They are collectively known as holy warriors; champions of the divine who strive for a lifetime to live up to and personify a specific ideal in honour of a divine patron. Yet despite their shared devotions, which often draw dangerously close to fanaticism or obsession, the various holy warriors cover a wide range of ideals and beliefs.
The paladin is the most common and widely known holy warrior, yet there are numerous other orders that uphold ideals keyed to alignments other than lawful good. This article explores six of these holy warriors in detail. Each of these holy warriors is fundamentally similar to the paladin in certain ways; they are all basically martial classes and often serve as guardians and soldiers for their chosen religion. Yet each has a specific and unique focus.
Despite their different beliefs, all holy warriors share certain similar abilities and features as detailed below.
Abilities: Charisma enhances a holy warrior’s ability to smite, her self-protective capabilities, and her ability to channel energy. Strength is important for its role in combat, an area in which all holy warriors are expected to excel. A Wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.
Alignment: All holy warriors must be of a specific alignment, as indicated on the following table. tf they stray from their tenets and alignment, they lose their divine powers just as a paladin would.
| Holy Warrior | Required Alignment |
|---|---|
| Paladin | Lawful Good |
| Sentinel | Neutral Good |
| Avenger | Chaotic Good |
| Enforcer | Lawful Neutral |
| Incarnate | Neutral |
| Anarch | Chaotic Neutral |
Hit Die: 1d10.
Although all six holy warrior classes have different skill lists, they all gain skill points at the
same rate.
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 shared in common between all holy warriors:
Weapon and Armour Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armour (heavy, medium and light), and with shields (except tower shields).
Smite (Su): All holy warriors can smite a certain type of enemy a number of times per day. This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin’s ability to smite evil.
Divine Grace (Su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.
Aura of Courage (Su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.
Channeling Energy (Su): All holy warriors gain the ability to channel positive energy when they reach 4th level. The good-aligned holy warriors (avengers, paladins and sentinels) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes. This ability otherwise functions as the paladin ability to turn undead.
Spells: All holy warriors gain the ability to cast divine spells at as early as 4th level (if their Wisdom score is high enough to grant bonus 1st-level spells). Each holy warrior has a unique spell list. Holy warriors gain spells at the same rate as paladins.
The anarch is a holy warrior tasked with opposing law and order and encouraging others to do the same. He is a roving force of chaos, never remaining in one location for long but leaving his mark in the form of mayhem wherever he goes. Some anarchs profess that chaos is the ultimate freedom. Others claim that change is the natural state of the world. Few anarchs view their holy mission in the same way, and most change their opinion many times.
Anarchs must be chaotic neutral, since they embody the unpredictable nature of entropy. Chaotic deities of war and destruction often have anarchs serving their needs, even if the chaotic nature of the anarch is sometimes at odds with the goals of the god’s followers. Anarchs do not form knighthoods or similar societies; they work alone or in small groups. Two anarchs are just as likely to come into conflict with one another as they are to work together for a common goal.
Alignment: Chaotic neutral.
Hit Die: d10.
The anarch’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +0 | Aura of Chaos, Detect Law, Smite Law 1/day |
| 2nd | +2 | +0 | +3 | +0 | Divine Grace, Destructive Strike |
| 3rd | +3 | +1 | +3 | +1 | Aura of Courage, Slippery Mind |
| 4th | +4 | +1 | +4 | +1 | Turn Construct |
| 5th | +5 | +1 | +4 | +1 | Smite Law 2/day, Special Mount |
| 6th | +6/+1 | +2 | +5 | +2 | |
| 7th | +7/+2 | +2 | +5 | +2 | |
| 8th | +8/+3 | +2 | +6 | +2 | Dispel Law 1/week |
| 9th | +9/+4 | +3 | +6 | +3 | |
| 10th | +10/+5 | +3 | +7 | +3 | Smite Law 3/day |
| 11th | +11/+6/+1 | +3 | +7 | +3 | |
| 12th | +12/+7/+2 | +4 | +8 | +4 | Dispel Law 2/week |
| 13th | +13/+8/+3 | +4 | +8 | +4 | |
| 14th | +14/+9/+4 | +4 | +9 | +4 | |
| 15th | +15/+10/+5 | +5 | +9 | +5 | Smite Law 4/day |
| 16th | +16/+11/+6/+1 | +5 | +10 | +5 | Dispel Law 3/week |
| 17th | +17/+12/+7/+2 | +5 | +10 | +5 | |
| 18th | +18/+13/+8/+3 | +6 | +11 | +6 | |
| 19th | +19/+14/+9/+4 | +6 | +11 | +6 | |
| 20th | +20/+15/+10/+5 | +6 | +12 | +6 | Dispel Law 4/week, Smite Law 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the anarch.
