Church Knight
From DevroWiki
Clerics and zealous laypeople of the respective faiths occasionally take up the mantle of knight of the faith, swearing fealty to the church and pledging their might in the defense of the church's goals and ideals. Those who do so are gifted with power that will allow them to carry out the dictates of their church superiors.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +0 | +2 | Code of Conduct, Divine Grace, 2 CKSA |
| 2nd | +2 | +0 | +0 | +3 | 2 CKSA |
| 3rd | +3 | +1 | +1 | +3 | 2 CKSA |
| 4th | +4 | +1 | +1 | +4 | 2 CKSA |
| 5th | +5 | +1 | +1 | +4 | 2 CKSA |
| 6th | +6/+1 | +2 | +2 | +5 | 2 CKSA |
| 7th | +7/+2 | +2 | +2 | +5 | 2 CKSA |
| 8th | +8/+3 | +2 | +2 | +6 | 2 CKSA |
| 9th | +9/+4 | +3 | +3 | +6 | 2 CKSA |
| 10th | +10/+5 | +3 | +3 | +7 | 2 CKSA |
Hit Die: d10.
Requirements:
- Alignment: Same as deity - Church Knights must maintain the same core alignment as their deity
- Base Attack Bonus: +4
- Skills: Knowlege (religion): 7+ ranks
- Special: Must complete one of the Trials of the Faith for the deity in question, as chosen by your sponsor
Class Skills: The church knight’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Ride (Dex) and Sense Motive (Wis).
Skill points per level: 2 + Int modifier
Class Features: The following are all class features of the church knight.
Weapon and Armor Proficiency: Church Knights gains proficiency in the favored weapon of his deity. Church Knights gain no armor proficiencies.
Code of Conduct: A church knight must maintain his deity’s alignment. He loses all special class abilities if he ever willingly commits an act against his deity or his faith. Additionally, a church knight’s code requires that he respect “legitimate” authority (usually senior ranking members of their church).
Associates: A church knight will never knowingly associate with characters whose alignment is diametrically opposed to his own, or whose faith is at odds with his own. He will not continue an association with someone who consistently offends his moral code. A church knight may only hire henchmen or accept followers who possess the same alignment as he.
Divine Grace: The church knight may add his church knight levels to all saves, up to a maximum bonus equal to his Charisma bonus.
Special Abilities: Every level the church knight may choose two Church Knight Special Abilities. Some CKSA have one or more other CKSA as prerequisites.
- Turn/Rebuke Undead (Su): The church knight may turn undead as a cleric of the same level. If the character also has cleric levels, her church knight and cleric levels stack. The church knight may turn undead once per day. Neutral church knights selecting this ability may choose to rebuke undead or turn undead; the selection must be made when this ability this first chosen. Evil church knights rebuke undead, unless their church would have reason to do otherwise.
- Extra Turning (Su): The church knight may Turn/Rebuke Undead two extra times per day. This ability may be taken multiple times.
- Divine Courage (Ex): The church knight is immune to all fear effects, and gains a +2 Morale bonus against all hostile effects which contain the Mind-Affecting descriptor.
- Aura of Courage (Su): Any of the church knight's allies within 10' of her gain a +2 Morale bonus to saves vs. fear effects. The church knight also gains a +2 Circumstance bonus to Intimidate checks vs. outsiders of an opposed moral alignment.
- Extended Aura (Su): The church knight's aura extends an additional 10', grants allies an additional +1 to their save vs. fear effects, and gives the church knight an additional +1 bonus when Intimidating outsiders of an opposed moral alignment. This ability may be taken multiple times.
- Imbued Aura (Su): The church knight's aura grants allies a Morale bonus against all effects with the Mind-Affecting descriptor, not just fear effects.
- Aura of Courage (Su): Any of the church knight's allies within 10' of her gain a +2 Morale bonus to saves vs. fear effects. The church knight also gains a +2 Circumstance bonus to Intimidate checks vs. outsiders of an opposed moral alignment.
- Divine Health (Ex): The church knight is immune to all diseases, natural or magical, and gains a +2 Luck bonus to all saves vs. poison.
- Divine Remove Disease/Contagion (Sp): The church knight may Remove Disease (as the spell) once per week. Evil church knights may inflict Contagion (as the spell) once per week.
- Extra Remove Disease/Contagion (Sp): The church knight may Remove Disease/Contagion (as the spell) twice more per week. This ability may be taken multiple times.
- Divine Remove Disease/Contagion (Sp): The church knight may Remove Disease (as the spell) once per week. Evil church knights may inflict Contagion (as the spell) once per week.
- Divine Healing/Anger (Su): The church knight may channel divine energy to heal damage. She may heal a total of [Church Knight Level * Cha modifier] Hit Points per day to herself or another. She may divide the healing up among multiple subjects if she wishes. All church knights may use this ability to inflict damage on undead. This ability can also be used to inflict damage if used on a target that is not of the same faith as the church knight.
- Extra Healing/Anger (Su): The church knight may cure an additional [2 * Cha modifier] HP each day. This ability may be taken multiple times.
- Divine Smite (Su): The church knight may call upon her deity to grant favor to her attacks as a free action. The church knight adds her Charisma modifier to her attack rolls for 10 rounds. This ability is usable once per day.
- Sure Striking Smite (Su) For the duration of a church knight's Smite, the church knight's melee weapon is treated as +5 with respect to what it can hit.
- Extra Smite (Su): The church knight may use her Divine Smite ability two extra times per day. This ability may be taken multiple times.
- Extended Smite (Su): The church knight's Smite ability lasts an extra 10 rounds. This ability may be taken multiple times.
- Imbued Smite (Su): The church knight chooses one kind of foe (Outsiders of opposed moral alignment, Undead, Priests of other Gods, need more specific examples). For the duration of the church knight's Smite, she deals Holy (or Unholy for evil church knights) damage to foes of that type. This ability may be taken multiple times, each time selecting a different kind of foe.
