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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.

Primary Class: Cleric.

Secondary Class: Fighter.

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: Battle adepts are proficient with all simple and martial weapons, with all armor (heavy, light, and medium), but not with shields. Battle adepts are also proficient with the favored weapon of their 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 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.

Spontaneous Battlecasting (Su): Starting at 2nd level, a battle adept can channel stored spell energy into his weapon to enhance his prowess in battle. The battle adept can “lose” any prepared spell that is not an orison or domain spell in order to grant himself a bonus to his attack rolls for a number of rounds equal to his Wisdom modifier. He gains a +1 bonus for every two spell levels of the spell that is “lost”, rounded down. Thus, a battle adept could sacrifice a 1st– or 2nd–level spell to gain a +1 bonus on his attack rolls, or a 7th– or 8th–level spell to gain a +4 bonus, and so forth. This ability otherwise functions as and replaces spontaneous casting.

Armor Training (Ex): Starting at 4th level, a battle adept gains the fighter’s armor training ability and further training every six levels thereafter (10th and 16th). Any armor training bonuses are applied to all armor types in which the battle adept is proficient. This ability and weapon symbol replace channel energy 2d6, 4d6, 6d6, and 8d6.

Bonus Feats: At 5th level, and every four levels thereafter, a battle adept gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, and counts 1/2 his battle adept level to qualify for combat feats with fighter levels as a prerequisite. Upon reaching 9th level, and every time he gains a bonus feat, a battle adept can choose to learn a new bonus feat in place of a bonus feat he has already learned. This ability otherwise functions as the fighter ability of the same name and replaces one domain.

NEW DOMAIN
Clerics that have Glory or an alignment domain as one of their deity’s domains can instead chose the new Battle domain. Battle adepts can select the Battle domain in place of one of her deity’s domains. The following new domain compliments the battle adept multiclass archetype.

Battle Domain

Granted Powers: You are a trained in art of divine combat tactics that enhance your prowess in battle. In addition, you treat Intimidate, Knowledge (engineering), and Ride as class skills.

Divine Providence (Su): As a swift action, a cleric can surround himself with an aura of divine energy that protects him from enemy attacks. This divine aura grants him a +1 deflection bonus to his AC for a number of rounds equal to his Charisma modifier. This bonus increases to +2 at 5th level and an additional +1 every four levels thereafter, to a maximum of +5 at 17th level. Upon reaching 9th level, a cleric can transfer some or all of his divine providence bonus to allies within 10 feet, as a free action. The cleric may choose how to allocate his shield’s bonus at the start of his turn, whether to a single ally or multiple allies, but may not allocate more than his maximum bonus to a single ally. This effect lasts until the divine shield ends. A cleric can use this ability a number of times per day equal to 3 + his Charisma modifier.

Divine Wrath (Su): At 6th level, a cleric can channel divine energy to enhance his skill in battle. A cleric can expend one use of his channel energy to gain a damage bonus equal to his cleric level, for a number of rounds equal to his Charisma modifier. This damage is not multiplied on a confirmed critical. Also, if the target of a battle adept’s divine wrath has an alignment that is at least two steps from his own on the good/evil or lawful/chaotic axis, the bonus damage is doubled. For example, a lawful good battle adept would deal double his level in damage against any target with a chaotic or evil alignment. A neutral battle adept does not double his bonus damage, no matter the alignment of his target.

At 12th level, the cleric can expend two uses of his channel energy to use his level in place of his base attack bonus for any attacks rolls made against the target of his divine wrath, and for the purpose of determining the number of attacks he can make in a full attack action when using divine wrath.

At 18th level, the cleric may expend four uses of his channel energy to unleash a 30-foot burst of divine energy that deals an amount of damage equal to his channel energy damage. Any creature with an alignment that is at least two steps from the cleric’s (as above) that is caught in the burst receives double the cleric’s channel energy damage. Each target can make a Will save (DC 10 + the cleric’s level + the cleric’s Charisma modifier) for half damage.

Domain Spells: 1st—divine favor, 2nd—align weapon, 3rd—magic vestment, 4th—magic weapon (greater), 5th—righteous might, 6th—blade barrier, 7th—resonating word**, 8th—divine vessel*, 9th—power word kill. (Advanced Player’s Guide*, Ultimate Magic**)

Table: Battle Adept

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Aura, channel energy +1d6, diminished spellcasting, domain, orisons, weapon symbol 2 0+1
2nd +1 +3 +0 +3 Spontaneous battlecasting 3 1+1
3rd +2 +3 +1 +3 Channel energy +2d6 3 1+1 0+1
4th +3 +4 +1 +4 Armor training 1 3 2+1 1+1
5th +3 +4 +1 +4 Bonus feat 3 2+1 1+1 0+1
6th +4 +5 +2 +5
3 2+1 2+1 1+1
7th +5 +5 +2 +5 Channel energy +3d6 3 3+1 2+1 1+1 0+1
8th +6/+1 +6 +2 +6
3 3+1 2+1 2+1 1+1
9th +6/+1 +6 +3 +6 Bonus feat 3 3+1 3+1 2+1 1+1 0+1
10th +7/+2 +7 +3 +7 Armor training 2 3 3+1 3+1 2+1 2+1 1+1
11th +8/+3 +7 +3 +7 Channel energy +4d6 3 3+1 3+1 3+1 2+1 1+1 0+1
12th +9/+4 +8 +4 +8
3 3+1 3+1 3+1 2+1 2+1 1+1
13th +9/+4 +8 +4 +8 Bonus feat 3 3+1 3+1 3+1 3+1 2+1 1+1 0+1
14th +10/+5 +9 +4 +9
3 3+1 3+1 3+1 3+1 2+1 2+1 1+1
15th +11/+6/+1 +9 +5 +9 Channel energy +5d6 3 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
16th +12/+7/+2 +10 +5 +10 Armor training 3 3 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
17th +12/+7/+2 +10 +5 +10 Bonus feat 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
18th +13/+8/+3 +11 +6 +11
3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
19th +14/+9/+4 +11 +6 +11 Channel energy +6d6 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1
20th +15/+10/+5 +12 +6 +12
3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1
Note: ‘+1’ represents the domain spell slot.

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