Cipher Stars
2012-01-29, 02:27 AM
I just read the "Anointed Knight" directly after reading about the Ravages and Afflictions for the first time, I was very disapointed with its effects... Didn't seem worth sacrificing precious Class Levels to attain whats pretty much just a few feats.
So I'ma just fix'dat. :smallcool:
Though admittedly I have pretty much next to no Prestige experience :P
Anyway. I'd perhaps integrate it with my Knight Eternal.
REQUIREMENTS
To qualify to become an
anointed knight, a character
must fulfill all the following
criteria.
Alignment: Any
good.
Base Attack
Bonus: +5.
Special ability:
Exotic Blade ability.
OR
Divine Health ability.
CLASS SKILLS
The anointed knight’s class
skills (and the key ability
for each skill) are;
Climb (Str), Concentration(Con), Craft (alchemy)(Int), Craft (Any one more) (Dex), Diplomacy (Cha), Handle Animal (Cha), Jump(Str), Knowledge(Arcana) (Int), Knowledge (religion)(Int), Knowledge(the planes)(Int), Knowledge(Nobility&Royalty), Ride (Dex), Spellcraft (Int), Swim (Str) See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
http://www.blogcdn.com/wow.joystiq.com/media/2009/03/zach-paladinchanges-9722.jpg
An Anointed Knight with an Ice elemental Hammer for her Exotic Blade flaunting her Holy Hands while Holy Sight is active.
{table=head]{colsp=7}Table: The Anointed Knight
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special |
Blessings
1st|+1|+2|+0|+2| Anoint Self | +1 level of Blessings progression
2nd|+2|+3|+0|+3| Anoint Blade | +1 level of Blessings progression
3rd|+3|+3|+1|+3| Craft Ravage | +1 level of Blessings progression
4th|+4|+4|+1|+4| Anoint Self | +1 level of Blessings progression
5th|+5|+4|+1|+4| Anoint Blade | +1 level of Blessings progression
6th|+6/+1|+5|+2|+5| Craft Affliction | +1 level of Blessings progression
7th|+7/+2|+5|+2|+5| Anoint Self | +1 level of Blessings progression
8th|+8/+3|+6|+2|+6| Anoint Blade | +1 level of Blessings progression
9th|+9/+4|+6|+3|+6| Enhance Ravage | +1 level of Blessings progression
10th|+10/+5|+7|+3|+7| Anoint Self | +1 level of Blessings progression
11th|+11/+6/+1|+7|+3|+7| Anoint Blade | +1 level of Blessings progression
12th|+12/+7/+2|+8|+4|+8| Enhance Affliction | +1 level of Blessings progression
13th|+13/+8/+3|+8|+4|+8| Anoint Self | +1 level of Blessings progression
14th|+14/+9/+4|+9|+4|+9| Anoint Blade | +1 level of Blessings progression
15th|+15/+10/+5|+9|+5|+9| Superior Ravages | +1 level of Blessings progression
[/table]
Class Features:
Weapon and Armor Proficiency: An anointed knight is
proficient with all simple and martial weapons, all types of
armor, and shields.
Blessings Progression:
The Anointed Knight continues to gain Blessings as the Knight Eternal.
Anoint Self (Su):
An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
{table=head]Level + Cha modifier | Ability
3 or lower | Holy Sight, Holy Speech
4-6 | Holy Hands, Holy Touch
7-8 | Holy Body, Holy Endurance
9 | Holy Health, Holy Radiance
10+ | Holy Insight, Holy Power
[/table]
Holy Sight: Knight gains Blindsight out 120ft as they see the world as if everything is made of solidified light. Evil creatures give off red light, good gives off blue, and neutral gives off standard yellowish white light. Objects give off a steely white light. As such, they automatically recognize living creatures and their alignment within her range. Holy Sight replaces normal sight when active, thus she cannot see anything outside of 120ft.
Holy Speech: The Knight gains benefits of Tongues, Comprehend Language, and can choose who understands her and who doesn't whenever she speaks, this includes reading and writing.
Holy Hands: Simply by touching someone, the Knight can cure 1 point of ability damage, and 2d8+Cha damage. This is damage dealt to undead or other creatures susceptible to positive energy damage, without need to focus. So this damage can be dealt with any other form of touch attack. This counts as a paladin's Lay on Hands feature for feats or as a requirement where it may apply.
