literature

Hallowed One

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Literature Text

Paragons of justice.  Champions of virtue.  Celestials are the manifestation of all that is good and right in the world.  Many in number are those who have aspired to live up to the lofty example set by these begins of light.  Many, also, have failed miserably.  As a hallowed one, you have taken purity and made it your reason to live.  Each day you struggle with the dark currents of your own mortal heart.  But you are rewarded by the powers-that-be for your vigilance, given a taste of divine perfection.

Hallowed ones often operate outside of the scope of their deity's church.  They have little use for the trappings of religious hierarchy - they simply want to do what's right.  As a result, those who progress down this path are often the subject of suspicion and envy among the priesthood.

An NPC hallowed one may be a heretic-priest who has chosen to leave temple politics behind, or he could be a simple peasant boy with nothing but the best intentions at heart.  Any who seek to leave behind a legacy of goodness in their wake can be called to the life of the hallowed one, so they are varied in appearance, background and outlook.

Hit Die: d10

REQUIREMENTS
Race: Any non-outsider; this exclusion includes those with the (Native) subtype.
Alignment: As the paladins of all that is just and right, the hallowed one cannot be evil.  They display a proclivity for good alignments, but it is not unheard of for a hallowed one to be devoted to a neutral power.
Skills: Knowledge (Planes) 5 ranks, Knowledge (Planes) 5 ranks
Special: The character must have made peaceful contact with a non-evil outsider.

CLASS SKILLS
The hallowed one's class skills, and the key ability for each skill, are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (Planes, Religion) (Int), Perception (Wis), and Sense Motive (Wis).
Skill Points per Level: 6 + Intelligence modifier

CLASS FEATURES
Weapon and Armor Proficiency: A hallowed one is proficient with his god's favored weapon.  He gains no additional proficiency with armor or shields.

Base Attack Bonus: A hallowed one uses the average base attack bonus progression.

Base Saving Throws: Hallowed ones have the good prestige class Will save progression, but poor Fortitude and Reflex saves.

Celestial Protection (Ex): At first level, a hallowed one is infused with a sacred aura that strengthens his flesh.  This aura provides the character with a natural armor bonus of +1 (or increase his already existing natural armor bonus by +1).  The hallowed one also gains DR 5/Magic, which becomes DR 10/Magic when he achieves 4th level.

Spell-Like Abilities: At second level, a hallowed one with an Intelligence or Wisdom score of at least 8 gains access to spell-like abilities as a half-celestial.  Treat the hallowed one's class level as his HD for the purposes of determining which spell-like abilities he has access to, and his caster level.

Ability Boosts (Ex): At each class level divisible by three, the hallowed one increases his ability scores.  He increases one ability score by four points, and another by two.  The hallowed one cannot increase the same ability score more than once int his manner.

Smite Evil (Su): At fourth level, the hallowed one's dedication to righteousness allows him to blast away those who would deny proper justice.  He gains a smite attack, usable once per day, which functions like the paladin's smite evil ability.  A paladin with levels of hallowed one does not gain a second smite evil attack.  Instead, his levels of hallowed one are added to his effective paladin level to determine the strength of his smite evil class feature.

Flight (Ex): At fifth level, the hallowed one grows a pair of white-feathered, angel-like wings from his back.  If he does not already have a fly speed, the hallowed one gains a fly speed equal to twice his speed, with good maneuverability.  If he already possesses a fly speed, these wings increase his maneuverability by one step.  A creature that already possesses perfect maneuverability instead gains a +10 enhancement bonus to his fly speed.

Toxin Resistance (Ex): At seventh level, the hallowed one gains a +4 sacred bonus on saving throws made to resist poisons and diseases.  This includes supernatural toxins.

Energy Resistance (Su): At eighth level, a hallowed one gains energy resistance 10 versus acid, cold, and electricity.

Celestial Apotheosis (Su): At tenth level, the hallowed one becomes a direct agent of his god.  He replaces his type with Outsider, and loses all subtypes that indicate his kind or race.  This provides him with darkvision out to 60 feet, and does not need to eat or sleep.  He gains subtypes that correspond to his alignment (chaos, good, law).  Do not recalculate the character's hit dice, base attack bonus, base saving throws.  Like any other outside, his soul and body fuse to form a single unit - when slain, he cannot be resurrected by magic that returns a soul to its body.

Ex-Hallowed One
A hallowed one who grossly violates the code of conduct as set forth by his faith, or who becomes evil in alignment, immediately loses all benefits of this class (the sacred aura protecting him falters, his wings molt and fall out, etc).  He regains these benefits by atoning for his sins (as per the atonement spell), and cannot continue to take levels of this class until he does.
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