Drinking & Dragons

User/Arz/Philosophic Warrior

From Drinking and Dragons

Althares - The Order of the Philosophic Warrior

Just after the infinite planes were created and Illiir sat in the heavens, bathing the entirety of all in His brilliant radiance, Althares began His quest to learn all that could be learned throughout the multiverse. He wrote all that was discovered in the Book of Knowledge and stored its many volumes in the Celestial Library of Lazur. Unfortunately, this library and all the volumes of the Book of Knowledge were the first casualty of the God’s War. Some religious scholars claim that within the library, nestled in some hidden recess, was the information needed to defeat the Other and unravel its apocalyptic plans. Scattered across Arcanis and throughout the many layers of existence, the sum of all knowledge was lost. Even the location of the Lost Library of Lazur has vanished, along with any bits and pieces still ensconced in its many-chambered halls.

After the defeat of the Other and its minions, Althares tasked His chosen champions to quest and learn all there was to learn; to seek out all there was to know. With each piece of information rediscovered, the Book of Knowledge is slowly being rewritten. When it is completed, all the secrets of the multiverse will be laid open and the Paradise of the Gods and the realm of Man will once again become one.

Adventures: The members of the Order of the Philosophic Warrior adventure throughout all of Arcanis in hopes of fulfilling their sacred quest as commanded by Althares. Members can be found in the most ancient of crypts or catacombs, diving below the deepest oceans, exploring lost cities, or locked in intense debate with the most learned minds - all in the hopes of gleaning some new bit of information or uncovering some lost bit of lore.

Characteristics: Members of this Order are among the most educated, cultured, and poised individuals living in the Known Lands of Arcanis. Whether debating obscure philosophic minutiae or religious dogma, reciting passages from the works of Yoval, Rynovic, or the Elorii playwright Adendros, composing original poetry, or playing musical instruments like a virtuoso, the Philosophic Warrior is a master of any skill or intellectual discipline.

Althares gifts His champions with a sharp wit, perfect health, and a courageous heart. In addition to this, Philosophic Warriors enjoy the benefits of understanding any strange or alien language, and have the ability to exploit any weakness or flaw any enemy they face may have. Using this expertise, opponents living or unliving, mundane or magical, fall easily to the Philosophic Warrior’s mighty blade.

Background: The Order enjoys the sponsorship and funding by the Temple of the Sagacious Disciple in the Republic of Altheria. The most noble of families from Altheria as well as the other empires and nations of the Known Lands of Arcanis petition the Order to consider their children worthy aspirants to the august fellowship of Philosophic Warriors. Children older than the age of four are not eligible, and so it is the parents and the family (rather than the supplicant) who must prove their faith and devotion to Althares. Families are expected to pay a substantial tithe to the Temple and the Order; enough to cover the living expenses of the child for the next fourteen years, as well as a hefty sum for tuition. Due to this, most members of the Order come from very wealthy backgrounds and carry leagues-long pedigrees.

Once a child is accepted into the Order, the ensuing years are spent kneeling on hard wooden floors, memorizing lectures - as writing materials are forbidden in many classes. Students are taught that the mind must be its own book. The curriculum is exacting and grueling, covering a variety of wide ranging topics, from cultures and fighting styles to metallurgy and sorcery. Eventually, the day comes when the final test must be met. The initiate enters a crystalline chamber and is told to open his or her mind to Althares. The Order claims that for a split second, Althares dumps the sum total of His knowledge into the mind of the aspirant, invariably inducing a deep coma. Some never recover from this ordeal; their minds are too weak to hold the divine wisdom. Even those that recover do not retain the lore, but its dim echo serves to spur them to reclaim all that they once knew in that brief instant. Races: Val and humans make up the majority of the members of this Order, with the val’Abebi being the most predominant Val family due to their affinity with the Lord of Knowledge. Dark-kin, gnomes, half-orcs, and half-hobgoblins are able to join the holy order, but are so rare as to be almost unheard of. Due to their very deeply-held and often-conflicting religious beliefs, elorii, dwarves, and ss’ressen are not eligible for this class.

