Ziegander
2013-10-21, 11:46 PM
http://i43.servimg.com/u/f43/15/13/64/34/m1002410.jpg
Alignment: Chaotic Good or Neutral Good
Race: A Green Knight must be a living creature.
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th
1st|+1|+2|+0|+2|Aura of Good, Smite the Unnatural 1/day, Wild Empathy|2|||||
2nd|+2|+3|+0|+3|Aura of Resolve, Zone of Purity|3|0||||
3rd|+3|+3|+1|+3|Font of Vitality, Woodland Stride|3|1||||
4th|+4|+4|+1|+4|Divine Grace|3|2|0|||
5th|+5|+4|+1|+4|Special Companion, Smite the Unnatural 2/day|3|3|1|||
6th|+6/+1|+5|+2|+5|Aura of Faith|3|3|2|||
7th|+7/+2|+5|+2|+5|Verdant Miracle 1/week|3|3|2|0||
8th|+8/+3|+6|+2|+6|Divine Health|3|3|3|1||
9th|+9/+4|+6|+3|+6|Smite the Unnatural 3/day|3|3|3|2||
10th|+10/+5|+7|+3|+7|Aura of Fecundity|3|3|3|2|0|
11th|+11/+6/+1|+7|+3|+7|Verdant Miracle 2/week|3|3|3|3|1|
12th|+12/+7/+2|+8|+4|+8|Tongue of the Sun and Moon|3|3|3|3|2|
13th|+13/+8/+3|+8|+4|+8|Smite the Unnatural 4/day|3|3|3|3|2|0
14th|+14/+9/+4|+9|+4|+9|Aura of Healing|4|3|3|3|3|1
15th|+15/+10/+5|+9|+5|+9|Verdant Miracle 3/week|4|4|3|3|3|2
16th|+16/+11/+6/+1|+10|+5|+10|Timeless Body|4|4|4|3|3|2
17th|+17/+12/+7/+2|+10|+5|+10|Smite the Unnatural 5/day|4|4|4|4|3|3
18th|+18/+13/+8/+3|+11|+6|+11|Aura of Natural Order|4|4|4|4|4|3
19th|+19/+14/+9/+4|+11|+6|+11|Verdant Miracle 4/week|4|4|4|4|4|4
20th|+20/+15/+10/+5|+12|+6|+12|Nature's Champion, Perfect Self|4|4|4|4|4|4
[/table]
Class Skills (4 + Int modifier per level): Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiencies
A Green Knight is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells
A Green Knight casts divine spells, which are drawn from the Druid, Paladin, and Ranger spell lists. His alignment may restrict him from casting certain spells opposed to him moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A Green Knight must choose and prepare his spells in advance (see below).
To prepare or cast a spell, the Green Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Green Knights spell is 10 + the spell level + the Green Knights Charisma modifier.
Like other spellcasters, a Green Knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score. He does not have access to any domain spells or granted powers, as a cleric does.
A Green Knight prepares and casts spells the way a Cleric does, and he may lose a prepared spell to cast a cure spell in its place as a Cleric does. A Green Knight may prepare and cast any spell on the Druid, Paladin, or Ranger spell lists, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Aura of Good (Ex): The power of a Green Knight's aura of good (see the Detect Good spell) is equal to his class level.
Smite the Unnatural (Su): Once per day, a Green Knight may attempt to smite an unnatural creature (aberrations, constructs, magical beasts, outsiders with the extraplanar subtype, and undead are all unnatural) with a single attack. He adds either his Charisma modifier or +4 (whichever is higher) as a sacred bonus to his attack roll and deals 1d6 extra damage to the creature per odd class level (2d6 at 3rd level, 3d6 at 5th level, and so on). If he accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day.
A living unnatural creature successfully struck by a smite attack in this way must succeed on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier) or become sickened while they remain within 30ft of the Green Knight and for 1 round after. Constructs and undead become staggered instead. A living creature that is killed by this attack crumbles and rots, quickly turning into nutrient rich compost, and cannot be brought back to life except by a Miracle or Wish spell. Constructs and undead destroyed by this attack are turned to a fine dust.
