Even in the grim days of the Fourth Age, there are those who
will stand up in the cause of honor, protecting the weak. Though many
perish early for their beliefs, some survive. The honorable is one
such, and his sense of duty is beyond compare. Justice follows him, and
his stalwartness is nigh unshakable.
1. Honorable +2
2. Righteous +1
3. Courageous +2
4. Protection from Chaos 1/day
5. Punish the Wicked 1/day
6. Rallying Cry
7. Righteous +2
8. Honorable +4
9. Courageous +3
10. Punish the Wicked 2/day
11. Divine Favor 1/day
12. Righteous +3
13. Protection from Chaos 2/day
14. Courageous +4
15. Punish the Wicked 3/day
16. Honorable +6
17. Righteous +4
18. Divine Favor 2/day
19. Courageous +5
20. Punish the Wicked 4/day
Honorable (Ex): The honorable is an
avatar of virtue and righteousness. He is admired by his allies, and
feared by his foes. He gains the listed bonus on all Diplomacy checks
against creatures of lawful alignment, and on all Intimidate checks
against creatures of chaotic alignment. He also suffers a similar
penalty to all Bluff checks.
Righteous (Ex): Should the honorable
character and his allies find themselves outnumbered in a combat, for
every whole multiple (x2, x3, x4 etc.) the enemy outnumbers his party
with, the honorable gains the listed bonus as a morale bonus on all
attack and damage rolls. However, if his party should ever outnumber
the enemy, he suffers the same number as a penalty to his attack and
damage rolls. However, the penalty does not change depending on how
much his side outnumbers the enemy.
Courageous (Ex): The honorable fears
neither pain nor death. He gains the listed bonus on all saves against
fear spells and effects.
Punish the Wicked (Ex): The honorable
will tolerate no threat or harming of those he protects. Whenever a
creature wounds one of the honorable's allies, or an unarmed or
innocent creature, the honorable may make a smite attack against that
foe. He may add his Constitution modifier (if positive) to the attack
roll, and if he hits, he adds his character level to the damage
roll.
Rallying Cry (Su): The honorable can
attempt to strengthen the resolve and heart of his comrades when they
are in doubt. As a move action, he can unleash a rallying cry. Any ally
within earshot may immediately attempt to re-roll any save against a
fear spell or effect, with a +2 morale bonus on the attempt. He may
only use this ability once per encounter.