Alignment: Any Lawful.

Special: Must worship Althares.

Hit Die: d8.

Class Skills Skill points at each level: 6 + Int modifier. The Philosophic Warrior’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Examine Martial Technique (Wis), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Class Features Weapon and Armor Proficiency: Philosophic Warriors are proficient with all simple and martial weapons, flintlock rifles, flintlock pistols, all types of armor, and with shields, including tower shields.

Comprehend Languages (Su): A Philosophic Warrior has the supernatural ability to understand strange languages. He may create the effects of a comprehend languages or read magic spell at will.

Know thy Enemy (Ex): Three times per day, a philosophic warrior can draw upon his expansive knowledge, granting his allies benefits against the creatures they face. Doing this counts as a move action.

A philosophic warrior unlocks new abilities as his level increases and can also call upon his know thy enemy more often, gaining one additional daily use for every three levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using know thy enemy requires a Knowledge check of a type appropriate to the creature faced. The DC of the check is 15. Most of the philosophic warrior's know thy enemy abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Know thy enemy can only be used once against an given creature.

The philosophic warrior's know thy enemy can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the philosophic warrior must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of know thy enemy last for 1 minute, unless stated otherwise.

Tactics: The philosophic warrior knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. If the philosophic warrior succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If he succeeds by 20 or more, then this bonus increases to +3.

Puissance: Starting at 4th level, the philosophic warrior can use his know thy enemy to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of him gain a +1 bonus on saving throws against the affected creature's abilities. If the warrior succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the warrior succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 7th level, the philosophic warrior can use his know thy enemy to direct his allies to attack vital spots upon his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the warrior succeeds on his Knowledge check by 10 or more, this bonus increases to +2d6. If the warrior succeeds on his Knowledge check by 20 or more, this bonus increases to +3d6.

Skill: Starting at 10th level, the philosophic warrior can use his know thy enemy to increase his allies opposed skill checks against his enemies by +1. Unlike other uses this ability lasts for the duration of the encounter and might find use in social warfare. If the warrior succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the warrior succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Dread: Starting at 13th level, the philosophic warrior can use his know thy enemy to dazzle a target creature for 1 round. Unlike other uses this ability can be used only against a single creature. If the warrior succeeds on his Knowledge check by 10 or more, the target creature is dazed for 1 round. If the warrior succeeds on his Knowledge check by 20 or more, the target creature is stunned for 1 round. If the target is immune to being stunned but not immune to being dazed, then the warrior can choose to daze the target instead of stunning it.

Foreknowledge: Starting at 16th level, the philosophic warrior can use his know thy enemy to better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 60 feet of him gain a +1 bonus on armor class against the affected creature. If the warrior succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the warrior succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Mastery: Starting at 19th level, the philosophic warrior uses his know thy enemy to double the effect.

Defender of Altheria (Ex): Beginning at 2nd level, while on Altherian soil or defending Altherians, the Philosophic Warrior gains the benefits of the Diehard feat.

Knowledge of Althares (Su): Beginning at 2nd level a Philosophic Warrior gains a bonus equal to his Intelligence modifier (if positive) on all saving throws.

Channeling (Su): Beginning at 3rd level, a Philosophic Warrior can channel divine energy as a cleric would channel positive or negative energy. This may be used in conjunction with other feats or class abilities as described elsewhere. A Philosophic Warrior may channel a number of times per day equal to 3 plus his Charisma modifier.

Scribe Scroll (Ex): At 3rd level, a Philosophic Warrior gains the Scribe Scroll feat.

