Duke Malagigi
2007-06-30, 01:34 AM
I've reworked some class features and included a full explantion of my Detect Evil rules. If you think that any of these class abilities are over powered please say so.
After noting the Poke-mount jokes, early ability to cast spells, front loaded nature, mocking of this noble warriors with the title "Lawful Stupid" and restrictions against non-Lawfuls and multiclassing. To correct this and restore paladins to their proper glory (except Miko, she never was a paladin by my standards). As such, I give you the consecrated knight. Please note that some of the flavor text comes from the paladin flavor text of 1st and 2nd edition. Just tell me what you think, please. Also, if you are wondering about the part on races it comes from a campaign setting I'm working on.
Consecrated Knight
Lawfulness and good deeds are the meat and drink of a paladin. By the same token a knight benefactor would be sustained by benevolence and mercy bereft of social or political notions or viewpoints, while a marshal of liberty would see goodness and freedom as her staple. These are the beliefs of the consecrated knights.
Throughout legend and history there are many heroes who could be called paladins: Roland and the 12 Peers of Charlemagne, Saladin, General Charles Gordon, Sir Gawain and Sir Galahad are all examples of the paladin branch of this class. There are also historical and fictional inspirations for marshals of liberty as well. These range from the Marquis de Lafayette, General von Steuben and even such pop culture characters as Shrek and Mike Mingola's Hellboy. Those of the knight benefactor persuasion are much more difficult to find. However Will Turner from the Pirates of the Caribbean could be thought of as an example of a more swashbuckling knight benefactor.
Adventures: The main reasons for a consecrated knight to venture abroad are to defend the innocent, combat those who threaten one's religion, to spread righteousness and mercy through out the land and alleviate the suffering of others. This can include literally holding back the forces of Hell, the Gray Wastes or the Abyss. In some cases all three.
Characteristics: Compassion, moral restraint, love of life, courage and a willingness to give your life to protect another are traits that all consecrated knights must share. Having a stick up your posterior is not one of those traits. Mostly only those who barely deserve the title of consecrated knight feature this trait. Unfortunately this is for the most part due to the relatively small number of paladins who started out as monks first.
Alignment: Any Good. Lawful Goods are paladins, Neutral Goods are knight benefactors and Chaotic Goods are marshals of liberty.
Religion: Whether a paladin, knight benefactor or marshal of liberty a consecrated knight is deeply religious. This does not mean, however that a consecrated knight is some sort of religious fanatic. In fact the self-righteousness and the willingness to do absolutely any thing in the name of one's god would prohibit you from being a consecrated knight.
Background: Consecrated knights tend to come from either very religious families or proud military ones. It's also not uncommon for individuals who once considered the life of clergy member before leaving the seminary for a secular military life to follow this path.
Races: The paladin branch of this class is found mostly among the humans of Royaume Vert and the dwarves of Felsen Haupt. At the same time the more religious officers of the gnomish militias of the Weiße Gebirgsrepublik tend to become knight benefactors. Because of their devotion to such ideals as freedom and liberty both the elves and ogres of Tir Saoirse produce the greatest number of marshals of liberty. Among other races consecrated knights are so rare that they are virtually non-existent.
Other Classes: Consecrated knights tend to get along well with most other classes except those that prevent Good-aligned characters from joining their ranks as well as with non-celestial binders and sorcerers. The reason why consecrated knights mistrust sorcerers and binders is that their power requires binding and controlling others to gain arcane power. This is because of the fact the binding and sorcery often times requires either infernal pacts or force. On the other hand they tend to get along rather well with wizards whom consecrated knights view as capable arcane scientists and researchers.
Abilities: Consecrated knight are leaders and commanders with holy powers to discharge such duties. Because of this consecrated knights must intelligent, wise, charismatic and able to withstand rigors of combat, military life and the wild. This means that a consecrated knight's chief abilities are Charisma, Wisdom, Intelligence and Constitution. In addition the standard armored knight reflected in this version of class would find Strength of much greater importance than Dexterity. A more nimble and swashbuckling consecrated knight would favor Dexterity instead.
