Hallowed Knight (3.5e Prestige Class)
From D&D Wiki
|“||Come and let me show you how a true Knight trains!||”|
|—Pyrious Clamour, Human Paladin teaching a new Knight|
<!- Introduction text. ->
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!
|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|
|1st||+2||+1||+0||+2||Righteous Call, Stop Unlawful||+1 level of existing spellcasting class|
|4th||+4||+4||+1||+5||+1 level of existing spellcasting class|
|7th||+8||+7||+2||+9||+1 level of existing spellcasting class|
|10th||+16||+8||+4||+11||Hallowed Requiem||+1 level of existing spellcasting class|
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 Call (Sp): 3/day, heal all allies within 20ft radius for 1d12 Hit Points/2 class levels.
Pure of Mind (Ex): 3/day, gain +6 on Will saves for one hour.
Holy Crucible (Sp): 5/day, deal 1d12 fire damage for 1d4 rounds to one enemy within 60ft radius. DC 10 + 1/2 caster levels + Int Modifier.
Guided Sword (Ex): 3/day, ignore AC of 1 creature for 1 + 1d4 rounds.
Plot Armor (Ex): 3/day, gain 2d4 dodge bonus to Armor Class for 1 round/caster level.
Paladin's Plea (Su): 3/day, gain +1/2 caster level sacred bonus to attack rolls for 1 round.
Stop Unlawful (Sp): 2/day, stun all Unlawful enemies within 20dt radius for 1d4 rounds. DC 10 + 1/2 caster levels + Int Modifier.
Rally Cry (Ex): 1/day, party deals an additional 2d4 on all attack rolls.
Hallowed Requiem (Su): 1/week, revive all dead allies within 50ft radius of the Hallowed Knight as if with a Resurrection.
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.
Playing a Hallowed Knight
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.
Hallowed Knight's in the World
|“||Dragon?! Where?! ...Oh, that dragon... (Dragon flies away with his horse and buggy)||”|
|—Baliton Fytrum, Human Hallowed Knight fresh out of training|
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||<-not so common knowledge->.|
|21||<-very rare information->.|
|26||<-information so obscure that members of this class might not even know it->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->