Battle Adept (Cleric/Fighter)

Battle adepts combine the divinely granted spells and powers of an adept with the battle skills and military might of a fighter. He can cast divine spells and channel energy, while wielding martial weapons with great prowess and skill. He shirks at the use of a shield, choosing instead to rely on his deity to protect him from an enemy’s attack. (Orignial Concept by Elghinn Lightbringer)

Primary Class: Cleric.

Secondary Class: Fighter.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The battle adept may select three fighter skills to add to his class skills in addition to the normal cleric class skills. The battle adept gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The battle adept is proficient with all simple and martial weapons, with all armor (heavy, light, and medium), but not with shields. The battle adept is also proficient with the favored weapon of his deity.

Channel Energy (Su): This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed is equal to 1d6 points of damage at 1st level, plus 1d6 points of damage at 3rd level and every four battle adept levels thereafter, to a maximum of 6d6 at 19th level.

Diminished Spellcasting: The battle adept casts divine spells drawn from the cleric spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom allows bonus spells of that level. He otherwise learns, prepares, and casts spells as a cleric of equal level.

Domain: This is exactly like the cleric ability of the same name, except that the battle adept may select only one domain. He can choose his domain from among those belonging to his deity, the Battle domain, or an alignment domain (Chaos, Evil, Good, or Law). He otherwise follows all other parameters pertaining to cleric domains.

Weapon Symbol: At 1st level, a battle adept can choose to add his holy symbol to a weapon of her choice, and can brandish that holy symbol while wielding that weapon. If that weapon is lost or destroyed, he may make a Craft (weapons) check (DC 15) to add his holy symbol to another weapon, even if he has no ranks in Craft (weapons). If the check fails, the holy symbol is ruined and must be replaced, but the weapon is unharmed. This ability and armor training replace channel energy 2d6, 4d6, 6d6, and 8d6.