Hit Dice: d10.
Skill Points per level: 4+int modifier.
Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nobility and Royalty, Religion, History, Geography, Architecture and Engineering, Tactics (optional)), Perform, Profession, Ride, Sense Motive, Swim.
Weapon Proficiencies: All simple and martial weapons.
Armor Proficiencies: All armor and shields.
Alignment: Lawful Good for paladins, Neutral Good for knight benefactors and Chaotic Good for marshals of liberty.
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +3 Divine Grace, Lay on Hands
3rd +3 +3 +1 +3 Aura of Courage, Divine Health
4th +4 +4 +1 +4 Turn Undead, Defense for the Repentant
5th +5 +4 +1 +4 Smite Evil 2/day, Holy Mount
6th +6/+1 +5 +2 +5 Remove disease 1/week, leadership or skill focus: diplomacy
7th +7/+2 +5 +2 +5 Divine balm
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Remove disease 2/week
10th +10/+5 +7 +3 +7 Smite evil 3/day
11th +11/+6/+1 +7 +3 +7 Woe unto the wicked
12th +12/+7/+2 +8 +4 +8 Remove disease 2/week
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 Remove disease 4/week, smite evil 4/day
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Remove disease 5/week
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Smite evil 5/day, So that Others May Live
Spells
The Consecrated Knight: Spells per Day
Level 0 1st 2nd 3rd 4th
1st - - - - -
2nd - - - - -
3rd - - - - -
4th - - - - -
5th - - - - -
6th - - - - -
7th - - - - -
8th - - - - -
9th 4 1 - - -
10th 4 2 - - -
11th 4 2 1 - -
12th 4 2 2 - -
13th 4 2 2 1 -
14th 4 3 2 2 -
15th 4 3 3 2 1
16th 4 3 3 2 2
17th 4 4 3 2 2
18th 4 4 4 3 3
19th 4 4 4 4 3
20th 4 4 4 4 4
Class Features
All of the following are class features of the consecrated knight.
Weapon and Armor Proficiency: Consecrated knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. The medium and heavy armor proficiency may be exchanged for the choice of one fighter bonus feat.
Aura of Good (Ex): The power of a consecrated knight’s aura of good (see the detect good spell) is equal to her consecrated knight level.
Detect Evil (Sp): At will, a consecrated knight can use detect evil, as the spell, except for some differences. However, this is a full round action and involves some sort of ritual decided upon by the consecrated knight. Unlike the spell the consecrated knight can discern the extent of their suspect's evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.
The Consecrated Knight: Detect Evil
{table=head]Degree|Source|Sensation
-1 Neutral with Evil tendencies|
Bullies, some pick pockets, Bernard Black and common con men.|Itching finger tips.
-2 Evil with Neutral tendencies|
Muggers and loan sharks.|Tiny pinpricks though out fingers.
-3 Evil|
Brigands, thugs, murderers, most non-comsic fiends, most Dukes of Hell, Edmund Blackadder and Belkar.|Sharp but short-lived pain in the extremities.
-4 Vile|
War criminals, Jonathan Teatime and most archfiends.|Short but sharp throbbing pain in all extremities.
-5 Pure Evil|
The most demented war mongering genocidal tyrants, Carcer, Findthee Swing, the Auditors of Reality and all remaining archfiends.|Brief but agonizing full body pain.[/table]
Smite Evil (Su): Once per day, a consecrated knight may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per consecrated knight level. If the consecrated knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the consecrated knight may smite evil one additional time per day, as indicated on Table: The Consecrated Knight, to a maximum of five times per day at 20th level.
If the target was Neutral with Evil tendencies and threatened another sentient creature the smite bonus is inflicted as non-lethal damage. If made a successful smite use against a target of Vile or worse status the additional damage is equal to the consecrated knight's class level times 1.5.
Divine Grace (Su): At 2nd level, a consecrated knight gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a consecrated knight with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her consecrated knight level x her Charisma bonus. A consecrated knight may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a consecrated knight can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The consecrated knight decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a consecrated 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.
