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Holy Swordsman

A peerless warrior who commands an entire knightly order. It is said that none can match his swordplay. These knights exchange spells for advanced holy sword techniques.

The holy swordsman is an archetype of the holy knight class.

Holy Sword Techs

The holy swordsman employs abilities of holy power, often dealing high damage and weakening enemies. Starting at 1st level and every four levels thereafter, the holy swordsman gains a new holy sword tech ability. The holy swordsman may use any of the currently available holy sword techs a number of times per day equal to half his holy knight level plus his Charisma modifier.

Cleansing Strike (Su): Using this ability causes a deep, unseen wound to appear in holy knight’s opponent, dealing 1d6 points of holy damage plus an additional 1d6 per two holy knight levels after 1st. 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 Fortitude save (DC 10 + half of the holy knight’s level + his Charisma modifier) for half 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, dealing 1d8 points of holy and lightning damage (half and half) plus an additional 1d8 per two holy knight levels after 1st. The target hit by this ability is also affected by Dispel that functions like the spell using the holy swordsman’s level as the caster level. A Fortitude save (DC 10 + half of the holy knight’s level + his Charisma modifier) for half damage and negates the Dispel effect. 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 knight levels after 1st unless they make a Reflex save (DC 10 + half of the holy knight’s level + his Charisma modifier) for half 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 after 1st. A Reflex save (DC 10 + half of the holy knight’s level + his Charisma modifier) for half damage.

Judgment Blade (Su): Using this ability summons holy shards of ice to fall onto the holy knight’s opponent. This attack deals 1d8 points of holy damage plus an additional 1d8 per two holy knight levels after 1st and inflicts the Daze status for 1 round unless the creature makes a Fortitude (DC 10 + half of the holy knight’s level + his Charisma modifier) for half damage and status effect negation. 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 attack deals 1d8 points of holy and lightning (half and half) damage, plus an additional 1d8 per two holy knight levels after 1st and inflicts the Blind status for 1 round per level unless the creature makes a Fortitude save (DC 10 + half of the holy knight’s level + his Charisma modifier) for half damage and status effect negation. 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 attack deals 1d6 points of holy damage plus an additional 1d6 per three holy knight levels after 1st. The target must make a Will Save (DC 10 + half of the holy knight’s level + his 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.

These abilities replace the spellcasting gained at 4th level and the holy sword techs normally gained 5th level.

Holy Pool (Su)

At 3rd level, the holy swordsman gains a reservoir of holy energy that he can draw upon to fuel his powers and enhance his weapon. This holy pool has a number of points equal to half his holy knight level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the holy swordsman rests for a full 8 hours.

At 3rd level, a holy swordsman can expend 1 point from his holy pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the holy pool point is spent and cannot be changed until the next time the holy swordsman uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the holy swordsman.

A holy swordsman can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces blessings.

Holy Sword Talent

As he gains levels, a holy swordsman learns special talents tailored to his specific way of blending martial puissance and holy power. Starting at 4th level, a holy swordsman gains one holy sword talent. He gains an additional holy sword talent for every four levels of holy knight attained after 4th level. Unless specifically noted in a holy sword talent’s description, a holy swordsman cannot select a particular holy sword talent more than once.

Accurate Strike (Ex): The holy swordsman can expend 2 points from his holy pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. Prerequisite: Holy Knight 8

Bane Blade (Su): Whenever the holy swordsman enhances his weapon using his holy pool, he may spend 1 additional point from his holy pool to add the bane special ability to the weapon. Prerequisite: Holy Knight 16

Devoted Blade (Su): Whenever the holy swordsman enhances his weapon using his holy pool, he may spend 1 additional point from his holy pool to add either the axiomatic or holy special ability to the list of available options. Prerequisite: Holy Knight 12

Dispelling Strike (Su): The holy swordsman can spend 1 or more points from his holy pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the holy knight’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of holy pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. Prerequisite: Holy Knight 8

Disruptive (Ex): The holy swordsman gains Disruptive as a bonus feat.

Enduring Blade (Su): Whenever the holy swordsman enchants his weapon using his holy pool, he may spend 1 additional point from his holy pool to increase the duration to 1 minute per holy knight level.

Ghost Blade (Su): Whenever the holy swordsman enchants his weapon using his holy pool, he may spend 1 additional point from his holy pool to add the brilliant energy and ghost touch special abilities to the list of available options. Prerequisite: Holy Knight 8

Hasted Assault (Su): The holy swordsman can expend 1 point from his holy pool as a swift action to move more quickly. This functions as haste, but only targets the holy swordsman and lasts for a number of rounds equal to the holy swordsman’s Charisma bonus. Prerequisite: Holy Knight 8

Holy Accuracy (Su): The holy swordsman can expend 1 point from his holy pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Holy Edge (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). Prerequisite: Holy Knight 8

Holy Redoubt (Su): As a swift action, the holy swordsman can expend 1 point from his holy pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

Holy Redoubt, Greater (Su): Whenever the holy swordsman uses his holy redoubt holy sword talent, he may spend an additional point from his holy pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his holy pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion. