Knight of the Morning Sky (3.5e Prestige Class)

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Knight of the Morning Sky

The Order of the Morning Sky is known for its fanatical devotion to its dual causes of eradicating disease and destroying the undead, all for the cause of good. The most dedicated of its members often become Knights of the Morning Sky, the very embodiment of the Order's ideals: it is also these folk who are responsible for the Order of the Morning Sky's reputation as a gathering of "chaotic paladins."

The Knights of the Morning Sky aren't necessarily the leaders of the Order. Rather, they are the champions that embody its goals in the most straightforward manner possible—direct action. Those who administer the Order are fairly unlikely to possess levels in this prestige class, savor for the most basic of training. Only those who are out in the land fighting the good fight reach the highest levels of this class; only they are worthy of the highest blessings in this philosophy.

This prestige class is mainly pursued by clerics and fighters, though some particularly dedicated rangers, rogues, sorcerers and bards are known to have joined its ranks.

Requirements

To qualify to become a Knight of the Morning Sky, a character must fulfill all of the following criteria:

  • Alignment: Neutral Good or Chaotic Good
  • Base Attack Bonus: +5
  • Deity: Neutral Good or Chaotic Good alignment
  • Skills: Diplomacy 3 ranks, Heal 5 ranks, Knowledge (religion) 4 ranks
  • Proficiencies: Simple and Martial weapons,
  • Special: Must be a member of the Order of the Morning Sky


Table: Knight of the Morning Sky
Hit Die: d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells/Day
1st 2nd 3rd 4th
1st +1 +2 +0 +2 Divine Health, lay on hands, redeemer's blessings, turn undead 0
2nd +2 +3 +0 +3 Great Fortitude, remove disease 1
3rd +3 +3 +1 +3 Smite undead 1 0
4th +4 +4 +1 +4 Remove disease 2/week, spontaneous curing 1 1
5th +5 +4 +1 +4 Greater turning 1 1 0
6th +6 +5 +2 +5 Remove disease 3/week 1 1 1
7th +7 +5 +2 + 5 Weapon of the Sun 2 1 1 0
8th +8 +6 +3 +5 Remove disease 4/week 2 1 1 1
9th +9 +6 +3 +6 Circle of sunlight 2 2 1 1
10th +10 +7 +3 +7 Redeemer's avatar, remove disease 5/week 2 2 2 1

Class Skills (2 + Int modifier per level)
Class Skills: Concentration (Con), Craft (Wis), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis).

Class Features

All of the following are class features of the Knight of the Morning Sky prestige class:

Weapons and Armors Proficiency: Knights of the Morning Sky gain no additional proficiencies in arms or armor.

Spells: A Knight of the Morning Sky has the ability to cast a small number of divine spells. To cast a spell, the Knight of the Morning Sky must have a Wisdom score of at least 10 + the spell's level, so a Knight of the Morning Sky with a Wisdom of 10 or lower cannot cast these spells. Knights of the Morning Sky bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Knight of the Morning Sky's Wisdom modifier.

When a Knight of the Morning Sky gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. A Knight of the Morning Sky without a bonus spell for that level cannot yet cast a spell of that level. The Knight of the Morning Sky's spell list appears below. A knight has access to any spell on the list and can freely choose which to prepare, just like a cleric. A Knight of the Morning Sky prepares and casts spells just as a cleric does, though the knight cannot spontaneously cast cure or inflict spells.

Divine Health (Su): A Knight of the Morning Sky is immune to all diseases, including magical diseases.

Lay on Hands (Sp): A Knight of the Morning Sky can cure a total number of hit points equal to the Knight's Charisma bonus (if any) times his level. The Knight of the Morning Sky may use this ability to cure herself, or choose to divide her curing among multiple recipients. She doesn't have to use it all at once. Lay on Hands is a spell-like ability whose use is a standard action.

