Holy Knight

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(Martial Maneuvers)
(Class Features)
 
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* Must not have taken Vow of Nonviolence, Peace, or Purity
* Must not have taken Vow of Nonviolence, Peace, or Purity
''Class Features''
''Class Features''
-
* Smite
 
* Must not have any ability to channel Negative Energy
* Must not have any ability to channel Negative Energy
* Must not have any Eldritch Blast feature
* Must not have any Eldritch Blast feature
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* Intimidate 4 ranks
* Intimidate 4 ranks
* Knowledge (Religion) 8 ranks
* Knowledge (Religion) 8 ranks
 +
''Special''
 +
* Must have taken a [[#Personal Oath (Ex)|Personal Oath]]; see below.
== Hit Die ==
== Hit Die ==
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!style="padding: 0 0.5em;"| Known !!style="padding: 0 0.5em;"| Readied !!style="padding: 0 0.5em;"| Stances
!style="padding: 0 0.5em;"| Known !!style="padding: 0 0.5em;"| Readied !!style="padding: 0 0.5em;"| Stances
|-
|-
-
|  1st ||  +1 || +2 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[#Personal Oath|Personal Oath]], [[#Smite|Smite]], [[#Turn Undead|Turn Undead]], [[#Invocations|Least Invocations]], [[#Weapon Magic|Weapon Magic]]
+
|  1st ||  +1 || +2 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[#Personal Oath (Ex)|Personal Oath]], [[#Smite (Su)|Smite]], [[#Turn Undead (Su)|Turn Undead]], [[#Invocations (Sp)|Least Invocations]], [[#Weapon Magic (Sp)|Weapon Magic]]
| +0 || +0 || +0
| +0 || +0 || +0
| +1
| +1
|-
|-
-
|  2nd ||  +2 || +3 || +0 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Shield Magic|Shield Magic x½]]
+
|  2nd ||  +2 || +3 || +0 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Shield Magic (Su)|Shield Magic x½]]
| +0 || +0 || +0
| +0 || +0 || +0
| +0
| +0
|-
|-
-
|  3rd ||  +3 || +3 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Steely Resolve|Steely Resolve +5]], [[#Furious Counterstrike|Furious Counterstrike]]
+
|  3rd ||  +3 || +3 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Steely Resolve (Ex)|Steely Resolve +5]], [[#Furious Counterstrike (Ex)|Furious Counterstrike]]
| +1 || +0 || +0
| +1 || +0 || +0
| +0
| +0
|-
|-
-
|  4th ||  +4 || +4 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Invocations|Lesser Invocations]]
+
|  4th ||  +4 || +4 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Invocations (Sp)|Lesser Invocations]]
| +0 || +0 || +0
| +0 || +0 || +0
| +1
| +1
|-
|-
-
|  5th ||  +5 || +4 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Shield Magic|Shield Magic x1]]
+
|  5th ||  +5 || +4 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Shield Magic (Su)|Shield Magic x1]]
| +0 || +1 || +0
| +0 || +1 || +0
| +0
| +0
|-
|-
-
|  6th ||  +6 || +5 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#Smite|Smite +1/day]]
+
|  6th ||  +6 || +5 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#Smite (Su)|Smite +1/day]]
| +1 || +0 || +0
| +1 || +0 || +0
| +0
| +0
|-
|-
-
|  7th ||  +7 || +5 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#Steely Resolve|Steely Resolve +10]], [[#Invocations|Greater Invocations]]
+
|  7th ||  +7 || +5 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#Steely Resolve (Ex)|Steely Resolve +10]], [[#Invocations (Sp)|Greater Invocations]]
| +0 || +0 || +0
| +0 || +0 || +0
| +1
| +1
|-
|-
-
|  8th ||  +8 || +6 || +2 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#Shield Magic|Shield Magic x2]]
+
|  8th ||  +8 || +6 || +2 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#Shield Magic (Su)|Shield Magic x2]]
| +0 || +0 || +1
| +0 || +0 || +1
| +0
| +0
|-
|-
-
|  9th ||  +9 || +6 || +3 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#Rightful Vengeance|Rightful Vengeance]]
+
|  9th ||  +9 || +6 || +3 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#Rightful Vengeance (Sp)|Rightful Vengeance]]
| +1 || +0 || +0
| +1 || +0 || +0
| +0
| +0
|-
|-
-
| 10th || +10 || +7 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| [[#Smite|Smite +1/day]], [[#Invocations|Heavenly Invocations]]
+
| 10th || +10 || +7 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| [[#Smite (Su)|Smite +1/day]], [[#Invocations (Sp)|Heavenly Invocations]]
| +0 || +0 || +0
| +0 || +0 || +0
| +1
| +1
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===== ''Weapon Magic'' (Sp) =====
===== ''Weapon Magic'' (Sp) =====
-
The most notable of the Invocations that a Holy Knight learns is traditionally known as "Sword Magic", though a sword isn't necessary at all, any weapon will work. As a Standard Action, a Holy Knight may attack a single target within 15 feet to deal damage as if she struck that enemy with a melee attack, excepting that instead of adding her Strength modifier to the damage, she adds her Charisma modifier. Her Charisma modifier is not multiplied by 1.5 if she is using a two-handed weapon, however. The Power Attack feat does not add damage to this attack.
+
The most notable of the Invocations that a Holy Knight learns is traditionally known as "Sword Magic", though a sword isn't necessary at all, any weapon will work. As a Standard Action, a Holy Knight may attack a single target within 15 feet to deal damage. This is a ranged attack, but uses Charisma in place of Dexterity for the attack roll. The attack functions as if it had been a melee attack for all purposes aside from the range, and the ability scores used: instead of Strength, Charisma is used for both attack and damage rolls. Her Charisma modifier is multiplied by 1.5 on her damage roll if her Strength score ordinarily would be (for using a two-handed weapon, for example).
-
 
