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Well, I'm home recovering from back surgery, so here goes:
Knight of the Raven
Before evil descended on the land of Barovia, it was haome to an order of virtuous champions, the Knights of the Raven. United under the symbol of the raven, they set aside differences of religion and political allegiance in their quest to fight evil wherever it appeared. They prospered for centuries before the appearance of Strahd in their land, but now they are practically extinct. Despite the orders fierce opposition to the undead, one Knight of the Raven yet lingers as a benign spirit in the halls of Castle Ravenloft, while rumors persist in the village of Barovia that at least one knight still hides in the Svalich Woods or the steep slopes of the Balinok Mountains.
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Becoming a Knight of the Raven
Meeting the prerequisites to become a Knight of the Raven is not difficult for a cleric, paladin, or other divine spellcaster. (Druid knights are rare, though, because the features of the prestige class do not complement those of the druid class.) However, in order to join the remnants of the order, a candidate must first learn of its existence and find another member. Then he or she must pray overnight in the chapel of Ravenloft within the castle, wherein still rests the ancient Icon of Ravenloft. During the order's heyday, the only danger of this vigil was that the knight might fall asleep rather than praying through the night. Now, there are far more significant dangers to the body and soul within the walls of Castle Ravenloft.
Entry Requirements
Alignment: Any good.
Base Attack Bonus: +4.
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer vigil in the chapel of Ravenloft.
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Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting 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 divine spellcasting class before becoming a Knight of the Raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
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Raven Harrier (EX): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven with the celestial template, except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers. It has an intelligence of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square of for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.
You raven harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Charisma modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foot step.
Chained Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you performed this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it muct be on the same plane of existence as you are.
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Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Int above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence, you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.
Smite Undead (Su): When you reach 2nd level, you gain the abilty to channel holy radiance into a single melee attack against an undead creature. You add your Charisma bonus (if any) to your attack roll and add your Knight of the Raven class levels to your damage roll. If you roll a natural 20 on your smite attack, your bonus damage is doubled. This is not a critical hit, and no confirmation roll is necessary.
You must declare that you are using your smite undead ability before you make your attack roll; if the attack misses (or you attack a creature that is not undead), your smite is used for the day. If you are using this ability against an incorporeal undead creature, but you attack fails due to its incorporeality, you can reroll the miss chance once, taking the better result.
For every two levels you advance beyond 2nd, you gain one additional daily use of this ability.
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Turn Undead (Su): At 3rd level, you gain the ability to turn undead as a cleric of two levels lower. If you can already turn undead, add your effective cleric level from this class for the purpose of turning to that from other classes.
Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted power and can choose domain spells from the Sun spell list as well as from those of your other domains. If you already have access to the Sun domain, you can use its grnated power twice per day.
If you do not have cleric levels, then you can use the granted power of the Sun domain normally. Add the Sun domain's spells to your class' spell list. If you are a spontaneous caster such as a favored soul or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell you may cast it freely.
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Light Focus: When you reach 4th level, you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell.
- Double the radius of illumination, and treat the spell as one level higher for the purpose of countering and dispelling a spell with the darkness descriptor.
-Increase its saving throw DC by 2.
- Increase your effective caster level by one.
Enduring Life: At 5th level, you gain Enduring Life as a bonus feat.
Enuring Life
You can ignore the effect of negative levels for a short time.
Benefit: Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus (if any). You also gain a +4 bonus on Fortitude saves to remove negative levels.
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Lasting Life: At 8th level, you gain Lasting Life as a bonus feat, even if you do not meet the prerequisites.
Lasting Life
You can shed negative levels with an act of will.
Prerequisites: Endurance, Enduring Life.
Benefit: Once per round as a standard action, you can attempt to remove a negative level to yourself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha Modifier). If the saving throw succeeds, the negative level goes away. You make a separate saving throw for each negative level you have gained. If the save fails, you retain the negative level, but you can try again next round to remove it.
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Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, spend a turning attempt and make a turning check. You can remove a number of negative levels from yourself and allies within 30 feet equal to the maximum Hit Dice of undead you could affect. You may distribute the removal however you choose.
There you go, the Knight of the Raven prestige class.

Kobold Catgirl |

Kobold Cleaver wrote:It's in Expedition to Castle Ravenloft.Was the Knight of the Raven a published thing? 'Cause otherwise, I might like to do something on my OWN variation!
Then again, this is Ravenloft, you say? How convenient that I recently got the book!
Hmph. Oh well, I can always do-- Oh, wait. Nothing! Nevermind!

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Knight of the Mockingbird.
You may laugh but mockingbirds kick the [i]feathers[i] out of ravens regularly. It is truly a cool thing to watch in nature.
Step 1) A crow, raven, sometimes even small [i]falcon![i] starts circling around mockingbird nest with chicks.
Step 2) The mockingbird parent on guard duty (other one forages -- they take turns) SWOOPS and attakes the much bigger PREDATOR!
Step 3) A "Yoda vs Count Dooku" fight ensues and the predator bird looks nervous -- usually flies away immediately.
Step 4 (when necessary) The second "Yoda" mockingbird parent shows up and the predator flees like, well, like a bat out of hell!
Step 5) Mockingbirds CHASE predators for a few hundred yards before returning to the nest.
It is so much fun to watch, March - May if memory serves is mating season for mockingbirds. Let me tell ya, watching mated mockingbirds chase away a falcon is truly cool.
-W. E. Ray