Pillar (Hybrid Class)
Pillars of the Faith are so named for the support they lend to their church and society. In theocratic governments where the monarch is also the high priest (or the high priest serves as general), pillars take on the role of both sworn knight and subordinate clergy. Consummate soldiers with a clear calling, their religious devotion combined with skill-at-arms is rivaled by few.
Role: First and foremost, pillars strive to create unity between their church and the knightly orders pledged to protect them. Their life is one of constant military and political struggle, forging them into leadership roles both on and off the field of battle.

Parent Classes: Cavalier and Cleric

Alignment: A pillar’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The pillar’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and [[Spellcraft]]] (Int).
Skill Ranks per Level: 2 + Int modifier.

Class Features
All of the following are class features of the pillar.

Weapon and Armor Proficiency Pillars are proficient with all simple and martial weapons and their deity’s favored weapon, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spellcasting (Divine) A pillar casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A pillar must choose and prepare his spells in advance.

A pillar’s highest level of spells is 4th. Cleric spells of 5th level and above are not on the pillar class spell list, and a pillar cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 5th level or higher.

To prepare or cast a spell, a pillar must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a pillar’s spell is 10 + the spell’s level + the pillar’s Wisdom modifier.

Like other spellcasters, a pillar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Pillar. In addition, he receives bonus spells per day if he had a high Wisdom score.

Pillars meditate or pray for their spells. Each pillar must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A pillar can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons Pillars can prepare a number of orisons, or 0-level spells, each day as noted on Table pillar. These spells are cast as any other spell, but aren’t expended when cast and can be used again.

Spontaneous Casting A good pillar (or a neutral pillar of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The pillar can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

An evil pillar (or a neutral pillar of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.

A pillar that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed.

Chaotic, Evil, Good, and Lawful Spells A pillar cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Domains A pillar’s deity influences his alignment, what magic she can perform, her values, and how others see her. A pillar chooses two domains from among those belonging to her deity. A pillar can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a pillar is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the pillar. A pillar does not gain bonus spells from a domain as a cleric does; he only gains the domain powers.
A pillar gains the listed powers from both of her domains, if she is high enough level. Unless otherwise noted, activating a domain power is a standard action.

Trial-by-Combat (Ex) Once per day, a pillar can engage a foe in a trial-by-combat. As a swift action, the pillar chooses one target within sight to try. The pillar’s attacks with his deity’s favored weapon deal extra damage whenever the attacks are made against the target of his trial. This extra damage is equal to the pillar’s level. The pillar can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Trying a foe requires much of the pillar’s concentration. The pillar takes a –2 penalty to his Armor Class, except against attacks made by the target of his trial.

The trial-by-combat remains in effect until the target is dead or unconscious or until the combat ends.

Trial-by-combat counts as the cavalier’s challenge class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Each pillar’s trial-by-combat also includes another effect which is listed in the section describing the cavalier’s order.

Stalwart Mount (Ex) A pillar gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the pillar’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount (at least one size larger).

The GM might approve other animals as suitable mounts.

A pillar does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. Unlike a cavalier, a pillar’s mount gains the share spells special ability.

A pillar’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. Unlike standard mount, a stalwart mount receives a different form of training that reflects the pillar’s steadfast nature. A stalwart mount gains and replaces the following abilities:

  • Defensive Steed: At 3rd level, the stalwart mount gains a +2 dodge bonus to armor class whenever it takes a full attack action or makes a double move. This bonus increases by 2 at 15th level. This replaces both evasion and improved evasion.
  • Four Pillar Stance: At 6th level, the stalwart mounts legs become stronger and sturdier. It gains a +4 bonus to CMD against trip, bull rush, and reposition combat maneuvers. This replaces devotion.

Order (Ex) At 1st level, a pillar must pledge himself to a specific cavalier order. The order grants the pillar a number of bonuses and special abilities. A pillar does not gain class skills or skill bonuses from a cavalier order. In addition, each order includes a number of edicts that the pillar must follow. These edicts must not conflict with the goals and morals of her deity. If he violates any of these edicts, he loses the benefits from his trial by combat ability for 24 hours. The violation of an edict is subject to GM interpretation. A pillar cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers and pillars that all belong to one specific order.

Saddle Sermon (Ex) Starting at 3rd level, the pillar gains a +1 morale bonus to Diplomacy and Intimidate checks while mounted on his stalwart mount.

This bonus increases by 1 at 6th, 9th, 12th, 15th, and 18th level.

Votive Offering (Su) At 5th level, the pillar can make an honorary offering of a magic item to her deity as part of a 1 hour ritual. When the ritual is completed, the item vanishes and is replaced with a magical weapon favored by her deity that is equal to the price of the magic item being offered up. This magical weapons’s properties are usually determined by the pillar and his deity (player and GM). The pillar can enact this ritual only one time per level.

