Anointed Knight [Archive] - Wizards Community

Post/Author/DateTimePost
grober2

10-27-03, 08:20 PM
I was just wondering what other's thoughts on this PrC was. I think that it seems pretty good, but I am not sure about some of its abilities.

It seems strange to me that it is easier to get a dr 3/- than to get a single one time boost to one of your mental stats by 1. And you are not even able to get the stat boost a second time in another stat.

Don't get me wrong, I like the concept of it. So any thoughts on this? Since so many of you keep talking over and over about the Apostle of Peace and that "MONK" PrC.
AV 3e DM

10-27-03, 10:00 PM
well personally I think that it's a perfect PrC for Exalted Samurai
grober2

10-27-03, 10:17 PM
Yea, that hit me too. I was also thinking about a Ranger that uses his fathers blade, that was his fathers, that was his father and so forth. Something along a demon hunter or something like that. Paladin is the most visible route for this, but I don't like their restrictions and I want a character that is more open to act in is quest to destroy evil outsiders. The only thing I cannot figure out is how to work this with a ranger, those nature loving hippies.
fiendish_servant

11-13-03, 07:01 PM
I have a quick question: when it states that the annoint self and annoint weapon features depend on Level + Cha Bonus, does it mean Character Level or Annoited Knight Level?

And yeah, I think this PrC is quite interesting. Perfect for the religious melee types. What special abilities and weapon abilities you guys choose?

Thanks
The Man of Three Waters

11-13-03, 07:14 PM
Annointed Knight Level

Someone in this thread might help me though

What is the point of an ancestrel Relics extra gold value when the most expensive (i think) it could be is 200,000 k for a +10 weapon

what is that extra value for?
Hope

11-13-03, 11:31 PM
Originally posted by The Man of Three Waters
What is the point of an ancestrel Relics extra gold value when the most expensive (i think) it could be is 200,000 k for a +10 weapon

what is that extra value for?

Well, it could be used to make the weapon intelligent. That can cost an awful lot.

Alternatively, you could talk your DM into letting the item have some additional powers, unrelated to the weapon's offensive value, at the standard cost for putting extra powers into an item. For example, it could give an enhancement bonus to the strength of the wielder (i.e. you).
Mikal

11-14-03, 02:42 PM
Originally posted by Hope
Well, it could be used to make the weapon intelligent. That can cost an awful lot.

Alternatively, you could talk your DM into letting the item have some additional powers, unrelated to the weapon's offensive value, at the standard cost for putting extra powers into an item. For example, it could give an enhancement bonus to the strength of the wielder (i.e. you).

Or have it cast a spell once or twice a day, like say.... sunburst or whatever. make your weapon into a pseudo sunblade or something. Tho I wouldn't go for intelligence since you can get that via anointed knight, but that's just me. I wonder tho.. can you boost intelligence (and powers, accordingly) with the ancestral relic?
Mikal

11-14-03, 02:49 PM
Also I wonder, whats the point of taking Ancestral Relic for a weapon at 3rd level (besides having to wait until 6th level to take it again). I mean, you can't use that 1350 if you're using a weapon for anything, unless you can transform the relic into some sort of special material, aka adamantine, or something.
Scouse Mouse

11-14-03, 04:17 PM
You can spend that other 100,000gp or so on a number of X's a day or permanent spell effects. As you are not creating a weapon, you don't need to know the spells either, just meditate for the effects.

Some tips:

Expeditious Retreat +30 ft movement a round for 4000 gp
Ray of Hope +2 Morale bonus to attacks, saves and ability skill checks for 8000 gp
Protection from Evil +2 deflection bonus, +2 resistance


Don't ignore the weapon pluses and extra stuff (Holy, Keen etc.), but piling in a load of 1st level spells that can be cast on you and have some sort of duration as permanent or 3x day effects makes Ancestral Relic BAD ASS by the time you've filled the 360 odd k of space....
Scouse Mouse

11-14-03, 04:19 PM
Originally posted by fiendish_servant
I have a quick question: when it states that the annoint self and annoint weapon features depend on Level + Cha Bonus, does it mean Character Level or Annoited Knight Level?

And yeah, I think this PrC is quite interesting. Perfect for the religious melee types. What special abilities and weapon abilities you guys choose?

