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Paladin Archetype homebrew: The Holy Knight


Suggestions/House Rules/Homebrew


Well folks, it's been a long time since I posted a thread here. I'm not sure what the consensus on this will be, but please look it over and give me any comments or criticisms you can think of.

Paladin Archetype: Holy Knight
Changes: Class Skills, Armor Proficiencies, Smite Evil, Lay on Hands, Divine Bond, Aura of Justice.

Replaces: Mercies, Spellcasting

Class Skills: Holy Knights gain Knowledge (Planes) as a class skill, but lose Spellcraft.

Weapons and Armor: Holy Knights lose the ability to wear Heavy Armor, but otherwise retain all their Proficiencies.

Detect Evil (Sp): A Holy Knight can use Detect Magic a number of times per day equal to 3+CHA mod. As a move action, they may focus on a single object or creature and gain information as if they had studied the object or creature for 3 turns. In addition, as a Full Round Action, they gain that benefit, as well as being able to determine if the object or creature's evil aura is that of an Evil Outsider's, and if so, they may perform a Knowledge (Planes) check with a bonus equal to their class level as a free action to identify the exact type of Evil Outsider. This otherwise follows the normal rules of a knowledge check to determine what exactly the target is.

Holy Blade (Su): A Holy Knight, at first level, gains the ability to focus divine energy into the form of a sword with which to destroy their foes. This is a Move-equivalent Action that provokes Attacks of Opportunity. This weapon counts as a masterwork sword you are proficent with (sword type chosen when the weapon is created). This weapon only exists as long as the Holy Knight is wielding it, and dissipates immediately after leaving it's owner's hands. Additionally, if the Holy Blade manifested is a Light Weapon, they may instead manifest two Holy Blades, but doing so invokes all the penalties (and possible bonuses) of Two-Weapon Fighting.

At second level, a Holy Knight gains the ability to manifest a Holy Blade as a free action by expending a use of Lay On Hands instead.

At 4th level, the Holy Sword is now a +1 sword you are proficient with.

Every 2 levels after 4th, you may increase the enhancement bonus, add the Flaming, Frost, Shocking, Corrosive, Evil Outsider Bane (Counts as a +1), Holy, Axiomatic, or Speed properties to the Holy Blade, or if the Holy Blade already has a total equivalent enhancement bonus of +10, he can change any of those properties out with new ones. These benefits are stacking and cannot be changed afterward. If manifesting two Holy Blades, They both benefit from these properties. A Holy Blade cannot otherwise be enchanted or improved.

At 7th level, the Holy Knight can manifest a One-Handed weapon and a Light Weapon instead of only two Light Weapons for Two-Weapon Fighting.

At 10th level, a Holy Knight may manifest a Holy Blade as a Free Action without spending a use of Lay on hands.

Smite Evil (Su): A Holy Knight uses Smite Evil like any other Paladin, and gains new uses of Smite Evil like a normal paladin. However, at 10th level, a Holy Knight may also bypass any forms of Regeneration that an Evil Outsider they are currently smiting may have.

Lay on Hands (Su): A Holy Knight gains a number of uses of Lay on Hands equal to 1+1/2 level+CHA mod. At 6th level, and every 4 levels afterward, the Holy Knight gains an additional use of Lay on Hands per day.

Holy Power: At 3rd level, a Holy Knight gains the ability to focus the divine energy of their Lay on Hands skill in a new way. This is known as a Holy Power, and they can be used to accomplish a variety of effects. At 6th level, and every 3 levels after, the Holy Knight may gain another Holy Power. Unless specified, these powers can only be used by expending a use of Lay on Hands. All Holy Powers that require a save of some sort have a DC equal to 10+1/2 level+CHA mod. Unless specified, all Holy Powers require either a sword or the Holy Blade to use, and are Supernatural abilities. This replaces Mercies

--Judgment Blade: Your blade glows with a holy aura, ensuring that one particular creature you strike will regret ever facing you. As a Move Action that does not provoke Attacks of Opportunity, charge your sword or Holy Blade with divine energy, allowing you to deal additional damage equal to your Lay on Hands on a successful weapon attack. This charge is not wasted if you miss, only discharges when you will it to, and lasts for until it is discharged. If you drop your sword or dismiss your Holy Blade, it still retains the charge. The charge only disappears if you rest for 8 hours, regaining all your uses of Lay on Hands.