Holy Touch: A knight’s entire being is suffused with holy power, which likewise flows into any weapon the knight wields. A knight’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a knight with a natural weapon takes holy damage as if hit by the knight’s attack. This damage stacks with Holy Hands for touch-unarmed attacks against creatures susceptible to Positive Energy damage provided by Holy Hands.
Holy Body: The Knight becomes immune to ability drain, and negative levels.
Holy Endurance: The Knight gains DR/Evil where DR is the knight's charisma modifier +1/2 their class levels.
Holy Health: The Knight gains Fast Healing equal to their Knight level.
Holy Radiance: The Knight gains a visible aura of light, shining bright light around 60ft. Healing effects, including the knights own, heal an additional +5hp per die. Undead in the area suffer -2 to all saves and to attack rolls. Supernatural fear effects do not function within the aura. The Knight can suppress the ability, lowering its intensity and range of exposure or suppressing it completely. The effects only work within the area of light however, so suppressing it removes its benefits. When you are alight, you suffer a penalty to any checks relying on stealth, such as move silently, hide, or thievery skills that interact with a subject or would invoke a Spot check. This penalty is -5 per 5ft in radius your light shines. Suppressing your Light or resuming it is a free action.
Holy Insight: The Knight gains a +5 sacred bonus to skill checks, reflex saves, and AC. She looses this bonus to AC if she cannot move.
Holy Power: The save DCs of any and all of the knight’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +5.
Anoint Blade (Su):
An anointed knight concocts a magic oil with which to coat her Exotic Blade granted from her Knight Eternal class levels, at a cost of 100 gp (for alchemical components). If she does not have the Exotic Blade feature, she gains one now (See Knight Eternal and take your blade and one Trait to go with it).She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level).
If the oil is applied to a weapon other than the anointed knight’s Exotic Blade, nothing happens and the oil is wasted. Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the Exotic Blade permanently gains a new supernatural ability chosen from the accompanying list. The knight’s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
Anoint Blade works regardless of the the Exotic Blade's inability to be enchanted.
{table=head]Level + Cha modifier | Ability
3 or lower | Evil Seeker, Ravage Evil
4-6 | Hard Feelings, Vengeful Push
7-8 | Evil Bane, Evil's End
9 | Dismiss Evil, Slay Evil
10 | Sever/Shatter Evil, Sentience
[/table]
Evil Seeker: The weapon gains a +2 bonus to attack and damage rolls against Evil creatures, whats more you can feel the tip of the blade pulling slightly towards an evil creature. You can use this as a Detect Evil compass of sorts.
Ravage Evil: The weapon can make contact with a Ravage to absorb it, dealing its effect three times before its used up. The weapon takes on a golden gleam when storing a Ravage. This ravage is considered used up and doesn't count to your Ravages limit.
Hard Feelings: The weapon has its own vendeta against evil, you can use your Smite Evil ability five more times per day as these stem from the blade itself, rather then your own reserves.
Vengeful Push: The weapon releases a pulse of faint golden light when it makes contact with an evil creature. This causes the evil creature to move back five feet per 10 damage inflicted. If it moves back farther then 20ft, they must make a reflex save DC = your BAB +5 or fall prone and take falling damage proportionate to the distance they were sent back. Only effects creature up to your size, Large creatures are effected only half as well. Huge creatures or bigger are not effected. If you ever become Larger or Larger, these sizes are increased as well.
Evil Bane: The weapon ignores damage resistance of evil creatures.
Evil's End: This weapon's threat range increases by six steps against evil creatures, and two steps generally. A weapon that only scores on a 20 for example now scores on a 14-20 against evil creatures.
Dismiss Evil: You can make an attack roll at -10 to attack a spell effect with the [evil] descriptor, or stems from an evil creature, against the spells DC. If you win, the spell is dispelled. The spell must be targeted or a spell that lingers in an area, such as a fog of death.
Slay Evil: This weapon's critical multiplier increases by four against evil creatures, or two against nonevil creatures. a standard x2 weapon for example is now x6 against evil creatures or x4 against nonevil creatures.
