"I have seen the face of my god. Can you say the same? How, then, could your cause be greater than mine own?"Prerequisite:
Warlord and paladin
Faith is a powerful ally in battle, but sometimes it is not enough. Religious leaders may demonstrate incomparable knowledge of heavenly matters, but such lore is of little use when battling on a bloodsoaked field. Divine servants who find themselves embroiled in grinding battles or drawn into vicious wars over matters of doctrine or politics may turn to secular leaders to command their armies. While any general friendly to the temple will serve, most prefer allies who share their beliefs and uphold their doctrines. Finding such an individual ensures loyalty to the righteous cause and reaffirms the temple’s role in the lives of those recruited to fight on its behalf.
You may have come to this path through an uncommon devotion to one or more gods or served as a divine champion until your faith transcended your capability and drove you to master tactics and warfare. You are a warrior of the heavens. You lead your companions into battle with righteousness, with your sword and faith as your shield. You are a beacon in combat, reminding your comrades of the worthiness of your cause and strengthening their dedication to see it to its end.
The sainted general is especially useful to inspiring warlords and protecting paladins. You can still fill the defender role if you’re a paladin, but the path features and powers make you a strong team player. If you stay close to your companions, you can provide a steady supply of divine power to augment their attacks and to scorch your enemies with heavenly fire.
SAINTED GENERAL PATH FEATURES Sacrificial Action (Sainted General) (11th level)
: Whenever you hit with a paladin or warlord power, you may spend an action point to allow an ally within 5 squares of you to spend a healing surge and regain hit points equal to its surge value + your Strength modifier. Sainted Challenge (11th level)
: Whenever you use your divine challenge class feature, all allies adjacent to the target deal extra radiant damage against the target with their melee and close attacks equal to your Charisma modifier until the end of your next turn. Inspired Revival (16th level)
: Whenever an ally regains hit points from your inspiring word class feature or from a paladin or warlord power, the target may add the radiant damage type and keyword to any attacks it makes before the end of your next turn.
Sainted General Attack 11Brilliant Corona
A blinding corona blazes around your head, dazzling your enemies with punishing light.
Encounter Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: The target is blinded until the end of your next turn.
Effect: After the attack, make a melee basic attack against any creature not blinded by the attack as a free action.
Sainted General Utility 12Heaven's Warriors
Light suffuses you, giving you the power to choose heaven’s warriors. Those you select are marked with a tongue of brilliant fire shining from their brows.
Daily Divine, Fire, Radiant, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. Any ally in the zone can choose one of the following effects:
Deal extra fire and radiant damage on next attack equal to your Charisma modifier + one-half your level.
Gain a bonus to all defenses equal to your Charisma modifier until the end of your next turn.
Spend a healing surge and regain extra hit points equal to your Charisma modifier.
Sainted General Attack 20Radiant Crusade
There can be no mercy, no hesitation, for the gods have spoken: you must purge the unclean enemy with fire and sword.
Daily Divine, Fire, Radiant, Weapon
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: The target makes a melee basic attack. If the attack hits, the target deals extra fire and radiant damage equal to your Charisma modifier on all melee attacks until the end of the encounter. If the attack misses, the target instead regains hit points equal to your Charisma modifier.
Published in Dragon Magazine 390.