WARRIOR OF EONE

Salorras Paragon: Warrior of Eone · Base path: devotee of Eone — in Pathfinder a martial holy order entered by an armsman (fighter) or any other non-prepared caster; thematically the warrior-elite of the apostle faith of the Lightbringer.
The warriors of Eone were created in the Era of the Second Moon and are an elite force in the hands of the elves. As time passed, the elven peoples drew ever closer to their creator god, for their civil war had reached its end and the new elven kindreds had taken their place in the world. The priesthood of Eone resolved to form a new order of warriors to meet the dangers of this new age and to protect the world while the doctrine of the Father of Trees grew strong and settled into the new beginning that followed the cataclysm brought by the orilyni. All the elven peoples welcomed the religious 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; their martial training and divine powers make them all but unbeatable when they fight in formation. Remarkable is the way they share courage and strength with their allies, acting as “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 share the strange pagan traditions and worships of the eyafen of Neluvia. Coexistence with the eyalen ria, orcs, and goblinoids is all but unthinkable to them, given those kindreds’ savage and bloodthirsty nature, and they abhor deceit and treachery wherever it festers.
The warriors of the Protector God are found all over the world, most often in the temples of Eone, in the armies of Khalendianil as officers or soldiers, and as wanderers across the world whose purpose is to stamp out evil.
Hit Die: d10.
Requirements
To qualify to become a warrior of Eone, a character must fulfill all the following criteria.
Race: Any elf.
Alignment: Any good.
Spellcasting: The character must not have any prepared (non-spontaneous) spellcasting class, such as wizard or cleric.
Base Attack Bonus: +5.
Skills: Knowledge (religion) 4 ranks.
Charisma: 14+.
Special: The character must serve at least four months as an assistant in one or more temples of Eone, and must be humble and act with selflessness toward all the rest of the world.
The Warrior of Eone
| Level | Base Attack Bonus | Fort | Ref | Will | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Detect evil, smite evil 1/day | +1 level of existing spontaneous spellcasting class |
| 2nd | +2 | +3 | +0 | +0 | Grace of Eone, Diehard | +1 level of existing spontaneous spellcasting class |
| 3rd | +3 | +3 | +1 | +1 | Inspire fight | — |
| 4th | +4 | +4 | +1 | +1 | Follow me, smite evil 2/day | +1 level of existing spontaneous spellcasting class |
| 5th | +5 | +4 | +1 | +1 | Power of the Warrior | +1 level of existing spontaneous spellcasting class |
| 6th | +6 | +5 | +2 | +2 | — | — |
| 7th | +7 | +5 | +2 | +2 | Inspire troops | +1 level of existing spontaneous spellcasting class |
| 8th | +8 | +6 | +2 | +2 | Smite evil 3/day | +1 level of existing spontaneous spellcasting class |
| 9th | +9 | +6 | +3 | +3 | Armored mobility | — |
| 10th | +10 | +7 | +3 | +3 | Final stand, divine awareness | +1 level of existing spontaneous spellcasting class |
Class Skills
The warrior of Eone’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Class Features
All of the following are features of the warrior of Eone prestige class.
Weapon and Armor Proficiency. A warrior of Eone is proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).
Spells. A warrior of Eone draws divine spells from the spell list below, governed by Wisdom. To cast a spell, the warrior must have a Wisdom score of at least 10 + the spell’s level, and the save DC against a warrior of Eone’s spell is 10 + the spell level + the warrior’s Wisdom modifier. The warrior prepares and prays for their spells in the morning, as a cleric does, but cannot lose a prepared spell to spontaneously cast a cure spell. They gain no domains, domain spells, or granted powers. The warrior of Eone’s caster level equals one-half their total prestige class levels.
The warrior of Eone advances spellcasting two ways, depending on the entrant:
- If the warrior already had a spontaneous spellcasting class (such as sorcerer or the legatee essencer), then on each level marked “+1 level of existing spontaneous spellcasting class” they gain new spells per day (and spells known) as though they had gained a level in that class — but none of that class’s other abilities (new bloodline powers, essencer features, and so on).
- If the warrior had no such class to advance, they instead gain the innate divine spellcasting shown in the table below, drawing on the warrior of Eone spell list. Where the table shows 0 spells of a given level, the warrior can prepare such spells only if entitled to bonus spells for a high Wisdom score.
Innate Warrior of Eone Spellcasting
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | 0 | – | – | – |
| 2nd | 1 | – | – | – |
| 3rd | 1 | 0 | – | – |
| 4th | 1 | 1 | – | – |
| 5th | 2 | 1 | 1 | – |
| 6th | 2 | 1 | 1 | – |
| 7th | 2 | 2 | 1 | 0 |
| 8th | 2 | 2 | 2 | 1 |
| 9th | 3 | 2 | 2 | 1 |
| 10th | 3 | 2 | 2 | 1 |
Warrior of Eone Spell List
- 1st — bless, bless weapon, create water, cure light wounds, detect poison, divine favor, resistance, protection from evil, remove fear, light.
