Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

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Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the holy knight s path, but those few are rewarded with the power to protect, to heal, and to smite. Role: Holy knights serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. Alignment: Any good Hit Die: d10 Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Class Skills The holy knight's class skills (and the key ability for each skill are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Skill Points Per Level: 2 + Int modifier. Table 3-21: The Holy Knight Base Attack Fort Level Bonus Save Reflex Save Will Save Special MP Spell Level 1 st +1 +2 +0 +2 Lay on Hands, Sense Evil, Smite Evil (1/day), Limit Breaks 2 nd +2 +3 +0 +3 Holy Grace, Holy Strike (+1d6), First Into Battle 3 rd +3 +3 +1 +3 Blessing, Shared Defense 4 th +4 +4 +1 +4 Smite Evil (2/day), Nimbus of Light (Bless) 0 1 st 5 th +5 +4 +1 +4 Divine Sacrifice, Holy Sword Tech, Channel Positive Energy 1 1 st 6 th +6/+1 +5 +2 +5 Blessing, Holy Strike (+2d6) 1 1 st 7 th +7/+2 +5 +2 +5 Smite Evil (3/day), Divine Health 1 2 nd 8 th +8/+3 +6 +2 +6 Nimbus of Light (Health) 3 2 nd 9 th +9/+4 +6 +3 +6 Blessing, Holy Shield 4 2 nd 10 th +10/+5 +7 +3 +7 Smite Evil (4/day), Holy Strike (+3d6), Holy Sword Tech 4 3 rd 11 th +11/+6/+1 +7 +3 +7 Aura of Courage 7 3 rd 12 th +12/+7/+2 +8 +4 +8 Blessing, Nimbus of Light (Resistance) 9 3 rd 13 th +13/+8/+3 +8 +4 +8 Smite Evil (5/day), Aura of Resolve 10 4 th 14 th +14/+9/+4 +9 +4 +9 Holy Strike (+4d6), Shining Light 14 4 th 15 th +15/+10/+5 +9 +5 +9 Blessing, Holy Sword Tech, Aura of Justice 17 4 th 16 th +16/+11/+6/+1 +10 +5 +10 Smite Evil (6/day), Nimbus of Light (Protection) 19 4 th 17 th +17/+12/+7/+2 +10 +5 +10 Aura of Faith 20 4 th 18 th +18/+13/+8/+3 +11 +6 +11 Blessing, Holy Strike (+5d6) 24 4 th 19 th +19/+14/+9/+4 +11 +6 +11 Smite Evil (7/day), Aura of Righteousness 27 4 th

20 th +20/+15/+10/+5 +12 +6 +12 Holy Champion, Nimbus of Light (Aegis), Holy Sword Tech 33 4 th Class Features All of the following are class features of the holy knight. Weapon and Armor Proficiency: Holy knights are proficient with all simple, martial weapons, and knight swords and with all armor (light, medium, and heavy) and shields (including tower shields). Limit Breaks (Su): At 1st level, the holy knight receives the Limit Breaks (Brightest Day and Invulnerability). Brightest Day (Su): This Limit Break causes a bright light to erupt around the holy knight and her allies within 30 feet for a duration of 1 round + 1 round per four holy knight levels after 1st. This dispels any concealment granted to any enemies within the area of effect and causes them to be afflicted with the Blind status effect for the duration of the limit break, a Fortitude save (DC 10 + half of the holy knight s level + her Charisma modifier) to negate this effect. Invulnerability (Su): This Limit Break makes the holy knight immune to all damage for a duration of 1 round + 1 round per four holy knight levels after 1st. The drawback is that the holy knight cannot attack nor cast any spells except Healing spells for until the duration has ended, doing so before the Limit Break ends, ends it abruptly. Sense Evil (Su): At will, a holy knight can, as a move action, concentrate on a single item or individual within 30 feet and determine if it is evil, with a successful Sense Motive skill check. The DC for an item is equal to 15 + the caster level of the item. The DC for an individual is equal to 15 + the CR of the creature. Lay on Hands (Su): At 1st level, a holy knight can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to half her holy knight level plus her Charisma modifier. With one use of this ability, a holy knight can heal 1d6 hit points of damage for every two holy knight levels she possesses. Using this ability is a standard action, unless the holy knight targets herself, in which case it is a swift action. Despite the name of this ability, a holy knight only needs one free hand to use this ability. Alternatively, a holy knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the holy knight possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Smite Evil (Su): Also at 1st level, once per day, a holy knight can call out to the powers of good to aid her in her struggle against evil. As a swift action, the holy knight chooses one target within sight to smite. If this target is evil, the holy knight adds her Charisma modifier (if any) to her attack rolls and adds her holy knight level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the holy knight possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the holy knight gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the holy knight targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the holy knight rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the holy knight may smite evil one additional time per day to a maximum of seven times per day at 19th level. Holy Grace (Su): At 2nd level, a holy knight applies her Charisma modifier (if positive) as a bonus on all saving throws.

