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Jane_Smith
2009-06-24, 12:00 PM
~~~~~~~~~~~~~~~The Knight of the Chalice~~~~~~~~~~~~~~~~

http://www.wizards.com/magic/images/mtgcom/fcpics/taste/mc16_razia.jpg

"A warrior acts as if he knows what he is doing, when in effect he knows nothing." - Kyra, a Knight of the Chalice.

A defender of the people, blessed by the divine and sworn to bring evil to its knees, the Knight of the Chalice is an honorable hero, a divine champion who leads nations into battle against the forces of darkness. Their are many legends of previous knights of the chalice, who ride into battle blessed not by a single god, but all who would guide his blade into the heart of darkness.

This knight answers only to his patrons, the celestials themselves. Wherever evil rises its ugly head, the knight is their, spreading terror into its foul heart. Often these bloody examples of faith are enough to keep even the wrath of balor's in line, lest the fury of the knight come crashing upon them.



The Knight of the Chalice
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+1|
+2|
+0|
+2|Divine Power|+1 level of existing divine spellcasting class
2nd|
+2|
+3|
+0|
+3|Divine Power|+1 level of existing divine spellcasting class
3rd|
+3|
+3|
+1|
+3|Divine Power|+1 level of existing divine spellcasting class
4th|
+4|
+4|
+1|
+4|Divine Power|+1 level of existing divine spellcasting class
5th|
+5|
+4|
+1|
+4|Divine Power|+1 level of existing divine spellcasting class[/table]


Requirements
To qualify to become a Knight of the Chalice, a character must fulfill all the following rquirements.

Base Attack Bonus: +10.
Skills: Knowledge (Religion) 10 ranks, Knowledge (The planes) 10 ranks.
Feats: Extra Channeling, Improved Channeling, Outsider Channeling, Extra Smite, Channeling Strike.
Special: The character must have the Smite Evil class feature and the ability to channel positive energy. The character must pledge himself to the Order of the Chalice and its sworn duty to hunt and slay demons and devils across Golarian.
Quest: The character must track down a demon at least five hit dice stronger then himself and slay it in the defense of an innocent, or innocents without any outside aid. Or, he must redeem a evil creature and aid them in becoming good aligned without any magical compulsion from yourself or allies, effectively giving them a second chance.


Hit Dice: d10
Base Attack Bonus: Good.
Saving Throws: Good Fortitude, Poor Reflex, Good Willpower.
Class skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.


Class Features

Weapons and Armor Proficiency: The knight is proficient with all simple and martial weapons, all armor, and shields (even tower shields).

Spells per Day/Spells known: When a new knight level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could use smite evil and channel energy before he added the legendary class level. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, familiar advancement, so on). If a character had more than one divine spellcasting class in which he could use smite evil and channel energy before he became an knight, he must decide to which class he adds each level of knight for the purposes of determining spells per day and spells known.

Enhanced Attributes: The knight gains a +1 legendary bonus to Wisdom and Charisma per power level.

Divine Advancement: All Knight of the Chalice levels stack with your paladin levels to determine the advancement of Smite Evil, Lay On Hands, and for channeling energy.

Divine Power: At 1st level and every level thereafter the knight gains one of the powers listed below. His power level is determined by how many of these powers he possesses.

~~~~~~~~~~~~~~~~~~~~~~~~~

Aura of Menace (Su): The knight can generate this aura once per round as a swift action, and any hostile creature within a 20-foot radius per power level of the knight must succeed a Will save (DC 10 + 2 per power level + Cha bonus) to resist its effects. Those who fail take a -1 penalty on attacks, armor class, and saving throws per power level for 24 hours or until they successfully hit the knight. A creature that has resisted or broken the effect cannot be affected by the same aura for 24 hours.

Army of Heaven (Su): The knight gains a +2 bonus to his Leadership score per power level, and is treated as having the leadership feat even if he has not taken it, but can only attract good followers and cohorts, as per his code of conduct.