Aura of Chaos: The power of an anarch’s aura of chaos (see the detect chaos spell) is equal to his anarch level.
Detect Law (Sp): At will, an anarch can use detect law, as the spell.
Smite Law (Su): An anarch’s smite ability affects lawful creatures, but otherwise, it functions the same as the paladin’s ability to smite evil.
Destructive Strike (Su): A 2nd-level anarch gains the ability to critically hit objects and constructs with melee attacks. He may inflict critical hit damage (but not sneak attack damage) on an object or construct a number of times per day equal to his Charisma modifier. The anarch makes the decision to use this ability after a critical hit is rolled but before the roll to confirm is made. If the anarch fails to confirm the critical hit, that use of destructive strike is wasted.
Slippery Mind (Ex): The anarch has a powerful sense self and free will, and his mind fights much harder against magical control than most other minds. If an anarch is affected by an enchantment spell or effect and fails his saving throw, he can attempt the saving throw again 1 round later to break free of the effect. Failing this second saving throw does not grant the anarch further saving throws against the enchantment.
Turn Construct (Su): When an anarch reaches 4th level, he gains the supernatural ability to turn or destroy constructs. The anarch can use this ability a number of times per day equal to 3 + his Charisma modifier. The anarch turns constructs as a cleric three levels lower would turn undead.
Special Mount (Sp): Anarchs gain a special mount, just as a paladin does, at 5th level.
Dispel Law (Sp): At 8th level, an anarch gains the ability to dispel law, as the spell, once per week. He may use this ability an additional time each week every additional four levels, to a maximum of 4 times a week at 20th level. Caster level is equal to the anarch’s class level.
An anarch must be of chaotic neutral alignment and loses all class abilities if he ever willingly commits a blatantly lawful act (such as abiding by an oath, fulfilling a contract or joining an organization such as a brotherhood or fellowship). Aside from this, the anarch’s code is really little more than a lack of code. As long as he continues to cause chaos and foment disrespect for law in others, his status as anarch is secure.
An anarch never knowingly associates with lawful characters, nor will he continue an association with someone who consistently offends his moral code. An anarch can accept only henchmen, familiars, followers, or cohorts who are chaotic neutral.
Anarchs choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
The avenger is a guardian of the downtrodden and a champion of the victims of the world. She is a loner, wandering from town to town in constant search of wrongs to right and oppressive dictators and rulers to overthrow. Yet despite the avenger’s obsession with vengeance and punishment of those who do evil to others, she is not a cruel or sadistic person. She aims to temper her acts of vengeance so that the punishment fits the crime. Execution is a punishment of last resort, reserved only for the truly evil and despicable.
Avengers must be chaotic good. They usually serve deities that value personal freedom or vengeance. Avengers prefer to work alone and form groups with other avengers only for brief missions. They prefer to keep their faith personal and generally look down upon organized religious worship. To an avenger, a deity is best served by action than by lip service.
Aligment: Chaotic good.
Hit Die: d10.
