Sacred Hammer (3.5e Prestige Class)

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Sacred Hammer[edit]

"The Gods have given me great strength and power, and I am not afraid to use it."
—Bosch the Undaunted, Human Sacred Hammer

Becoming a Sacred Hammer[edit]

Entry Requirements
Alignment: Cannot be more than one step from Chosen Deity
Base Attack Bonus: +4
Skills: Knowledge (Religion) 8 ranks
Feats: Combat Casting, Combat Reflexes, Diety's Weapon Focus, Power Attack
Spellcasting: Ability to cast 1st level divine spells

Table: The

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 +1 level of existing spellcasting ability
2nd +2 +3 +0 +3 Greater Diety's Weapon Focus +1 level of existing spellcasting ability
3rd +3 +3 +1 +3 +1 level of existing spellcasting ability
4th +4 +4 +1 +4 Sacred Fire (1/day) +1 level of existing spellcasting ability
5th +5 +4 +1 +4 +1 level of existing spellcasting ability
6th +6 +5 +2 +5 Blindsense 10ft +1 level of existing spellcasting ability
7th +7 +5 +2 +5 +1 level of existing spellcasting ability
8th +8 +6 +2 +6 Sacred Fire (2/day) +1 level of existing spellcasting ability
9th +9 +6 +3 +6 +1 level of existing spellcasting ability
10th +10 +7 +3 +7 Inner Armor +1 level of existing spellcasting ability

Class Skills (2 + Int modifier per level)
.

Class Features[edit]

. All of the following are class features of the .

Spellcasting: At , 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 spellcasting class before becoming a , you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At , you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting 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 manifesting class before becoming a , you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an score of at least 10 + the spell's level. Your bonus spells are based on your . Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your bonus (if any).

You cast spells as a does. Table: Spells Known, below, details how many spells you can learn at each level. An epic ’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—', ', '.

1st—', ', '.

2nd—', ', '.

3rd—', ', '.

4th—', ', '.

5th—', ', '.

6th—', ', '.

7th—', ', '.

8th—', ', '.

9th—', ', '.

Table: Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The . In addition, you receive bonus power points per day if you have a high score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against powers is 10 + the power's level + your modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—', ', '.

2nd—', ', '.

3rd—', ', '.

4th—', ', '.

5th—', ', '.

6th—', ', '.

7th—', ', '.

8th—', ', '.

9th—', ', '.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an score of at least 10 + the power’s level.

(Ex):

'' (Ps):

'' (Sp):

(Su):

:

 : See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-->}} .


Bonus Feats: .

The epic gains a bonus feat (selected from the list of epic feats) every levels after .

Epic Bonus Feat List:

Ex-Sacred Hammers[edit]

Campaign Information[edit]

Playing a Sacred Hammer[edit]

Combat:

Advancement:

Resources:

Sacred Hammers in the World[edit]


NPC Reactions:

Sacred Hammer Lore[edit]

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

DC Result
11 .
16 .
21 .
26 .

Sacred Hammers in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


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