Aspect of the Divine (Su): Through the forging of the bond between the knight and his angelic masters, the character begins to take on characteristics of the denizens of celestia. This manifests itself as one of the following per power level;

- The character gains a +4 sacred bonus on saving throws against poison.
- The character gains Darkvision out to 60 feet and low-light vision. If he already has darkvision, increase its range by 60 feet. If he already has low-light vision, its range is doubled.
- The character gains energy resistances 10 to acid, cold, electricity and fire, and immunity to petrification.
- The characters skin becomes infused with divine strength, granting him damage reduction 10/evil.
- The character gains a +4 sacred bonus on Armor Class and saving throws against attacks, spells and spell-like abilities from evil creatures.

Divine Smite (Ex): Whenever the knight uses the Smite Evil ability, his weapon is treated as good-aligned and magical for the purposes of bypassing damage reduction of evil creatures, and he deals an additional 1d6 damage per power level. This damage is increased to 1d8 per power level against evil outsiders or undead. This bonus damage multiplies on critical hits, though the normal smite damage does not.

Hands of the Healer (Ex): The knights effective paladin level for Lay on Hands is considered 4 higher per power level. He gains a +2 bonus to his effective caster level per power level for determing the effects of all Conjuration [healing] spells.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +1 deflection bonus to AC per power level, and a +1 resistance bonus on saving throws to anyone within 20 feet per power level of the knight. Otherwise, this functions as a magic circle against evil and a lesser glove of invulnerablity, both with a radius of 20 feet per power level (caster level equals the characters hit dice). This aura can be dispelled, but the knight can create it again as a free action on his next turn.

Redemption (Sp): The knight gains the holy power to bring back the dead. Once per week per power level, the knight may use True Resurrection as a spell-like ability. The casting time is one minute, and the knight's caster level is equivalent to a 20th level cleric. This ability does not drain any experience or levels from the target, nor does it cost any components for the knight. When used on a creature of non-good alignment, they must make a Will save (DC 10 + 2 per power level + Cha bonus) or have their alignment shifted to one step closer to good from the knight pulling them from the abyss and saving them from eternal damnation. Even if they succeed on the saving throw, their attitudes toward the knight increase by one step. To use this ability, the knight must give his blood freely to aid the process, and must self-inflict 2d4 constitution damage to himself.

Summon Ally (Su): The knight gains the ability to summon a celestial ally from time to time. This summoning takes a small ritual that takes ten minutes to complete, which if interupted the ritual must be restarted from scratch. A knight may use multiple uses of his summoning during a single ritual. Unlike a normal summoning, this ally does not demand anything for the payment, and only seeks a chance to work with the knight to the best of its abilities for the greater good. The summoned ally will aid the character in any task that may not take any more time than one hour per power level. At the experiation of this limit, the summoned ally goes away until called again. The specific ally and the frequency with which it can be summoned are determined by power level at which this ability is selected, as shown below. This ability stacks with itself, thus at 5th power level you may summon all the below creatures. These creatures are not entirely bond to you, and will still act within the scope of their alignment as npcs. If you order them to do something that goes against their very morality, they can choose to break the summoning immediately and leave you. This may or may not even cause you to lose your paladin abilities, as detailed on your code of conduct. This ability cannot be dispelled or negated by an anti-magic field once they are summoned, and they will fight to the death during their time in the knights world. They can be banished, dismissed etc as normal.