--Cleansing Strike: You channel divine power through your sword, smiting any one foe unlucky enough to face you. As part of an attack action against an evil creature, you add your CHA mod and your Paladin level to the damage roll, and bypass all forms of DR they may have. In addition, Evil Outsiders, Evil Dragons, and Undead must make a will save or be Nauseated for 1d4 rounds. This damage does not stack on a target already affected by Smite Evil. You must announce you are using this Holy Power before you make your attack. At 12th level, this power also bypasses any form of Regeneration the target may have.

--Hallowed Bolt: Your blade begins crackling with divine lightning, and with a thrust, you unleash a short line of electricity to pierce your foes. As a swift action, you charge your weapon with electrical energy, allowing you to deal an additional 1d8 Electricity damage with all melee attacks, and your weapon gains the Reach property. This power lasts for 1 round/level. You may also expend the entire charge of this power at any point, dealing 1d8 damage per round left to all enemies in a line 25+5/2 levels feet long. The damage of this discharge is half Electricity, half Sacred, and a reflex-save halves the damage received.

--Divine Ruination: You unleash an explosion of holy energy from your blade, smiting all foes within range. As a Full-Round Action, you inflict 1d6/2 levels (max 10d6)+CHA mod damage to all foes within 25+5/2 levels feet of you, Reflex for half. This damage bypasses all forms of DR and Regeneration that the target may have, ignores total concealment, and is only affected by total cover. In addition, Undead and Evil Outsiders must make a Will save or be affected by Confusion for 1d4 rounds. Afterward, the Holy Knight is staggered until the end of their next turn and is considered Flat-Footed to all attacks. This Holy Power may only be chosen at 12th level or above.

--Holy Chant: Your mantra heals the wounds of a single ally that can hear you. By making a Full-Round Action, the Holy Knight may use Lay on Hands on a single target within 25+5/2 levels feet of the user. This use of Lay on Hands may not be used to harm Undead. This Holy Power may be used with Improved Lay On Hands, but only for healing hit-point damage. This Holy Power does not require a Sword or the Holy Blade to use.

--Holy Circle: Holy energy instills the ground around you, warding off evil. As a standard action, you may cast Magic Circle against Evil as a supernatural power. This effect works in all ways like Magic Circle against Evil, using your Paladin level as your Caster Level. This Holy Power does not require a Sword or the Holy Blade to use.

--Divine Armor: Holy energy coalesces around the user, creating a glowing outline of a suit of armor over the user, regardless of what they may actually be wearing. You may activate this power as a Standard Action, giving you a +4 sacred bonus to AC, lasting for 1 minute/2 levels; Alternatively, this bonus can be applied to a single ally, though the bonus is halved. At 10th level this bonus increases to +5, and increases again to +6 at 17th level. This Holy Power does not require a Sword or the Holy Blade to use.

--Vengeance: Immediately after being struck in combat, the Holy Knight surges with divine energy and punishes their foe. After being struck by a melee attack, you may make an Attack of Opportunity at your highest attack bonus plus your Paladin level against the foe that struck you. You do not need to expend a use of Lay on Hands, but if you do, you deal an additional amount of damage equal to 1/2 your Paladin level+CHA mod. If you took 4/level or more damage from the triggering attack, add an additional 2/level damage to your own. You must be at least 6th level to take this power.