At 5th level, and at every four levels thereafter, the Green Knight may smite the unnatural one additional time per day.
Wild Empathy (Ex): A Green Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds his class level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Green Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Green Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Aura of Resolve (Ex): Beginning at 2nd level, a Green Knight is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Zone of Purity (Su): A 2nd level Green Knight is able to fend off unnatural creatures with an infusion of pure, natural power. To use this ability, make a Turning check and as a Cleric would to Turn or Rebuke Undead using your Green Knight level to roll turning damage. However, instead of affecting undead within 60ft of you, you affect all unnatural creatures in a 40ft radius centered anywhere within 100ft + 10ft/class level.
Turned creatures immediately flee the area by the best and fastest means available to them until they have moved past the 40ft radius at which point they may act normally except that they cannot re-enter the area while the zone persists. If a turned creature cannot escape the area's radius it will flee to the furthest edge possible. While a turned creature remains in the radius it is confused unless it succeeds on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier). This save must be made at the start of each round the creature remains in the area.
A Zone of Purity persists for 1 minute (10 rounds). While a Zone of Purity persists, unnatural creatures whose total hit dice do not exceed the highest HD of creatures affected must succeed on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier) to enter the area. Turned creatures automatically fail this save.
A Green Knight may create a Zone of Purity a number of times per day equal to 3 + his Charisma modifier. A Green Knight with 5 or more ranks in Knowledge (Nature) gets a +2 bonus on turning checks he makes to affect unnatural creatures within a Zone of Purity.
Font of Vitality (Su): Starting at 3rd level, a Green Knight taps into a well of natural power that can regenerate damage dealt to him and can be used to heal others. He has a pool of healing points equal to his class level Χ his Charisma modifier (minimum 0). Anytime he loses hit points, if he has points of healing left in this pool, he may subtract any number of them rather than lose those hit points.
As a standard action, a Green Knight may sacrifice any number of points of healing from his pool and touch a creature to restore an equal number of lost hit points to the touched creature. This is a positive energy effect and may alternatively be used to damage undead creatures.
In addition, a Green Knight can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual at the cost of 5 healing points; or he can remove the exhausted, nauseated, paralyzed, poisoned, or stunned condition from one individual at the cost of 10 healing points; or he can remove a negative level or the blinded, deafened, or diseased condition from one individual at the cost of 20 healing points.
A Green Knight can remove a condition (or more than one condition) and restore hit points with the same touch, so long as he expends the required number of points. For example, if he wished to heal 12 points of damage and remove the blinded and exhausted conditions from a target, he would need to expend 42 healing points (12 hit points restored + 20 points for the blinded condition + 10 points for the exhausted condition). A Green Knight removing conditions from himself is a free action, but it must be done on the Green Knight's turn.
A Green Knight with points of healing left in his pool that is brought to fewer than 0 but greater than -10 hit points automatically stabilizes.
A Green Knight that runs his pool dry can replenish his healing points with 8 hours of rest.
Woodland Stride (Ex): Starting at 3rd level, a Green Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Divine Grace (Su): At 4th level, a Green Knight adds his Charisma bonus (if any) as a sacred bonus to all saving throws.
Special Companion (Su): Upon reaching 5th level, a Green Knight gains the service of an unusually intelligent, strong, and loyal animal companion to aid him in his efforts to preserve the natural world. This ability functions exactly as a Druid's animal companion except that the Green Knight's companion has the Intelligence, share saving throws, improved speed, and spell resistance of a Paladin's special mount (see table below for adjustments).
