World:Wavermoth/Wavermoth Classes/Dawnstrider

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Also Referred to as Duskwalkers if following an evil god

Dawnstrider Basic table

Spell progression Chart below

Dawnstrider - Hit Die: d8
Level BAB Saving Throws Special Abilities
Fort Ref Will
1 +0 +0 +0 +2 Turn/rebuke undead, Detect Evil/Good, Bonus feat
2 +1 +0 +0 +3 Spiritual Nullify, Divine path*
3 +2 +1 +1 +3
4 +3 +1 +1 +4 Bonus feat
5 +3 +1 +1 +4
6 +4 +2 +2 +5 Exalted Divine path*
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6 Divine Purpose 1/day
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 Exemplar Divine path*
11 +8/+3 +3 +3 +7 Divine Purpose 2/day
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9 Damage reduction 5/Cold iron or Silver or Wood, Divine Purpose 3/day
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10 Divine Purpose 4/day
18 +13/+8/+3 +6 +6 +11 Energy resistance
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Divine Purpose 5/day
  • - See Divine Path Section

Dawnstriders Gain (4 + Int mod)x 4 at first level and 4 + Int mod every level after first.

Class Skills The Class Skills for Dawnstrider are as follows. Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge Religion, Knowledge History, Ride, Sense motive, Speak language, Spellcraft, and Survival.

Dawnstriders, like Clerics, gain access to two domains. But unlike Clerics they MUST follow a deity. A Dawnstrider's alignment must be The EXACT same as their deity. Dawnstrider domains DO NOT stack with Cleric Domains, Prestige classes that add domains still do so..

Armor/Weapon proficiency: Dawnstriders are proficient with all simple and martial weapons, light armor, and all shields save for the tower shield. Dawnstriders like Clerics make it a point to wield their deities favored weapon, often shunning all other weapons.

Aura (Ex): A Dawnstrider Has an Aura that corresponds with the alignment of their deity.

Bonus Feat: A Dawnstrider Gains a Bonus feat at first level and again at 4th level. The Feats they may choose from are. Quicken turning, Glorious weapons, True believer, Any devotion Feat they qualify for.

Detect Evil/Good: At will the Dawnstrider can detect evil or good as the spell of the same name. Detection is based upon alignment. Good aligned get Detect Evil. Evil get Detect Good. Neutral Dawnstriders, unless their god is Neutral, gain detection based upon the deity's alignment. True Neutral Dawstriders and deities choose which alignment to detect.

Divine Purpose: 1/day Begging at 8th level the Dawnstrider may Channel the divine power of his deity granting him and his allies a +4 divine bonus to AC for 3 rounds. This is a standard action that provokes an attack of opportunity. The dawnstrider may use this one more time per day at 11th 14th 17th and 20th levels for a total of 5/day at level 20. This Does not stack with itself.

Energy Resistance Beginning at 18th level the Dawnstrider Gains Energy resistance equal to half his level to a single element of his choosing.

Damage Reduction At 14th level a Dawstrider Gains Damage reduction based on alignment. DR 5/Silver for Lawful, DR 5/Wood for Neutral(on law/chaos axis), And DR 5/Cold Iron for Chaotic

Spiritual Nullify : Beginning at 2nd level a Dawstrider may expend 3 uses of Turn Undead as an immediate action to nullify a single spell cast at himself or any ally within 10 feet. This is only usable 1/per day regardless of Turn Undead uses granted by CHA mod. If the Dawnstrider has fewer than 3 base uses per day he must expend them all. If the Dawnstrider has more than three total uses but has expended enough to put him below three he may not employ his ability.

Turn/Rebuke Undead A Dawnstrider Turns and Rebukes undead as a Cleric does. Turning or Rebuking is determined by alignment same as a Cleric. Neutral Dawnstriders, unless their god is Neutral, gain Turning or Rebuking based upon deity's alignment. True Neutral Dawstriders and Deities choose which to do.

