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ErrantX
2009-02-01, 01:06 AM
Ecclesiastic Knight

http://i262.photobucket.com/albums/ii99/lythonv66/knight.jpg
Father Voltric Daman, Ecclesiastic Knight of the Church of Pelor

Ecclesiastic knights serve the role of both priest and warrior in times when the state of their religion or church is in danger. Humble priests lay down their peaceful ways and take up the arms and armor of the warrior to defend their flock with sword, shield, and faith. Ecclesiastic knights come from many religions, but they always come from religions in which the virtues of living a good life are taught, and they rise up to protect their people in times of crisis. Some churches actively recruit members of their faith to serve as protectors and heroes, showing these former priests and priestesses to be pinnacles of their faith and something for the youngest to admire and aspire to.

Most ecclesiastic knights hail from the cleric class, as it has a strong focus in matters of faith. Some are multiclass crusader/clerics or paladins as well. Their churches only seek out their hardiest and strongest of the clergy to serve in this role, as well as members who show a great deal of courage and faith, tempered with a conviction to serve their religion and their flock.

Hit Die: d8

Requirements
Alignment: Any good
Skills: Heal 4 ranks, Knowledge (religion) 8 ranks, Martial Lore 2 ranks
Feats: Extra Turning
Spells: Ability to cast 2nd level divine spells.
Maneuvers: Ability to use maneuvers from the Devoted Spirit Discipline, including at least one strike and one stance.

Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Skill Points per Level: 4 + Intelligence modifier

Ecclesiastic Knight
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+2|
+0|
+0|Turn Undead, Ordained Knight

2nd|
+1|
+3|
+0|
+0|Aura of Courage|+1 level of existing spellcasting class

3rd|
+2|
+3|
+1|
+1|Holy Fury|+1 level of existing spellcasting class

4th|
+3|
+4|
+1|
+1||+1 level of existing spellcasting class

5th|
+3|
+4|
+1|
+1|Conscrated Presence|+1 level of existing spellcasting class

6th|
+4|
+5|
+2|
+2||+1 level of existing spellcasting class

7th|
+5|
+5|
+2|
+2|Divine Recovery|+1 level of existing spellcasting class

8th|
+6|
+6|
+2|
+2||+1 level of existing spellcasting class

9th|
+6|
+6|
+3|
+3||+1 level of existing spellcasting class

10th|
+7|
+7|
+3|
+3|Grand Invocation|+1 level of existing spellcasting class [/table]

Maneuvers
{table=head]Level|Known|Readied|Stances

1st|
0|
0|
1

2nd|
1|
0|
0

3rd|
0|
1|
0

4th|
1|
0|
0

5th|
0|
0|
0

6th|
1|
1|
0

7th|
0|
0|
1

8th|
1|
0|
0

9th|
0|
1|
0

10th|
1|
0|
0[/table]

Class Features:

Weapon and Armor proficiencies: Ecclesiastic knights gain proficiency with all simple and martial weapons, as well as all types of armor and shields (except tower shields).

Maneuvers: At each even level, an ecclesiastic knight gains new maneuvers known from the Devoted Spirit, Stone Dragon, or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full ecclesiastic knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th, and 9th levels, you gain additional maneuvers readied (and granted, if applicable) per day.

Stances Known: At 1st level, and again at 7th level, you learn a new martial stance from the Devoted Spirit, Stone Dragon, or White Raven disciplines. You must meet the stances prerequisites to learn it.

Turn Undead (Su): This ability functions just as the cleric class feature, with an effective cleric level equal to their ecclesiastic knight level.

Ordained Knight (Ex): Ecclesiastic knights fulfill a special role to their religion, and as such, may act both as courageous warriors and as pious priests. Treat ecclesiastic knight levels as paladin levels for determining lay on hands effectiveness (if applicable) and smite evil damage.

Spells: At each level except the first, when a new ecclesiastic knight level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an ecclesiastic knight, he must decide to which class he adds the new level for purposes of determining spells per day.

Aura of Courage (Su): Beginning at 2nd level, an ecclesiastic knight is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Holy Fury (Su): From 3rd level on, an ecclesiastic knight can directly channel his god’s holy wrath into his martial strikes. As a free action, you can expend a turn undead attempt to add a +4 sacred bonus on your attack roll with one martial strike this turn. In addition to its normal effects, the strike deals an additional 1d10 points of holy damage. He may improve this damage by giving of his own life force, adding an additional 1d10 points of damage for every 1d6 points of damage he inflicts upon himself to a maximum of one additional die of damage per class level (no resistance allowed).

Consecrated Presence (Su): At 5th level and higher, an ecclesiastic knight is surrounded by an aura of positive energy that extends 20ft from his position. This aura duplicates the effects of a consecrate spell, but it moves with the character. If the ecclesiastic knight enters an area under the effects of a desecrate spell, he negates the effect while he resides within it. If a desecrate spell is cast upon him, his consecrated presence is suppressed for the duration of the desecrate spell.

Divine Recovery (Su): Beginning at 7th level, an ecclesiastic knight may channel divine power to recharge his martial maneuvers. You can expend a turn undead attempt as a swift action to recover one expended maneuver. If you are a crusader, the maneuver you recover is immediately available to you as a granted maneuver.

Grand Invocation (Su): At 10th level, an ecclesiastic knight is capable of an invocation of pure holy wrath. As a full round action, the character expends a turn undead attempt and recites a mighty prayer to his deity and unleashes a blast of righteous devastation. This destructive wrath inflicts 1d6+1 points of pure holy energy (no resistance) per initiator level (max 20d6+20) to all evil targets within a 30ft radius burst, centered on the initiator. However, calling upon such forces is a strain the body of the ecclesiastic knight, inflicting 4d6 points of damage each time the character uses this ability (no resistance). Those caught within the blast of holy energy may attempt a Reflex save DC 19 + the initiator’s Charisma modifier for half damage.

watsyurname529
2009-02-01, 11:48 AM
Interesting idea, well written. Good job. Now, on to the critique. At first glance, the PrC seems to be overpowered with all the level stacking and such.

However, the actual class features are not that powerful. So it kinda balances out, but not very much.

I could take one level of cleric, then a bunch of crusader, then take this class. I've lost one level of spellcasting, and still have most spellcasting and still full initiator level. I would say bump up the requirements to 2nd Level Divine Spellcasting. But then that takes the Paladin out of the mix, or at least puts him at a very late level.

That, or you could take out the cleric levels count as full initiator levels and take out a level of spellcasting at 1st, and some where else. That's probably the best choice, because it helps tone down the power but still allows the Paladin much earlier access.

ErrantX
2009-02-01, 06:38 PM
Upped entry requirements, I want this to a be cleric-to-warrior/priest transition. Removed the first level of spellcasting.

Thoughts?
-X

ErrantX
2009-02-22, 01:40 PM
Tweaked the Ordained Knight feature. Allowed it to also continue to progress Smite Evil damage, but not uses per day.

-X