To qualify to become a Holy/Unholy Knight, a character must fulfill the following criteria.
Skills: Diplomacy 9 ranks, Gather Information 9 ranks, Knowledge (any one) 9 ranks.
Other: At the time that the character receives his first level in the Holy/Unholy Knight
prestige class, he must decide whether his faith leans toward the positive (good) or negative (evil) energy of the universe. This choice adds either the good or evil
allegiance to the character, and determines how the Holy/Unholy Knight uses certain aspects of his faith.
The following information pertains to the Holy/Unholy Knight
prestige class.
Holy/Unholy Knights gain 1d10
hit points per level. The character's Constitution modifier applies.
Holy/Unholy Knights gain a number of
action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.
The Holy/Unholy Knight's
class skills are as follows:
Climb (Str),
Diplomacy (Cha),
Handle Animal (Cha),
Intimidate (Cha),
Jump (Str), Knowledge (arcane lore, current events, history, popular culture, streetwise, tactics, technology, theology and philosophy) (Int),
Profession (Wis),
Read/Write Language (none),
Ride (Dex),
Sense Motive (Wis),
Speak Language (none),
Treat Injury (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.
The following features pertain to the Holy/Unholy Knight
prestige class.
The Holy/Unholy Knight casts
divine spells. Unless noted below, the Holy/Unholy Knight's ability functions identically to the
Acolyte's spellcasting abilities. The
Difficulty Class for a
saving throw against the Holy/Unholy Knight's spell is 10 + the spell's level + the Holy/Unholy Knight's Wisdom modifier.
The Holy/Unholy Knight doesn't acquire spells from books, scrolls, or files, nor does he prepare them through study. Instead, he meditates or prays for his spells, receiving them through his own strength of faith or as divine inspiration. The Holy/Unholy Knight must spend one hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on the Holy/Unholy Knight's spell preparation.
The Holy/Unholy Knight receives no benefit to number of spells due to higher
ability scores.
Knight Level
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-Spells per Day by Spell Level-
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0
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1
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2
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3
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1
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2
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1
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-
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-
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2
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3
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2
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-
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-
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3
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3
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2
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1
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-
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4
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4
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3
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2
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-
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5
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4
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3
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2
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1
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At 1st level, a Holy/Unholy Knight applies his Charisma modifier (if positive) as a bonus on all
saving throws.
At 2nd level, The Holy/Unholy Knight cans sense the presence of characters, creatures, and items of both his chosen
allegiance, and his opposing
allegiance (the Holy Knight has "good" as a chosen
allegiance, and "evil" as an opposing
allegiance, while the Unholy Knight has the reverse). The
sense allegiance ability extends in a 60-foot radius around the Knight, but may be concentrated to a quarter circle emanating forward from the Knight. You can pinpoint allegiance more finely with a successful Search check (DC 25).
At 3rd level, the Holy/Unholy Knight gains the ability to smite characters, creatures, or items of opposing
allegiance with a single melee attack (the Holy Knight has "evil" as an opposing
allegiance, the Unholy Knight has "good" as an opposing
allegiance).
The Holy/Unholy Knight spends an
action point and, in addition to the normal benefit of the
action point, gains a bonus to the attack equal to his Charisma modifier (if positive) and deals 1 extra point of
damage per total character levels of the Holy/Unholy Knight.
At 4th level, the Holy/Unholy Knight gains the ability to channel divine energy through his body and apply it directly to himself or another character. With this ability the Knight can restore lost
hit points with a single touch; he may also choose to deal holy
damage to a target with a simple a
touch attack. Each day the Holy/Unholy Knight may cure or deal a number of points of
damage equal to his Charisma bonus times his total character level. The Holy Knight is not limited to curing wounds, nor is the Unholy Knight restricted to inflicting them. It is possible to combine this ability with
smite allegiance to increase the amount of
damage dealt by a
touch attack.
Massive damage rules apply.
Use of this ability may be guided by the Holy/Unholy Knight's
allegiance, and widespread abuse may cause the Holy/Unholy Knight to lose his chosen
allegiance.
At 5th level, the Holy/Unholy Knight can
turn undead in the same manner as the
Acolyte. The Holy Knight affects undead in the same manner as an
Acolyte with good
allegiance (turning or destroying undead), while the Unholy Knight affects undead in the same manner as an
Acolyte with evil
allegiance (rebuking or commanding them). Count all Holy/Unholy Knight and
Acolyte levels when determining level for purposes of turning.
A Holy/Unholy Knight who loses his chosen
allegiance, intentionally or not, loses all Holy/Unholy Knight
special abilities, including the ability to cast
divine spells. He may no longer progress in levels of Holy/Unholy Knight, but can regain use of those abilities if he atones for his actions.
The Holy/Unholy Knight may switch sides entirely, taking its former opposed
allegiance. In this case, none of the Knight's abilities are lost, and the Knight merely changes his designation from Holy to Unholy (being a Fallen Knight) or Unholy to Holy (being a Redeemed Knight). Such a switch of
allegiance is dramatic, such that the Fallen/Redeemed Knight automatically kicks off the
sense allegiance ability for Knights of its now-opposed allegiance.
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