Sever/Shatter Evil: Your weapon gains the ability to instantly slay an evil creature. On a natural roll of 20 on the attack die as if you rolled a natural critical without modifiers, the target dies instantly while their body shrivels revealing cracks that shine brightly as holy energy tears them apart from the inside. You can see their soul purified of taint rise up 5ft before disappearing back to the heavens to face judgement. If a foe would be immune to critical hits, they are immune to the 1hitko. However, they still take an extra d6 damage per class levels in Anointed Knight which stems directly from divine power and not subject to resistance.
Sentience: The weapon becomes an intelligent item, with the same alignment as the knight. The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains the power of speech, 120-ft. vision and hearing, and two primary abilities (rolled randomly). See Intelligent Items in the Dungeon Master’s Guide.
If you already had the intelligent trait from the Exotic Blade feature, you instead raise the mental scores by 4 and can select an Extraordinary Power.
Craft Ravage (Su):
You can create a Ravage, as found in the Book of Exalted Deeds, by spending 50gp in resources and 8 hours in a blessing ritual to imbue the combined ingredients into the ravage listed. At level six, you can create two of the same Ravages at one time.
You can only have 12 Ravages created and unused at any one time, due to the nature of the ritual which charges the ravage giving it its potency.
Craft Affliction (Su):
You can create an Affliction, as found in the Book of Exalted Deeds, by spending 100gp in resources and 8 hours in a blessing ritual to imbue the combined ingredients into the affliction listed.
You can only have 6 Afflictions created and unused at any one time, due to the nature of the ritual which charges the ravage giving it its potency.
RAVAGE AND AFFLICTION DESCRIPTIONS
{table=head] Ravage | Type | Initial Damage | Secondary Damage
Golden Ice | Contact DC 14 | 1d6 Dex | 2d6 Dex
Celestial Lightsblod | Ingested DC 20 | 1d4 Dex | 1d4 Con
Jade Water | Injury DC 14 | 1d4 Wis | 1d4 Int, 1d4 Wis
Purified Couatl Venom | Injury DC 16 | 2d4 Str | 4d4 Str
Unicorn Blood | Injury DC 17 | 1d3 Str | 1d4 Str
[/table]
{table=head] Affliction | Infection | DC | Incubation | Damage
Eternal Torpor | Contact | 14 | 1 day | 1d6 Dex
Consuming Passion | Contact | 17 | 1d3 days | 1d4 Int
Depraved Decadence | Ingested | 18 | 1d6 days | 1d4 Str
Pride in Vain | Ingested | 20 | 1 day | 1d6 Cha
Raging Desire | Inhaled | 15 | 1 day | 1d3 Con
Haunting Conscience | Inhaled | 16 | 1d3 days | 1d4 Wis
[/table]
Celestial Lightsblood: This rare substance is as ethereal as
pure alcohol, though it is not intoxicating. A pure silvery color,
it first slows and then sickens creatures it affects.
Consuming Passion: Consuming passion causes a creature
to become covetous and paranoid as the affliction runs its
course.
Depraved Decadence: This affliction causes ravenous
hunger and causes the victim to grow progressively
weaker from hunger.
Eternal Torpor: Creatures afflicted
with eternal torpor are constantly
drowsy and cannot charge or run.
Golden Ice: This crystalline substance
is cold to the touch, though it
doesn’t melt except at infernally high
temperatures. Evil creatures subjected
to it feel its cold spreading throughout
their bodies.
Haunting Conscience: This affliction
causes a creature to dwell on its evil
deeds, becoming guilt-wracked and
violently angry.
Jade Water: Jade is a potent
substance, noted for its effects on
certain kinds of evil supernatural creatures.
Jade water is simply holy water with a suspension
of jade crystals that takes on
unusual potency as a ravage.
Pride In Vain: Creatures afflicted
with pride in vain obsess about their status and appearance,
eventually withdrawing to the point of staring incessantly into
a mirror.
Purified Couatl Venom: The venom of a couatl, when
milked from the creature and purified, becomes a potent ravage
that severely weakens the victim.
Raging Desire: This affliction causes insatiable sexual desire
while preventing any possible fulfillment of that desire.
Unicorn Blood: Drawn from a willing living unicorn, unicorn
blood retains its potency as a ravage only as long as the
unicorn that donated the blood remains alive.