Thanks

Anointed Knight Level
Thelon Fairblade

11-18-03, 11:14 AM
Preferred Annointed Self Abilities (4):

Unbroken Flesh (CHA+PrCL 5): DR 3/-
Inspired Strike (CHA+PrCL 11): 3/day, extra swing at max BAB

then two of the following (based on character):
Deep Strike (10): 3/day, +2d6 damage
Call to Battle (9): 3/day, +3 additional bonus on charge
Divine Clarity (7): +1 to CHA, WIS, or INT (if at an odd level)

Your innate bonuses at these levels are +1, +4, +7, and +10. So a straight unboosted CHA of 18 gets you Unbroken Flesh at 1st level, Divine Clarity at 4th, and Inspired Strike by 7th!



Preferred Annointed Weapon Abilities (3):

Good WEapon (CHA + PrCL 0): weapon is good-aligned.
Unicorn Blood (CHA + PrCL 7): Fort DC 17 on every hit for Unicorn Blood ravage
Sentience (CHA + PrCL 10): speech, 120' vision&hearing, 2 lesser powers

Your innate bonuses at these levels are +2, +5, and +8. so an unboosted 18 CHA qualifies you for each of these in order. A 20 CHA, however, gets you Unicorn Blood by 2nd level, and Sentience at 5th!


So, by 5th level with a 20 CHA, you can have DR 3/-, and either +1 CHA or +3 on charges, plus inflict Unicorn Blood on all evil foes with each hit, and wield a sentient weapon (without paying for it out of your Ancestral Relic price pool) with 2 lesser powers!


(Edit: If you are really munchkinned/buffed, a 24 CHA at 4th level gets you Inspired Strike instead of Divine Clarity... 26 CHA gets you a Sentient weapon at 2nd level!)
Scouse Mouse

11-18-03, 11:56 AM
Another excellent spell to add to your sword is Sign which is from the Minitures book, if memory serves correct, which is a 1st level Cleric spell.

What this effectively does is max out your init rolls. If you have a dex of 18, and don't have improved init or any other feat that improves initiative, you would always have an initiative roll of 24, if you make this a permanent effect.

This is a god-like ability for the cost of a few thousand gold!
Willie the Duck

11-18-03, 11:00 PM
I'm not sure why there's such a gp limit, though. since you have to sacrifice gp to power up the relic, shouldn't that be the limiting factor on how much power to pump into your relic. After all, if a normal character wants to sell off all his magic items, and buy a single, very expensive one, they can. why not these guys?
Scouse Mouse

11-19-03, 08:46 AM
I'm assuming that you can take the sword into epic levels if you get there - Not sure what the level by level multiplier would be though....
Thelon Fairblade

11-19-03, 11:10 AM
Difference: Player selling off all magic items to get a single expensive one gets half-value. Player sacrificing items to improve Ancestral Relic gets full value.

Example:

Joe Fighter acquires a Wand of Fireballs (fully charged, poor BBEG mage). It is worth 11250... but he can't use it, so he sells it for 5625. He can now buy 5625 worth of stuff (like a +1 weapon, or +2 armor).

Joan Ancestral Relicholder aquires the poor dead mage's other wand, of Lightning Bolts, also fully charged. She sacrifices it to empower her Ancestral Relic. She gains the full 11250 value towards her Relic's new power level, which could be a +2 weapon, or +3 armor.
The Livewire

11-19-03, 11:19 AM
Originally posted by Thelon Fairblade
Difference: Player selling off all magic items to get a single expensive one gets half-value. Player sacrificing items to improve Ancestral Relic gets full value.

Example:



Example snipped.

Thanks Thelon, I'd never looked at it from that POV...

Then again, when I DM, the party often gets 'whatever I can bilk them out of' prices, and the other DM allows us to haggle, so we get more than half most the time anyway...

Makes that feat a lot more viable.:angel:
the Horc

11-19-03, 11:56 AM
edit.
42up

11-19-03, 12:01 PM
here is the goodness I plan to tack on to it-
Divine Favor (CL 15)
Expeditious Retreat
Enlarge
Truestrike
spider climb
thalious

11-26-03, 06:14 AM
This PrC rocks! I think it would be a awesome addition for a weaponmaster or a religious duelist.
Optimus Prime.

12-17-03, 08:11 PM
(Edit: If you are really munchkinned/buffed, a 24 CHA at 4th level gets you Inspired Strike instead of Divine Clarity... 26 CHA gets you a Sentient weapon at 2nd level!)