--Divine Storm: As a standard action, you fragment your Holy Blade and unleash the shards of holy power in a storm of slicing fragments. This deals 1d6/2 levels (max 10d6)+CHA mod damage to all targets in a 15 foot cone. This cone increases to 20 feet at 10th level, and another 5 feet for every 4 level after. This power does not require a use of Lay on Hands; You can, however, spend a use to upgrade the damage to 1d8/2 levels. If you are dual-wielding Holy Blades, they are both consumed in this attack; If you are using a two-handed Holy Blade, you instead deal 1.5x your CHA mod as bonus damage. This can only be used with the Holy Blade, and destroys the currently manifested Holy Blade in the process.

--Heavenly Blade: As a full-round action, the Holy Knight can stab their Holy Blade into the ground, and immediately afterward have much larger versions of the Holy Blade shoot up underneath all foes within 30 feet of the Holy Knight, dealing weapon damage as if it were a size category larger. Non-evil targets may take a reflex save to negate the damage, evil foes may take a reflex for half damage, and Evil Outsiders take a penalty to this save equal to your Charisma mod. This power does not benefit from any feats or abilities that improve weapon damage, such as Power Attack. You must be 12th level or higher to take this Holy Power. This power can only be used with the Holy Blade.

--Divine Strength: You may use Bull's Strength on yourself as a standard action. This is a supernatural power. This works in all ways like the spell, using your Paladin Level as your Caster Level. You must be 9th level to take this power. This power does not require a Sword or the Holy Blade to use.

--Divine Shield: You may use Shield as a standard action. This is a supernatural power. This works in all ways like the spell, using your Paladin level as your caster level. You must be at least 6th level to take this power. This power does not require a sword or the Holy Blade to use.

--Divine Regeneration: The Holy Knight's wounds begin healing of their own accord. Using this holy power not only gives the Holy Knight the benefits of Lay on Hands, but they also gain Fast Healing 1 for 1 round/level. At level 13 this becomes Fast Healing 2, and Fast Healing 3 at level 17. This power can be granted to an ally. This Fast Healing cannot heal damage caused by Evil-aligned weapons and abilities, nor damage inflicted by Cold Iron weapons. You must be at least 9th level to take this power. This power does not require a sword or the Holy Blade to use.

--Improved Lay on Hands: Your Lay on Hands power now heals 1d6 per level damage, and you may expend two uses of Lay on Hands to remove 2d4 points of permanent ability damage. In addition, at level 12, you can spend 3 uses of Lay on Hands to remove 1 negative level; This usage of the ability can only be used once per day. Finally, at level 15, you gain Channeled Revival as a bonus feat. You must be at least 9th level to take this power. This power does not require a Sword or the Holy Blade to use.

Alignment Channel: At 4th level, A Holy Knight gains Alignment Channel as a bonus feat at 4th level. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.

Bonus Feats: A Holy Knight may take a bonus Combat Feat at 4th, 11th, and 18th levels. The Holy Knight must still meet all pre-requisites for the bonus feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.

Extra Channel: At 5th level, a Holy Knight gains Extra Channel as a bonus feat. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.

Divine Bond (Su): A Holy Knight gains Divine Bond as normal, but may choose their Holy Blade for the first type; If they choose to apply Divine Bond to their Holy Blade, and are wielding two Holy Blades at once, the bonus granted by Divine Bond only applies to one of them.

Divine Blademaster: At 7th level, a Holy Knight becomes proficient in all sword and swordlike weapons. In addition, a Holy Knight gains Weapon Focus and Weapon Specialization with their Holy Blade. If they already have one or both of these feats, they may instead gain an equivalent number of bonus Combat Feats. In addition, the Holy Knight may take the Craft Reliquary Arms and Armor feat without meeting the normal pre-requisites, using their Holy Knight level as their Caster Level. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting..

Aura of Justice (Su): A Holy Knight gains Aura of Justice like a normal Paladin, but all allies benefitting from this feature can also ignore enemy Regeneration like the Holy Knight.

Improved Divine Blademaster: At 12th level, a Holy Knight gains Critical Focus and Improved Critical with their Holy Blade. If they already have one or both of these feats, they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.