Spells (Sp): Beginning at 3rd level, the Philosophic Warrior gains the ability to cast a small number of divine spells, which are drawn primarily from the Holy Champion and Philosophic Warrior spell lists although he can eventually uncover, learn, and prepare non-holy warrior divine spells. Unlike holy warriors, Philosophic Warriors prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, philosophic warriors must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Philosophic Warrior’s spell is 10 + the spell level + the Philosophic Warrior’s Intelligence modifier. Like other spellcasters, a Philosophic Warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table HC-01: The Philosophic Warrior. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the Philosophic Warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Philosophic Warrior does not have access to any domain spells or granted powers, as a cleric does. A Philosophic Warrior prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Philosophic Warrior may prepare and cast any spell on his spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 2nd level, a Philosophic Warrior has no caster level. At 3rd level and higher, his caster level is one-half his Philosophic Warrior level.

Prayerbook (Ex): Unlike other holy warriors must collect and seek new spells much as a wizard does from esoteric sources such as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which philosophic warriors can prepare from memory.

Philosophic Warriors assemble a prayerbook at 3rd level containing three first level spells of the player's choice. For each point of intelligence bonus the warrior has, the prayerbook contains an additional 1st level spell. At each new class level, he gains two new spells for his prayerbook; these can be of any spell level or levels that he can cast based on his new level. At any time , the warrior can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required. The warrior can learn and this prepare non-holy warrior divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the holy warrior and philosophic warrior lists. Special Mount (Sp): Upon reaching 5th level, a Philosophic Warrior gains the service of a giant owl (see Core Rulebook III) to serve him. Once per day, as a full round action, a Philosophic Warrior may magically call her mount from the celestial realms where it resides. The mount immediately appears adjacent to the character and remains for 2 hours per Philosophic Warrior level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Philosophic Warrior may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should this mount die, it immediately disappears, leaving behind any equipment it was carrying. The Philosophic Warrior may not summon another mount for thirty days or until she gains a Philosophic Warrior level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the character takes a -1 penalty on all attack and weapon damage rolls. The mount may be advanced according to the rules in Core Rulebook I for paladin mounts. A Philosophic Warrior is considered a paladin of two levels lower for purposes of mount advancement.

Divine Health (Ex): Beginning at 8th level, a Philosophic Warrior is immune to all diseases, including magical diseases such as lycanthropy and mummy rot.

Aura of Courage (Ex): Beginning at 11th level, a Philosophic Warrior is immune to fear (magical or otherwise). Each ally within 60 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions constantly if the Philosophic Warrior is conscious, but not if he is unconscious or dead.

Tools of the Trade (Ex): By 14th level, as an experienced and battle-tested veteran, the Philosophic Warrior has learned how to maximize strengths, expose weaknesses, and exploit resources. As a result, he no longer suffers any non-proficiency penalty for using any armor, weapon, or shield. He has studied so many types of equipment and fighting styles that he can wield or wear anything competently.

Steel Mind (Ex): Unnaturally calm and collected even under the most stressful of circumstances, at 17th level the Philosophic Warrior may take may take 10 on skill checks even if stress and distractions would normally prevent him from doing so. In addition, Philosophic Warriors are immune to charm and compulsion effects starting at 17th level.

Master of My Craft (Ex): The discerning eye and keen learning come together in the ultimate achievement of the Order. By channeling (see above), a 20th-level Philosophic Warrior may take any man-made object and fix it (if broken) or break it into its component parts (if it is currently whole). When fixing an object, the Philosophic Warrior may affect the object in a manner akin to a make whole or fabricate spell, though all of the necessary raw material from the original object must be present (this ability does not fill in the gaps). In addition, this ability does restore magical properties of a broken object. When breaking down an object, the targeted object immediately disassembles to its component parts (such as a suit of full plate falling apart into breastplate, vambraces, etc.). The object is not reduced to actual raw materials (it falls apart as opposed to turning into a puddle of slag). If the object is magical, this ability acts as the spell mage’s disjunction in addition to physically rendering the object useless. Targeting a worn or held object with this ability provokes attacks of opportunity and requires a successful melee touch attack if the character holding or wearing the targeted object attempts to resist being touched. However, once touched, the target object does not receive a saving throw against the physical disassembly (though it does receive its normal save against the mage’s disjunction effect if it is magical).