Battle Priest



Level

KXP
Warrior/Priest
123 456 789

TH
1 0 1-- --- --- +1
2 2.5 2a- --- --- +2
3 5 31c --- --- +3
4 10 41a e-- --- +4
5 20 521 cg- --- +5
6 41 621 aei --- +6
7 82 731 1cg k-- +7
8 166 832 1ae im- +8
9 333 942 11c gko +9
10 666 953 21a eim +10
11 1033 963 211 cgk +11
12 1366 974 211 aei +12
13 1733 984 321 1cg +13
14 2066 995 321 1ae +14
15 2433 996 422 11c +15
16 2766 997 432 11a +16
17 3133 998 532 111 +17
18 3466 999 542 211 +18
19 3833 999 643 211 +19
20 4166 999 753 221 +20
21 4533 999 853 221 +21
22 4866 999 964 321 +22
23 5233 999 974 322 +23
24 5566 999 985 332 +24
25 5933 999 995 332 +25
26 6266 999 996 432 +26
27 6633 999 997 443 +27
28 6966 999 998 543 +28
29 7333 999 999 543 +29
30 7666 999 999 654 +30
31 8033 999 999 754 +31
32 8366 999 999 864 +32
33 8733 999 999 975 +33
34 9066 999 999 985 +34
35 9433 999 999 996 +35
36 9766 999 999 997 1 +36
37 19532 999 999 997 2 +37
38 29298 999 999 997 3 +38
39 39064 999 999 997 4 +39
45 97660 999 999 999 8 +45
54 185554 AAA AAA A99 91 +54
63 273448 AAA AAA AA9 99 +63
72 361342 BBB BBA AAA AA1 +72
Requisites: Str 16, Dex 13, Wis 16,
  Class Slots 2
Alignment: any
HD/level: d12 or &d8 (pick one)
Weapon Prof.: 4+level/2
Reference: DM {Planeshifted Harmer}
Groups: Warrior, Priest, Alternate
Complexity: CF=3
 
Saving Throws:
PPD: level+9 Fort: level+4
RSW: level+8 Reflex: level+3
PP: level+7 Will: level+7
BW: level+6
Spell: level+5
 
Intermediate Str, Dex, and Wis bonus. [At CF=3 this is +3 over Normal bonus; At CF=4 this is (stat-13)*3/2.]
May use Str or Dex bonus to spell progression.
Can use the "War" spells unique to War Priest.
Level 1: Grand in spells that are range touch.
Level 1 ¶: May cast one spell per segment using 1 arm's P action, instead of 1M.
Level 1 ¶: For each spell memorized from base progression (without using spell bonuses from ability scores), you may have one instance of the spell "on your hands" before combat. You may distribute these effects as you see fit (along with a weapon strike, with a touch, etc.).
Level 1: May wear two suits of armor.
 
Level 2 (and every even level): Using the list below, pick an ability.
A. +1P Action.
B. Barbarian Str bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.

Battle Priest


War Spells: (* = new)
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
* Betrayal Touch (SL=1): Charm Monster (range touch; Spell save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
* Battle Arsenal (SL=2): All your weapons and armor get +1/+1. (Cannot material component or cast on others)
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
* Dancing Shield (SL=3): You may have one of your Shields be Dancing (doesn't require an arm). (Cannot material component or cast on others)
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
* Sharp Arsenal (SL=4): All of your weapons are Sharpness. Immune Sharpness. Resist Vorpal (you need to be Vorpaled twice).
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
* Twilight Touch (SL=5): Touch to Twilight (Psionic Blast save at -CL)
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
* Mass Mass Cureall (SL=10): Curealls up to 100 groups of creatures. (Yes, this can be reversed.)
 
CF=4:
Level 9 ¶: May cast one spell per segment using an arm's P action instead of 1M, per set of arms.
Level 9 ¶: May cast Battlelord spells as if one SL higher. (At CF=5 this becomes the same SL.)