Anointed Knight

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Requirements

Alignment: Any good.

Base Attack Bonus: +5.

Skills: Alchemy 5 ranks, Knowledge (arcana) 3 ranks, Spellcraft 3 ranks.

Summary

The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.

An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.

Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.

Regardless of their backgrounds, anointed knights often form bonds of friendship with knowledgeable arcane spellcasters who might benefit from their combat puissance. Anointed knights also ally themselves with angels, eladrins, and other forces of good. They believe in crusades against evil and enjoy taking the fight to evildoers wherever they may reside. They oppose the warriors of darkness (as described in the Book of Vile Darkness), and the one trait they share with their evil counterparts is a lack of subtlety. An anointed knight would much rather go head-to-head with her enemies than work behind the scenes or try to organize any form of passive resistance.

Role: DPS

Characteristics: Blessed knights, with ancestral relics that power up as you do

Source: Book of Exalted Deeds

Game Rule Information

The Anointed Knight has the following game statistics.

Abilities: Strength to use your fantastic magic weapon that you develop and Charisma to determine what abilities you get for your relic

Alignment: Any Good

Hit Die: d10

Starting Gold: N/A

Class Skills

The Anointed Knight's class skills are Alchemy (Int), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (arcana, religion, the planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Anointed Knight.

Weapon and Armor Proficiency: A Anointed Knight is proficient with all simple and martial weapons, all armor (except exotic), and all shields

Anoint Self Su: An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.


Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.

Anoint Ancestral Weapon Su: An anointed knight concocts a magic oil with which to coat her ancestral weapon, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level). If the oil is applied to a weapon other than the anointed knight’s ancestral weapon, nothing happens and the oil is wasted. Creating the oil takes 1 hour.

Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the ancestral weapon permanently gains a new supernatural ability chosen from the accompanying list. The knight’s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.

Bonus Feat Ex: At 3rd level, and again at 6th and 9th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats, and the knight must meet all the prerequisites for it: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Great Cleave, Holy Subdual, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Sanctify Martial Strike, Sanctify Weapon, Spring Attack, Subduing Strike, Whirlwind Attack.

Table 1-1: Anointed Knight Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +0 +2 Anoint self
2nd +2 +3 +0 +3 Anoint ancestral weapon
3rd +3 +3 +1 +3 Bonus feat
4th +4 +4 +1 +4 Anoint self
5th +5 +4 +1 +4 Anoint ancestral weapon
6th +6 +5 +2 +5 Bonus feat
7th +7 +5 +2 +5 Anoint self
8th +8 +6 +2 +6 Anoint ancestral weapon
9th +9 +6 +3 +6 Bonus feat
10th +10 +7 +3 +7 Anoint self
Table 1-2: Anoint Self Effects
Level + Cha Modifier Ability/Effect
2 or lower Holy Sight: The knight gains the Alertness feat.
3–4 Celestial Strategy: The knight gains the Combat Reflexes feat.
5–6 Unbroken Flesh: The knight gains damage reduction 3/–.
7–8 Divine Clarity: The knight’s Intelligence, Wisdom, or Charisma score improves by 1.
9 Call to Battle: Three times per day, the knight gains an extra +3 bonus on her attack roll when charging.
10 Deep Strike: Three times per day, on a successful attack, the knight deals an extra 2d6 points of damage.
11+ Inspired Strike: Three times per day, the knight can take a single extra attack at her highest attack bonus as a free action.
Table 1-3: Anoint Ancestral Relic Effects
Level + Cha Modifier Ability/Effect
3 or lower Good Weapon: The ancestral weapon deals 1d6 points of damage per round to any evil creature that holds or wields it. The weapon also becomes a good-aligned weapon.
4–6 Sunder Resistance: The ancestral weapon gains 10 points of hardness.
7–8 Unicorn’s Blood: Any evil creature wounded by the weapon must make a DC 17 Fortitude save or suffer the weakening effects of unicorn blood.*
9 Impervious: The ancestral weapon gains an extra 50 hp.
10+ Sentience: The ancestral weapon becomes an intelligent item, with the same alignment as the knight.**
*See Ravages and Afflictions in the Book of Exalted Deeds, Chapter 3: Exalted Equipment.

*The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains the power of speech, 120-ft. vision and hearing, and two lesser powers (rolled randomly). See Intelligent Items in the Dungeon Master’s Guide.