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View Full Version : Fanservice Prestige Class du Jour: Divine Knight



Delcan
2006-05-12, 11:50 PM
(I can't help it... I'm a sold-soul sucker for fanservice. Every time someone sneaks in rules for something from somewhere other than D&D, I squee with delight, whether it's from scifi, fantasy, myth, history, or even just an urban legend. So it comes to no surprise that most of my more enjoyed ideas are references from other source materials.

My last fanservice post was for the fishlike, ominous alien aberrations called the Orz, a race from the Star Control series. This particular reference is a prestige class inspired by Final Fantasy Tactics, intended for the goody-two-shoes paladin who, deep down inside, wants to get angry and crush someone.)

Holy warriors clash against the force of evil and chaos wherever they can muster the force. Often times, all that stands against evil prevailing is the valor and bravery of a warrior who reaches upward for order and right. It is said, though, that even the most devout paladins and clerics can fall to doubt. Faced with the insurmountable infinitude of evil in the universe, sometimes even the most faithful can lose grasp of what they fight for, and fall to impotent anger.
Anger, though, can be harnessed. Legends speak of chosen warriors of justice, whose anger becomes a focus for their divine strength. Blessed with a holy fury as great as the Light itself, these Divine Knights strike terror into the heart of evil, for not even the greatest demons of the Abyss can stand against the fury of Heaven.

DIVINE KNIGHT

Requirements:
To qualify to become a divine knight, a character must fulfill all the following criteria.
Alignment: lawful good.
Base Attack Bonus: +6.
Feats: Power Attack, Improved Sunder.
Skills: Knowledge (religion) 8 ranks.
Special:
-Smite as a class feature or domain power at least 1/day.
-The character must undertake and complete a quest given by a lawful good outsider.

The Divine Knight (10-level prestige class)
Base Attack Bonus: As fighter.
Saves: Good Fortitude and Will saves; poor Reflex saves.
Special Abilities:
-1st: Mighty sword 1/day, code of conduct
-2nd: Strength of righteousness
-3rd: Mighty sword 2/day
-4th: Smite evil 1/day
-5th: Mighty sword 3/day
-6th: Strength of obstinance
-7th: Mighty sword 4/day
-8th: Smite evil 2/day
-9th: Mighty sword 5/day
-10th: Retribution

Skill Points: 2 + Int modifier per level.
Class Skills: Concentrate, Intimidate, Jump, Knowledge (religion), Ride, Sense Motive.

All of the following are class features of the divine knight.

Proficiencies: Divine knights gain proficiency in the longsword, bastard sword, and greatsword.

Mighty Sword (Su): The divine knight's sword is charged with their own dogmatic fury, which can be called down to shatter the vile and unfaithful. Once per day as a standard action, the divine knight can make a ranged attack (no range increment) at any evil creature within 60 feet that is wearing or carrying a sword, shield, or armor. The paladin adds his Charisma bonus (if any) to his attack roll, and deals damage both to their target and the target's weapon, armor, or shield, determined by the divine knight's choice. If the divine knight uses his mighty sword ability against a nonevil creature, the ability is used up for the day with no effect.

The divine knight can use this ability once per day. At 3rd level and every two levels thereafter, they gain an additional use of this ability per day, up to five uses per day at 9th level.

Strength of Righteousness (Ex): Starting at 2nd level, a divine knight's attacks are always considered good-aligned for the purposes of overcoming damage reduction.

Smite Evil (Su): Just like the paladin's smite evil ability. The divine knight gains an additional use of the smite evil ability at 4th level, and again at 8th level. The divine knight's levels stack with their paladin levels (if any) for the purposes of dealing damage with any smite evil attack.

Strength of Obstinance (Ex): Starting at 6th level, a divine knight's attacks are always considered lawful-aligned for the purposes of overcoming damage reduction.

Retribution (Su): Once per day, upon reaching 10th level, a divine knight can channel the full force of their holy wrath into any melee attack on an evil-aligned outsider, elemental, undead, or any creature with an evil aura (such as evil clerics, blackguards, or similar). The divine knight adds their Charisma bonus (if any) to their attack roll, and deals additional damage equal to their divine knight level, plus their paladin level, plus the total Hit Dice of their target. (For example, Meliadoul, a 6th-level paladin/10th-level divine knight with 15 CHA, deals an attack of retribution against a 10th-level evil cleric. They attack with a +2 to hit and +26 damage.)

If a retributive attack is used against a nonevil outsider or against a creature that is merely evil and nothing more, the ability is used for the day with no effect.

Magnus_Samma
2006-05-12, 11:54 PM
Final Fantasy Tactics ftw!

I like it, you adapted the class very well.