Turn Undead (Su): A Knight of the Morning Sky has the supernatural ability to Turn Undead. A knight may attempt to turn or rebuke undead a number of times per day equal to 3 + her Charisma modifier. The Knight of the Morning Sky Turns Undead as a cleric of his level.

Redeemer's Blessings: Any time a Knight of the Morning Sky invokes the aid of her deity, she gains a +1 addition bonus to the bonus granted, whether to increase her save against negative energy attacks or to increase the amount of healing she grants. The maximum bonus is +4, gained through three full rounds of invocation.

Extra Turning: A Knight of the Morning Sky may take the Extra Turning Feat. This feat allows the knight to Turn Undead four more times per day than normal. A Knight of the Morning Sky can take this feat multiple times, gaining four extra daily turning attempts each time.

Great Fortitude: At 2nd level, the Knight of the Morning Sky gains the Great Fortitude feat for free.

Remove Disease (Sp): Beginning at 2nd level, a Knight of the Morning Sky can Remove Disease, as per the spell ]]remove disease]], once per week. Remove Disease is a spell-like ability for the Knight of the Morning Sky. As she advances in level, the Knight of the Morning Sky gains additional uses of this ability per week (twice per week at 4th, three times per week at 6th, four times per week at 8th, and five times per week at 10th).

Smite Undead (Su): At 3rd level, the Knight of the Morning Sky gains the ability to Smite Undead with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point per class level. This attack only works on undead creatures; it has no effect on other kinds of creatures. Smite Undead is a supernatural ability, and may be used a number of times per day equal to 1 + the Knight's Charisma modifier (if positive).

Spontaneous Curing: At 4th level, the Knight of the Morning Sky gains the ability to channel stored spell energy into healing spells not prepared ahead of time. The Knight of the Morning Sky can expend a spell and instead can cast any cure spell of the same level or lower. Doing this extends the spell to a full round action.

Greater Turning: At 5th level, the Knight of the Morning Sky gains the Greater Turning ability, which acts as the granted power of the Sun Domain in all ways. All uses of the Greater Turning ability are accompanied by a momentary display of white light, similar to a solar flare.

Weapon of the Sun (Su): At 7th level, the Knight of the Morning Sky may use one of his Smite Undead uses per day to enchant his weapon with white-hot holy power. When striking undead with a weapon so enchanted, the Knight of the Morning Sky inflicts +2d6 holy damage to the creature for that strike only. This is a supernatural ability.

Circle of Sunlight (Sp): At 9th level, the Knight of the Morning Sky gains the ability to fill a 20-foot radius, centered on the knight, with white light, which is treated as sunlight in regard to effects upon undead. Additionally, this circle of light is treated as the spell healing circle for everyone (including the undead) within it. This circle of light is treated as a magic circle against evil as well. This healing and damaging effect fades after the first round, though the light and warding effects remain for another four rounds. This is a spell-like ability usable once per day.

Redeemer's Avatar (Sp): At 10th level, the Knight of the Morning Sky gains the ability to cast the spell avatar (see Relics and Rituals, pg. 50). This is a spell-like ability usable once per week.

Knight of the Morning Sky's Spell List

Knights of the Morning Sky choose their spells form the following list:

1st Levelbless, bless water, cure light wounds, detect undead, endure elements, ephod of melee*, light, empathic resonance*, magic weapon

2nd Levelconsecrate, cure moderate wounds, endurance, heat metal, lesser restoration, resist elements, shield other

3rd Levelbanish shadow*, continual flame, cure serious wounds, daylight, invigorate dead*, negative energy protection, remove disease, sun spear*

4th Levelcure critical wounds, cloak of righteousness*, holy channel*, holy sword*, purifying flames*, restoration, searing light, soul of mercy*

  • See Relics and Rituals




Scarred Land Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.

Permission to use this content granted via "Designation of Open Game Content", page 1, Scarred Lands Campaign Setting: Ghelspad. Alterations were made to this entry to avoid items designated as product identity or to bring the entry in line with the 3.5 rules set.



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