Grand Divine Blade Master: At 17th level, a Holy Knight gains Greater Weapon Focus and Greater Weapon Specialization with their Holy Blade; If they already have one or both of these feats (somehow), they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting..

Northswain's Strike (Su): At 20th level the Holy Knight can, as a full-round action, make a single Melee Touch Attack against the target with his Holy Blade, and flood their body with as much Divine Energy as they can muster. This attack deals full Holy Blade damage plus CHA mod, and then the target must make a Fortitude Save (DC=10+1/2 class level+CHA mod). If they are unsuccessful, they take an additional 10d8 damage; A successful save reduces this to 3d8 damage. In either case, if the target is reduced to 0 HP or less from this damage, their body is reduced to a pile of ashes as if struck by a Disintegrate spell; If they don't die, however, they then become immune to this ability for 24 hours. This attack can be modified by expending uses of Lay on Hands, adding an additional 4d8 damage per use spent. Good creatures gain a +5 bonus to the save, while Evil creatures gain a -5 penalty. Good Outsiders are immune to this effect, while Evil Outsiders take an additional -5 penalty (totaling at a -10), are permanently killed even if not on their home plane, and all attempts to revive them must succeed at a DC (20+1/2 class level+CHA mod) spellcasting check to succeed This attack can only be used with the Holy Blade. No matter the result of this attack, the Holy Knight is staggered for 1d4 rounds afterward, and the effect cannot be removed by any means other than waiting it out. The Holy Knight may use this ability a number of times per day equal to half their CHA mod, minimum 1.

NEW FEAT!
Name: Extra Holy Power
Pre-requisites: Holy Power class feature
Benefit: The character can choose another Holy Power.

Name: Improved Holy Blade
Pre-Requisites: Holy Blade class feature, +12 BAB
Benefit: Your Holy Blade now counts as a Holy Avenger in addition to all it's other properties.
-----------------------------------------
The three things I can think of right off the bat that might need a little changing:

1.) Is the Holy Blade's progression too powerful?

2.) This class gains 11 bonus feats, though only 3 of them are (normally) freely selectable. Should I tone this down a bit?

3.) I've been constantly see-sawing on how to go about Northswain's Strike. I'm not sure if it's truly balanced, too powerful, or not powerful enough. I'm also uncertain if it should be gotten alongside the normal Paladin Capstone, Holy Champion.

Also, for the Holy Powers that mimic the effects of spells, should they remain Supernatural Abilities or should they be Spell-Like Abilities?


UPDATE!

Paladin Archetype: Holy Knight
Changes: Class Skills, Armor Proficiencies, Smite Evil, Lay on Hands, Divine Bond, Aura of Justice.

Replaces: Mercies, Spellcasting, Channel Positive Energy, Holy Champion

Class Skills: Holy Knights gain Knowledge (Planes) as a class skill, but lose Spellcraft.

Weapons and Armor: Holy Knights lose the ability to wear Heavy Armor, but otherwise retain all their Proficiencies.

Detect Evil (Sp): A Holy Knight can use Detect Evil a number of times per day equal to 3+CHA mod. As a move action, they may focus on a single object or creature and gain information as if they had studied the object or creature for 3 turns. In addition, as a Full Round Action, they gain that benefit, as well as being able to determine if the object or creature's evil aura is that of an Evil Outsider's, and if so, they may perform a Knowledge (Planes) check with a bonus equal to their class level as a free action to identify the exact type of Evil Outsider. This otherwise follows the normal rules of a knowledge check to determine what exactly the target is.

Holy Blade (Su): A Holy Knight, at first level, gains the ability to focus divine energy into the form of a sword with which to destroy their foes. This is a Move-equivalent Action that provokes Attacks of Opportunity. This weapon counts as a masterwork sword you are proficent with (sword type chosen when the weapon is created). This weapon only exists as long as the Holy Knight is wielding it, and dissipates immediately after leaving it's owner's hands. Additionally, if the Holy Blade manifested is a Light Weapon, they may instead manifest two Holy Blades, but doing so invokes all the penalties (and possible bonuses) of Two-Weapon Fighting.