{table=head]Class Level|Bonus HD|Natural Armor Adj|Str/Dex Adj|Int|Bonus Tricks|Special
5th-7th|
+2|
+2|
+2|
6|
2|Link, Share Saving Throws, Share Spells
8th-10th|
+5|
+5|
+3|
7|
4|Devotion, Evasion, Improved Speed
11th-13th|
+7|
+7|
+4|
8|
5|Multiattack
14th-16th|
+10|
+10|
+5|
9|
6|Improved Evasion
17th-20th|
+12|
+12|
+6|
10|
7|Spell Resistance
[/table]
Aura of Faith (Su): Beginning at 6th level, a Green Knight's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is likewise treated as good-aligned.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Verdant Miracle (Sp): Starting at 7th level, once each week, a Green Knight is able to call upon phenomenal natural power to cast one of the following spell like abilitiesAnimal Shapes, Animate Plants, or Control Weather.
A Green Knight may call upon this power an additional time each week at 11th level and every four levels thereafter.
Divine Health (Ex): At 8th level, a Green Knight gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.
Aura of Fecundity (Ex): Beginning at 10th level, whenever a Green Knight uses his smite the unnatural class feature he may spend an additional daily use. If he does, each ally within 20ft of him is entitled to make a smite attack against an unnatural creature once before the end of the ally's next turn. These smite attacks have a +4 bonus to hit and deal 1d6 extra damage plus 1d6 damage per two character levels that ally has after 1st, but do not possess the other effects that a Green Knight's smite attacks do.
Tongue of the Sun and Moon (Ex): A Green Knight of 12th level or higher can speak with any living creature, even if that creature does not have a language. He may also speak with earth and stone as if affected by a permanent Stone Tell spell. Finally, he gains a sacred bonus to all Diplomacy and Handle Animal checks equal to ½ his class level.
Aura of Healing (Su): Beginning at 14th level the Green Knight and each ally within 20ft of him regain a number of hit points equal to the Green Knight's Charisma modifier at the start of any turn when that creature is below 50% of its maximum hit points. If instead that creature is at maximum hit points, but is poisoned or diseased, that creature is cured of one poison or disease currently afflicting it.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Timeless Body (Ex): Starting at 16th level, a Green Knight does not age and loses any penalties he has taken from aging to this point.
While conscious, the Green Knight has Regeneration of a value equal to his Constitution modifier, but cures himself of nonlethal damage only once per hour rather than once each round. His regeneration is overcome by acid damage, fire damage, vile damage, or by negative energy.
A Green Knight with a Constitution modifier of +0 or a negative Constitution modifier does not have Regeneration until he has a Constitution modifier of at least +1.
Aura of Natural Order (Ex): Beginning at 18th level, animals, elementals, fey, oozes, plants, and vermin always have an initial attitude of indifferent or better toward the Green Knight.
Furthermore, aberrations, constructs, magical beasts, (extraplanar) outsiders, and undead must succeed on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier) to attack allies of the Green Knight that remain within 30ft of him. Such creatures may attack the Green Knight normally.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Nature's Champion (Sp/Su): At 20th level, the Green Knight becomes a conduit through which the raw power of nature flows. He gains Damage Reduction 10/ against the attacks of unnatural creatures and whenever such a creature fails its Will save against his smite attack it permanently loses all spell-like and supernatural abilities, including the ability to cast spells. An extraplanar outsider that fails its save is returned to its home plane as if by a Banishment spell, while an aberration is sent to the Far Plane as if by a Plane Shift spell. A construct that fails this save by 5 or more is rendered permanently inert.
By spending three of his daily uses of Zone of Purity, one of his weekly uses of Verdant Miracle, and 10 minutes in prayer a Green Knight of 20th level may create a permanent Zone of Purity as a spell-like ability with a bonus to his turning check equal to ½ his class level.
Perfect Self (Ex): A Green Knight of 20th level and higher gains the fey creature type in addition to his other creature types and gains the augmented subtype. He is not affected by harmful spells or abilities that rely on creature types or subtypes unless those effects can affect fey. Harmless spells and abilities affect him normally. A Green Knight that already was a fey gains a +2 perfection bonus to his Charisma score.
Calculate each of the Green Knight's ability scores without the benefit (or penalty) of any modifiers aside from inherent and racial modifiers. Any score found to be lower than 20 in this way is increased to 20 before adding other modifiers to it.