Enhance Ravage (Su):
During creation, the Anointed Knight can add a little flare and enhance its effects. The Ravage's effects now add the Anointed Knight's charisma modifier to its effect, and the Anointed Knight's levels to the save DC.
For example:
Unicorn blood---Injury DC 17---1d3 Str---1d4 Str
Unicorn's blood is a DC 17 effect that deals 1d3 Str damage at first, and 1d4 Str damage one minute later.
When used by Pakse, a 10th level Anointed Knight with a Charisma modifier of +6, Unicorn's Blood has a save DC of 27 and deals 1d3+6 Str Damage when enhanced by the Knight.
Enhance Affliction (Su):
During creation, the Anointed Knight can add a little flare and enhance the effects of an Affliction. The Affliction's effects are now increased as Ravages are increased in Enhance Ravage
You can also lengthen the incubation period by an extra die, or decrease the incubation by up to half.
Superior Ravages (Su):
The Anointed Knight's skill with handling Ravages and understanding of how the blessing ritual works is now great enough, they can craft Superior Ravages.
Superior Ravages cost 5,000gp in alchemical ingredients to craft, and a 12 hour ritual of blessing.
The Anointed Knight can only have one Superior Ravages blessed and potent at any one time. Making another makes the last grow impotent, and useless (However, you may re-bless it at a later date if its stored properly).
SUPERIOR RAVAGE DESCRIPTIONS:
{table=head] Ravage | Type | Initial Damage | Secondary Damage
Penitent Flame | Contact DC 24 | 1d6 Con + 1d4 Int | 6d4 Con + 4d6 Int
Judgement of Light | Inhaled DC 20 | 3d8 Str + Blindness for 2d6 rounds | 4d8 Str damage + Blindness for 2d6 days
Severance of Life | Injury DC 25 | 4d4 Wis + 4d4 Dex | 12d4 Dex + 4d4 Wis
Death's Rebuttal | Inhaled DC 10+ | Special | Special
Plague of Six | Contact DC 21 | 1 drain, all | Special[/table]
Penitent Flame: Penitent Flame causes the subject to Burn with white fire that burns at their very being. If they fail the initial save, the burns take over and whats left is usually a charred corpse of white ash.
Judgement of Light: Judgement of Light causes the effected's blood to turn into holy light and feed off their own evil, overtaking muscular function causing them to weaken, meanwhile the light effects flood their eyes and other muscles. This causes blindness.
If the victim lives after the Secondary effects run their course, the light has consumed much of their evil and they make a will save DC 25 or become good aligned. (Lawful Evil - Lawful Good, Neutral Evil - Neutral Good, Chaotic Evil - Chaotic Good).
The next three times the option comes up to perform an evil action they are presented with another will save. After the third, the change is permanent.
Severance of Life: Severance of Life is a Ravage that causes the evildoer's skin to blacken as black as their heart, their body suffering from Rigimortis even though it (may) still live. Their thought process rots and slows to a crawl or not at all while their body seems to stop working or otherwise being slow to respond. If both the Wis and Dex damage would result with both being zero, they see a vision of what afterlife they would go to but twisted to be one of torment and misery, which may cause them to repent of their life of evil and strive to atone as to not see that fate again. Maybe. This depends on the character's personality or faith in their dark gods.
Death's Rebuttal: Death's Rebuttal causes harm on the foe based on how many lives the evil creature has ever taken. They take one point of damage for every soul they've sent away to the afterlife. The secondary damage causes all soul's they've ever destroyed to come back into being by tearing away part of the victim's soul in replacement, dealing one point of constitution drain per soul ever devoured or otherwise used up.
This Ravage relies heavily on DM's filling-out of the character, or a quick judgement decision how they would be effected.
Typical guideline:
Universal force of evil: Probably immune, but just in case: probably something like: 100d100
Evil Overlords: 5d100
Tyrants: 2d100
Super-villains: 10d10
Budding evil overlord: 5d12
Typical evil henchman: 1d20
New recruit-grunt: 5d4
As for the secondary damage, thats totally up to the DM and how the character is. Someone can be completely evil but never destroyed/used up a soul before.