Dawnstrider spell progression chart

Dawnstriders must prepare their spells like clerics

Dawnstrider Spell Progression
Level Spells Per Day
1st 2nd 3rd 4th 5rd
1st 0+D - - - -
2nd 1+D - - - -
3rd 2+D 0+D - - -
4th 3+D 1+D - - -
5th 3+D 2+D - - -
6th 3+D 2+D 0+D - -
7th 3+D 3+D 1+D - -
8th 3+D 3+D 2+D - -
9th 3+D 3+D 2+D 0+D -
10th 3+D 3+D 3+D 1+D -
11th 3+D 3+D 3+D 2+D -
12th 3+D 3+D 3+D 2+D 0+D
13th 3+D 3+D 3+D 3+D 1+D
14th 4+D 3+D 3+D 3+D 2+D
15th 4+D 4+D 3+D 3+D 2+D
16th 4+D 4+D 4+D 3+D 3+D
17th 4+D 4+D 4+D 4+D 3+D
18th 4+D 4+D 4+D 4+D 4+D
19th 4+D 4+D 4+D 4+D 4+D
20th 4+D 4+D 4+D 4+D 4+D

Any 0's mean at that level a Dawnstrider cannot cast spells without having bonus spells of that level.

Dawnstrider Spell list

Level 1

Nimbus of Light
Divine Sacrifice
Omen of Peril
Vigor, Lesser
Detect magic
Create water
Bless water
Curse water
Hide from undead
Remove fear
Summon holy symbol
Cure light wounds
Summon monster I

Level 2

Body of the Sun
Deific Vengeance
Align weapon
Cure moderate wounds
Lesser Restoration
Gentle repose
Summon monster II
Briar Web

Level 3

Flame of Faith
Vigor, Mass Lesser
Blessing of Bahamut
Resurgence, Mass
Animate Dead
Cure Serious Wounds
Dispel magic
Glyph of warding
Invisibility Purge
Remove disease
Searing Light
Magic Vestment
Speak with dead
Summon monster III
Water Breathing

Level 4

Sacred Haven
Lesser Planar Ally
Summon monster IV
Cure critical wounds
Discern lies
Aligned Aura
Seed of life

Level 5

Cure light wounds mass
Disrupting weapon
Raise dead
Spell Resistance
Summon monster V
Symbol of pain
Wall of stone
Dragon Breath
Vigor, Greater
Rejuvenation Cocoon

Divine paths

Upon reaching level 2, a Dawnstrider chooses a path to devote his life to. Called divine paths because they draw from his divine gifts. Much like a Ranger's combat style, a Dawnstrider's divine path determines the main role they wish to fill. They are: The path of Divine Judgement, The path of Spiritual Health, and the path of the Justicar.

Divine Judgment

These Dawnstriders are often those you would find on the foreground of a holy war (or unholy war in the case of evil deity). The path of Judgment is one not taken lightly, and most assuredly does not give one the right to judge those who do not directly oppose himself. A judge is a Neutral Deity's version of Paladin some would say.

After first devoting oneself to this path, the Dawnstrider takes on a much more sturdy role as a defender of the weak, gaining a bonus to Armor Class equal to half of his Dawnstrider levels (Maximum of +5 at level 10). The Dawnstrider that follows this path is often called the Judge of the damned. This is an Extraordinary Ability.

At 6th level, a Dawnstrider under this path has studied the art of divine combat to the point where his spells are little used. The Dawnstrider may expend a spell up to the maximum spell level he may cast. Doing so will grant him a positive or negative energy (Dependent upon alignment) boost to damage, equal to the spell level plus half his caster level. Max caster level bonus is +6 at level 12. For a total max bonus damage of +11 at level 12 expending a 5th level spell. This may be done so long as the Dawnstrider has non-domain spells available. This is a swift action that does not provoke attacks of opportunity. This is a Supernatural ability

At 10th level the Judge has become a paragon of Holy warriors equal to that of a Paladin. His holy might stems from a deep connection with his deity. A Judge must be the shining beacon for his god's might. Upon attaining this rank of devotion to their god's tenets and laws, the Judge acquires something joyous and wonderful. Upon attaining this level, 1/day per Wisdom modifier min 1 the judge can summon the favored weapon of their deity. This weapon counts as a +2 (Deity's main alignment, or force if Neutral) burst weapon and lasts 1 hour. This is a swift action that does not provoke an attack of opportunity. This is however Dispellable by ANY means. Anti-magic field or the like. Anything that suppresses Spell like abilities will Nullify This effect.

This ability scales according to level. Every 2 levels after attaining this ability the Weapon begins becoming intelligent. Use the DMG guide table 7-30 to help determine intelligence level. However Greater powers are off limits for first manifestation of intelligence. After determining first manifestation level The weapon improves one level up that list until level 20.