Alignment: Chaotic Good or Neutral Good
Race: A Green Knight must be a living creature.
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th
1st|+1|+2|+0|+2|Aura of Good, Smite the Unnatural 1/day, Wild Empathy|2|||||
2nd|+2|+3|+0|+3|Aura of Resolve, Zone of Purity|3|0||||
3rd|+3|+3|+1|+3|Font of Vitality, Woodland Stride|3|1||||
4th|+4|+4|+1|+4|Divine Grace|3|2|0|||
5th|+5|+4|+1|+4|Special Companion, Smite the Unnatural 2/day|3|3|1|||
6th|+6/+1|+5|+2|+5|Aura of Faith|3|3|2|||
7th|+7/+2|+5|+2|+5|Verdant Miracle 1/week|3|3|2|0||
8th|+8/+3|+6|+2|+6|Divine Health|3|3|3|1||
9th|+9/+4|+6|+3|+6|Smite the Unnatural 3/day|3|3|3|2||
10th|+10/+5|+7|+3|+7|Aura of Fecundity|3|3|3|2|0|
11th|+11/+6/+1|+7|+3|+7|Verdant Miracle 2/week|3|3|3|3|1|
12th|+12/+7/+2|+8|+4|+8|Tongue of the Sun and Moon|3|3|3|3|2|
13th|+13/+8/+3|+8|+4|+8|Smite the Unnatural 4/day|3|3|3|3|2|0
14th|+14/+9/+4|+9|+4|+9|Aura of Healing|4|3|3|3|3|1
15th|+15/+10/+5|+9|+5|+9|Verdant Miracle 3/week|4|4|3|3|3|2
16th|+16/+11/+6/+1|+10|+5|+10|Timeless Body|4|4|4|3|3|2
17th|+17/+12/+7/+2|+10|+5|+10|Smite the Unnatural 5/day|4|4|4|4|3|3
18th|+18/+13/+8/+3|+11|+6|+11|Aura of Natural Order|4|4|4|4|4|3
19th|+19/+14/+9/+4|+11|+6|+11|Verdant Miracle 4/week|4|4|4|4|4|4
20th|+20/+15/+10/+5|+12|+6|+12|Nature's Champion, Perfect Self|4|4|4|4|4|4
[/table]
Class Skills (4 + Int modifier per level): Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiencies
A Green Knight is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells
A Green Knight casts divine spells, which are drawn from the Druid, Paladin, and Ranger spell lists. His alignment may restrict him from casting certain spells opposed to him moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A Green Knight must choose and prepare his spells in advance (see below).
To prepare or cast a spell, the Green Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Green Knights spell is 10 + the spell level + the Green Knights Charisma modifier.
Like other spellcasters, a Green Knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score. He does not have access to any domain spells or granted powers, as a cleric does.
A Green Knight prepares and casts spells the way a Cleric does, and he may lose a prepared spell to cast a cure spell in its place as a Cleric does. A Green Knight may prepare and cast any spell on the Druid, Paladin, or Ranger spell lists, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Aura of Good (Ex): The power of a Green Knight's aura of good (see the Detect Good spell) is equal to his class level.
Smite the Unnatural (Su): Once per day, a Green Knight may attempt to smite an unnatural creature (aberrations, constructs, magical beasts, outsiders with the extraplanar subtype, and undead are all unnatural) with a single attack. He adds either his Charisma modifier or +4 (whichever is higher) as a sacred bonus to his attack roll and deals 1d6 extra damage to the creature per odd class level (2d6 at 3rd level, 3d6 at 5th level, and so on). If he accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day.
A living unnatural creature successfully struck by a smite attack in this way must succeed on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier) or become sickened while they remain within 30ft of the Green Knight and for 1 round after. Constructs and undead become staggered instead. A living creature that is killed by this attack crumbles and rots, quickly turning into nutrient rich compost, and cannot be brought back to life except by a Miracle or Wish spell. Constructs and undead destroyed by this attack are turned to a fine dust.
