Aligned Warrior (3.5e Prestige Class)

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Aligned Warrior[edit]

When you let go of all that is against you in the world and all that is wrong, the power of goodness will drive you to destroy evil.
—Alexander the Pure, human cleric/Aligned Warrior, Order of the Just, (Good)

Clerics with extraordinary conviction can become Aligned Warriors, granting them powerful physical and magical abilities - but only against opposing alignments. Aligned Warriors might take treasure and various titles while fighting, but they are mostly fighting for whatever alignment they are. Many are devoutly religious. They might really enjoy others' suffering, or others' happiness, or freedom, or law, but regardless of what they are fighting for they use that conviction to fight those who would stop them. Aligned Warriors are stronger physically than most clerics, but have lowered spellcasting ability (except in aligned spells). They often need less magic arms and armor than other adventurers because their chosen equipment becomes magical when they use it.

Becoming a Aligned Warrior[edit]

Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.

Abilities: Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.

Entry Requirements
Alignment: Any nonneutral.
Base Attack Bonus: +8.
Spellcasting: Ability to cast 1st level Domain spells.
Patron: Any non-neutral deity.
Domains: Any alignment domain (Good, Law, Chaos, Evil).
Special: Your DM must confirm that you are sufficiently "polarized" (almost entirely following one alignment).

Table: The Aligned Warrior

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Alignment Ability 1 +1 of existing divine spellcasting class
2nd +2 +3 +0 +3 Aligned Armor +2 +1 for determining domain spells for your alignment's domain
3rd +3 +3 +1 +3 Aligned Weapon +2 +1 of existing divine spellcasting class
4th +4 +4 +1 +4 Alignment Ability 2 +1 for determining domain spells for your alignment's domain
5th +5 +4 +1 +4 Aligned Armor +3 +1 of existing divine spellcasting class
6th +6 +5 +2 +5 Aligned Weapon +3 +1 for determining domain spells for your alignment's domain
7th +7 +5 +2 +5 Alignment Ability 3 +1 of existing divine spellcasting class
8th +8 +6 +2 +6 Aligned Armor +4 +1 for determining domain spells for your alignment's domain
9th +9 +6 +3 +6 Aligned Weapon +4 +1 of existing divine spellcasting class
10th +10 +7 +3 +7 Alignment Ability 4 +1 for determining domain spells for your alignment's domain

Class Skills (2 + Int modifier per level)
Bluff (Cha), Intimidate (Cha),Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (religon) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

Epic level

Class Features[edit]

The Aligned Warrior's abilities improve his fighting prowess, especially against enemies with opposed alignments. Aligned warriors can also inspire allies, cast spells, and make themselves extraordinarily strong for short periods. All of the following are class features of the Aligned Warrior.

Spellcasting: At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming am Aligned Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level. Your bonus spells are based on the same ability. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).

Aligned Equipment (Su): After level 2 or 3, you can choose one weapon and one armor to become charged with your alignment. Weapons gain SRD:Holy, SRD:Axiomatic, SRD:Anarchic and/or SRD:Unholy as if enchanted normally (a +2 enchantment bonus), and armors grant the effects of a Protection against (Alignment) spell (a +2 enchantment bonus), and becomes Circle Against (Alignment) at +3 and (Alignment) Aura at +4. However, no weapon or armor can have more than a +10 total effective bonus, so this class-granted bonus cannot be added to a weapon or armor if the addition would increase the weapon or armor's total effective bonus above +10. This class-granted bonus works only for the aligned warrior when wielding her chosen melee weapon. In addition, your weapon gains a bonus to attack and damage rolls when fighting enemies with opposing alignments equal to the shown ability bonus. If your opponent's alignment is opposing in 2 ways, you only get these benefits once, but against an opponent who has an alignment that is both the same in one way but different in another(Lawful-Chaotic and Good-Evil) the bonus is negated. You continue to gain attack and damage roll bonuses in epic levels, and also gain +1 to AC and saves against opposed alignments in epic levels.

Alignment Ability (Su): At level 1 and every 3 levels after, the Aligned Warrior gains an ability that will help defeat opposing enemies. In epic levels, you continue to gain alignment abilities every 3 levels. At 10th level you automatically gain Alignment Mastery in addition to another ability, and gain another bonus from it at 20th level.

Favored Target: You gain a bonus against opposed alignments as a Ranger gains a bonus against their Favored Enemy. The Aligned Warrior gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this alignment. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Feat: An Aligned Warrior can take a bonus feat in place of an ability.

Domain Spells: You get an extra casting of each Domain Spell you know. This ability requires Alignment Warrior level 4. You can take this ability more than once, and it's effects stack, granting another cast of each spell each time.