The avenger’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +0 | +2 | Aura of Chaos, Detect Law, Smite Law 1/day |
| 2nd | +2 | +0 | +0 | +2 | Divine Grace, Lay on Hands |
| 3rd | +3 | +1 | +1 | +3 | Aura of Courage, Slippery Mind |
| 4th | +4 | +1 | +1 | +4 | Turn Undead |
| 5th | +5 | +1 | +1 | +4 | Animal Minion, Smite Law 2/day |
| 6th | +6/+1 | +2 | +2 | +5 | Break Enchantment 1/week |
| 7th | +7/+2 | +2 | +2 | +5 | |
| 8th | +8/+3 | +2 | +2 | +6 | |
| 9th | +9/+4 | +3 | +3 | +6 | Break Enchantment 2/week |
| 10th | +10/+5 | +3 | +3 | +7 | Smite Law 3/day |
| 11th | +11/+6/+1 | +3 | +3 | +7 | |
| 12th | +12/+7/+2 | +4 | +4 | +8 | Break Enchantment 3/week |
| 13th | +13/+8/+3 | +4 | +4 | +8 | |
| 14th | +14/+9/+4 | +4 | +4 | +9 | |
| 15th | +15/+10/+5 | +5 | +5 | +9 | Break Enchantment 4/week, Smite Law 4/day |
| 16th | +16/+11/+6/+1 | +5 | +5 | +10 | |
| 17th | +17/+12/+7/+2 | +5 | +5 | +10 | |
| 18th | +18/+13/+8/+3 | +6 | +6 | +11 | Break Enchantment 5/week |
| 19th | +19/+14/+9/+4 | +6 | +6 | +11 | |
| 20th | +20/+15/+10/+5 | +6 | +6 | +12 | Smite Law 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the avenger.
Aura of Chaos: The power of an avenger’s aura of chaos (see the detect chaos spell) is equal to his avenger level.
Detect Law (Sp): At will, an avenger can detect law, as the spell.
Smite Law (Su): An avenger’s smite targets creatures with a lawful alignment, but otherwise, it functions the same as the paladin’s ability to smite evil.
Lay on Hands (Su): Beginning at 2nd level, an avenger with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. This ability is otherwise the same as the paladin ability of the same name.
Slippery Mind (Ex): The avenger has a powerful sense of self and free will, and her mind fights much harder against magical control than most other minds. If an avenger is affected by an enchantment spell or effect and fails her saving throw, she can attempt the saving throw again 1 round later to break free of the effect. Failing this second saving throw does not grant the anarch further saving throws against the enchantment.
Turn Undead (Su): When an avenger reaches 4th level, she gains the supernatural ability to turn undead just like a paladin.
Animal Minion (Su): At 5th level, avengers gain an animal minion that can serve as a scout, a combatant or a guardian. Most avengers select some form of bird as their minion. The animal minion must be equal in size or smaller than the avenger’s size, since they are never used as mounts. This animal minion is otherwise treated as a paladin’s special mount in all ways, including additional abilities gained as the avenger gains levels and the repercussions if the minion is lost.
Break Enchantment (Sp): At 6th level, an avenger can cast break enchantment as a spell-like ability once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at gth, three times at 12th and so forth).
An avenger must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act or willingly allies with a lawful government or affiliated agency. While the avenger’s life is based around achieving vengeance and retribution for the oppressed and downtrodden, she must temper this vengeance appropriately. Killing should be the last resort of the avenger when a more appropriate and less destructive form of vengeance will do, and even then, slaying an oppressor should be reserved only for the most evil villains. Avengers must aid and assist anyone who asks for help (within reason) and must not join any organized association, order, or group. She may attend the services of her church but is encouraged to worship in private.
An avenger may adventure with characters of any good or neutral alignment. Although she can associate with lawful characters for a limited time, she will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. An avenger can accept only henchmen, followers, or cohorts who are chaotic good.
Avengers choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
Note: Cure moderate wounds was included at 2nd level and 3rd level. The inclusion of the spell at 2nd level is probably incorrect.
The sentinel is a wandering crusader who often lives the life of a nomad, sleeping under the stars and taking what sustenance he can from the natural world. He does so in order to patrol the breadth of the world, constantly watching for incursions from the Lower Planes. The sentinel finds the endless hordes of demons, devils and other fiends to be the most offensive and dangerous threat to life, and he has sacrificed much in order to become the perfect warrior, dedicated to preventing them from gaining any further hold on the world he loves.
To the sentinel, evil is simply that; evil. It can be hidden under a haze of entropy and chaos, it can masquerade under a hundred diabolically written laws, or it can revel in the truth of its cruelty. It makes no difference to the sentinel, nor do the methods he uses to combat it. Often, a sentinel uses the laws of the land and local governments to fight against incursions of evil, but just as often, he is forced to fight alone, against established tradition, and against the will of society. The fight against evil is treacherous though, for the sentinel must take care to protect that which is good and pure in the world, lest he become that which he loathes.