+
-
Her target is allowed a Reflex save against a DC equal to 10 + half her base attack bonus + her Charisma modifier to negate the damage. If a Holy Knight uses a daily use of Smite with the attack, however, a Reflex save only halves the damage, but when used this way the entire Weapon Magic will only function against targets susceptible to the Holy Knight's Smite ability.
+
This attack is always considered Good and Law aligned for the purposes of overcoming damage reduction.
This attack is always considered Good and Law aligned for the purposes of overcoming damage reduction.
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===== ''Martial Maneuvers'' =====
===== ''Martial Maneuvers'' =====
-
On every third level, a Holy Knight may learn a maneuver from the Devoted Spirit discipline.
+
On every third level, a Holy Knight may learn a maneuver from the [http://www.giantitp.com/forums/showthread.php?t=103406 Army of One], Devoted Spirit, [http://www.giantitp.com/forums/showthread.php?t=76150 Golden Saint], or White Raven disciplines.
A Holy Knight adds her class level to her initiator level to determine her total initiator level and the highest-level maneuver she may learn.
A Holy Knight adds her class level to her initiator level to determine her total initiator level and the highest-level maneuver she may learn.
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At 5th level, she also gains an extra maneuver readied (and granted, if appropriate)
At 5th level, she also gains an extra maneuver readied (and granted, if appropriate)
-
At 8th level, she learns a stance from Devoted Spirit.
+
At 8th level, she learns a stance from the Army of One, Devoted Spirit, Golden Saint, or White Raven disciplines.
-
At 2nd, 5th, and 8th levels, a Holy Knight may choose to replace any maneuver she knows for a different maneuver from any of the disciplines from which she knows maneuvers. The new maneuver does not need to be the same level as the original. The Holy Knight may only replace one maneuver at each of these levels.
+
At 2nd, 5th, and 8th levels, a Holy Knight may choose to replace any maneuver she knows for a different maneuver from any of the disciplines from which she knows maneuvers. The new maneuver does not need to be the same level as the original, but she must meet all pre-requisites for the maneuver when she takes it. The Holy Knight may only replace one maneuver at each of these levels.
-
If a Martial Manuever allows the Holy Knight to make an attack, this attack may be made using her Weapon Magic class feature, that is, she may target a foe at range, granting him a Reflex save rather than making an Attack roll, and using Charisma instead of Strength, all as indicated in the Weapon Magic class feature. She may not use any Celestial Essences on this attack, however. If a Martial Maneuver allows multiple attacks, only one may be made with Weapon Magic; the remainder must be made as normal melee attacks.
+
If a Martial Manuever allows the Holy Knight to make an attack, this attack may be made using her Weapon Magic class feature, that is, she may target a foe at range and using Charisma instead of Strength, all as indicated in the Weapon Magic class feature. She may not use any Celestial Essences on this attack, however. If a Martial Maneuver allows multiple attacks, only one may be made with Weapon Magic; the remainder must be made as normal melee attacks.
===== ''Shield Magic'' (Su) =====
===== ''Shield Magic'' (Su) =====
Another of the Holy Knight's signature invocations, a Holy Knight of at least 2nd level may spend a Move Action to activate her Shield Magic. For the rest of the round, the Holy Knight may take damage for her allies within 30 ft., up to half her Shield bonus to AC per ally. This damage may be directed to her delayed damage pool if she chooses and it has room, or otherwise dealt directly to her health. She is not required to take any damage from any attack unless she chooses to do so, and may even take some of the damage from an attack and allow the rest to damage her ally as normal.
Another of the Holy Knight's signature invocations, a Holy Knight of at least 2nd level may spend a Move Action to activate her Shield Magic. For the rest of the round, the Holy Knight may take damage for her allies within 30 ft., up to half her Shield bonus to AC per ally. This damage may be directed to her delayed damage pool if she chooses and it has room, or otherwise dealt directly to her health. She is not required to take any damage from any attack unless she chooses to do so, and may even take some of the damage from an attack and allow the rest to damage her ally as normal.
-
Chaotic or Evil aligned attacks may ignore this defense and attack the intended target (attacker's choice).
+
Chaotic or Evil aligned attacks may ignore this defense and attack the intended target if the attacker succeeds on a Will save with DC 10 + class level + the Holy Knight's Cha modifier.
At 5th level, she may absorb up to her entire Shield bonus to AC per ally. 8th level, she may absorb up to twice her Shield bonus to AC per ally.
At 5th level, she may absorb up to her entire Shield bonus to AC per ally. 8th level, she may absorb up to twice her Shield bonus to AC per ally.

Current revision as of 04:56, 13 June 2011

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