Considered a "Human" race.
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Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
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Can cast Priest spells as if they were Warrior spells.
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Can cast Psi(-6)G powers as if they were Warrior spells, using the same SL's. You get to spend 7*LVL PSPs on the power when you use it, if it has a variable cost.
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Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
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Turn Undead as a Priest of same level.
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Level 1 ¶: Can use "2 for 1" ability score trading.
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Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
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Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
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Level 1: +LVL to hit with lances, swords, maces, and flails.
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Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
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Level 1: 1M, LVL/d: Cure Disease
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Level 1: 1M: Sense Danger.
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Level 1: Can operate at negative hit points (even offensively) up to -10*level.
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Level 1: Detect Evil (Range 60', cont.)
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Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
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Level 1: Immune disease.
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Level 1: Immune to Fear; Protection from Fear 10'r
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Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
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Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
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Level 1: Protection from Evil 10'r (continuous, but may be lowered).
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Level 1: Regenerate LVL hp/s.
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Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
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Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
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Level 3: 1M: Improved Invisibility.
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Level 3: Free Action cont.
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Level 3: Gets LVL/3 Mounts (see Beast Rider class) of DL=LVL/3. Alternatively you can have 1 Mount of DL=(LVL-2)/2.
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Level 4: Immune to Sharpness and Vorpal effects.
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Level 5: WR 50+LVL*6%
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Level 6: +(LVL-3)/3 QP actions.
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Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
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Level 9 ¶: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
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Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
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Level 10: Considered a x2 creature.
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Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.
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