< MSRD:Holy

MSRD:Holy/Unholy Knight (Class)

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HOLY/UNHOLY KNIGHT

The fastest path into this prestige class is from the Strong and Fast hero basic classes, in particular those which proceed through the Archaic Weaponsmaster and Swashbuckler advanced classes.

Requirements

To qualify to become a Holy/Unholy Knight, a character must fulfill the following criteria.

Base Attack Bonus: +8.

Skills: Diplomacy 9 ranks, Gather Information 9 ranks, Knowledge (any one) 9 ranks.

Feats: Weapon Focus in a melee weapon.

Other: At the time that the character receives his first level in the Holy/Unholy Knight prestige class, he must decide whether his faith leans toward the positive (good) or negative (evil) energy of the universe. This choice adds either the good or evil allegiance to the character, and determines how the Holy/Unholy Knight uses certain aspects of his faith.

Class Information

The following information pertains to the Holy/Unholy Knight prestige class.

Hit Die: Holy/Unholy Knights gain 1d10 hit points per level. The character’s Constitution modifier applies.

Action Points: Holy/Unholy Knights gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.

Class Skills

The Holy/Unholy Knight’s class skills are as follows: Climb (Str), Diplomacy (Cha), Handle Animal (Cha),Intimidate (Cha), Jump (Str), Knowledge (arcane lore, current events, history, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis).

Skill Points at Each Level: 5 + Intelligence modifier.

Table: The Holy/Unholy Knight
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+1+2+0+2Divine grace, divine spells+0+1
2nd+2+3+0+3Sense allegiance, divine spells+1+1
3rd+3+3+1+3Smite allegiance, divine spells+1+1
4th+4+4+1+4Divine touch, divine spells+1+2
5th+5+4+1+4Turn undead, divine spells+2+2

Class Features

The following features pertain to the Holy/Unholy Knight prestige class.

Divine Spells

The Holy/Unholy Knight casts divine spells. Unless noted below, the Holy/Unholy Knight’s ability functions identically to the Acolyte’s spellcasting abilities. The Difficulty Class for a saving throw against the Holy/Unholy Knight’s spell is 10 + the spell’s level + the Holy/Unholy Knight’s Wisdom modifier.

The Holy/Unholy Knight doesn’t acquire spells from books, scrolls, or files, nor does he prepare them through study. Instead, he meditates or prays for his spells, receiving them through his own strength of faith or as divine inspiration. The Holy/Unholy Knight must spend one hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on the Holy/Unholy Knight’s spell preparation.

The Holy/Unholy Knight receives no benefit to number of spells due to higher ability scores.

Knight Level—Spells per Day by Spell Level—
0123
121
232
3321
4432
54321

Divine Grace

At 1st level, a Holy/Unholy Knight applies his Charisma modifier (if positive) as a bonus on all saving throws.

Sense Allegiance

At 2nd level, The Holy/Unholy Knight cans sense the presence of characters, creatures, and items of both his chosen allegiance, and his opposing allegiance (the Holy Knight has “good” as a chosen allegiance, and “evil” as an opposing allegiance, while the Unholy Knight has the reverse). The sense allegiance ability extends in a 60-foot radius around the Knight, but may be concentrated to a quarter circle emanating forward from the Knight. You can pinpoint allegiance more finely with a successful Search check (DC 25).

Smite Allegiance

At 3rd level, the Holy/Unholy Knight gains the ability to smite characters, creatures, or items of opposing allegiance with a single melee attack (the Holy Knight has “evil” as an opposing allegiance, the Unholy Knight has “good” as an opposing allegiance).

The Holy/Unholy Knight spends an action point and, in addition to the normal benefit of the action point, gains a bonus to the attack equal to his Charisma modifier (if positive) and deals 1 extra point of damage per total character levels of the Holy/Unholy Knight.

Should the attack miss, the action point is expended. Similarly, the action point is expended if the Holy/Unholy Knight uses it and strikes a target that does not have an opposing allegiance. Smite allegiance is considered a supernatural ability.

Divine Touch

At 4th level, the Holy/Unholy Knight gains the ability to channel divine energy through his body and apply it directly to himself or another character. With this ability the Knight can restore lost hit points with a single touch; he may also choose to deal holy damage to a target with a simple a touch attack. Each day the Holy/Unholy Knight may cure or deal a number of points of damage equal to his Charisma bonus times his total character level. The Holy Knight is not limited to curing wounds, nor is the Unholy Knight restricted to inflicting them. It is possible to combine this ability with smite allegiance to increase the amount of damage dealt by a touch attack. Massive damage rules apply.

Use of this ability may be guided by the Holy/Unholy Knight’s allegiance, and widespread abuse may cause the Holy/Unholy Knight to lose his chosen allegiance.

Turn Undead

At 5th level, the Holy/Unholy Knight can turn undead in the same manner as the Acolyte. The Holy Knight affects undead in the same manner as an Acolyte with good allegiance (turning or destroying undead), while the Unholy Knight affects undead in the same manner as an Acolyte with evil allegiance (rebuking or commanding them). Count all Holy/Unholy Knight and Acolyte levels when determining level for purposes of turning.

Former Knights

A Holy/Unholy Knight who loses his chosen allegiance, intentionally or not, loses all Holy/Unholy Knight special abilities, including the ability to cast divine spells. He may no longer progress in levels of Holy/Unholy Knight, but can regain use of those abilities if he atones for his actions.

The Holy/Unholy Knight may switch sides entirely, taking its former opposed allegiance. In this case, none of the Knight’s abilities are lost, and the Knight merely changes his designation from Holy to Unholy (being a Fallen Knight) or Unholy to Holy (being a Redeemed Knight). Such a switch of allegiance is dramatic, such that the Fallen/Redeemed Knight automatically kicks off the sense allegiance ability for Knights of its now-opposed allegiance.




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