Plague of Six: The subject of Plague of Six starts off with 1 point of Ability Drain to each ability score. Then, the Secondary effect brings them to suffer from all six of the listed Afflictions, starting with the quickest to take effect and ending with the longest. One at a time.
So I'ma just fix'dat. :smallcool:
Though admittedly I have pretty much next to no Prestige experience :P
Anyway. I'd perhaps integrate it with my Knight Eternal.
REQUIREMENTS
To qualify to become an
anointed knight, a character
must fulfill all the following
criteria.
Alignment: Any
good.
Base Attack
Bonus: +5.
Special ability:
Exotic Blade ability.
OR
Divine Health ability.
CLASS SKILLS
The anointed knight’s class
skills (and the key ability
for each skill) are;
Climb (Str), Concentration(Con), Craft (alchemy)(Int), Craft (Any one more) (Dex), Diplomacy (Cha), Handle Animal (Cha), Jump(Str), Knowledge(Arcana) (Int), Knowledge (religion)(Int), Knowledge(the planes)(Int), Knowledge(Nobility&Royalty), Ride (Dex), Spellcraft (Int), Swim (Str) See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
http://www.blogcdn.com/wow.joystiq.com/media/2009/03/zach-paladinchanges-9722.jpg
An Anointed Knight with an Ice elemental Hammer for her Exotic Blade flaunting her Holy Hands while Holy Sight is active.
{table=head]{colsp=7}Table: The Anointed Knight
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special |
Blessings
1st|+1|+2|+0|+2| Anoint Self | +1 level of Blessings progression
2nd|+2|+3|+0|+3| Anoint Blade | +1 level of Blessings progression
3rd|+3|+3|+1|+3| Craft Ravage | +1 level of Blessings progression
4th|+4|+4|+1|+4| Anoint Self | +1 level of Blessings progression
5th|+5|+4|+1|+4| Anoint Blade | +1 level of Blessings progression
6th|+6/+1|+5|+2|+5| Craft Affliction | +1 level of Blessings progression
7th|+7/+2|+5|+2|+5| Anoint Self | +1 level of Blessings progression
8th|+8/+3|+6|+2|+6| Anoint Blade | +1 level of Blessings progression
9th|+9/+4|+6|+3|+6| Enhance Ravage | +1 level of Blessings progression
10th|+10/+5|+7|+3|+7| Anoint Self | +1 level of Blessings progression
11th|+11/+6/+1|+7|+3|+7| Anoint Blade | +1 level of Blessings progression
12th|+12/+7/+2|+8|+4|+8| Enhance Affliction | +1 level of Blessings progression
13th|+13/+8/+3|+8|+4|+8| Anoint Self | +1 level of Blessings progression
14th|+14/+9/+4|+9|+4|+9| Anoint Blade | +1 level of Blessings progression
15th|+15/+10/+5|+9|+5|+9| Superior Ravages | +1 level of Blessings progression
[/table]
Class Features:
Weapon and Armor Proficiency: An anointed knight is
proficient with all simple and martial weapons, all types of
armor, and shields.
Blessings Progression:
The Anointed Knight continues to gain Blessings as the Knight Eternal.
Anoint Self (Su):
An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
{table=head]Level + Cha modifier | Ability
3 or lower | Holy Sight, Holy Speech
4-6 | Holy Hands, Holy Touch
7-8 | Holy Body, Holy Endurance
9 | Holy Health, Holy Radiance
10+ | Holy Insight, Holy Power
[/table]
Holy Sight: Knight gains Blindsight out 120ft as they see the world as if everything is made of solidified light. Evil creatures give off red light, good gives off blue, and neutral gives off standard yellowish white light. Objects give off a steely white light. As such, they automatically recognize living creatures and their alignment within her range. Holy Sight replaces normal sight when active, thus she cannot see anything outside of 120ft.
Holy Speech: The Knight gains benefits of Tongues, Comprehend Language, and can choose who understands her and who doesn't whenever she speaks, this includes reading and writing.
Holy Hands: Simply by touching someone, the Knight can cure 1 point of ability damage, and 2d8+Cha damage. This is damage dealt to undead or other creatures susceptible to positive energy damage, without need to focus. So this damage can be dealt with any other form of touch attack. This counts as a paladin's Lay on Hands feature for feats or as a requirement where it may apply.
