -- |
| 2 | +2 | +3 | +0 | +0 | Aura of courage, smite law | -- | -- | -- | -- |
| 3 | +3 | +3 | +1 | +1 | Remove disease | -- | -- | -- | -- |
| 4 | +4 | +4 | +1 | +1 | 0 | -- | -- | -- | |
| 5 | +5 | +4 | +1 | +1 | Holy Rage 2/day | 0 | -- | -- | -- |
| 6 | +6/+1 | +5 | +2 | +2 | Remove disease 2/week | 1 | -- | -- | -- |
| 7 | +7/+2 | +5 | +2 | +2 | 1 | -- | -- | -- | |
| 8 | +8/+3 | +6 | +2 | +2 | 1 | 0 | -- | -- | |
| 9 | +9/+4 | +6 | +3 | +3 | Remove disease 3/week | 1 | 0 | -- | -- |
| 10 | +10/+5 | +7 | +3 | +3 | Holy Rage 3/day | 1 | 1 | -- | -- |
| 11 | +11/+6/+1 | +7 | +3 | +3 | 1 | 1 | 0 | -- | |
| 12 | +12/+7/+2 | +8 | +4 | +4 | Remove disease 4/week | 1 | 1 | 1 | -- |
| 13 | +13/+8/+3 | +8 | +4 | +4 | 1 | 1 | 1 | -- | |
| 14 | +14/+9/+4 | +9 | +4 | +4 | 2 | 1 | 1 | -- | |
| 15 | +15/+10/+5 | +9 | +5 | +5 | Holy Rage 4/day, Remove disease 5/week | 2 | 1 | 1 | 0 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | 2 | 2 | 1 | 1 | |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | 2 | 2 | 2 | 1 | |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Remove disease 6/week | 3 | 2 | 2 | 1 |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | 3 | 3 | 3 | 2 | |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Holy Rage 5/day | 3 | 3 | 3 | 3 |
| 21 | +21/+16/+11/+6 | +12 | +7 | +7 | Remove disease 7/week | 3 | 3 | 3 | 3 |
| 22 | +22/+17/+12/+7 | +13 | +7 | +7 | 4 | 3 | 3 | 3 | |
| 23 | +23/+18/+13/+8 | +13 | +7 | +7 | 4 | 4 | 3 | 3 | |
| 24 | +24/+19/+14/+9 | +14 | +8 | +8 | Remove disease 8/week | 4 | 4 | 4 | 3 |
| 25 | +25/+20/+15/+10 | +14 | +8 | +8 | Holy Rage 6/day | 4 | 4 | 4 | 4 |
| 26 | +26/+21/+16/+11 | +15 | +8 | +8 | 5 | 4 | 4 | 4 | |
| 27 | +27/+22/+17/+12 | +15 | +9 | +9 | Remove disease 9/week | 5 | 5 | 4 | 4 |
| 28 | +28/+23/+18/+13 | +16 | +9 | +9 | 5 | 5 | 5 | 4 | |
| 29 | +29/+24/+19/+14 | +16 | +9 | +9 | 5 | 5 | 5 | 5 | |
| 30 | +30/+25/+20/+15 | +17 | +10 | +10 | Holy Rage 7/day, Remove disease 10/week | 6 | 5 | 5 | 5 |
Holy Rage:  Warmongers temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC.
The increase in Constitution increases Warmonger's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. While raging, Warmongers cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft and Handle Animal.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A Warmongers may prematurely end the rage voluntarily. At the end of the rage, the Warmonger is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) for the duration of that encounter (unless the Warmongers is 20th level, when this limitation no longer applies). The Warmongers can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the Warmongers can only do it during his action.
Starting at 15th level, the Warmonger's rage
bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will
saves. (The AC penalty remains at –2.)
Lay on Hands: Each day a
Warmonger can cure a total number of hit points equal to the Warmonger's Charisma
bonus (if any) times the Warmonger's level. The Warmonger can cure themselves. The
Warmonger may choose to divide her curing among multiple recipients, and he or she
doesn't have to use it all at once. Lay on hands is a spell-like ability whose
use is a standard action.
Alternatively, the
Warmonger can use any or all of these points to deal damage to lawful creatures. Treat
this attack just like a touch spell. The Warmonger decides how many cure points to
use as damage after successfully touching the lawful creature.
Divine
Health: A Warmonger is
immune to all diseases, including magical diseases.
Aura of
Courage: Beginning
at 2nd level, a Warmonger is immune to fear (magical or otherwise). Allies within
10 feet of the Warmonger gain a +4 morale bonus on saving throws against fear
effects. Granting the morale bonus to allies is a supernatural ability.
Smite Law: Once per day, a
Warmonger of 2nd level or higher may attempt to smite law with one normal melee
attack. She adds her Charisma modifier (if positive) to the Warmonger's attack
roll and deals 1 extra point of damage per level. If the Warmonger accidentally
smites a creature that is not lawful, the smite has no effect but it is still used
up for that day. Smite law is a supernatural ability.
Remove
Disease: Beginning at
3rd level, a Warmonger can remove disease, as per the spell remove disease, once
per week. Remove disease is a spell-like ability for Warmongers.
Spells: Beginning at 4th
level, a Warmonger gains the ability to cast a small number of divine spells. To
cast a spell, the Warmonger must have a Wisdom score of at least 10 + the spell's
level. Warmonger bonus spells are based on Wisdom, and saving throws against these
spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Warmonger
gets 0 spells of a given level, such as 0 1st-level spells at 4th level,
the Warmonger gets only bonus spells. A Warmonger has access to any spell on the
Warmonger spell list and can freely choose which to prepare, just as a cleric can.
A Warmonger prepares and casts
spells just as a cleric does (though the Warmonger cannot use spontaneous casting
to substitute an inflict spell in place of a prepared spell).
Through 3rd level, a
Warmonger has no caster level. Starting at 4th level, a Warmonger's caster level is one-half
his or her class level.
Special
Mount: Upon or after
reaching 5th level, a Warmonger can call an unusually intelligent, strong, and
loyal steed to serve him or her in her crusade for chaos. This mount is
usually a heavy warhorse (for a Medium-size Warmonger) or a warpony (for a Small
Warmonger).
Should the Warmonger's mount
die, another cannot be called for a year and a day. The new mount has all the
accumulated abilities due a mount of the Warmonger's level.
The DM will provide
information about the mount that responds to the Warmonger's call.
Ex-Warmongers: A Warmonger who ceases to follow the tenants of Aragon loses all special abilities and spells, including the service of the Warmonger's warhorse. She also may not progress in levels as a Warmonger. She regains her abilities if she atones for her violations, as appropriate. Alternately, a Warmonger who becomes a paladin immediately gains a paladin level for each level of Warmonger he trades in.
| Warmonger Spell List |
| 1st Level: Bless Water, Bless Weapon, Create
Water, Detect Poison, Detect
Undead, Divine
Favor, Endure
Elements, Magic
Weapon, Protection
from Evil, Read
Magic, Resistance, True Strike, Virtue |
| 2nd Level: Death Knell, Delay Poison, Remove Paralysis, Resist Elements, Undetectable Alignment |
| 3rd Level: Bestow Curse, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle against Law, Prayer, Remove Blindness/Deafness |
| 4th Level: Chaos Hammer, Contagion, Death Ward, Dispel Law, Freedom of Movement, Poison |