The Holy Knight (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Infinitive

04-06-07, 01:11 PM
Well, it seems that I'm still making PrC's based on different games and movies. Here's one inspired by Final Fantasy Tactics (though I like it quite a bit as a D&D class).

The Holy Knight

Sometimes, the true of heart and devout of faith are drawn down a path that does not allow them to focus on the spiritual arts as much as they would prefer. A small sect, created by war-priests, allows those few to come full circle and practice their priestly arts again, but in a form more well-suited to their martial deviations. The Holy Knight channels his faith the power of his god to smite the unrighteous and protect the weak.

Requirements
B.A.B.: +5
Alignment: Any good.
Feats: Extra Turning, Empower Turning, Power Attack
Skills: Knowledge (Religion) 8 ranks.
Special: Must be able to turn undead.

HD: d8
Skill Points: 2+int/lvl.
Class Skills: As Paladin.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Stasis Sword, Turn Undead, Paladin Abilities
2 +2 +3 +0 +0 Holy Sword
3 +3 +3 +1 +1 Split Sword
4 +4 +4 +1 +1 Extra Turning
5 +5 +4 +1 +1 Crushing Sword
6 +6 +5 +2 +2 Axiomatic/Anarchic Sword
7 +7 +5 +2 +2 Lightning Stab
8 +8 +6 +2 +2 Favor of the Divine
9 +9 +6 +3 +3 Holy Explosion


Paladin Abilities: Levels in Holy Knight stacks with Paladin levels (if any) to determine the number of times per day a paladin may Smite Evil. A Paladin may freely multiclass between Holy Knight and Paladin.

Turn Undead: Levels in Holy Knight stack with levels in any class that grants the ability to turn undead.

Stasis Sword (su): At first level, the Holy Knight gains the first of his signature abilities, Stasis Sword. As a standard action that does not provoke an attack of opportunity, a Holy Knight may expend one of his daily turn attempts to call down a rain of divine ice upon his foes. The Holy knight designates a 10 foot burst area of effect within 25 feet of himself as the area affected by this ability; it deals 4d6 Cold damage (Ref half). Any target that fails its Reflex save must make a will save or become Slowed, as by the spell, for 2 rounds. The saving throw DC for all major spell sword abilities (Stasis Sword, Split Sword, Crushing Sword, Lightning Stab, and Holy Explosion) is 10+Cha+ the Holy Knight’s class level. The target of any of these abilities may be of any type (you are not restricted to targeting/affecting undead).

Holy Sword (su): At second level, the Holy Knight gains a secondary, lesser variation on his major spell sword abilities. As a free action, the Holy Knight may expend a turn attempt to charge his melee weapon with holy energy for one round. It is treated as a Holy weapon for the purposes of overcoming DR, and deals 2d6 extra damage against evil targets. This effect does not stack with the Holy weapon enchantment.

Split Sword (su): At third level, the Holy Knight gains a second major swordskill ability. As a standard action that does not provoke an attack of opportunity, a Holy Knight may expend one of his daily turn attempts to summon a huge divine avatar of his diety’s favored weapon to strike his foe. The Holy Knight may designate any one creature within 40 feet to be the target of this ability; it deals 6d6 damage on a successful melee attack (with a +hit chance equal to the Holy Knight’s B.A.B.), and its type is determined by the damage type of the diety’s favored weapon (slashing for longsword, piercing for spear, etc). Any foe struck by this attack must make a will save or be afflicted by the spell Bestow Lesser Curse.

Extra Turning: At fourth level, the Holy Knight gains the Extra Turning feat as a bonus feat.

Crushing Sword (su): At fifth level, the Holy Knight gains access to the powerful Crushing Sword. As a standard action that does not provoke an attack of opportunity, a Holy Knight may expend one of his daily turn attempts to strike down on a single target with an overwhelming amount of pure Holy energy. The Holy Knight may designate any one creature within 40 feet to be the target of this ability; it deals 8d6 Holy damage, and the affected creature is entitled a Will save for half. Undead creatures with Turn Resistance may apply it as a situational modifier to their Will save for this ability. Any undead that fails its Will save is utterly destroyed by the divine wrath of your god.