At second level, a Holy Knight gains the ability to manifest a Holy Blade as a free action by expending a use of Lay On Hands instead.

At 4th level, the Holy Sword is now a +1 sword you are proficient with.

Every 2 levels after 4th, you may increase the enhancement bonus, add the Flaming, Frost, Shocking, Corrosive, Evil Outsider Bane (Counts as a +1), Holy, Axiomatic, or Speed properties to the Holy Blade, or if the Holy Blade already has a total equivalent enhancement bonus of +10, he can change any of those properties out with new ones. These benefits are stacking and cannot be changed afterward. If manifesting two Holy Blades, They both benefit from these properties. A Holy Blade cannot otherwise be enchanted or improved.

At 7th level, the Holy Knight can manifest a One-Handed weapon and a Light Weapon instead of only two Light Weapons for Two-Weapon Fighting.

At 10th level, a Holy Knight may manifest a Holy Blade as a Free Action without spending a use of Lay on hands.

This ability replaces Channel Positive Energy.

Smite Evil (Su): A Holy Knight uses Smite Evil like any other Paladin, and gains new uses of Smite Evil like a normal paladin. However, at 10th level, a Holy Knight may also bypass any forms of Regeneration that an Evil Outsider they are currently smiting may have.

Lay on Hands (Su): A Holy Knight gains a number of uses of Lay on Hands equal to 1+1/2 level+CHA mod. At 6th level, and every 4 levels afterward, the Holy Knight gains an additional use of Lay on Hands per day.

Holy Power: At 2nd level, a Holy Knight gains the ability to focus the divine energy of their Lay on Hands skill in a new way. This is known as a Holy Power, and they can be used to accomplish a variety of effects. At 4th level, and every 2 levels after, the Holy Knight may gain another Holy Power. Unless specified, these powers can only be used by expending a use of Lay on Hands. All Holy Powers that require a save of some sort have a DC equal to 10+1/2 level+CHA mod. Unless specified, all Holy Powers require either a sword or the Holy Blade to use, and are Supernatural abilities. This replaces spellcasting

--Judgment Blade: Your blade glows with a holy aura, ensuring that one particular creature you strike will regret ever facing you. As a Move Action that does not provoke Attacks of Opportunity, charge your sword or Holy Blade with divine energy, allowing you to deal additional damage equal to your Lay on Hands on a successful weapon attack. This charge is not wasted if you miss, only discharges when you will it to, and lasts for until it is discharged. If you drop your sword or dismiss your Holy Blade, it still retains the charge. The charge only disappears if you rest for 8 hours, regaining all your uses of Lay on Hands.

--Cleansing Strike: You channel divine power through your sword, smiting any one foe unlucky enough to face you. As part of an attack action against an evil creature, you add your CHA mod and your Paladin level to the damage roll, and bypass all forms of DR they may have. In addition, Evil Outsiders, Evil Dragons, and Undead must make a will save or be Nauseated for 1d4 rounds. This damage does not stack on a target already affected by Smite Evil. You must announce you are using this Holy Power before you make your attack. At 12th level, this power also bypasses any form of Regeneration the target may have.

--Hallowed Bolt: Your blade begins crackling with divine lightning, and with a thrust, you unleash a short line of electricity to pierce your foes. As a swift action, you charge your weapon with electrical energy, allowing you to deal an additional 1d8 Electricity damage with all melee attacks, and your weapon gains the Reach property. This power lasts for 1 round/level. You may also expend the entire charge of this power at any point, dealing 1d8 damage per round left to all enemies in a line 25+5/2 levels feet long. The damage of this discharge is half Electricity, half Sacred, and a reflex-save halves the damage received.

