The Divine 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 Divine Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (Religion), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points Per Level: 2+Int Modifier
Code:
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +2 Sword Skill-Blastar Punch
2 +2 +3 +0 +3 Sword Skill-Icewolf Bite
3 +3 +3 +1 +3 Sword Skill-Shellburst Stab
4 +4 +4 +1 +4 Sword Skill-Hellcry Punch
5 +5 +4 +1 +4 Sword Skill-Resonating Sunder
Class Features:
Weapon and Armor Proficiency: The Divine Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Divine 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 + Divine Knight level + Divine Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Divine 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 Divine 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:
Blastar Punch: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier (Reflex half) of acid damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected shield worn by him is destroyed. If the shield is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected shield cannot be destroyed or the target is not wielding any shields. Range is 10' per level.
Icewolf Bite: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier (Reflex half) of cold damage. Furthermore, if the target takes any damage, he must succeed at a Will save or one random magical item worn is destroyed as shown on the chart below. The attack deals no damage if the target is not wearing any valid magical items or if the selected item cannot be destroyed. Range is 10' per level.
Roll 1d10 (Re-roll until an item the target has is selected, unless the target has none of the possible items to be destroyed, in which case this attack fails)
1-headband, hat, helmet, or phylactery on the head
2-pair of eye lenses or goggles on or over the eyes
3-amulet, brooch, medallion, necklace, periapt, or scarab around the neck
4-vest, vestment, or shirt on the torso
5-belt around the waist (over a robe or suit of armor)
6-cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
7-pair of bracers or bracelets on the arms or wrists
8-glove, pair of gloves, or pair of gauntlets on the hands
9-ring on each hand (or two rings on one hand)
10-pair of boots or shoes on the feet
Shellburst Stab: (2 Turning/Rebuking Attempts)
Does 1d8 per level + Charisma modifier (Reflex half) of electricity damage. Furthermore, if the target takes any damage, he must succeed at a Will save or any armor worn by him is destroyed. If the armor is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the armor cannot be destroyed or the target is wearing no armor. Range is 10' per level.
Hellcry Punch: (2 Turning/Rebuking Attempts)
Does 1d8 per level + Charisma modifier (Reflex half) of acid damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected weapon worn by him is destroyed. If the weapon is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected weapon cannot be destroyed or the target is not wielding any weapons (natural weapons cannot be destroyed). Range is 10' per level.
Resonating Sunder: (3 Turning/Rebuking Attempts)
Does 1d4 per level + Charisma modifier (Reflex half) of sonic damage to all targets within a 15 ft. radius burst. Furthermore, all targets that take damage must succeed at a Will save or have a random item worn by him destroyed as shown on the chart below. The attack deals no damage if the selected item cannot be destroyed or the target is not wielding any items (natural weapons cannot be destroyed). Range is 15 ft. per level.
Roll 1d4 (No re-rolls)
1-Shield
2-Accessory (Roll on Icewolf Bite table)
3-Armor
4-Weapon