Holy Strike (Ex): A holy knight's ferocity in dealing with evil lends her a helping hand in vanquishing her foes. Any time a holy knight strikes an evil opponent, she deals extra damage. This extra damage is 1d6 when first gained, and it increases by 1d6 with each improvement. If the holy strike is also a critical hit, the extra damage is not also multiplied. This extra damage can only be done with melee weapons. First Into Battle (Su): At 2nd level, a holy knight can spend 1 use of smite evil or lay on hands to act in the surprise round, even if she is surprised. When the holy knight makes an initiative check, she gains a bonus to the check equal to her Charisma bonus. Shared Defense (Su): At 3rd level, a holy knight can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including other holy knights) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and on their saving throws. These bonuses last for a number of rounds equal to the holy knight s Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area. Blessing (Su): At 3rd level, and every three levels thereafter, a holy knight can select one blessing. Each blessing adds an effect to the holy knight's lay on hands ability. Whenever the holy knight uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the blessings possessed by the holy knight. At 3rd level, the holy knight can select from the following initial blessings. Blinded: The target is no longer under the Blind status effect. Shaken: The target is no longer under the Shaken status effect. Sickened: The target is no longer under the Sicken status effect. At 6th level, a holy knight adds the following blessings to the list of those that can be selected. Dazed: The target is no longer under the Daze status effect. Diseased: The target is no longer under the Disease status effect. Silenced: The target is no longer under the Silence status effect. At 9th level, a holy knight adds the following blessings to the list of those that can be selected. Cursed: The target is no longer under the Curse status effect. Immobilized: The target is no longer Immobilized. Nauseated: The target is no longer Nauseated. Prerequisite: The holy knight must have the Sickened blessing before selecting this blessing. Poisoned: The target is no longer under the Poison status effect. Slowed: The target is no longer under the Slow status effect. At 12th level, a holy knight adds the following blessings to the list of those that can be selected. Berserk: The target is no longer under the Berserk status effect. Disabled: The target is no longer under the Disable status effect. Paralyzed: The target is no longer under the Paralyze status effect. Stunned: The target is no longer under the Stun status effect.

Zombie: The target is no longer under the Zombie status effect. These abilities are cumulative. Once a status effect or spell effect is chosen, it can't be changed. Spells: Beginning at 4th level, a holy knight gains the ability to cast holy knight spells, which are drawn from the holy knight spell list. Like most spellcasters, a holy knight can find or purchase scrolls with spells to add to her repertoire. Unlike other spellcasters, a holy knight wearing armor does not affect her spellcasting ability. To learn or cast a spell, the holy knight must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a holy knight s spell is 10 + the spell level + the holy knight s Charisma modifier. In addition, a holy knight gains additional MP for having a high attribute (Charisma). Through 3rd level, a holy knight has no caster level. At 4th level and higher, her caster level is equal to her holy knight level 3. Nimbus of Light (Su): At 4th level, a holy knight learns to use the power of good to bolster her defenses and aid her allies. As a standard action, she can call upon her holy power to cause a nimbus of light to emanate from the holy knight in a 30-ft.-radius. The holy knight can use this ability a number of times per day equal to 3 + her Charisma modifier. This power lasts for 1 minute. Bless (Su): At 4th level, the holy knight's nimbus of light grants all allies in this area (including the holy knight) a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. Health (Su): At 8th level, the holy knight's nimbus of light also heals the holy knight and her allies, curing of them of 1d4 points of ability damage and granting Fast Healing 2. Resistance (Su): At 12th level, the holy knight's nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of elemental damage, selected by the holy knight when this power is activated. Protection (Su): At 16th level, the holy knight's nimbus of light grants the holy knight and her allies protection from critical hits. There is a 25% chance that critical hits made against the holy knight and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection. Aegis (Su): At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4 and Fast Healing 4. The elemental resistance increases to 20 against one elemental damage type. Finally, protection against critical hits increases to 50%. Divine Sacrifice (Su): At 5th level, as a swift action, a holy knight can empower her next blow by giving up some of her life force to win the battle. The holy knight's first attack each round for the duration of this ability deals an extra 5d6 points of holy damage if it hits, and she takes 10 points of damage each time she makes such an attack, whether or not the attack is successful. This ability lasts for 1 minute and can be cancelled as a free action. The holy knight can use this ability a number of times per day equal to 3 + her Charisma modifier. Channel Positive Energy (Su): When a holy knight reaches 5th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A holy knight uses her level as her effective cleric level when using channel energy. This is a Charisma-based ability.