Issue Edicts (Ex) Starting at 8th level, after the pillar prays for his spells each day, he selects up to a number of allies equal to his Charisma modifier. For the next 24 hours, each ally gains a +1 morale bonus to a single save of their choice. Once this choice is made, it cannot be changed. If the ally violates the pillar’s edicts in any way for the 24 hour period ends (subject to GM discretion), they lose this morale bonus. An ally can benefit from only one issue edicts ability at a time.

Aftermath Healing (Su) Starting at 11th level, the pillar can maximize the effect any cure spell he can cast by increasing the casting time by 1 minute.

Sanctified Standard (Su) Starting at 14th level, whenever the pillar is engaged in a trial-by-combat, all attacks with his deity’s favored weapon count as one of the following for the purpose of overcoming damage reduction. He must have an alignment that matches one of the following. Once this choice is made, it cannot be changed.

  • Chaotic
  • Evil
  • Good
  • Lawful

Divine Right (Su) At 17th level, the pillar has either proven or achieved nobility in the eyes of his people. He can purchase a single head slot wondrous item for the item’s cost, instead of its price. Once this choice is made, it cannot be changed.

Supreme Pillar of the Faith (Su) At 20th level, the pillar accepts the full burden of his faith. He and his stalwart mount become immune to critical hits, and cannot be bull rushed, repositioned, or tripped.


Favored Class Bonuses
Instead of adding a hit point or a skill point when increasing in the favored class of pillar, a pillar may instead choose the alternate class bonus, based on their race. Fractional increases must reach whole numbers to be effective.

  • Avoodim Add +1/2 to the pillar’s saddle sermon bonus.
  • Dhampir Add +¼ to the damage to one of the mount’s natural weapon attacks.
  • Dhosari Add +1/2 to the pillar’s saddle sermon bonus.
  • Dragonblood Add +½ to the pillar’s bonus to damage against targets of the pillar’s trial-by-combat.
  • *Drow Add +1 hit point to the pillar’s mount. If the pillar ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the pillar’s class.
  • Dwarf Add +½ to the pillar’s bonus to damage against targets of the pillar’s trial-by-combat.
  • Elf Add +1 hit point to the pillar’s mount. If the pillar ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the pillar’s class.
  • Erkunae Add +¼ to the damage to one of the mount’s natural weapon attacks.
  • Eventual Add +1/2 to the pillar’s saddle sermon bonus.
  • Goblin The pillar’s mount gains resistance 1 against fire.
  • Gnome Add +¼ to the damage to one of the mount’s natural weapon attacks.
  • Grippli Add +1/2 to the pillar’s saddle sermon bonus.
  • Half-Elf Add +1/2 to the pillar’s saddle sermon bonus.
  • Half-Orc Add +½ to the pillar’s bonus to damage against targets of the pillar’s trial-by-combat.
  • Halfling Add +1 to the pillar’s mounted base speed. In combat this has no effect unless the pillar has selected this reward five times (or another increment of five). If the pillar ever replaces this mount, the new mount gains this bonus to its speed.
  • Hobgoblin Add +1 hit point to the pillar’s mount. If the pillar ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the pillar’s class.
  • Human Add +1/2 to the pillar’s saddle sermon bonus.
  • Ifrit The pillar’s mount gains resistance 1 against fire.
  • Ith’n ya’roo Add +1 to the pillar’s mounted base speed. In combat this has no effect unless the pillar has selected this reward five times (or another increment of five). If the pillar ever replaces this mount, the new mount gains this bonus to its speed.
  • Kobold Add +1 hit point to the pillar’s mount. If the pillar ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the pillar’s class.
  • Kripar Add +1/2 to the pillar’s saddle sermon bonus.
  • Nagaji Add +¼ to the damage to one of the mount’s natural weapon attacks.
  • Orc Add +½ to the pillar’s bonus to damage against targets of the pillar’s trial-by-combat.
  • Polkan Add +1 to the pillar’s mounted base speed. In combat this has no effect unless the pillar has selected this reward five times (or another increment of five). If the pillar ever replaces this mount, the new mount gains this bonus to its speed.
  • Qit’ar Add +1/2 to the pillar’s saddle sermon bonus.
  • Ratfolk Add +1 to the pillar’s mounted base speed. In combat this has no effect unless the pillar has selected this reward five times (or another increment of five). If the pillar ever replaces this mount, the new mount gains this bonus to its speed.
  • Tiefling The pillar’s mount gains resistance 1 against cold, electricity or fire. Each time the pillar selects this reward, increase the mount’s resistance to one of these energy times by 1 (to a maximum of 5 for each one type). If the pillar ever replaces her mount, the new mount has these resistances.
  • Urisk Add +1/2 to the pillar’s saddle sermon bonus.
  • Xesa Add +½ to the pillar’s bonus to damage against targets of the pillar’s trial-by-combat.
  • Zendiqi Add +1 hit point to the pillar’s mount. If the pillar ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the pillar’s class.