This ability functions while the consecrated knight is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a consecrated knight gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a consecrated knight reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Defense for the Repentant (Su): After reaching 4th level any evil doer who willingly surrenders to you, and truly repents of his or her evil acts is now subject to your divine grace as if he or she was a consecrated knight. You also automatically know when your ward is in danger. However, by the same token you are responsible for your ward's safety. This means that if you allow harm to befall this person you lose all consecrated knight powers untill you atone and attempt to repair the damage caused. The protective bond is broken if your ward commits any evil acts under your care or has been moved to safety.
Holy Mount (Sp): Upon reaching 5th level, a consecrated knight may quest for a highly intelligent animal to serve as a mount. Typically this is a warhorse but other animals are allowed. While the word “quest” is used, a consecrated knight may simply meet his bonded mount on the way to greater quest or any other memorable event. Any such mount must have hit dice or Challenge Rating (DM's choice) equal to or less than that of the consecrated knight.
Appropriate mounts would include awakened animals such as horses, wolves, bears or rhinoceros. This is in addition to such creatures as pegasi, unicorns (with the proper feats), griffons, some dragons (see unicorns) and flumphs.
Should the consecrated knight’s mount die, the consecrated knight must wait for one whole year to obtain a new mount. If the consecrated knight’s mount was killed due to incompetence, neglect or cowardice on the part of the consecrated knight, he must wait for ten years instead. If said mount dies because of abuse or deliberate neglect on the consecrated knight’s part, she can not receive a new mount, ever. In fact this may even cause irrevocable loss of consecrated knight status.
Leadership: Consecrated knights are more than warriors with minor divine gifts are, they are leaders and commanders. For this reason, consecrated knights automatically gain Leadership as a bonus feat at 6th level unless they already possess it. If they do they may take a social skill related feat or a fighter bonus feat.
Remove Disease (Sp): At 6th level, a consecrated knight can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Divine Balm (Su): Starting at 7th level, a consecrated knight is endowed with the ability to purge disease and affliction on a somewhat more frequent basis. In game terms this means that a consecrated knight can remove disease an extra number of times per week equal to his or her Charisma bonus.
Spells: Beginning at 9th level, a consecrated knight gains the ability to cast a small number of divine spells, which are drawn from the cleric list with additional consecrated knight only spells. A consecrated knight need not choose and prepare her spells in advance.
To prepare or cast a spell, a consecrated knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a consecrated knight’s spell is 10 + the spell level + the consecrated knight’s Wisdom modifier.
Like other spellcasters, a consecrated knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Consecrated Knight. In addition, she receives bonus spells per day if she has a high Wisdom score. The consecrated knight does not have access to any domain spells or granted powers, as a cleric does.
Through 8th level, a consecrated knight has no caster level. At 9th level and higher, her caster level is equal to her consecrated knight level minus eight.
Woe Unto the Wicked (Su): At 11th level the consecrated knight or knight errant, as now called, strikes terror into the hearts of the cruelest and most depraved of transgressers. This means that of the consecrated knight succeds on any attack roll involving his or her smite Evil power, the transgresser Must pass a Will Save with a DC of 10 + consecrated knight level x multipliers below + Cha modifier. If the target fails on his saving throw he or she is shaken. If the saving throw is failed by 10 or more the target frightened. While if the saving throw is failed by 25 or more the target is panicked. If the target has failed his or her saving throw by 40 or more they are instead cowering. Either state lasts a number rounds equal the consecrated knight's Charisma modifier+2.
{table=head]Severity|Multiplier|Crimes or attempted crimes
Minor|
x0.5|Mild bullying and verbal abuse.
Lesser|
x1|Bullying, physical abuse and undeserved theft. By undeserved theft I mean theft from the innocent. By innocent I mean those have not caused physical harm or known financial harm unless in self defense or in defending others.
Moderate|
x1.5|Assault, battery or robbery.
Harsh|
x2|Battery with a deadly weapon or robbery.