Holy Touch: A knight’s entire being is suffused with holy power, which likewise flows into any weapon the knight wields. A knight’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a knight with a natural weapon takes holy damage as if hit by the knight’s attack. This damage stacks with Holy Hands for touch-unarmed attacks against creatures susceptible to Positive Energy damage provided by Holy Hands.
Holy Body: The Knight becomes immune to ability drain, and negative levels.
Holy Endurance: The Knight gains DR/Evil where DR is the knight's charisma modifier +1/2 their class levels.
Holy Health: The Knight gains Fast Healing equal to their Knight level.
Holy Radiance: The Knight gains a visible aura of light, shining bright light around 60ft. Healing effects, including the knights own, heal an additional +5hp per die. Undead in the area suffer -2 to all saves and to attack rolls. Supernatural fear effects do not function within the aura. The Knight can suppress the ability, lowering its intensity and range of exposure or suppressing it completely. The effects only work within the area of light however, so suppressing it removes its benefits. When you are alight, you suffer a penalty to any checks relying on stealth, such as move silently, hide, or thievery skills that interact with a subject or would invoke a Spot check. This penalty is -5 per 5ft in radius your light shines. Suppressing your Light or resuming it is a free action.
Holy Insight: The Knight gains a +5 sacred bonus to skill checks, reflex saves, and AC. She looses this bonus to AC if she cannot move.
Holy Power: The save DCs of any and all of the knight’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +5.
Anoint Blade (Su):
An anointed knight concocts a magic oil with which to coat her Exotic Blade granted from her Knight Eternal class levels, at a cost of 100 gp (for alchemical components). If she does not have the Exotic Blade feature, she gains one now (See Knight Eternal and take your blade and one Trait to go with it).She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level).
If the oil is applied to a weapon other than the anointed knight’s Exotic Blade, nothing happens and the oil is wasted. Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the Exotic Blade permanently gains a new supernatural ability chosen from the accompanying list. The knight’s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
Anoint Blade works regardless of the the Exotic Blade's inability to be enchanted.
{table=head]Level + Cha modifier | Ability
3 or lower | Evil Seeker, Ravage Evil
4-6 | Hard Feelings, Vengeful Push
7-8 | Evil Bane, Evil's End
9 | Dismiss Evil, Slay Evil
10 | Sever/Shatter Evil, Sentience
[/table]
Evil Seeker: The weapon gains a +2 bonus to attack and damage rolls against Evil creatures, whats more you can feel the tip of the blade pulling slightly towards an evil creature. You can use this as a Detect Evil compass of sorts.
Ravage Evil: The weapon can make contact with a Ravage to absorb it, dealing its effect three times before its used up. The weapon takes on a golden gleam when storing a Ravage. This ravage is considered used up and doesn't count to your Ravages limit.
Hard Feelings: The weapon has its own vendeta against evil, you can use your Smite Evil ability five more times per day as these stem from the blade itself, rather then your own reserves.
Vengeful Push: The weapon releases a pulse of faint golden light when it makes contact with an evil creature. This causes the evil creature to move back five feet per 10 damage inflicted. If it moves back farther then 20ft, they must make a reflex save DC = your BAB +5 or fall prone and take falling damage proportionate to the distance they were sent back. Only effects creature up to your size, Large creatures are effected only half as well. Huge creatures or bigger are not effected. If you ever become Larger or Larger, these sizes are increased as well.
Evil Bane: The weapon ignores damage resistance of evil creatures.
Evil's End: This weapon's threat range increases by six steps against evil creatures, and two steps generally. A weapon that only scores on a 20 for example now scores on a 14-20 against evil creatures.
Dismiss Evil: You can make an attack roll at -10 to attack a spell effect with the [evil] descriptor, or stems from an evil creature, against the spells DC. If you win, the spell is dispelled. The spell must be targeted or a spell that lingers in an area, such as a fog of death.
Slay Evil: This weapon's critical multiplier increases by four against evil creatures, or two against nonevil creatures. a standard x2 weapon for example is now x6 against evil creatures or x4 against nonevil creatures.
