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