Spiritual Health

These Dawnstriders are often what you would find as field medics. Clerics specialized to heal those in need are oft better suited for the job in the beginning, but these Dawnstriders make up for the lack of one in a pinch while still adding utility to a party.

At 2nd level when a Dawnstrider selects this path, he devotes himself to caring for others who are wounded, and protecting those same people. They gain The Skill Trick Healing Hands freely even without qualifying for it (Though why you would take this path without qualifying for it, I do not know.), which allows them to heal 1d6 points of damage with a heal check to stabilize a dying character. They also gain the ability to cast Cure spells at a range of 30 feet instead of touch range. (If the Spell already has a range, add 15 feet to that range). This is a Supernatural ability.

At 6th level, a Dawnstrider devoted to this path has refined the art of battle healing to a point where it seems that there are few injuries and ailments they cannot cure in the field. A follower of Spiritual health can cast cure spells as if they were quickened by the Metamagic feat. They do not however take up a higher level spell slot. This only affects Cure spells. They also add an extra 1d6 to any healing spell they cast. After attaining this level, an evil Dawnstrider also gets the ability to heal undead companions with Cure spells as if they were negative energy. The Dawnstrider must declare, when casting a cure spell on undead, whether it is to cure or harm them. The added healing is a supernatural ability.

At 10th level a Spiritual Healer has embodied the healing aspect of divinity. The Dawnstrider gains an inherent +5 on all Heal checks. And now adds an extra 1d8 to all healing spells cast (This replaces the 1d6 addition from level 6). He also gains the supernatural ability to cast the spell Raise Dead 1/week +1 per 5 levels after 10th.


Upon Starting the Justicar's path the Dawnstrider gains an interesting ability. They can Turn any creature as they would undead as long as said creatures alignment is opposite theirs on the Good/Evil spectrum. This is limited to one creature per use with the Same range as a Regular turning. You cannot Destroy a creature in this manner. This uses daily Turn undead charges.

After attaining 6th level the Justicar has begun his higher path. The path of what most would call inquisition, but they simply call it what it is. Interrogation. The Justicar gains an odd supernatural ability, the ability to entrap himself and any creature his size or smaller inside a secret room. The enemy has to be within 15 feet of the Justicar and he must be able to see his enemy. This effect lasts only as long as either the Justicar and enemy are alive or the Justicar dismisses it. When activated, the enemy and the Justicar disappear from the material plane and are shunted to a energy cage in the Ethereal plane. Anyone able to see into the Ethereal plane can see where the Justicar and enemy went, but even when on the Ethereal plane, one can only observe the cage. If anything outside attempts to touch the cage it simply moves, though if a dispel were to be cast at the cage it would immediately end the effect sending both the Justicar and enemy back to the material plane. The room cannot be broken from the inside, save for one way: if the creature's size grows beyond the maximum size the Justicar can hold, or the Justicar shrinks a size category. This is a full round action but does not provoke an attack of opportunity from anyone but the target creature.( Note: Seeing into the Ethereal plane does not allow one to cast spells there. To dispel the cage, you would have to physically be there.) (Double note: Seems more powerful than it is. At 6th level trapping himself alone in a room with an opponent is very dangerous. This is meant to allow uninterrupted interrogation. Can be used for combat but not recommended.)

At 10th level the Justicar has become a battlefield inquisitor to be feared. There are not many enemies left that he cannot make spill their Heretical Blasphemies as easily as he spills their blood. He gains a +5 bonus to Intimidate and Sense Motive checks. Also at this level, his cage improves just a bit. Once he has been dragged into the room, the enemy's allies outside begin to hear screams of agony, the voice conveying suffering in the worst way imaginable. All enemies who hear the screams must make a WILL save 7+ the Justicar's level or be filled with intense fear. If they save, they are unaffected. This is a mind effecting illusion. Also while inside the interrogation room, the enemy takes Positive/Negative energy damage each round equal to the Justicar's Wis modifier. At every 4 levels after 10th the damage doubles. x2 at 14 and x4 at 18. Example: at 10th level our Justicar has a Wis mod of +3. so while in his interrogation room his opponent take 3 damage each round. At 14th level the same enemy takes 6 damage. At 18th level it takes 12 damage per round. :End example: Now the Justicar can turn this effect on and off as he wishes so he doesn't accidentally kill his "guest".