Sever/Shatter Evil: Your weapon gains the ability to instantly slay an evil creature. On a natural roll of 20 on the attack die as if you rolled a natural critical without modifiers, the target dies instantly while their body shrivels revealing cracks that shine brightly as holy energy tears them apart from the inside. You can see their soul purified of taint rise up 5ft before disappearing back to the heavens to face judgement. If a foe would be immune to critical hits, they are immune to the 1hitko. However, they still take an extra d6 damage per class levels in Anointed Knight which stems directly from divine power and not subject to resistance.
Sentience: The weapon becomes an intelligent item, with the same alignment as the knight. The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains the power of speech, 120-ft. vision and hearing, and two primary abilities (rolled randomly). See Intelligent Items in the Dungeon Master’s Guide.
If you already had the intelligent trait from the Exotic Blade feature, you instead raise the mental scores by 4 and can select an Extraordinary Power.
Craft Ravage (Su):
You can create a Ravage, as found in the Book of Exalted Deeds, by spending 50gp in resources and 8 hours in a blessing ritual to imbue the combined ingredients into the ravage listed. At level six, you can create two of the same Ravages at one time.
You can only have 12 Ravages created and unused at any one time, due to the nature of the ritual which charges the ravage giving it its potency.
Craft Affliction (Su):
You can create an Affliction, as found in the Book of Exalted Deeds, by spending 100gp in resources and 8 hours in a blessing ritual to imbue the combined ingredients into the affliction listed.
You can only have 6 Afflictions created and unused at any one time, due to the nature of the ritual which charges the ravage giving it its potency.
RAVAGE AND AFFLICTION DESCRIPTIONS
{table=head] Ravage | Type | Initial Damage | Secondary Damage
Golden Ice | Contact DC 14 | 1d6 Dex | 2d6 Dex
Celestial Lightsblod | Ingested DC 20 | 1d4 Dex | 1d4 Con
Jade Water | Injury DC 14 | 1d4 Wis | 1d4 Int, 1d4 Wis
Purified Couatl Venom | Injury DC 16 | 2d4 Str | 4d4 Str
Unicorn Blood | Injury DC 17 | 1d3 Str | 1d4 Str
[/table]
{table=head] Affliction | Infection | DC | Incubation | Damage
Eternal Torpor | Contact | 14 | 1 day | 1d6 Dex
Consuming Passion | Contact | 17 | 1d3 days | 1d4 Int
Depraved Decadence | Ingested | 18 | 1d6 days | 1d4 Str
Pride in Vain | Ingested | 20 | 1 day | 1d6 Cha
Raging Desire | Inhaled | 15 | 1 day | 1d3 Con
Haunting Conscience | Inhaled | 16 | 1d3 days | 1d4 Wis
[/table]
Celestial Lightsblood: This rare substance is as ethereal as
pure alcohol, though it is not intoxicating. A pure silvery color,
it first slows and then sickens creatures it affects.
Consuming Passion: Consuming passion causes a creature
to become covetous and paranoid as the affliction runs its
course.
Depraved Decadence: This affliction causes ravenous
hunger and causes the victim to grow progressively
weaker from hunger.
Eternal Torpor: Creatures afflicted
with eternal torpor are constantly
drowsy and cannot charge or run.
Golden Ice: This crystalline substance
is cold to the touch, though it
doesn’t melt except at infernally high
temperatures. Evil creatures subjected
to it feel its cold spreading throughout
their bodies.
Haunting Conscience: This affliction
causes a creature to dwell on its evil
deeds, becoming guilt-wracked and
violently angry.
Jade Water: Jade is a potent
substance, noted for its effects on
certain kinds of evil supernatural creatures.
Jade water is simply holy water with a suspension
of jade crystals that takes on
unusual potency as a ravage.
Pride In Vain: Creatures afflicted
with pride in vain obsess about their status and appearance,
eventually withdrawing to the point of staring incessantly into
a mirror.
Purified Couatl Venom: The venom of a couatl, when
milked from the creature and purified, becomes a potent ravage
that severely weakens the victim.
Raging Desire: This affliction causes insatiable sexual desire
while preventing any possible fulfillment of that desire.
Unicorn Blood: Drawn from a willing living unicorn, unicorn
blood retains its potency as a ravage only as long as the
unicorn that donated the blood remains alive.
Enhance Ravage (Su):
During creation, the Anointed Knight can add a little flare and enhance its effects. The Ravage's effects now add the Anointed Knight's charisma modifier to its effect, and the Anointed Knight's levels to the save DC.
