WARRIOR OF EONE

Salorras Paragon: Warrior of Eone · Base Path: Apostle (Cleric) · OSE build: reskinned Advanced Fantasy holy-warrior chassis A custom OSE class for the elven holy warriors of Eone the Lightbringer — the sleepless martial guardians of his faith, channels of the Father of Trees’ blessings on the field of battle. Played from 1st level; the character’s temple service and the love of Eone are part of their background.
The warriors of Eone were raised up in the Era of the Second Moon as an elite force in the hands of the elves. As the elven civil war reached its end and the new elven kindreds took their place in the world, the priesthood of the Lightbringer resolved to form a new order of warriors — to meet the dangers of the new age and to protect the world while the doctrine of the Father of Trees settled into the beginning that followed the cataclysm brought by the orilyni. All the elven peoples welcomed the design with warmth.
The warriors of the Lightbringer are initiated from adolescence into the traditions of the elves and the love of Eone. They hold war-arts whose equal is not easily found in Salorras, and their martial training joined to divine blessing makes them all but unbeatable when they fight in formation. Remarkable is the way they share courage and strength with their allies, standing as living channels of the priestly magic given by Eone himself.
Warriors of Eone are ever pure of soul and serve the good of the world, sleepless guardians against its malevolent beings, ready to give even their lives to that cause. Others have named their stance “the defenders of history,” for they are called to keep alive the legacy and the love of Eone. They keep good relations with the other peoples of Khalendianil, and tolerate the humans of Asmeda despite their peculiarities, while they only with difficulty abide the strange pagan traditions of the eyafen of Neluvia. They abhor deceit and treachery wherever it festers, and are found the world over — most often in the temples of Eone, in the armies of Khalendianil as officers, and as wanderers whose purpose is to stamp out evil.
Class Overview
Requirements: Elf (any elven kindred); Lawful alignment; minimum CHA 13 Prime requisite: STR Hit Dice: 1d8 Maximum level: 14 Armour: Any, including shields Weapons: Any Languages: Alignment, Colloquial, Elven
Warriors of Eone are elven holy warriors — peerless in formation, blessed with the Lightbringer’s grace, and the bane of every evil thing. A prime requisite of STR 13–15 grants +5% to experience earned; STR 16–18 grants +10%. A warrior who ceases to be Lawful is cut off from Eone (see below). Many of the warrior’s blessings draw on CHARISMA, the measure of their communion with their god.
The Warrior of Eone
| Level | XP | Hit Dice (1d8) | THAC0 | D | W | P | B | S |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 2 | 3,000 | 2d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 3 | 6,000 | 3d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 4 | 12,000 | 4d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 5 | 24,000 | 5d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 6 | 48,000 | 6d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 7 | 96,000 | 7d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 8 | 180,000 | 8d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 9 | 360,000 | 9d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 10 | 540,000 | 9d8+2* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 11 | 720,000 | 9d8+4* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 12 | 900,000 | 9d8+6* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 13 | 1,080,000 | 9d8+8* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
| 14 | 1,260,000 | 9d8+10* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
* Modifiers from CON no longer apply. — Saving throws: D Death/Poison · W Wands · P Paralysis/Petrify · B Breath Attacks · S Spells/Rods/Staves. The warrior fights and saves as a warrior; the XP column follows the Advanced Fantasy holy-warrior track (the premium of a spell-blessed order, half again above the plain fighter’s) and is reconstructed pending confirmation against the printed Player’s Tome.
Class Abilities
Combat. Warriors of Eone can use any weapon and wear any armour, including shields.
Detect Evil. At will, a warrior of Eone can sense the presence of evil creatures, intentions, and enchantments within a short distance, exactly as the priestly power of the same name — the Lightbringer’s sight will not let malevolence pass unseen.
Smite Evil. Once per day the warrior may call Eone’s wrath into a single melee blow against an evil creature. They add their CHARISMA modifier to the attack roll and +1 damage per warrior level; against a target that is not evil the strike is ordinary and the use is spent. The warrior may smite one additional time per day at 4th, 8th, and 12th level (to a maximum of four).
Grace of Eone. From 2nd level the warrior’s communion with their god shields their spirit: they add their CHARISMA modifier as a bonus to all saving throws.
Unyielding. Also from 2nd level, a warrior of Eone does not fall while their duty is unfinished. When reduced to 0 or fewer hit points, they remain standing and fighting until the end of the following round, when they finally drop.