Severe|
x2.5|Murder, torture, rape or mutilation.[/table]
So That Others May Live (Su): In the ultimate act of willing self-sacrifice a consecrated knight may impose him or herself in between an enemy force and its intended victims and invoke the power of their Divine or Cosmic patron to redirect all attacks towards him or herself. This requires four rounds in which the consecrated knight may take no offensive action, or move more than 10 feet. This ability also renders the user vulnerable to Attacks of Opportunity and flatfooted for those four rounds. While this power is in affect no enemy can pass the consecrated knight or harm any of the user’s protectees. In addition all missile and melee attacks are resolved against the consecrated knight using this ability. So That Others May Live lasts as long as the threat persists, regardless of the consecrated knight's status. The supernatual barrier is 50 feet long and directly infront of the consecrated knight's beneficiaries.
Code of Conduct: A consecrated knight must be of good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a consecrated knight’s code requires that she act with honor (not lying and not cheating unless the life or dignity of an innocent is at stake, not using poison, and so forth), to help those in need, and punish those who harm or threaten innocents. Also a consecrated knight may flee from battle only if her charges are safely retreating themselves. She may drink alcoholic beverages and gamble if such activities are permitted by her religion, provided that she doesn’t drink or gamble to excess. A consecrated knight must also actively perform good deeds whenever the need arises. In other words, fighting evil alone is not enough to be a consecrated knight. Acts of mercy and compassion are the hallmarks of a consecrated knight and she must always be ready to perform such actions. This does not mean that you have to show any pity for some one who has committed truly evil or even vile acts and does not repent. Some one like that would deserve hanging or some other capital or very harsh punishment. Just because you happen to be a warrior for cosmic or divine good doesn't mean you're a nice guy.
Associates: While she may adventure with characters of any good or neutral alignment, a consecrated knight will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A consecrated knight may accept only henchmen, followers, or cohorts who are the same alignment. Note: straitjacketing an evilly aligned character or otherwise preventing him from causing harm out side of battle is not an association. You're not his friend, pal, buddy or partner. You're his warden. Act like it.
Ex-Consecrated knights
A consecrated knight who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all consecrated knight spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies or marshal abilities and leadership). She may not progress any farther in levels as a consecrated knight. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a consecrated knight may be a multiclass character.
After noting the Poke-mount jokes, early ability to cast spells, front loaded nature, mocking of this noble warriors with the title "Lawful Stupid" and restrictions against non-Lawfuls and multiclassing. To correct this and restore paladins to their proper glory (except Miko, she never was a paladin by my standards). As such, I give you the consecrated knight. Please note that some of the flavor text comes from the paladin flavor text of 1st and 2nd edition. Just tell me what you think, please. Also, if you are wondering about the part on races it comes from a campaign setting I'm working on.
Consecrated Knight
Lawfulness and good deeds are the meat and drink of a paladin. By the same token a knight benefactor would be sustained by benevolence and mercy bereft of social or political notions or viewpoints, while a marshal of liberty would see goodness and freedom as her staple. These are the beliefs of the consecrated knights.
Throughout legend and history there are many heroes who could be called paladins: Roland and the 12 Peers of Charlemagne, Saladin, General Charles Gordon, Sir Gawain and Sir Galahad are all examples of the paladin branch of this class. There are also historical and fictional inspirations for marshals of liberty as well. These range from the Marquis de Lafayette, General von Steuben and even such pop culture characters as Shrek and Mike Mingola's Hellboy. Those of the knight benefactor persuasion are much more difficult to find. However Will Turner from the Pirates of the Caribbean could be thought of as an example of a more swashbuckling knight benefactor.
Adventures: The main reasons for a consecrated knight to venture abroad are to defend the innocent, combat those who threaten one's religion, to spread righteousness and mercy through out the land and alleviate the suffering of others. This can include literally holding back the forces of Hell, the Gray Wastes or the Abyss. In some cases all three.
Characteristics: Compassion, moral restraint, love of life, courage and a willingness to give your life to protect another are traits that all consecrated knights must share. Having a stick up your posterior is not one of those traits. Mostly only those who barely deserve the title of consecrated knight feature this trait. Unfortunately this is for the most part due to the relatively small number of paladins who started out as monks first.
