Sibylline General (Warpriest/Oracle)
Divinely inspired soldiers come in two types–the devoted, who read their prayers from their holy books, and the vehement, who claim to communicate directly with their deity. Such do not need wisdom or dutiful meditation to receive spells and powers, and often have opinions very different from those of their god. Nonetheless, the gods are pleased to have sibylline generals in their service, for they often gather great armies around them by way of their strong charisma and mysterious powers of prophecy. This allows them to lead their followers upon the field of battle and rally them with prayers of unshakable faith. (Original Concept by Bardess)
Primary Class: Warpriest.
Secondary Class: Oracle.
Alignment: Any; the sibylline general relies on spontaneity and intuition, and therefore can be on any alignment, but tend to have an alignment similar to that of his deity's.
Hit Dice: d8.
Bonus Skills and Ranks: The sibylline general may select three oracle skills to add to his class skills in addition to the normal warpriest class skills. The sibylline general gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The sibylline general is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the sibylline general worships a deity with unarmed strike as its favored weapon, the sibylline general gains Improved Unarmed Strike as a bonus feat.
Spellcasting: A sibylline general casts divine spells drawn from the cleric/oracle spell list (including spells restricted to the oracle) and his mystery spells. Only mystery spells of 6th level and lower are considered to be part of the sibylline general spell list. If a spell appears on both the cleric/oracle and mystery spell lists, the sibylline general uses the lower of the two spell levels listed for the spell. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a sibylline general must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sibylline general’s spell is 10 + the spell level + the sibylline general’s Wisdom modifier.
A sibylline general can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Sibylline General. In addition, he receives bonus spells per day if he has a high Wisdom score.
A sibylline general’s selection of spells is extremely limited. A sibylline general begins play knowing four 0-level spells and two 1st-level spells of the sibylline general’s choice. At each new sibylline general level, he gains one or more new spells as indicated on Table: Sibylline General Spells Known. (Unlike spells per day, the number of spells a sibylline general knows is not affected by his Wisdom score. The numbers on Table: Sibylline General Spells Known are fixed.)
Upon reaching 5th level, and at every third sibylline general level thereafter (8th, 11th, and so on), a sibylline general can choose to learn a new spell in place of one he already knows. In effect, the sibylline general “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level sibylline general spell he can cast. The sibylline general may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A sibylline general may learn one of his mystery spells in this way. This ability replaces the warpriest’s spellcasting ability.
Spontaneous Casting: A sibylline general can channel stored spell energy into mystery spells that he did not prepare ahead of time (see Mysterious Blessing). The sibylline general can expend any prepared spell that isn't an orison to cast any mystery spell of the same spell level or lower, up to his sixth bonus spell at 17th level. This ability replaces the warpriest’s normal spontaneous casting.
Mystery (Su): At 1st level, a sibylline general gains gain the oracle’s mystery ability and selects one mystery of his choice. At 1st level, the sibylline general adds his mystery’s class skills to his list of class skills and his mystery spell (up to his 6th spell) to his spell list. He also gains one revelation of his choice from his mystery. At 5th level, and again at 10th and 15th level, a sibylline may select one additional revelation from his chosen mystery. He also qualifies for the Extra Revelation feat, and any other feat with mystery or revelation as a prerequisite. This ability and oracle’s curse replaces blessings.
Oracle’s Curse (Ex): At 1st level, a sibylline general gains the oracle’s curse ability and must select one curse of his choice.
Sacred Weapon (Su): A sibylline general adds the mysterious and spirit-hunting to the list of special weapon abilities he can add to his sacred weapon.
Bonus Feats: This is exactly like the warpriest ability of the same name, except that the sibylline general may also select Abundant Revelations and Extra Revelation as a bonus feat.
Revelation Strike (Su): At 3rd level, a sibylline general gains Revelation Strike as a bonus feat. He can use Revelation Strike when attacking with his deity’s favored weapon, any weapon designated as a sacred weapon, or with unarmed attacks as normal.
Channel Curse (Su): Starting at 4th level, a sibylline general can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to grant the effects of the oracle’s burden or oracle’s vessel spell, depending on the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The sibylline general must present a holy (or unholy) symbol to use this ability. When a sibylline general channels curse, he grants the effects of the oracle’s vessel spell to allied creatures, and the oracle’s burden spell to enemy creatures. This effect lasts for a number of minutes equal to his level (minimum 1 round).
Channeling curse causes a burst that affects a number of creatures in a 30-foot radius equal to 1/2 the sibylline general’s level, centered on the sibylline general. Enemy creatures that are affected by channel curse must succeed at a Will saving throw to negate the effect, but are shaken for the duration of the channeling. The save DC is 10 + 1/2 the sibylline general's level + the sibylline general's Wisdom modifier. A sibylline general can choose whether or not to include himself in this effect. This ability replaces channel energy.
Aspect of Divinity (Su): At 20th level, a sibylline general can channel an aspect of his deity. By expending one use of his fervor, the sibylline general gains the effects of his mystery’s final revelation for 1 minute. In addition, while this ability is in effect, any revelation he uses does not count against his daily limit (if any).
Table: Sibylline General
Table: Sibylline General Spells Known