At 5th level, and at every four levels thereafter, the Green Knight may smite the unnatural one additional time per day.
Wild Empathy (Ex): A Green Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds his class level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Green Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Green Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Aura of Resolve (Ex): Beginning at 2nd level, a Green Knight is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Zone of Purity (Su): A 2nd level Green Knight is able to fend off unnatural creatures with an infusion of pure, natural power. To use this ability, make a Turning check and as a Cleric would to Turn or Rebuke Undead using your Green Knight level to roll turning damage. However, instead of affecting undead within 60ft of you, you affect all unnatural creatures in a 40ft radius centered anywhere within 100ft + 10ft/class level.
Turned creatures immediately flee the area by the best and fastest means available to them until they have moved past the 40ft radius at which point they may act normally except that they cannot re-enter the area while the zone persists. If a turned creature cannot escape the area's radius it will flee to the furthest edge possible. While a turned creature remains in the radius it is confused unless it succeeds on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier). This save must be made at the start of each round the creature remains in the area.
A Zone of Purity persists for 1 minute (10 rounds). While a Zone of Purity persists, unnatural creatures whose total hit dice do not exceed the highest HD of creatures affected must succeed on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier) to enter the area. Turned creatures automatically fail this save.
A Green Knight may create a Zone of Purity a number of times per day equal to 3 + his Charisma modifier. A Green Knight with 5 or more ranks in Knowledge (Nature) gets a +2 bonus on turning checks he makes to affect unnatural creatures within a Zone of Purity.
Font of Vitality (Su): Starting at 3rd level, a Green Knight taps into a well of natural power that can regenerate damage dealt to him and can be used to heal others. He has a pool of healing points equal to his class level Χ his Charisma modifier (minimum 0). Anytime he loses hit points, if he has points of healing left in this pool, he may subtract any number of them rather than lose those hit points.
As a standard action, a Green Knight may sacrifice any number of points of healing from his pool and touch a creature to restore an equal number of lost hit points to the touched creature. This is a positive energy effect and may alternatively be used to damage undead creatures.
In addition, a Green Knight can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual at the cost of 5 healing points; or he can remove the exhausted, nauseated, paralyzed, poisoned, or stunned condition from one individual at the cost of 10 healing points; or he can remove a negative level or the blinded, deafened, or diseased condition from one individual at the cost of 20 healing points.
A Green Knight can remove a condition (or more than one condition) and restore hit points with the same touch, so long as he expends the required number of points. For example, if he wished to heal 12 points of damage and remove the blinded and exhausted conditions from a target, he would need to expend 42 healing points (12 hit points restored + 20 points for the blinded condition + 10 points for the exhausted condition). A Green Knight removing conditions from himself is a free action, but it must be done on the Green Knight's turn.
A Green Knight with points of healing left in his pool that is brought to fewer than 0 but greater than -10 hit points automatically stabilizes.
A Green Knight that runs his pool dry can replenish his healing points with 8 hours of rest.
Woodland Stride (Ex): Starting at 3rd level, a Green Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Divine Grace (Su): At 4th level, a Green Knight adds his Charisma bonus (if any) as a sacred bonus to all saving throws.
Special Companion (Su): Upon reaching 5th level, a Green Knight gains the service of an unusually intelligent, strong, and loyal animal companion to aid him in his efforts to preserve the natural world. This ability functions exactly as a Druid's animal companion except that the Green Knight's companion has the Intelligence, share saving throws, improved speed, and spell resistance of a Paladin's special mount (see table below for adjustments).
{table=head]Class Level|Bonus HD|Natural Armor Adj|Str/Dex Adj|Int|Bonus Tricks|Special
5th-7th|
+2|
+2|
+2|
6|
2|Link, Share Saving Throws, Share Spells
8th-10th|
+5|
+5|
+3|
7|
4|Devotion, Evasion, Improved Speed
11th-13th|
+7|
+7|
+4|
8|
5|Multiattack
14th-16th|
+10|
+10|
+5|
9|
6|Improved Evasion
17th-20th|
+12|
+12|
+6|
10|
7|Spell Resistance
[/table]
Aura of Faith (Su): Beginning at 6th level, a Green Knight's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is likewise treated as good-aligned.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Verdant Miracle (Sp): Starting at 7th level, once each week, a Green Knight is able to call upon phenomenal natural power to cast one of the following spell like abilitiesAnimal Shapes, Animate Plants, or Control Weather.