Alignment: Any Good. Lawful Goods are paladins, Neutral Goods are knight benefactors and Chaotic Goods are marshals of liberty.
Religion: Whether a paladin, knight benefactor or marshal of liberty a consecrated knight is deeply religious. This does not mean, however that a consecrated knight is some sort of religious fanatic. In fact the self-righteousness and the willingness to do absolutely any thing in the name of one's god would prohibit you from being a consecrated knight.
Background: Consecrated knights tend to come from either very religious families or proud military ones. It's also not uncommon for individuals who once considered the life of clergy member before leaving the seminary for a secular military life to follow this path.
Races: The paladin branch of this class is found mostly among the humans of Royaume Vert and the dwarves of Felsen Haupt. At the same time the more religious officers of the gnomish militias of the Weiße Gebirgsrepublik tend to become knight benefactors. Because of their devotion to such ideals as freedom and liberty both the elves and ogres of Tir Saoirse produce the greatest number of marshals of liberty. Among other races consecrated knights are so rare that they are virtually non-existent.
Other Classes: Consecrated knights tend to get along well with most other classes except those that prevent Good-aligned characters from joining their ranks as well as with non-celestial binders and sorcerers. The reason why consecrated knights mistrust sorcerers and binders is that their power requires binding and controlling others to gain arcane power. This is because of the fact the binding and sorcery often times requires either infernal pacts or force. On the other hand they tend to get along rather well with wizards whom consecrated knights view as capable arcane scientists and researchers.
Abilities: Consecrated knight are leaders and commanders with holy powers to discharge such duties. Because of this consecrated knights must intelligent, wise, charismatic and able to withstand rigors of combat, military life and the wild. This means that a consecrated knight's chief abilities are Charisma, Wisdom, Intelligence and Constitution. In addition the standard armored knight reflected in this version of class would find Strength of much greater importance than Dexterity. A more nimble and swashbuckling consecrated knight would favor Dexterity instead.
Hit Dice: d10.
Skill Points per level: 4+int modifier.
Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nobility and Royalty, Religion, History, Geography, Architecture and Engineering, Tactics (optional)), Perform, Profession, Ride, Sense Motive, Swim.
Weapon Proficiencies: All simple and martial weapons.
Armor Proficiencies: All armor and shields.
Alignment: Lawful Good for paladins, Neutral Good for knight benefactors and Chaotic Good for marshals of liberty.
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +3 Divine Grace, Lay on Hands
3rd +3 +3 +1 +3 Aura of Courage, Divine Health
4th +4 +4 +1 +4 Turn Undead, Defense for the Repentant
5th +5 +4 +1 +4 Smite Evil 2/day, Holy Mount
6th +6/+1 +5 +2 +5 Remove disease 1/week, leadership or skill focus: diplomacy
7th +7/+2 +5 +2 +5 Divine balm
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Remove disease 2/week
10th +10/+5 +7 +3 +7 Smite evil 3/day
11th +11/+6/+1 +7 +3 +7 Woe unto the wicked
12th +12/+7/+2 +8 +4 +8 Remove disease 2/week
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 Remove disease 4/week, smite evil 4/day
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Remove disease 5/week
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Smite evil 5/day, So that Others May Live
Spells
The Consecrated Knight: Spells per Day
Level 0 1st 2nd 3rd 4th
1st - - - - -
2nd - - - - -
3rd - - - - -
4th - - - - -
5th - - - - -
6th - - - - -
7th - - - - -
8th - - - - -
9th 4 1 - - -
10th 4 2 - - -
11th 4 2 1 - -
12th 4 2 2 - -
13th 4 2 2 1 -
14th 4 3 2 2 -
15th 4 3 3 2 1
16th 4 3 3 2 2
17th 4 4 3 2 2
18th 4 4 4 3 3
19th 4 4 4 4 3
20th 4 4 4 4 4
Class Features
All of the following are class features of the consecrated knight.
Weapon and Armor Proficiency: Consecrated knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. The medium and heavy armor proficiency may be exchanged for the choice of one fighter bonus feat.