Well to aks this would seem rather strange then....a buff spell does not last for 8 hours. As 8 hours is the time needed to apply the sacred oil and gain the benefids....then comes to my mind for the anointed character specials do you calculate level+cha bonus used from his regular charisma or do buffed with spells and/or items also work for chooising a special...this seems unclear to me...
Thelon Fairblade

12-18-03, 08:33 AM
I don' tknow if this is a house rule or not, but IMC for a stat bonus to apply to long term effects, it must be active all the time (i.e. 24 hours a day). So a 5-minute spell isn't going to do it, but a continuous magic item would, or a Persistent Spell.

So, in the comment you quoted, a character with 18 CHA who owned a Cloak of Charisma +6 would have 24 CHA, and qualify for the Inspired Strike. And a 20 CHA with that cloak gets you a sentient weapon....
Lago AM3P

12-18-03, 12:30 PM
The way Inspired Strike is written is to literally allow three extra attacks at your highest BAB whenever you feel like it.

Meaning that when your greatsword user opens up a can of spinach on the BBEG, he'll get to open up with 7 or more attacks at +20/+20/+20/+20/+15/+10/+5 without even really caring. At 1st level, no less.
Thelon Fairblade

12-18-03, 02:56 PM
Bingo... a really good charisma can get you the best powers of this PrC very very early...
Lord T Hawkeye

12-19-03, 02:21 PM
Heh, I've got a player playing a ghaele who plans to take this class once he hits level 20 and can multiclass. Oy, he's going to make fiends run for the hills. Especially since ghaeles can basically turn any weapon into a holy weapon.
Naasuhati

12-19-03, 06:57 PM
Originally posted by Lord T Hawkeye
Heh, I've got a player playing a ghaele who plans to take this class once he hits level 20 and can multiclass. Oy, he's going to make fiends run for the hills. Especially since ghaeles can basically turn any weapon into a holy weapon.

Yup. I pity any fiend this cat runs across. This reminds me of the campaign about 8 years ago when I was a Movanic Deva Paladin in 2E. Oh the carnage he could unleash...

/strolling blissfully down memory lane
Count Arioch the 28th

12-20-03, 10:42 AM
Originally posted by Lago AM3P
The way Inspired Strike is written is to literally allow three extra attacks at your highest BAB whenever you feel like it.

Meaning that when your greatsword user opens up a can of spinach on the BBEG, he'll get to open up with 7 or more attacks at +20/+20/+20/+20/+15/+10/+5 without even really caring. At 1st level, no less.

I don't think that's what them mean, I think by highest BaB, they mean the highest BaB you've attained. (The highest BaB would be +7 for a level 7 PC, not +20.)

If they worded it like that, then they really should have a fix out post-haste, because I'm pretty sure that's not how it works.
Thelon Fairblade

12-22-03, 12:39 PM
I agree with the Count...

It refers to the *character's* highest BAB, not the highest BAB eventualyl attainable. So a Fighter 7 / AnnKnight 1 who qualified for Inspired Attack would be +8/+8/+3, or using 2 uses, +8/+8/+8/+3.
AV 3e DM

12-22-03, 07:41 PM
add Harm @ will by touch to your weapon

SL 6 * CL 11 * 2000 * 2 = 264000 gp for an additional 110 points of damage fort for half with each attack, looks like there's an actual use for all of those +1 inherent bonus books you keep finding
SpartanMD

07-01-04, 01:00 PM
What if a Anoited Knight finds a weapon that allready has value? Is the Max gp applied or not?

Say my 5th level pal/anointed knight 3 finds a platinum greatsword that is his long lost ancestors sword....it's worth 7000 gp just for the material, can he add on bonuses or does that 7,000 gp count against the total?
Misato001

10-21-04, 10:07 AM
Hi, What powers would an Anoited Knight get at 11 to 20 any ideas ?




____________________________
Gigamesh Battlehammer
Favored Soul Of Maradin - 20
Hammer Of Maradin - 5
Anoited Knight of Maradin - 10
Kensai -2
GoodTeletubby

11-01-04, 08:55 AM
What if a Anoited Knight finds a weapon that allready has value? Is the Max gp applied or not?

Say my 5th level pal/anointed knight 3 finds a platinum greatsword that is his long lost ancestors sword....it's worth 7000 gp just for the material, can he add on bonuses or does that 7,000 gp count against the total?

Can't be done, you have to own the weapon when you take the feat, and you have to take the feat to take the PrC


all the examples do not include the price of the physical weapon in the calculations, so i don't belive the 7000 would count against the value of the magic enhancements