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Aragon's Paladin


Warmonger

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 1st Level: (2 + Int modifier) x  4.
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
Attack
Bonus

Fort Ref WillSpecial
1
2
3
4
1+1+2+0+0Holy Rage 1/day, Lay on hands, divine health--------
2+2+3+0+0Aura of courage, smite law--------
3+3+3+1+1Remove disease--------
4+4+4+1+1 0------
5+5+4+1+1Holy Rage 2/day 0------
6+6/+1+5+2+2Remove disease 2/week1------
7+7/+2+5+2+2 1------
8+8/+3+6+2+2 10----
9+9/+4+6+3+3Remove disease 3/week10----
10+10/+5+7+3+3Holy Rage 3/day11----
11+11/+6/+1+7+3+3 110--
12+12/+7/+2+8+4+4Remove disease 4/week111--
13+13/+8/+3+8+4+4 111--
14+14/+9/+4+9+4+4 211--
15+15/+10/+5+9+5+5Holy Rage 4/day, Remove disease 5/week 2110
16+16/+11/+6/+1+10+5+5 2211
17+17/+12/+7/+2+10+5+5 2221
18+18/+13/+8/+3+11+6+6Remove disease 6/week3221
19+19/+14/+9/+4+11+6+6 3332
20+20/+15/+10/+5+12+6+6Holy Rage 5/day 3333
21+21/+16/+11/+6+12+7+7Remove disease 7/week 3333
22+22/+17/+12/+7+13+7+7 4333
23+23/+18/+13/+8+13+7+7 4433
24+24/+19/+14/+9+14+8+8Remove disease 8/week4443
25+25/+20/+15/+10+14+8+8Holy Rage 6/day 4444
26+26/+21/+16/+11+15+8+8 5444
27+27/+22/+17/+12+15+9+9Remove disease 9/week 5544
28+28/+23/+18/+13+16+9+9 5554
29+29/+24/+19/+14+16+9+9 5555
30+30/+25/+20/+15+17+10+10Holy Rage 7/day, Remove disease 10/week6555

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). The mount is identical to a Paladin's Mount.

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 LevelBless 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