Smite Alignment: You can attack enemies aligned against you as a Paladin smites evil 2 times a day. You add your Intelligence/Wisdom bonus (if any) to your attack roll and deal 1 extra point of damage per Aligned Warrior level. If the Aligned Warrior accidentally smites a creature that is not opposing her alignment, the smite has no effect, but the ability is still used up for that day. This ability requires Alignment Warrior level 4. You can take this ability more than once, gaining 2 more smites a day each time. This ability requires Alignment Warrior level 4.

Aligned Body: You gain either the Celestial Creature template or the Fiendish Creature template without the level adjustment. This ability requires Alignment Warrior level 7.

Inspiring Aura: Those around you feel your conviction and can be shocked and inspired by it. Twice a day for as long as you maintain this effect, allies within 90 ft of the same alignment gain bonuses as if affected by all positive bard songs (Inspire Courage, Inspire Competence, Inspire Greatness (9th level and above), Song of Freedom (after one minute, 12th level and above)and Inspire Heroics (15th level and above)) that would be available to a bard of the same level. In addition, once per round while you maintain this effect, you can cause one enemy per 3 levels to be stunned for 1 round, getting a will save of DC 10+level bonus. In addition, once per round you can cast Suggestion on an enemy who has already been stunned by this effect, lasting as long as you maintain this effect. Any damage you take forces a Concentration check DC (damage) to maintain this effect, and after 60 minutes it automatically fades. This ability requires Alignment Warrior level 7. You can take this ability more than once, gaining 2 more uses a day each time.

Awesome Avatar: Once per day as a free action you can create a Huge avatar of you made of aligned energy that fights as you do. It appears either as chaotically swirling or like a suit of plate mail in black or white energy. You are in the center of the avatar (floating in a 5 ft cube) and cannot use any items but your weapons and armor, and can only interact with the world through your avatar (unless your enemies are not of opposing alignment, in which case your avatar does nothing but keep you 5 feet off the ground. Your avatar's statistics are yours, except it gains +8 strength, +4 dexterity and makes you immune to opposing spells. Your avatar's weapons and armor is identicle to yours except that it gains +5 to attack and damage rolls against opposed alignments and your armor gets the same bonus to AC. Your avatar has DR 15/(opposing alignment) and fades in 1 hour/level or when it takes your health in damage. You control every movement of your avatar and move with until it is destroyed. While in effect, Inspiring Aura gains +2 save DC's for enemies and +2 to any bonuses and Smiting gets doubled bonuses. This ability requires Alignment Warrior level 10. You can take this ability more than once, gaining one more use per day each time.

Bonus Feats: The epic Aligned Warrior gains a bonus feat (selected from the list of epic Aligned Warrior feats)every 4 levels after 10th level.

Spells: An Aligned Warrior continues to gain divine casting levels and domain spells in the same way they did in pre-epic levels.

Epic Aligned Warrior Bonus Feat List: <-list of bonus epic feats->

Level Special
11th Aligned Armor +5
12th Aligned Weapon +5
13th Alignment Ability 5
14th Bonus feat, Aligned Armor +6
15th Aligned Weapon +6
16th Alignment Ability 6
17th Aligned Armor +7
18th Bonus feat, Aligned Weapon +7
19th Alignment Ability 7
20th -

Ex-Aligned Warriors[edit]

If an Aligned Warrior is deemed "too neutral", they lose all class features and Domain spellcasting until they do multiple things purely for an alignment. If they change alignment, their features are changed to the appropriate alignment.

Campaign Information[edit]

Playing a Aligned Warrior[edit]

Combat: Often a front-line fighter, but also can be a weakened caster and a sturdy buffer. They have excellent defenses

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Aligned Warriors in the World[edit]

A god of law, you say? That's funny. I bet it'd be funnier if killed you and made you into a fleshy pinata. Filled with delicious candy.

Good and Lawful Aligned Warriors tend to be

NPC Reactions: <-How NPCs react to characters of this class->

Aligned Warrior Lore[edit]

Characters with ranks in Knowledge (Religon) can research Aligned Warrior to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religon
DC Result
11 Aligned Warriors are fighters with extremely strong convictions in a certain alignment.
16 Aligned Warriors tend to also be clerics or are devoutly religious.
21 Aligned Warriors can potentially learn to inspire allies, destroy enemies, create huge avatars of pure energy and cast magic, but can only master a few.
26 If the check goes beyond this, give information on any relevant Aligned Warriors (such as approx. level/ability).

Aligned Warriors in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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