Sentinels are always neutral good. They usually worship good deities that have loosely organized churches. Sentinels form into loosely knit groups that rarely, if ever, physically meet. When they do meet. the meetings take place in large lodges and are both brief and to the point. Sentinels prefer to communicate with their kin via an elaborate network of trail glyphs and markers. They enjoy the company of druids and rangers, and they often work with members of those classes to accomplish a common goal.
Alignment: Neutral good.
Hit Die: d10.
The sentinel’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Aura of Good, Detect Evil, Smite Evil 1/day |
| 2nd | +2 | +3 | +0 | +0 | Divine Grace, Resist Fiendish Lure |
| 3rd | +3 | +3 | +1 | +1 | Aura of Courage, Celestial Fortitude |
| 4th | +4 | +4 | +1 | +1 | Turn Outsider |
| 5th | +5 | +4 | +1 | +1 | Smite Evil 2/day, Celestial Minion |
| 6th | +6/+1 | +5 | +2 | +2 | |
| 7th | +7/+2 | +5 | +2 | +2 | |
| 8th | +8/+3 | +6 | +2 | +2 | Dispel Evil 1/week |
| 9th | +9/+4 | +6 | +3 | +3 | |
| 10th | +10/+5 | +7 | +3 | +3 | Smite Evil 3/day |
| 11th | +11/+6/+1 | +7 | +3 | +3 | |
| 12th | +12/+7/+2 | +8 | +4 | +4 | Dispel Evil 1/week |
| 13th | +13/+8/+3 | +8 | +4 | +4 | |
| 14th | +14/+9/+4 | +9 | +4 | +4 | |
| 15th | +15/+10/+5 | +9 | +5 | +5 | Smite Evil 4/day |
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Dispel Evil 3/week |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | |
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | |
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Dispel Evil 4/week, Smite Evil 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the sentinel.
Aura of Good (Ex): The power of a sentinel’s aura of good (see the detect good spell) is equal to his sentinel level, just like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a sentinel can detect evil, as the spell.
Smite Evil (Su): A sentinel’s smite targets all evil creatures, which functions as the paladin ability of the same name.
Resist Fiendish Lure (Su): At 2nd level, a sentinel gains a +4 sacred bonus to all saving throws against mind-affecting attacks of evil outsiders.
Celestial Fortitude (Su): At 3rd level, a sentinel’s endurance and fortitude are enhanced against fiendish attacks. He gains a +2 sacred bonus to all Fortitude saving throws against effects from evil outsiders and evil spells. Additionally, if he makes a successful Fortitude saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successful save, he instead takes no damage and suffers no partial effects.
Turn Outsider (Su): When a sentinel reaches 4th level, he gains the supernatural ability to turn or destroy outsiders by channeling energy. The sentinel can use this ability a number of times per day equal to 3 + his Charisma modifier. The sentinel turns outsiders as a cleric three levels lower would turn undead.
Celestial Minion (Sp): Upon reaching 5th level, a sentinel gains the ability to summon a medium or smaller size celestial animal (with the celestial creature template) as a standard action usable once a day. This celestial minion carries the same responsibilities as a paladin’s special mount and gains the same bonuses to its HD, natural armour, Strength, Intelligence and other special abilities that a paladin’s special mount gains as the sentinel increases in level. Unlike the paladin’s special mount, the celestial minion only remains for 1 hour/level before returning to the outer plane from whence it came.
Dispel Evil (Sp): At 8th level, a sentinel gains the ability to dispel evil, as the spell, once per week. He may use this ability an additional time each week every additional four levels, to a maximum of 4 times a week at 20th level.
A sentinel must be of neutral good alignment and loses all class abilities if he ever willingly commits an evil act. The sentinel is most at home in the wilderness of the Material Plane. He only journeys into cities when absolutely necessary, and he avoids travel to other planes except in the most dire need, since his vows require him to battle evil on his home plane. These vows call for him to protect the natural order of the Material Plane from becoming influenced or tainted by the forces of the evil Outer Planes. Additionally, the sentinel is honour-bound to provide assistance to any non-outsider who becomes lost or endangered while in the wilderness, as long as the victim in need honours the sanctity of the wilderness.