A Green Knight may call upon this power an additional time each week at 11th level and every four levels thereafter.
Divine Health (Ex): At 8th level, a Green Knight gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.
Aura of Fecundity (Ex): Beginning at 10th level, whenever a Green Knight uses his smite the unnatural class feature he may spend an additional daily use. If he does, each ally within 20ft of him is entitled to make a smite attack against an unnatural creature once before the end of the ally's next turn. These smite attacks have a +4 bonus to hit and deal 1d6 extra damage plus 1d6 damage per two character levels that ally has after 1st, but do not possess the other effects that a Green Knight's smite attacks do.
Tongue of the Sun and Moon (Ex): A Green Knight of 12th level or higher can speak with any living creature, even if that creature does not have a language. He may also speak with earth and stone as if affected by a permanent Stone Tell spell. Finally, he gains a sacred bonus to all Diplomacy and Handle Animal checks equal to ½ his class level.
Aura of Healing (Su): Beginning at 14th level the Green Knight and each ally within 20ft of him regain a number of hit points equal to the Green Knight's Charisma modifier at the start of any turn when that creature is below 50% of its maximum hit points. If instead that creature is at maximum hit points, but is poisoned or diseased, that creature is cured of one poison or disease currently afflicting it.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Timeless Body (Ex): Starting at 16th level, a Green Knight does not age and loses any penalties he has taken from aging to this point.
While conscious, the Green Knight has Regeneration of a value equal to his Constitution modifier, but cures himself of nonlethal damage only once per hour rather than once each round. His regeneration is overcome by acid damage, fire damage, vile damage, or by negative energy.
A Green Knight with a Constitution modifier of +0 or a negative Constitution modifier does not have Regeneration until he has a Constitution modifier of at least +1.
Aura of Natural Order (Ex): Beginning at 18th level, animals, elementals, fey, oozes, plants, and vermin always have an initial attitude of indifferent or better toward the Green Knight.
Furthermore, aberrations, constructs, magical beasts, (extraplanar) outsiders, and undead must succeed on a Will save (DC 10 + ½ the Green Knight's level + the Green Knight's Charisma modifier) to attack allies of the Green Knight that remain within 30ft of him. Such creatures may attack the Green Knight normally.
This ability functions only while the Green Knight is conscious, not if he is unconscious or dead.
Nature's Champion (Sp/Su): At 20th level, the Green Knight becomes a conduit through which the raw power of nature flows. He gains Damage Reduction 10/ against the attacks of unnatural creatures and whenever such a creature fails its Will save against his smite attack it permanently loses all spell-like and supernatural abilities, including the ability to cast spells. An extraplanar outsider that fails its save is returned to its home plane as if by a Banishment spell, while an aberration is sent to the Far Plane as if by a Plane Shift spell. A construct that fails this save by 5 or more is rendered permanently inert.
By spending three of his daily uses of Zone of Purity, one of his weekly uses of Verdant Miracle, and 10 minutes in prayer a Green Knight of 20th level may create a permanent Zone of Purity as a spell-like ability with a bonus to his turning check equal to ½ his class level.
Perfect Self (Ex): A Green Knight of 20th level and higher gains the fey creature type in addition to his other creature types and gains the augmented subtype. He is not affected by harmful spells or abilities that rely on creature types or subtypes unless those effects can affect fey. Harmless spells and abilities affect him normally. A Green Knight that already was a fey gains a +2 perfection bonus to his Charisma score.
Calculate each of the Green Knight's ability scores without the benefit (or penalty) of any modifiers aside from inherent and racial modifiers. Any score found to be lower than 20 in this way is increased to 20 before adding other modifiers to it.