For example:
Unicorn blood---Injury DC 17---1d3 Str---1d4 Str
Unicorn's blood is a DC 17 effect that deals 1d3 Str damage at first, and 1d4 Str damage one minute later.
When used by Pakse, a 10th level Anointed Knight with a Charisma modifier of +6, Unicorn's Blood has a save DC of 27 and deals 1d3+6 Str Damage when enhanced by the Knight.
Enhance Affliction (Su):
During creation, the Anointed Knight can add a little flare and enhance the effects of an Affliction. The Affliction's effects are now increased as Ravages are increased in Enhance Ravage
You can also lengthen the incubation period by an extra die, or decrease the incubation by up to half.
Superior Ravages (Su):
The Anointed Knight's skill with handling Ravages and understanding of how the blessing ritual works is now great enough, they can craft Superior Ravages.
Superior Ravages cost 5,000gp in alchemical ingredients to craft, and a 12 hour ritual of blessing.
The Anointed Knight can only have one Superior Ravages blessed and potent at any one time. Making another makes the last grow impotent, and useless (However, you may re-bless it at a later date if its stored properly).
SUPERIOR RAVAGE DESCRIPTIONS:
{table=head] Ravage | Type | Initial Damage | Secondary Damage
Penitent Flame | Contact DC 24 | 1d6 Con + 1d4 Int | 6d4 Con + 4d6 Int
Judgement of Light | Inhaled DC 20 | 3d8 Str + Blindness for 2d6 rounds | 4d8 Str damage + Blindness for 2d6 days
Severance of Life | Injury DC 25 | 4d4 Wis + 4d4 Dex | 12d4 Dex + 4d4 Wis
Death's Rebuttal | Inhaled DC 10+ | Special | Special
Plague of Six | Contact DC 21 | 1 drain, all | Special[/table]
Penitent Flame: Penitent Flame causes the subject to Burn with white fire that burns at their very being. If they fail the initial save, the burns take over and whats left is usually a charred corpse of white ash.
Judgement of Light: Judgement of Light causes the effected's blood to turn into holy light and feed off their own evil, overtaking muscular function causing them to weaken, meanwhile the light effects flood their eyes and other muscles. This causes blindness.
If the victim lives after the Secondary effects run their course, the light has consumed much of their evil and they make a will save DC 25 or become good aligned. (Lawful Evil - Lawful Good, Neutral Evil - Neutral Good, Chaotic Evil - Chaotic Good).
The next three times the option comes up to perform an evil action they are presented with another will save. After the third, the change is permanent.
Severance of Life: Severance of Life is a Ravage that causes the evildoer's skin to blacken as black as their heart, their body suffering from Rigimortis even though it (may) still live. Their thought process rots and slows to a crawl or not at all while their body seems to stop working or otherwise being slow to respond. If both the Wis and Dex damage would result with both being zero, they see a vision of what afterlife they would go to but twisted to be one of torment and misery, which may cause them to repent of their life of evil and strive to atone as to not see that fate again. Maybe. This depends on the character's personality or faith in their dark gods.
Death's Rebuttal: Death's Rebuttal causes harm on the foe based on how many lives the evil creature has ever taken. They take one point of damage for every soul they've sent away to the afterlife. The secondary damage causes all soul's they've ever destroyed to come back into being by tearing away part of the victim's soul in replacement, dealing one point of constitution drain per soul ever devoured or otherwise used up.
This Ravage relies heavily on DM's filling-out of the character, or a quick judgement decision how they would be effected.
Typical guideline:
Universal force of evil: Probably immune, but just in case: probably something like: 100d100
Evil Overlords: 5d100
Tyrants: 2d100
Super-villains: 10d10
Budding evil overlord: 5d12
Typical evil henchman: 1d20
New recruit-grunt: 5d4
As for the secondary damage, thats totally up to the DM and how the character is. Someone can be completely evil but never destroyed/used up a soul before.
Plague of Six: The subject of Plague of Six starts off with 1 point of Ability Drain to each ability score. Then, the Secondary effect brings them to suffer from all six of the listed Afflictions, starting with the quickest to take effect and ending with the longest. One at a time.