Hallowed Knight (3.5e Prestige Class)

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[edit] Hallowed Knight

Come and let me show you how a true Knight trains!
—Pyrious Clamour, Human Paladin teaching a new Knight
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KnightWarriorRainyNight.jpg

[edit] Becoming a Hallowed Knight

A Hallowed Knight follows his deity to become the strongest warrior and achieve full divination. Possessing both tank and healer abilities, the Hallowed Knight is a formidable foe and punishes all wrong doing!

Entry Requirements
Classes: Level 9 Cleric, Wizard, or Sorcerer. Level 4 Paladin.
Alignment: Anything Lawful or Chaotic.
Race: Human or Half Human.
Skills: Diplomacy 7 ranks Knowledge (Religion) 11 ranks Sense Motive 11 ranks
Feats: Great Fortitude Improved Bull Rush Power Attack

Table: The Hallowed Knight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +2 +1 +0 +2 Righteous Hand, Stop Unlawful +1 level of existing spellcasting class
2nd +2 +1 +0 +2 Break Barrier, Self-controlled Mind
3rd +3 +2 +0 +3 Holy Guard
4th +4 +4 +1 +5 +1 level of existing spellcasting class
5th +5 +5 +1 +6
6th +6 +5 +2 +7 Paladin's Fire
7th +8 +7 +2 +9 Self-controlled Mind (Rank 2) +1 level of existing spellcasting class
8th +10 +7 +3 +10 Hallowed Requiem
9th +12 +7 +3 +10 Paladin's Plea
10th +16 +8 +4 +11 Knight's Blessing +1 level of existing spellcasting class

Class Skills (2 + Int modifier per level)
Knowledge (Religion) (Int), Knowledge (Nobility) (Int),Heal (Wis),Diplomacy (Cha),Sense Motive (Wis), Craft (Int).

[edit] Class Features

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

Spellcasting: As you level your Hallowed Knight you gain new spells per day and an increase in caster level and spells known as if you had also gained a level in a Spellcaster class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Hallowed Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Righteous Hand (Sp): Heal 2d12 to allies within 20 feet of the caster and stun Evil creatures within that area for 1 round. Can be cast an amount per day equal to half of caster level +(Int Modifier)

Stop Unlawful (Sp): Stop 2d4 Unlawful enemies from making any action for 1d6 rounds. Can be cast an amount per day equal to (+1/per 3 caster levels) +(Int Modifier)

Break Barrier (Ex): Ignore AC of 1 creature for 1d4 rounds. Can be cast an amount per day equal to half of caster level +(Int Modifier)

Self-Controlled Mind (Rank 1) (Ex): Ignore secondary spell effects of spells towards caster for 1d4 rounds. [ex. Poison Spit is cast at Hallowed Knight, damage resumes as normal and Hallowed Knight is immune to being poisoned] Can be cast an amount per day equal to half of caster level +(Int Modifier)

Self-Controlled Mind (Rank 2) (Ex): Self-Controlled Mind's effect in addition to, if Hallowed Knight passes a Fortitude Save against any spell, the spell is not effective. Can be cast an amount per day equal to 1 +(Int Modifier)

Holy Guard (Ex): +2d4 to caster AC for 1d6 rounds. Can be cast an amount per day equal to half of caster level +(Int Modifier)

Paladin's Fire (Sp): 1d12 fire damage and 1d6 burn damage for 1d4 rounds to one enemy. Can be cast an amount per day equal to (+1/per 2 caster levels) +(Int Modifier)

Hallowed Requiem (Su): Revive all dead allies within 50 feet of caster and heal all allies within 50 feet of caster for 1d8 +5/per 2 caster levels. Can be cast once per every 2 days and requires a 24 hour preparation ritual.

Paladin's Plea (Su): (Half of caster level) +1 to Attack Rolls, AC, Fortitude Save, Reflex Save, and Will Save for 1d12 rounds. Can be cast once per day

Knight's Blessing (Ex): Party gains (1d4/per 2 caster levels) to Atack Roll, AC, Fortitude Save, Reflex Save, and Will Save for 2d8 rounds. Can be cast once per day requires a 24 hour preparation ritual.

[edit] Ex-Hallowed Knight's

When a Hallowed Knight shifts alignment from Lawful or Chaotic to a Non-Lawful or Non-Chaotic alignment they must atone for one week in complete silence and can not use any abilities granted by the Hallowed Knight spell table.

[edit] Campaign Information

[edit] Playing a Hallowed Knight

Combat: Tank

Advancement: A Hallowed Knight should be at the front of the party soaking up as much damage as possible and making sure that all enemies see him as the biggest target while others beat their health down.

Resources: Hallowed Knight's are a tight organization with rules and regulations very similar to city guards. They have no quarrels with any specific person or group. Evil alignment Hallowed Knight's are bent on wiping out all good on the planet and have no use for any person that does not follow the same path.

[edit] Hallowed Knight's in the World

This section needs a more complete description. For more information please look here
Dragon?! Where?! ...Oh, that dragon... (Dragon flies away with his horse and buggy)
—Baliton Fytrum, Human Hallowed Knight fresh out of training


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[edit] <-class name-> Lore

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