Holy Sword Techs: The holy knight employs abilities of holy power, often dealing high damage and weakening enemies. Starting at 5th level and every five levels thereafter, the holy knight gains a new holy sword tech ability. The holy knight may use any of the currently available holy sword techs up to 3 + Charisma modifier times per day. Cleansing Strike (Su): Using this ability causes a deep, unseen wound to appear in holy knight s opponent, this ranged touch attack deals 1d6 points of holy damage plus an additional 1d6 per two holy knight levels (to a maximum of 5d6). The target also takes 1d6 points of holy damage + half of the holy knight s level each round, for a duration of 1 round per holy knight level thereafter. A successful Fortitude save (DC 10 + half of the holy knight s level + her Charisma modifier) halves this damage and negates the additional damage per round. This ability has a range of 30 feet. Hallowed Bolt (Su): Using this ability calls holy bolts of lightning down upon the holy knight s target, this ranged touch attack deals 1d8 points of holy and lightning damage (half and half) plus an additional 1d8 per two holy knight levels (to a maximum of 5d8). The target hit by this ability is also affected by Dispel that functions like the spell using the holy knight s level as the caster level. A successful Fortitude save (DC 10 + half of the holy knight s level + her Charisma modifier) halves this damage. This ability has a range of 30 feet. Holy Explosion (Su): Using this ability causes an explosion of holy energy to erupt from the ground in a 20-foot radius, damaging all in the area of effect for 1d10 points of holy damage, plus an additional 1d10 per two holy knights level (to a maximum of 5d10) unless they make a successful Reflex save (DC 10 + half of the holy knight s level + her Charisma modifier) halves this damage. This ability has a range of 100 feet. Holy Ruination (Su): Using this ability causes a blast of holy energies hurtling at a string of opponents. This attack deals 1d10 points of holy damage to any living creature, friend or foe, caught in the 60-foot-line area of effect, plus an additional 1d10 per two holy knight levels (to a maximum of 5d10). A successful Reflex save (DC 10 + half of the holy knight s level + her Charisma modifier) halves this damage. Judgment Blade (Su): Using this ability summons holy shards of ice to fall onto the holy knight s opponent. This ranged touch attack deals 1d8 points of holy damage plus an additional 1d8 per two holy knight levels (to a maximum of 5d8) and inflicts the Daze status for 1 round unless the creature makes a successful Fortitude save (DC 10 + half of the holy knight s level + her Charisma modifier) halves this damage. and negates the status effect. This ability has range of 30 feet. Lightning Stab (Su): Using this ability causes a bolt of holy lightning to pierce through the holy knight s opponent. This ranged touch attack deals 1d8 points of holy and lightning (half and half) damage, plus an additional 1d8 per two holy knight levels (to a maximum of 5d8) and inflicts the Blind status for 1 round per level unless the creature makes a successful Fortitude save (DC 10 + half of the holy knight s level + her Charisma modifier) halves this damage and negates the status effect. This ability has a range of 30 feet. Northswain's Strike (Su): Using this ability causes a shock to the target so powerful, they might instantly incapacitate themselves. This ranged touch attack deals 1d6 points of holy damage plus an additional 1d6 per four holy knight levels (to a maximum of 5d6). The target must make a Will Save (DC 10 + half of the holy knight s level + her Charisma modifier) or fall to 0 hit points. This attack can only be used against targets of evil alignment. This attack can only be used against targets within melee range. Divine Health (Ex): At 7th level, a holy knight gains immunity to Poison, Sap, and Disease status effects. Holy Shield (Su): At 9th level, a holy knight can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the holy knight gain a shield bonus equal to the holy knight s own shield bonus, including any increase from the shield s enhancement bonus. This bonus does not stack with any existing shield bonuses.

At 14th level, this protection expands to cover any allies within 10 feet. At 19th level, any allies within 20 feet are protected. Using this ability consumes two uses of the holy knight s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). Aura of Courage (Su): At 11th level, a holy knight is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the holy knight is conscious, not if she is unconscious or dead. Aura of Resolve (Su): At 13th level, a holy knight is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the holy knight is conscious, not if she is unconscious or dead. Shining Light (Su): At 14th level, a holy knight can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take 1d6 points of holy damage for every two holy knight levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + half of the holy knight s level + her Charisma modifier. Good creatures within this burst are healed 1d6 points of damage per two holy knight levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A holy knight can use this ability once per day at 14th level plus one additional time per day at 17th and 20th level. Aura of Justice (Su): At 15th level, a holy knight can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the holy knight's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. Aura of Faith (Su): At 17th level, a holy knight's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as goodaligned for the purposes of overcoming Damage Reduction. This ability functions only while the holy knight is conscious, not if she is unconscious or dead. Aura of Righteousness (Su): At 19th level, a holy knight gains DR 5/evil. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against holy spells and effects. This ability functions only while the holy knight is conscious, not if she is unconscious or dead. Holy Champion (Su): At 20th level, a holy knight becomes a conduit for the power of good. The holy knight gains DR 10/evil. Whenever she casts healing spells or uses lay on hands to heal a creature, she heals the maximum possible amount. In addition, any weapon the holy knight wields is considered Good aligned for purposes of bypassing damage reduction, dealing an additional 1d6 points of holy damage against all evil opponents and an additional 2d6 points of holy damage against evil undead or dark knights.