A sentinel can adventure with characters of any non-evil alignment but remains suspicious and wary of those who draw their powers from the evil outer planes. He tolerates the presence of native evil outsiders, such as tieflings, but would prefer not to share their company if possible. He never knowingly associates with evil characters, nor will he continue an association with someone who consistently offends his moral code. A sentinel may only accept henchmen, followers or cohorts who are neutral good.
Sentinels choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
The incarnate is unique among the divine champions in that she does not serve a patron deity. Rather, she focuses her faith and belief in the philosophy of Balance, that the best of all possible worlds is both good and evil, both lawful and chaotic, all in equal balance. She receives her divine spells and abilities through her unwavering devotion to Balance. When one force becomes too powerful in a region, she fights to restore the balance, either by allying with the opposing force or fighting on her own. An overly lawful society that oppresses its populace is just as wrong in the incarnate’s eyes as a society that collapses into anarchy and barbarism. Likewise, a creature that indiscriminately treats everything with kindness and understanding is just as offensive as one that kills and slaughters without remorse.
Incarnates are always neutral. They rarely have patron deities. Incarnates form into loosely knit groups to better protect the Balance. The meetings of these groups take place in large secular buildings or natural regions and often involve long debates about whether imbalance exists and how to best correct it. The non-aligned aspect of the natural world appeals to many incarnates, and most of them prefer to live in the wild. They enjoy the company of druids and often work with them to accomplish a common goal, but most such alliances eventually fall apart due to the incarnates’ belief that civilization and the natural world must also find balance.
Alignment: Neutral.
Hit Die: d10.
The incarnate’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Detect Imbalance, Elemental Affinity, Smite Extremist 1/day |
| 2nd | +2 | +3 | +0 | +0 | Divine Grace, Elemental Burst |
| 3rd | +3 | +3 | +1 | +1 | Aura of Courage, Energy Resistance |
| 4th | +4 | +4 | +1 | +1 | Rebuke Outsider |
| 5th | +5 | +4 | +1 | +1 | Smite Extremist 2/day, Elemental Minion |
| 6th | +6/+1 | +5 | +2 | +2 | |
| 7th | +7/+2 | +5 | +2 | +2 | |
| 8th | +8/+3 | +6 | +2 | +2 | Commune with Nature 1/week |
| 9th | +9/+4 | +6 | +3 | +3 | |
| 10th | +10/+5 | +7 | +3 | +3 | Smite Extremist 3/day |
| 11th | +11/+6/+1 | +7 | +3 | +3 | |
| 12th | +12/+7/+2 | +8 | +4 | +4 | Commune with Nature 2/week |
| 13th | +13/+8/+3 | +8 | +4 | +4 | |
| 14th | +14/+9/+4 | +9 | +4 | +4 | |
| 15th | +15/+10/+5 | +9 | +5 | +5 | Smite Extremist 4/day |
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Commune with Nature 3/week |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | |
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | |
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Commune with Nature 4/week, Smite Extremist 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the incarnate.
Detect Imbalance (Sp): Incarnates are sensitive to the presence of creatures with alignment subtypes because of how unbalancing the presence of such creatures can be. This ability functions as the detect undead spell, save that it detects creatures with an alignment subtype rather than the type. This ability does not determine the alignment or subtype of the creature, just the presence.
Elemental Affinity (Ex): The elemental planes are closer to the mind of an incarnate than the Outer Planes. As a result, an incarnate has a particular affinity to two elements, either air and earth or fire and water. She must select one of these pairings upon taking her first incarnate level. Each element is associated with a form of energy, as detailed below.
| Element | Associated Energy Type |
|---|---|
| Air | Electricity |
| Earth | Acid |
| Fire | Fire |
| Water | Cold |
Smite Extremist (Su): An incarnate’s smite targets creatures of the following alignments: lawful good, lawful evil, chaotic good and chaotic evil. When the incarnate makes a smite attack, she must decide which alignment she is smiting, but otherwise, it functions the same as the paladin’s ability to smite evil.
