Book of Hallowed Might - 3.5e

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The Book of Hallowed Might

Knight of the Pale

Class Features

While there are many great heroes of good in the world today, many lived in earlier times as well. Some people called these holy champions saints. Many characters alive today draw upon the goodness and purity of these historical figures to fight the forces of evil. The Knight of the Pale specializes in revering and honoring the saints of the past. The Knights of the Pale are an order dedicated to ridding the world of evil magic and the creatures created or summoned by that magic. In particular, they despise demons. They are also fairly adept at fighting undead and ally with lawful good churches, though they are not a part of any formal church hierarchy. Most Knights of the Pale are fighters, paladins, rangers, or clerics, although barbarians, druids, and even rogues occasionally join their ranks. Sorcerer, wizard, and monk knights are rare. NPC Knights of the Pale work in groups, fighting alongside their brethren or likeminded individuals. Hit Die: d10

All of the following are class features of the Knight of the Pale prestige class. Weapon and Armor Proficiency: The Knight of the Pale is proficient with all simple and martial weapons, and all types of armor, and shields (except for the tower shield). Ability Suites: A Knight of the Pale gains a group of special abilities called a suite; specifically, at 1st level, he gains the first suite. Higher-level knights gain multiple suites. Each day at sunrise, a Knight of the Pale with more than one suite chooses which group of powers to activate for that day. DMs should feel free to rename the suites for saints or gods appropriate to their campaigns. Suite descriptions appear below.

Requirements

Suite of St. Gustav (Protector of the Just) • Cure moderate wounds (as spell, cast at knight’s class level) once per day • +2 enhancement bonus to Dexterity • +2 dodge bonus to Armor Class • +2 resistance bonus on all saves • +1 bonus to attack and damage rolls against all undead

To qualify to become a Knight of the Pale, a character must fulfill all the following criteria. Alignment: Any nonchaotic, nonevil Base Attack Bonus: +7 Knowledge (Religion): 4 ranks Feats: Devout Faith†

Class Skills The knight’s class skills (and the key ability for each skill) are Craft (any) (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Int), Sense Motive (Wis), and Spot (Wis). See Chapter Four: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Intelligence modifier

Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fortitude Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Suite of St. Chausle (Guardian of the Temple) • Bless weapon (as spell, cast at knight’s class level) once per day • +2 enhancement bonus to Strength • +2 enhancement bonus to Constitution • +1 bonus to attack and damage rolls against all outsiders

Suite of St. Yessid (Judgment from Above) • Fly (as spell, cast at knight’s class level) once per day • Dismissal (as spell, cast at knight’s class level) once a day • +2 bonus to attack and damage rolls against all outsiders • Resistance 20 against fire, cold, acid, sonic, or electricity (must choose at beginning of day) • +2 resistance bonus on all saves

THE KNIGHT OF THE PALE Reflex Will Save Save +0 +2 +0 +3 +1 +3 +1 +4 +1 +4 +2 +5 +2 +5 +2 +6 +3 +6 +3 +7

Special Suite of St. Chausle — Suite of St. Gustav — Suite of St. Yessid — Suite of St. Daris Holy Avenger Suite of St. Feldin Suite of Lothian


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