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The Holy swordsman!
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1097874" data-attributes="member: 748"><p>Took me a while, but first out of 3 PrCs completed (hopefully) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 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.</p><p></p><p><strong>New Item-</strong></p><p><em>Knight Sword</em> (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 2d6, Critical x2, Range Increment -, Weight: 8 lbs.</p><p><em>Knight Swords are always created as Masterwork items, this has already been reflected in its price.</em></p><p></p><p></p><p><strong><u>The Holy Knight</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d8</p><p></p><p><u>Requisites:</u></p><p><em>BAB:</em> 7+</p><p><em>Skills:</em> Knowledge (Religion) 10 Ranks</p><p><em>Feats:</em> Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)</p><p><em>Special:</em> Must be able to turn or rebuke at least one type of creature.</p><p></p><p><strong>Class Skills:</strong></p><p>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).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Level BAB Fort Ref Will Special</p><p>1 +1 +2 +0 +2 Sword Skill-Stasis Sword</p><p>2 +2 +3 +0 +3 Sword Skill-Split Punch</p><p>3 +3 +3 +1 +3 Sword Skill-Crush Punch</p><p>4 +4 +4 +1 +4 Sword Skill-Lightning Stab</p><p>5 +5 +4 +1 +4 Sword Skill-Holy Explosion[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Holy Knight gains no new weapon or armor proficiency.</p><p><strong>Sword Skills (Su):</strong> 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. </p><p>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).</p><p>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)</p><p></p><p><u>Sword Skills:</u></p><p><strong>Stasis Sword</strong>: (1 Turning/Rebuking Attempt)</p><p><em>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.</em></p><p>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.</p><p><strong>Split Punch</strong>: (1 Turning/Rebuking Attempt)</p><p><em>A sharp blade of jagged holy energy rises forward from the ground, skewering whomever is above it in a bloody mess.</em></p><p>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.</p><p><strong>Crush Punch</strong> (2 Turning/Rebuking Attempts):</p><p><em>With this ability, a column of solid, holy power concentrated into one mass rains down upon the unfortunate foe of the Holy Knight.</em></p><p>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.</p><p><strong>Lightning Stab</strong> (2 Turning/Rebuking Attempts):</p><p><em>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.</em></p><p>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.</p><p><strong>Holy Explosion</strong> (3 Turning/Rebuking Attempts):</p><p><em>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.</em></p><p>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.</p><p></p><p>Now 2 questions-A) Is it understandable, and B) Is it balanced?</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1097874, member: 748"] 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. [b]New Item-[/b] [i]Knight Sword[/i] (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 2d6, Critical x2, Range Increment -, Weight: 8 lbs. [i]Knight Swords are always created as Masterwork items, this has already been reflected in its price.[/i] [b][u]The Holy Knight[/u] HD-[/b]d8 [u]Requisites:[/u] [i]BAB:[/i] 7+ [i]Skills:[/i] Knowledge (Religion) 10 Ranks [i]Feats:[/i] Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword) [i]Special:[/i] Must be able to turn or rebuke at least one type of creature. [b]Class Skills:[/b] 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). [i]Skill Points Per Level:[/i] 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[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Holy Knight gains no new weapon or armor proficiency. [b]Sword Skills (Su):[/b] 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) [u]Sword Skills:[/u] [b]Stasis Sword[/b]: (1 Turning/Rebuking Attempt) [i]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.[/i] 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. [b]Split Punch[/b]: (1 Turning/Rebuking Attempt) [i]A sharp blade of jagged holy energy rises forward from the ground, skewering whomever is above it in a bloody mess.[/i] 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. [b]Crush Punch[/b] (2 Turning/Rebuking Attempts): [i]With this ability, a column of solid, holy power concentrated into one mass rains down upon the unfortunate foe of the Holy Knight.[/i] 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. [b]Lightning Stab[/b] (2 Turning/Rebuking Attempts): [i]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.[/i] 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. [b]Holy Explosion[/b] (3 Turning/Rebuking Attempts): [i]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.[/i] 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? [/QUOTE]
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