Power Level / Ally / Frequency
1 - Angel, Movanic Deva - 3/day
2 - Celestial Dire Eagle - 1/day
3 - Angel, Monadic Deva - 3/week
4 - Angel, Astral Deva - 2/week
5 - Angel, Planetar - 1/week

~~~~~~~~~~~~~~~~~~~~~~~~~

Jane_Smith
2009-06-25, 11:45 AM
64 veiws and not 1 post? was it that bad?... :smallfrown:

Debihuman
2009-06-25, 11:53 AM
It's hard to read with all the italics, and you don't have a chart that indicates at which level each power is attained.

Debby

Jane_Smith
2009-06-25, 11:58 AM
Because they dont get set abilities each level. They select which ability each level they take. All abilities scale with level.

You could take Summon Ally 1st level, Divine Aspect 2nd level, etc. Theirs no set order. By 5th level you basicly get 5/8 or so of all the abilities to pick from, so no 2 characters with the same legendary classes are the same.


Divine Power: At 1st level and every level thereafter the knight gains one of the powers listed below. His power level is determined by how many of these powers he possesses.

Also, only used the italics to mark the powers as they arnt -set- in stone and they are picked from a list, just like i make all listed abilities in italics for all my work. Just so happens the list is larger then usual...

Debihuman
2009-06-25, 12:06 PM
Not a fan of it in that case. I prefer standard prestige classes. I'm also not a fan of it being 8 levels.

Debby

Jane_Smith
2009-06-25, 12:14 PM
Their all actually 5 levels, not 8. x.x I do need a chart.

Jane_Smith
2009-06-25, 12:21 PM
Updated it with a chart, going to give the archmage and titan charts in a moment as well. :P Sorry about that!

Debihuman
2009-06-25, 04:21 PM
Power Level / Ally / Frequency
1 - Angel, Movanic Deva - 3/day
2 - Celestial Giant Eagle - 1/day
3 - Angel, Monadic Deva - 3/week
4 - Angel, Astral Deva - 2/week
5 - Angel, Planetar - 1/week


This makes no sense to me at all. Why can you summon a movanic deva 3 times a day before you can summon a celestial giant eagle (which has only 4 hd) 1 per day?

Also, where can you find the prerequisite feats?

Debby

Jane_Smith
2009-06-25, 05:05 PM
Oh ****zl - my bad, it was suppose to be Celestial DIRE Eagle.

Feats: Extra Channeling (Pathfinder Beta), Improved Channeling (Pathfinder Beta), Outsider Channeling (Pathfinder Beta), Extra Smite (Pathfinder Beta), Channeling Strike (Pathfinder Beta).

All are 'pathfinder' core feats you can take before level 10.

Channeling strike lets you make a melee attack to channel/turn undead with an attack on a single target.

Extra smite gives +2/day uses of smite evil.

Outsider channeling lets you do damage/fear outsiders like undead (if good)/etc

Improved channeling makes you do +damage when channeling.

Extra Channeling lets you use it 2/more times a day.

PairO'Dice Lost
2009-06-25, 07:02 PM
Not a fan of it in that case. I prefer standard prestige classes.

The "gain one ability from the list each level" format is exactly what the Archmage, Heirophant, and several other PrCs use; the concept is nothing new.

Vaynor
2009-06-25, 07:36 PM
The "gain one ability from the list each level" format is exactly what the Archmage, Heirophant, and several other PrCs use; the concept is nothing new.

Besides not being a new concept, those are all "standard" prestige classes.

PairO'Dice Lost
2009-06-25, 08:49 PM
Besides not being a new concept, those are all "standard" prestige classes.

Precisely. And even if they weren't, the whole point of a PrC is to expand your options in interesting ways, and a buffet-style PrC certainly does that.

Debihuman
2009-06-25, 11:05 PM
Point taken about the "choose your special ability" from a list in a prestige class. I had to go back and look at the other prestige classes that use that model i.e. the archmage and hierophant both of which are 5 level prestige classes. I haven't used them and so had sort of forgotten about them. Mea culpa.

In comparison, the Knight of the Chalice is overpowered. I'm not sure if that is partly a feature of the Pathfinder system (and I do believe that Pathfinder is more powerful than standard 3.5) or if this just takes advantage of that fact.

Being able to call a monavic deva 3/day is still more powerful than calling a celestial dire lion 1/day. See here for stats of a celestial dire lion: http://www.dandwiki.com/wiki/Celestial_dire_lion_(DnD_Creature) as compared to a monavic deva.

It seems the celestial dire lion has 8 hit dice while the monavic deva has 10.

I think you're better off with this table:


The Knight of the Chalice
{table=head]Level|Ally|Frequency

1st|
Celestial Dire Lion|
1/week

2nd|
Movanic Deva|
1/week

3rd|
Monadic Deva|
1/week

4th|
Astral Deva|
1/week

5th|
Angel, Planetar|
1/week[/table]

Don't forget in a given week a 5th level Knight can call on one of each creature. There's also no reason that he or she can't call on one of each in the same day if the need arises. This is a prestige class not an epic and being able to call celestial beings more than once a week really should be reserved for epic campaigns.

Debby