Aura of Good (Ex): The power of a consecrated knight’s aura of good (see the detect good spell) is equal to her consecrated knight level.
Detect Evil (Sp): At will, a consecrated knight can use detect evil, as the spell, except for some differences. However, this is a full round action and involves some sort of ritual decided upon by the consecrated knight. Unlike the spell the consecrated knight can discern the extent of their suspect's evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.
The Consecrated Knight: Detect Evil
{table=head]Degree|Source|Sensation
-1 Neutral with Evil tendencies|
Bullies, some pick pockets, Bernard Black and common con men.|Itching finger tips.
-2 Evil with Neutral tendencies|
Muggers and loan sharks.|Tiny pinpricks though out fingers.
-3 Evil|
Brigands, thugs, murderers, most non-comsic fiends, most Dukes of Hell, Edmund Blackadder and Belkar.|Sharp but short-lived pain in the extremities.
-4 Vile|
War criminals, Jonathan Teatime and most archfiends.|Short but sharp throbbing pain in all extremities.
-5 Pure Evil|
The most demented war mongering genocidal tyrants, Carcer, Findthee Swing, the Auditors of Reality and all remaining archfiends.|Brief but agonizing full body pain.[/table]
Smite Evil (Su): Once per day, a consecrated knight may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per consecrated knight level. If the consecrated knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the consecrated knight may smite evil one additional time per day, as indicated on Table: The Consecrated Knight, to a maximum of five times per day at 20th level.
If the target was Neutral with Evil tendencies and threatened another sentient creature the smite bonus is inflicted as non-lethal damage. If made a successful smite use against a target of Vile or worse status the additional damage is equal to the consecrated knight's class level times 1.5.
Divine Grace (Su): At 2nd level, a consecrated knight gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a consecrated knight with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her consecrated knight level x her Charisma bonus. A consecrated knight may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a consecrated knight can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The consecrated knight decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a consecrated 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.
This ability functions while the consecrated knight is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a consecrated knight gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a consecrated knight reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Defense for the Repentant (Su): After reaching 4th level any evil doer who willingly surrenders to you, and truly repents of his or her evil acts is now subject to your divine grace as if he or she was a consecrated knight. You also automatically know when your ward is in danger. However, by the same token you are responsible for your ward's safety. This means that if you allow harm to befall this person you lose all consecrated knight powers untill you atone and attempt to repair the damage caused. The protective bond is broken if your ward commits any evil acts under your care or has been moved to safety.
Holy Mount (Sp): Upon reaching 5th level, a consecrated knight may quest for a highly intelligent animal to serve as a mount. Typically this is a warhorse but other animals are allowed. While the word “quest” is used, a consecrated knight may simply meet his bonded mount on the way to greater quest or any other memorable event. Any such mount must have hit dice or Challenge Rating (DM's choice) equal to or less than that of the consecrated knight.
Appropriate mounts would include awakened animals such as horses, wolves, bears or rhinoceros. This is in addition to such creatures as pegasi, unicorns (with the proper feats), griffons, some dragons (see unicorns) and flumphs.
Should the consecrated knight’s mount die, the consecrated knight must wait for one whole year to obtain a new mount. If the consecrated knight’s mount was killed due to incompetence, neglect or cowardice on the part of the consecrated knight, he must wait for ten years instead. If said mount dies because of abuse or deliberate neglect on the consecrated knight’s part, she can not receive a new mount, ever. In fact this may even cause irrevocable loss of consecrated knight status.
Leadership: Consecrated knights are more than warriors with minor divine gifts are, they are leaders and commanders. For this reason, consecrated knights automatically gain Leadership as a bonus feat at 6th level unless they already possess it. If they do they may take a social skill related feat or a fighter bonus feat.
Remove Disease (Sp): At 6th level, a consecrated knight can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Divine Balm (Su): Starting at 7th level, a consecrated knight is endowed with the ability to purge disease and affliction on a somewhat more frequent basis. In game terms this means that a consecrated knight can remove disease an extra number of times per week equal to his or her Charisma bonus.