Axiomatic/Anarchic Sword (su): At sixth level, a Holy Knight learns another lesser variation on his spellsword abilities. As a free action, a Holy Knight may expend one of his daily turn attempts to charge his weapon with either Axiomatic or Anarchic energy for one round. This enhancement functions exactly as the weapon enchantment of the same name and does not stack with other iterations of that enchantment. A Lawful Holy Knight gains the Axiomatic variation of this ability while a Chaotic Holy Knight gains the Anarchic variation of this ability. A Neutral Holy Knight must choose between the two options; once one of the two is chosen, a Holy Knight may never change that choice.

Lightning Stab (su): At seventh level, the Holy Knight’s power is waxing full as he gains access to Lightning Stab. As a standard action that does not provoke an attack of opportunity, a Holy Knight may expend one of his daily turn attempts to call down a powerful lightning strike from his patron diety. The Holy Knight designates a 10-foot burst within 45 feet of himself as the target of this ability; any target affected by it is dealt 10d6 electricity damage (Ref half). Any target that fails its reflex save must make a Will save; failure means that that target (and only that target) is dazed for 2 rounds.

Favor of the Divine(su): At eighth level, the favor of your diety is apparent to all that gaze upon you. You glow with an internal light that cannot be masked, which provides shadowy illumination to a distance of 60 feet. If you put on clothes or armor, they instead radiate the glow that your skin normally would. Further, a faint, insubstantial approximation of your diety’s holy symbol floats over your head. These effects grant you two benefits. First, the holy symbol that now floats over your head may serve as the divine focus for your turn undead attempts, as well as for any spellcasting you may be capable of. It may not be suppressed by any means, and continues to function even in an antimagic field by the direct intervention of your diety (though all your other supernatural abilities still do not function within such a field). It requires a Wish or Miracle to suppress this ability for 24 hours, after which the holy symbol will re-manifest over your head again. The light you shed is equivalent to natural daylight for the purposes of affecting any creature with a weakness to natural daylight. However, since you don’t shine as brightly as the sun, those affected by your inner light take only half the normal effect they normally would each round.

Holy Explosion (su): At ninth level, your power reaches its peak as your diety grants you Holy Explosion. As a standard action that does not provoke an attack of opportunity, a Holy Knight may expend two of his daily turn attempts to call down a 50-foot line of divine wrath upon his enemies. This line must be fired in one of the eight cardinal directions from the Holy Knight’s square and affects any creature caught within the 5-foot wide area of effect. This ability may not be fired on a line on a grid (i.e. Lightning Bolt is fired on a line and affects adjacent squares. This ability only affects squares internally.). Any creature caught within the area of effect of this ability takes 12d6 Holy damage (no save) and must make a Will save or be Blinded and Confused for 2 rounds. Undead dealt damage in this way take double damage. Demons or devils with HD 12 or less dealt damage in this way automatically fail their Will save This ability deals no damage to Angelic creatures or extraplanar creatures in the service of your god.
Archmage_of_Blood

04-06-07, 02:47 PM
I love this. My paladin will be taking this at his next level up.
Infinitive

04-07-07, 01:33 AM
Any other thoughts?

The original concept I had behind this was actually Cleric 1/any full BAB class 5 or Cleric 4/full BAB 2. When I remembered that pallies get Turning at level 4, I tweaked the concept because the class works quite well for them. Still, fiddling around with cleric levels as an alternative way to get into the class is still a good option.

The only catch with bringing a paladin into this PrC is that the class requires 2 feats that require you to be able to Turn undead to get in. Since a paladin doesn't get Turning until 4th level, you can only take those feats afterward; to do that, you've gotta be a little creative. Either way, you should rarely be able to get into this class before your sixth level, which was intended, based on the power level of the class abilities.