The Holy swordsman!

Go ahead, I'd love to see another take on it - I've always wanted a playably balanced version. ;)

I gave epic progression a bit of thought, I think I'd make it an 'every second level' feat progression with a slightly slimmer selection than the fighter, and say that a sword skill can be taken in place of a bonus feat. It would need a few new feats too, like something that boosts sword skill DCs by 1 or 2 (to compensate for the slowing of BAB progression).

FWIW, it already says crush punch is a death effect, but you're probably right about having a lower save DC than the other abilities.

If you want to expand its selection, Cecil's Darkwave would be a good one, as would some of Beowulf's abilities (shock and chicken come to mind). I'm not sure about combining the various equipment-breaking effects, but I probably wouldn't make them a sunder attack... sunder can't attack assorted wondrous items, and the equipment-breakers in the game were always so much more effective than the Knight's sundering. ;)

--Impeesa--
 

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Hrm, considering multiple possibilities on my head-perhaps there should be 3 5 level PrCs for each "path"? I mean, Agrias/Delita/Gafgarion/Divine Knights only had their branches of powers, and it would be reasonable to consider Orlandu having all 3 PrCs.

Also, I know that Cecil's Dark Wave did alot of Hp damage, dealing some to himself (correct me if I'm wrong), but what do you think it would be? A line effect like Lightning Bolt, a cone or a ranged touch attack possibly?

Edit-Whoops, sorry about the death effect bit, must have accidentally skimmed over that part.
 
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I wouldn't make it multiple PrC's.. rather, Agrias and Gafgarion (for example) both have levels in this class, but Agrias has more and took a different selection of sword skills. With just my initial list, a non-epic character tops out at half the available abilities.

Darkwave: Cone shape, I think (10' + 5'/level). Probably something like 1d6/level in the cone (ref half), and an equal amount to the swordsman.

--Impeesa--
 

Took me a while, but first out of 3 PrCs completed (hopefully) ;) Special turning/rebuking ability makes this PrC line possible to use in conjunction with the new alternate paladins presented one of the most recent Dragon issues.

New Item-
Knight Sword (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 2d6, Critical x2, Range Increment -, Weight: 8 lbs.
Knight Swords are always created as Masterwork items, this has already been reflected in its price.


The Holy Knight

HD-
d8

Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.

Class Skills:
The Holy Knight’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy, Heal, Knowledge (Religion), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier

Code:
Level	BAB	Fort	Ref	Will	Special
1	+1	+2	+0	+2	Sword Skill-Stasis Sword
2	+2	+3	+0	+3	Sword Skill-Split Punch
3	+3	+3	+1	+3	Sword Skill-Crush Punch
4	+4	+4	+1	+4	Sword Skill-Lightning Stab
5	+5	+4	+1	+4	Sword Skill-Holy Explosion

Class Features:
Weapon and Armor Proficiency: The Holy Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Holy Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Holy Knight level + Holy Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Holy Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Holy Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)

Sword Skills:
Stasis Sword: (1 Turning/Rebuking Attempt)
Several bolts of blue energy in the shape of a sword arcs from the sky towards the Holy Knight's opponent, shocking him with its power.
Does 1d6 + 1d6 per level + Charisma modifier cold damage to a single target upon a successful ranged touch attack. Furthermore if the target takes any damage, he must make a Fortitude save to avoid being paralyzed for 1d4 rounds. Range is 10' per level.
Split Punch: (1 Turning/Rebuking Attempt)
A sharp blade of jagged holy energy rises forward from the ground, skewering whomever is above it in a bloody mess.
Does 1d8 + 1d8 per level + Charisma modifier (Reflex half) of holy damage to a single target who must be within 5 ft. of the ground. Furthermore if the target takes any damage, he suffers an effect similar to a sword of wounding (target takes 1 point of temporary con damage from blood loss, Fortitude negates). Range is 15' per level.
Crush Punch (2 Turning/Rebuking Attempts):
With this ability, a column of solid, holy power concentrated into one mass rains down upon the unfortunate foe of the Holy Knight.
Does 1d4 + 1d4 per level + Charisma modifier (Reflex half) of holy damage to a single target. Furthermore if the target takes any damage, he must make a fortitude save or die instantly. This ability is a death effect, and does not work on a target that is naturally immune to criticals (undead, constructs, etc). Range is 5' per level.
Lightning Stab (2 Turning/Rebuking Attempts):
A dazzling blast of holy lightning intensifies itself around a group of targets, taking the shape of a cross as it's energy courses through them.
Does 1d10 + 1d10 per level + Charisma Modifier (Reflex half) electricity damage to all within a 5' radius emanating from the main target. Furthermore, those who take damage must make a Fortitude save to avoid being deafened for 1d4 hours. Range is 10' per level.
Holy Explosion (3 Turning/Rebuking Attempts):
The Holy Knight's most powerful ability, Holy Explosion causes a beeline of light to rise forth from the ground with pure, holy destruction erupting from it and overwhelming all within its path.
Does 1d12 + 1d12 per level + Charisma Modifier (Reflex half) of holy damage to all creatures within the path of a straight line that emanates out from the swordsman in the chosen direction. Each creature that takes damage must make a will save or become confused (as the 4th level spell) for 2d4 rounds. The line is 5 ft. wide, and 10 ft. high with a maximum length of 10' per level.

Now 2 questions-A) Is it understandable, and B) Is it balanced?
 
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Soll,

One can never be TOO sure about B until you test drive it. A...I think I can understand it...course I had to squint a lot...
 






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