Elemental Burst (Su): Beginning at 2nd level, an incarnate with a Charisma score of 12 or higher can create a burst of energy appropriate to her elemental affinity. Use of this supernatural ability is a standard action. She can direct this burst of energy at any target within 60 feet as a ranged touch attack. A successful hit deals 1d4 points of damage plus the incarnate’s Charisma modifier of both the incarnate’s associated energy types. Thus an incarnate who has a Charisma of 13 and is associated with both fire and water would deal 1d4+1 points of fire damage and 1d4+1 points of cold damage to a target struck by the attack. The incarnate can generate a number of elemental bursts in a day equal to her Charisma bonus.
Energy Resistance (Ex): At 3rd level, the incarnate gains energy resistance 5 to the types of energy associated with her elemental affinity.
Rebuke Outsider (Su): When an incarnate reaches 4th level, she gains the supernatural ability to rebuke or command outsiders. She can only use this ability while she is on the Material Plane. The incarnate can use this ability a number of times per day equal to 3 + her Charisma modifier. The incarnate turns outsiders as a cleric three levels lower would turn undead.
Elemental Minion (Sp): Upon reaching 5th level, an incarnate gains the ability to summon a medium elemental (air, earth, fire or water) as a standard action usable once a day. This elemental must be one of the types she is associated with due to her elemental affinity. This elemental minion carries the same responsibilities as a paladin’s special mount and gains the same bonuses to its HD, natural armour, Strength, Intelligence and other special abilities that a paladin’s special mount gains when the incarnate gains levels. Unlike the paladin’s special mount, the elemental minion only remains for 1 hour/level before returning to the elemental plane from whence it came.
Commune with Nature (Sp): At 8th level, an incarnate gains the ability to commune with nature, as the spell, once per week. She may use this ability an additional time each week every additional four levels, to a maximum of 4 times a week at 20th level.
An incarnate must be of neutral alignment and loses all class abilities if she ever willingly commits an act that endangers the natural balance of the world. The incarnate is most at home in the wilderness, but she does not take any special vows to avoid city life. She avoids travel to other planes (with the exception of the Elemental Planes to which she has an affinity) except in the most dire need. The incarnate prefers to arrive at peaceful solutions but is fully capable of using force against unwanted intrusions into this realm from beyond.
An incarnate can adventure with characters of any alignment but remains suspicious and wary of those who draw their powers from the Outer Planes (including most clerics and other holy warriors). She tolerates the presence of native outsiders such as aasimar and tieflings, but would prefer not to share their company if possible. She never knowingly associates with creatures of an alignment subtype, nor will she continue an association with someone who consistently offends her moral code. An incarnate may only accept henchmen, followers or cohorts who are neutral.
Incarnates choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
The enforcer is the ultimate warrior for law and works hand in hand with his patron deity and his liege. To an enforcer, the laws of the land are as holy as the laws of his religion. Upholding and enforcing the laws take complete precedence over all other factors, and those who would flaunt or ignore the law deserve swift, but appropriate, punishment.
An enforcer is always lawful neutral. Deities of protection and nobility often have enforcer followers, especially in large cities where such deities are worshipped heavily. Enforcers form large knighthoods that are usually based within a structure built on the grounds of the local ruler’s estate and often work with paladins to fight against crime and civil unrest.
Alignment: Lawful neutral.
Hit Die: d10.