--Divine Ruination: You unleash an explosion of holy energy from your blade, smiting all foes within range. As a Full-Round Action, you inflict 1d6/2 levels (max 10d6)+CHA mod damage to all foes within 25+5/2 levels feet of you, Reflex for half. This damage bypasses all forms of DR and Regeneration that the target may have, ignores total concealment, and is only affected by total cover. In addition, Undead and Evil Outsiders must make a Will save or be affected by Confusion for 1d4 rounds. Afterward, the Holy Knight is staggered until the end of their next turn and is considered Flat-Footed to all attacks. This Holy Power may only be chosen at 12th level or above.

--Holy Chant: Your mantra heals the wounds of a single ally that can hear you. By making a Full-Round Action, the Holy Knight may use Lay on Hands on a single target within 25+5/2 levels feet of the user. This use of Lay on Hands may not be used to harm Undead. This Holy Power may be used with Improved Lay On Hands, but only for healing hit-point damage. This Holy Power does not require a Sword or the Holy Blade to use.

--Holy Circle: You may use Magic Circle against Evil as a standard action. This is a spell-like ability. This works in all ways like the spell, using your Paladin level as your caster level. This Holy Power does not require a Sword or the Holy Blade to use.

--Divine Armor: Holy energy coalesces around the user, creating a glowing outline of a suit of armor over the user, regardless of what they may actually be wearing. You may activate this power as a Standard Action, giving you a +4 sacred bonus to AC, lasting for 1 minute/2 levels; Alternatively, this bonus can be applied to a single ally, though the bonus is halved. At 10th level this bonus increases to +5, and increases again to +6 at 17th level. This Holy Power does not require a Sword or the Holy Blade to use.

--Vengeance: Immediately after being struck in combat, the Holy Knight surges with divine energy and punishes their foe. After being struck by a melee attack, you may make an Attack of Opportunity at your highest attack bonus plus your Paladin level against the foe that struck you. You do not need to expend a use of Lay on Hands, but if you do, you deal an additional amount of damage equal to 1/2 your Paladin level+CHA mod. If you took 4/level or more damage from the triggering attack, add an additional 2/level damage to your own. You must be at least 6th level to take this power.

--Divine Storm: As a standard action, you fragment your Holy Blade and unleash the shards of holy power in a storm of slicing fragments. This deals 1d6/2 levels (max 10d6)+CHA mod damage to all targets in a 15 foot cone. This cone increases to 20 feet at 10th level, and another 5 feet for every 4 level after. This power does not require a use of Lay on Hands; You can, however, spend a use to upgrade the damage to 1d8/2 levels. If you are dual-wielding Holy Blades, they are both consumed in this attack; If you are using a two-handed Holy Blade, you instead deal 1.5x your CHA mod as bonus damage. This can only be used with the Holy Blade, and destroys the currently manifested Holy Blade in the process.

--Heavenly Blade: As a full-round action, the Holy Knight can stab their Holy Blade into the ground, and immediately afterward have much larger versions of the Holy Blade shoot up underneath all foes within 30 feet of the Holy Knight, dealing weapon damage as if it were a size category larger. Non-evil targets may take a reflex save to negate the damage, evil foes may take a reflex for half damage, and Evil Outsiders take a penalty to this save equal to your Charisma mod. This power does not benefit from any feats or abilities that improve weapon damage, such as Power Attack. You must be 12th level or higher to take this Holy Power. This power can only be used with the Holy Blade.

--Divine Strength: You may use Bull's Strength on yourself as a standard action. This is a spell-like ability. This works in all ways like the spell, using your Paladin Level as your Caster Level. You must be 9th level to take this power. This power does not require a Sword or the Holy Blade to use.

--Divine Shield: You may use Shield as a standard action. This is a spell-like ability. This works in all ways like the spell, using your Paladin level as your caster level. You must be at least 6th level to take this power. This power does not require a sword or the Holy Blade to use.

--Divine Regeneration: The Holy Knight's wounds begin healing of their own accord. Using this holy power not only gives the Holy Knight the benefits of Lay on Hands, but they also gain Fast Healing 1 for 1 round/level. At level 13 this becomes Fast Healing 2, and Fast Healing 3 at level 17. This power can be granted to an ally. This Fast Healing cannot heal damage caused by Evil-aligned weapons and abilities, nor damage inflicted by Cold Iron weapons. You must be at least 9th level to take this power. This power does not require a sword or the Holy Blade to use.