Spells: Beginning at 9th level, a consecrated knight gains the ability to cast a small number of divine spells, which are drawn from the cleric list with additional consecrated knight only spells. A consecrated knight need not choose and prepare her spells in advance.
To prepare or cast a spell, a consecrated knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a consecrated knight’s spell is 10 + the spell level + the consecrated knight’s Wisdom modifier.
Like other spellcasters, a consecrated knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Consecrated Knight. In addition, she receives bonus spells per day if she has a high Wisdom score. The consecrated knight does not have access to any domain spells or granted powers, as a cleric does.
Through 8th level, a consecrated knight has no caster level. At 9th level and higher, her caster level is equal to her consecrated knight level minus eight.
Woe Unto the Wicked (Su): At 11th level the consecrated knight or knight errant, as now called, strikes terror into the hearts of the cruelest and most depraved of transgressers. This means that of the consecrated knight succeds on any attack roll involving his or her smite Evil power, the transgresser Must pass a Will Save with a DC of 10 + consecrated knight level x multipliers below + Cha modifier. If the target fails on his saving throw he or she is shaken. If the saving throw is failed by 10 or more the target frightened. While if the saving throw is failed by 25 or more the target is panicked. If the target has failed his or her saving throw by 40 or more they are instead cowering. Either state lasts a number rounds equal the consecrated knight's Charisma modifier+2.
{table=head]Severity|Multiplier|Crimes or attempted crimes
Minor|
x0.5|Mild bullying and verbal abuse.
Lesser|
x1|Bullying, physical abuse and undeserved theft. By undeserved theft I mean theft from the innocent. By innocent I mean those have not caused physical harm or known financial harm unless in self defense or in defending others.
Moderate|
x1.5|Assault, battery or robbery.
Harsh|
x2|Battery with a deadly weapon or robbery.
Severe|
x2.5|Murder, torture, rape or mutilation.[/table]
So That Others May Live (Su): In the ultimate act of willing self-sacrifice a consecrated knight may impose him or herself in between an enemy force and its intended victims and invoke the power of their Divine or Cosmic patron to redirect all attacks towards him or herself. This requires four rounds in which the consecrated knight may take no offensive action, or move more than 10 feet. This ability also renders the user vulnerable to Attacks of Opportunity and flatfooted for those four rounds. While this power is in affect no enemy can pass the consecrated knight or harm any of the user’s protectees. In addition all missile and melee attacks are resolved against the consecrated knight using this ability. So That Others May Live lasts as long as the threat persists, regardless of the consecrated knight's status. The supernatual barrier is 50 feet long and directly infront of the consecrated knight's beneficiaries.
Code of Conduct: A consecrated knight must be of good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a consecrated knight’s code requires that she act with honor (not lying and not cheating unless the life or dignity of an innocent is at stake, not using poison, and so forth), to help those in need, and punish those who harm or threaten innocents. Also a consecrated knight may flee from battle only if her charges are safely retreating themselves. She may drink alcoholic beverages and gamble if such activities are permitted by her religion, provided that she doesn’t drink or gamble to excess. A consecrated knight must also actively perform good deeds whenever the need arises. In other words, fighting evil alone is not enough to be a consecrated knight. Acts of mercy and compassion are the hallmarks of a consecrated knight and she must always be ready to perform such actions. This does not mean that you have to show any pity for some one who has committed truly evil or even vile acts and does not repent. Some one like that would deserve hanging or some other capital or very harsh punishment. Just because you happen to be a warrior for cosmic or divine good doesn't mean you're a nice guy.
Associates: While she may adventure with characters of any good or neutral alignment, a consecrated knight will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A consecrated knight may accept only henchmen, followers, or cohorts who are the same alignment. Note: straitjacketing an evilly aligned character or otherwise preventing him from causing harm out side of battle is not an association. You're not his friend, pal, buddy or partner. You're his warden. Act like it.
Ex-Consecrated knights
A consecrated knight who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all consecrated knight spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies or marshal abilities and leadership). She may not progress any farther in levels as a consecrated knight. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a consecrated knight may be a multiclass character.