The enforcer’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +0 | +2 | Aura of Law, Detect Chaos, Smite Chaos 1/day |
| 2nd | +2 | +0 | +0 | +2 | Divine Grace, Subdue |
| 3rd | +3 | +1 | +1 | +3 | Aura of Courage, Suggestion 1/day |
| 4th | +4 | +1 | +1 | +4 | Rebuke/Command Undead |
| 5th | +5 | +1 | +1 | +4 | Leadership, Smite Chaos 2/day |
| 6th | +6/+1 | +2 | +2 | +5 | |
| 7th | +7/+2 | +2 | +2 | +5 | Dominate Person 1/week |
| 8th | +8/+3 | +2 | +2 | +6 | Suggestion 2/day |
| 9th | +9/+4 | +3 | +3 | +6 | |
| 10th | +10/+5 | +3 | +3 | +7 | Smite Chaos 3/day |
| 11th | +11/+6/+1 | +3 | +3 | +7 | Dominate Person 2/week |
| 12th | +12/+7/+2 | +4 | +4 | +8 | |
| 13th | +13/+8/+3 | +4 | +4 | +8 | Suggestion 3/day |
| 14th | +14/+9/+4 | +4 | +4 | +9 | |
| 15th | +15/+10/+5 | +5 | +5 | +9 | Dominate Person 3/week, Smite Chaos 4/day |
| 16th | +16/+11/+6/+1 | +5 | +5 | +10 | |
| 17th | +17/+12/+7/+2 | +5 | +5 | +10 | |
| 18th | +18/+13/+8/+3 | +6 | +6 | +11 | Suggestion 4/day |
| 19th | +19/+14/+9/+4 | +6 | +6 | +11 | Dominate Person 4/week |
| 20th | +20/+15/+10/+5 | +6 | +6 | +12 | Smite Chaos 5/day |
All of the following are class features of the enforcer.
Aura of Law: The power of an enforcer’s aura of law (see the detect law spell) is equal to his enforcer level.
Detect Chaos (Sp): At will, an enforcer can use detect chaos, as the spell.
Smite Chaos (Su): An enforcer’s smite targets creatures with a chaotic alignment, but otherwise, it functions the same as the paladin’s ability to smite evil.
Subdue (Ex): A 2nd-level enforcer has learned how to efficiently inflict non-lethal damage with weapons. He does not suffer the standard -4 penalty to attack rolls when he attacks to inflict non-lethal damage with a weapon that normally deals lethal damage, as long as he is proficient with the weapon being used. In addition, when an enforcer attacks to inflict non-lethal damage with a weapon specifically designed to do non-lethal damage (such as a sap or whip), he gains a +2 bonus to weapon damage rolls.
Suggestion (Sp): At 3rd level, an enforcer may cast suggestion, as the spell. He may use this ability once per day at 3rd level. At 8th level, and every five levels thereafter, he may use this ability one additional time per day, to a maximum of four times a day at 18th level. Caster level is equal to the enforcer’s class level.
Rebuke/Command Undead (Su): When an enforcer reaches 4th level, he gains the supernatural ability to rebuke or command undead as an evil cleric three levels lower would. The enforcer can use this ability a number of times per day equal to 3 + his Charisma modifier. Enforcers are expected to use commanded undead to further the cause of law and generally don’t keep commanded undead under their control for more than 24 hours, especially if the presence of undead causes chaos in society.
Leadership (Ex): Upon reaching 5th level, an enforcer gains the Leadership feat as a bonus feat. Enforcers gain a +1 bonus to their leadership score, although the maximum number and level of their followers and cohorts remains standard.
Dominate Person (Sp): At 7th level, an enforcer can cast dominate person, as the spell, once per week. He can use this ability one additional time per week for every four levels after 7th. Caster level is equal to the enforcer’s class level.
An enforcer must be of lawful neutral alignment and loses all class abilities if he ever willingly commits a chaotic act (such as breaking a vow or contract or betraying an ally). Unlike the other holy warriors, enforcers are bound to the will of two beings. Their primary liege remains their divine patron, but they must also serve the will of their worldly liege. The enforcer’s patron deity and his liege’s patron deity must be the same. If an enforcer believes his liege is not acting in the best interests of his deity, he is permitted to act against his liege as long as he can expose his liege’s heresy within 24 hours. An enforcer is not allowed to accept a position of leadership that would place him in a position where he would not have a liege above him in the rank of command, except in the case of an emergency (and even then, for no more than 24 hours). The enforcer must uphold and enforce the laws of the church and land at all times, even when the laws would prevent him from fully accomplishing a desired personal goal.
An enforcer can adventure with characters of any non-chaotic alignment but remains suspicious and wary of those who are not lawful. He will never knowingly associate with chaotic characters, nor will he continue an association with someone who consistently offends his moral code. An enforcer may only accept henchmen, followers or cohorts who are lawful neutral.
Enforcers choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
Source: Dragon Magazine #310 (Page 47)