--Improved Lay on Hands: Your Lay on Hands power now heals 1d6 per level damage, and you may expend two uses of Lay on Hands to remove 2d4 points of permanent ability damage. In addition, at level 12, you can spend 3 uses of Lay on Hands to remove 1 negative level; This usage of the ability can only be used once per day. Finally, at level 15, you gain Channeled Revival as a bonus feat. You must be at least 9th level to take this power. This power does not require a Sword or the Holy Blade to use.

Divine Blademaster: At 3rd level, and every 3 levels thereafter, a Holy Knight may take any Combat Feat that he meets the requirements for or Extra Channel as a bonus feat.

Beginning at 6th level, a Holy Knight counts as a Fighter of their class level -3 when choosing Combat Feats, but any combat feats gained in this manner only apply to the Holy Blade. This ability replaces Mercies.

Divine Bond (Su): A Holy Knight gains Divine Bond as normal, but may choose their Holy Blade for the first type; If they choose to apply Divine Bond to their Holy Blade, and are wielding two Holy Blades at once, the bonus granted by Divine Bond only applies to one of them.

Aura of Justice (Su): A Holy Knight gains Aura of Justice like a normal Paladin, but all allies benefitting from this feature can also ignore enemy Regeneration like the Holy Knight.

Improved Divine Blademaster: At 12th level, a Holy Knight gains Critical Focus and Improved Critical with their Holy Blade. If they already have one or both of these feats, they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.

Grand Divine Blade Master: At 17th level, a Holy Knight gains Greater Weapon Focus and Greater Weapon Specialization with their Holy Blade; If they already have one or both of these feats (somehow), they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting..

Northswain's Strike (Su): At 20th level the Holy Knight can, as a full-round action, make a single Melee Touch Attack against the target with his Holy Blade, and flood their body with as much Divine Energy as they can muster. This attack deals full Holy Blade damage plus CHA mod, and then the target must make a Fortitude Save (DC=10+1/2 class level+CHA mod). If they are unsuccessful, they take an additional 10d8 damage; A successful save reduces this to 3d8 damage. In either case, if the target is reduced to 0 HP or less from this damage, their body is reduced to a pile of ashes as if struck by a Disintegrate spell; If they don't die, however, they then become immune to this ability for 24 hours. This attack can be modified by expending uses of Lay on Hands, adding an additional 4d8 damage per use spent. Good creatures gain a +5 bonus to the save, while Evil creatures gain a -5 penalty. Good Outsiders are immune to this effect, while Evil Outsiders take an additional -5 penalty (totaling at a -10), are permanently killed even if not on their home plane, and all attempts to revive them must succeed at a DC (20+1/2 class level+CHA mod) spellcasting check to succeed This attack can only be used with the Holy Blade. No matter the result of this attack, the Holy Knight is staggered for 1d4 rounds afterward, and the effect cannot be removed by any means other than waiting it out. The Holy Knight may use this ability a number of times per day equal to half their CHA mod, minimum 1.

This ability replaces Holy Champion.

NEW FEAT!
Name: Extra Holy Power
Pre-requisites: Holy Power class feature
Benefit: The character can choose another Holy Power.

Name: Improved Holy Blade
Pre-Requisites: Holy Blade class feature, +12 BAB
Benefit: Your Holy Blade now counts as a Holy Avenger in addition to all it's other properties.
------------------------------------------------------------------
Changes:
1.) Changed the Holy Powers that imitated spells into Spell-Like Abilities.
2.) Fixed an error in Detect Evil's entry.
3.) The Holy Blade class feature now replaces Channel Positive Energy.
4.) Removed the Bonus Feats, Alignment Channel, Extra Channel, and Improved/Greater Divine Blademaster class features, replacing them all with a new and (somewhat) improved Divine Blademaster.

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