Inspire Fight. From 3rd level, versed in war-tactics, the warrior heartens their comrades with a battle-cry: the warrior and all allies who can hear them gain a +2 bonus to attack rolls and a +1 bonus to all saving throws for a number of rounds equal to the warrior’s CHARISMA modifier. The warrior must keep the cry up aloud throughout — they may fight, but cannot cast, while inspiring — and if they fall silent early the blessing ends for all.
Follow Me. From 4th level, reading the flow of a battle more keenly than others, the warrior may spend their full action to guide their allies: every ally within 30 feet gains either a +2 bonus to attack rolls or a +2 bonus to a task the warrior directs, for a number of rounds equal to the warrior’s CHARISMA modifier.
Power of the Warrior. From 5th level, when the warrior charges an evil foe and deals damage, they add extra divine damage equal to their CHARISMA modifier plus WISDOM modifier, and the struck foe must save versus Spells or flee in terror as though struck by a fear-spell. If the foe is undead it is instead turned, and undead of no more than half the warrior’s Hit Dice are destroyed outright. A foe that saves is immune to the terror for one day (but still takes the divine damage).
Blessings of the Lightbringer. From 5th level Eone grants his warrior a measure of priestly prayers, prepared each morning as a cleric prepares theirs. The warrior draws on the cleric spell list, favouring the blessings of healing, protection, and light — for example cure light wounds, light, protection from evil, and remove fear at the first circle; bless, hold person, and resist fire at the second; cure disease, remove curse, and striking at the third; and cure serious wounds, neutralize poison, and protection from evil 10′ radius at the fourth. The warrior may never trade a prepared prayer away to cast a healing spell unprepared, and gains no domain or granted powers — only the blessings below.
| Warrior Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 5 | 1 | — | — | — |
| 6 | 1 | — | — | — |
| 7 | 2 | 1 | — | — |
| 8 | 2 | 1 | — | — |
| 9 | 2 | 2 | 1 | — |
| 10 | 2 | 2 | 1 | — |
| 11 | 3 | 2 | 2 | 1 |
| 12 | 3 | 2 | 2 | 1 |
| 13 | 3 | 3 | 2 | 2 |
| 14 | 4 | 3 | 3 | 2 |
Blessed Health. From 6th level the Lightbringer’s grace keeps his warrior pure of body as of soul: they are immune to disease, natural or magical.
Inspire Troops. From 7th level the mere presence of a warrior of Eone steadies those around them. Whenever an ally within sight fails a saving throw against a fear or mind-affecting effect, they may immediately attempt the save a second time; even if the second attempt also fails, any fear the ally suffers is lessened by one degree.
Armoured Mobility. From 9th level the warrior wears their armour with far greater ease: they move at their full unarmoured speed in any armour, suffer no penalty to stealth or agility from it, and may rest and sleep in armour without tiring.
Temple-Chapter — After Reaching 9th Level. A warrior of proven virtue may found a temple-chapter of the order, whereupon the priesthood of Eone sanctions their hall and devoted elves of good and Lawful heart — aspirants to the order and lay soldiers alike — gather to serve, to guard the faith, and to learn the war-arts of the Lightbringer’s warriors.
Divine Awareness. From 10th level the warrior’s communion with Eone is such that they can never be caught surprised or unawares, no ambush or unseen striker robbing them of their guard.
Final Stand. At 14th level, living in full harmony with their creator, the warrior can pour Eone’s vitality into all who stand with them. As a free action the warrior calls upon their god, and every ally within a 20-foot radius (and the warrior themselves) gains 2d10 temporary hit points, a +2 bonus to Armour Class, and damage reduction 2 against the blows of evil creatures for a number of rounds equal to 1d4 + the warrior’s CHARISMA modifier. The warrior may call the Final Stand again only after 1d4 rounds have passed since the last one faded.
Ex-Warriors of Eone
A warrior of Eone who ceases to be Lawful is cut off from their god and loses every gift this class grants — smite, the blessings, Power of the Warrior, and all the rest — and can no longer cast its prayers. To regain them, out of sincere repentance, the fallen warrior must complete a quest set by Eone himself and then spend a season anew in one of his temples, to be taught virtue, to understand their errors, and to receive again the divine grace of the Lightbringer.