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DELITOS CONTRA LAS PERSONAS PROTEGIDAS POR EL DERECHO INTERNACIONAL HUMANITARIO

TÍTULO IV CRÍMENES DE GUERRA

DELITOS CONTRA LAS PERSONAS PROTEGIDAS POR EL DERECHO INTERNACIONAL HUMANITARIO

Enhanced Wisdom: A life spent in the service

of the creator god and as a master of the forge has granted the divine forger a legendary level of wisdom and patience. The character gains a +1 legendary bonus to Wisdom per power level. This is a one-time bonus.

Enhanced Constitution: Enduring the sacred

heat of the forge and pushing himself to reach a new level of forge mastery has tempered the divine forger to uncomfortable conditions and increased his stamina. The character gains a +1 legendary bonus to Constitution per power level. This is a one-time bonus.

Legendary Creator: The creations of the

divine forger are more durable and longer last- ing than the forged items of other smiths, as the divine forger’s creations are laced with the strength of his faith. Any item crafted by a divine forger gains a +4 bonus per power level to all saves.

Channeling of Faith (Ex): The divine forger is

in many ways the most devout follower of the creator god. He embodies all of the virtues that the creator god demands. His faith is unshak- able, and this faith is channeled through his very touch. Any warhammer wielded by the divine forger gains a +1 enhancement bonus per power level. In addition, he can grant such a hammer the holy trait for up to one minute per power level per day.

Knowledge of Destruction: There are situa-

tions where forged items have become tainted with evil magic or stained by the blood of inno- cents. The divine forger is tasked to destroy such weapons and items wherever he encoun- ters them. When striking an object, the divine forger ignores 2 points of hardness per power level. In addition, he may ignore enhancement bonuses up to the power level at which this ability is selected when using the Sunder feat or when striking a magical object.

Will of Mithral: The faith of the divine forger

is as strong as the rarest metal. This strength of faith has forged an unbeatable willpower that drives the divine forger in the face of certain defeat or fear. This ability grants the divine forger a +1 legendary bonus per power level to all Will saves. This is a one-time bonus.

Knight Lord

Overlooking a battlefield filled with chaos, destruction, and bloodshed, a lone knight sits atop an armored warhorse. His platemail is scarred from hundreds of encounters; his cape has faded slightly from years of long travel over unforgiving terrain. Drawing his longsword, he gives a silent prayer to his patron god of valor and justice. He is not just a knight; he is a king among knights and pal- adins. He continually stands as a beacon to those who would see evil and tyranny brought low. This man is no ordinary knight, he is a leg- end—he is the knight lord.

The path that leads to becoming a knight lord is one filled with faith, sacrifice, and persever- ance in the face of ultimate evil. By harnessing the power of their patron deity and finding a spark of complete heroism within them- selves, a select few become more than heroes, they become legends.

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Divine Forger

Class Base Fort Ref Will

Level Attack Save Save Save Special Spellcasting

1st +0 +2 +0 +2 Divine Forger Ability +1 level of existing class 2nd +1 +3 +0 +3 Divine Forger Ability +1 level of existing class 3rd +2 +3 +1 +3 Divine Forger Ability +1 level of existing class 4th +3 +4 +1 +4 Divine Forger Ability +1 level of existing class 5th +3 +4 +1 +4 Divine Forger Ability +1 level of existing class

Hit Die: d12.

Requirements

To qualify to become a knight lord, a character must fulfill the following criteria.

Base Attack Bonus: +10.

Skills: Diplomacy 10 ranks, Ride 15 ranks. Feats: Leadership, Mounted Combat, Weapon

Focus (deity’s favored weapon), any one feat of the DM’s choice.

Special: The character must have a paladin’s

special mount. The character must be able to cast at least 2nd-level divine spells as a paladin.

Quests

• The character must lead a battalion of troops into a large-scale battle and be victo- rious. The character’s battalion may suffer casualties, but no more than half of the bat- talion’s original number. Additionally, the character must enter combat with his troops and directly contribute to the victory. • He must journey to the Vrast Swamp and

find the Lost Tomb of the Valorous Knight. Within the tomb she must overcome the nine trials of valor and be given the bless- ing of the phantom knights who govern over the lost tomb.

Class Skills

The knight lord’s class skills (and the key abil- ity for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: The knight

lord is proficient with all simple and martial weapons. He is also proficient with all types of armor, and with shields.

Paladin Abilities: The knight lord continues to

improve both his lay on hands and spellcasting abilities as if he had also gained a level in pal- adin. For purposes of determining these two abilities, add the character’s paladin and knight lord class levels.

CHAPTER ONE: The Faithful

CHAPTER ONE: The Faithful