- 2nd — bull’s strength, eagle’s splendor, owl’s wisdom, shield other, resist energy, delay poison, lesser restoration.
- 3rd — searing light, cure moderate wounds, remove curse, prayer, dispel magic, daylight, magic circle against evil, heroism, see invisibility.
- 4th — cure serious wounds, dispel evil, freedom of movement, holy sword, restoration, holy smite, death ward, break enchantment, shout.
Detect Evil (Sp). At will, a warrior of Eone can use detect evil as the spell.
Smite Evil (Su). Once per day, a warrior of Eone may smite evil with one normal melee attack. They add their Charisma modifier (if any) to the attack roll and deal 1 extra point of damage per warrior of Eone level. If the target is not evil, the smite has no extra effect but is still expended for the day. The extra damage is divine. The warrior gains one additional daily use at 4th and 8th level.
Grace of Eone (Su). At 2nd level, blessed by their god, a warrior of Eone gains a bonus equal to their Charisma modifier (if any) on all saving throws.
Diehard. At 2nd level a warrior of Eone gains Diehard as a bonus feat.
Inspire Fight (Su). Versed in war-tactics, a warrior of Eone heartens their allies — and themselves — with a battle cry. The warrior and all allies who can hear them gain a +2 morale bonus on attack rolls and a +1 morale bonus on all saving throws. The effect lasts a number of rounds equal to the warrior’s Charisma modifier. The warrior must keep heartening their allies aloud throughout; they may fight normally during this time but cannot cast spells. If the warrior stops speaking before the normal end of the effect, the bonus is lost for them and their allies.
Follow Me (Su). At 4th level, perceiving the flow of a battle more strategically than others, a warrior of Eone may as a full-round action give their allies the guidance needed to turn it. All allies within 30 feet gain either a +2 circumstance bonus on attack rolls or a +2 circumstance bonus on a skill check (the warrior’s choice), lasting a number of rounds equal to the warrior’s Charisma modifier.
Power of the Warrior (Su). At 5th level, if a warrior of Eone charges an evil-aligned opponent and deals damage, they add extra divine damage equal to their Charisma modifier + Wisdom modifier. In addition, the struck opponent must succeed on a Will save (DC 10 + the warrior’s class levels + the warrior’s Charisma modifier) or be affected as by the fear spell (caster level equal to the warrior’s class levels). If the foe is undead, it instead flees as though turned for the duration rather than becoming frightened, and an undead with no more than half the warrior’s Hit Dice that fails the save is destroyed outright. A foe that succeeds on the save is immune to this effect for the next 24 hours (though it still takes the extra divine damage).
Inspire Troops (Su). From 7th level, the mere presence of a warrior of Eone on the battlefield lets their allies immediately attempt a second saving throw whenever they fail one against a fear or mind-affecting effect. Even if the second save also fails, any fear effect an ally suffers drops by one step (a panicked ally becomes frightened, a frightened ally becomes shaken); an already-shaken ally gains no benefit from a failed reroll.
Armored Mobility (Ex). At 9th level a warrior of Eone wears their armor with far greater ease. The encumbrance category of any armor they wear is treated as one step lighter for movement: heavy armor allows 25 feet rather than 20, and medium armor allows the full 30 feet. In addition, the armor’s armor check penalty and any arcane spell failure chance are reduced by 2 (to a minimum of 0). They may also rest and sleep in armor without becoming fatigued.
Final Stand (Su). At 10th level, living in full harmony with their creator, a warrior of Eone can grant vitality and defensive strength to their allies and themselves. As a free action, the warrior calls upon their god, and all allies within a 20-foot radius gain 2d10 temporary hit points, a +2 insight bonus to Armor Class, and damage reduction 2/evil. The bonuses last 1d4 + the warrior’s Charisma modifier rounds. This ability has no daily limit, but the warrior may use it again only 1d4 rounds after the last use’s effect ends.
Divine Awareness (Su). At 10th level, a warrior of Eone can no longer be caught surprised or flat-footed under any condition that would otherwise impose it.
Ex-Warriors of Eone
A warrior of Eone who ceases to be good is cut off from their god and loses all the special abilities this prestige class grants, as well as the ability to cast its spells or to advance an existing spellcasting class through it.
To regain these powers — should they wish it, and out of sincere repentance — the warrior must accept and complete a quest assigned by Eone himself. Having seen it through, they must again spend four months in a temple of Eone, to be taught virtue, to understand the errors they made, and to receive the divine grace of their god.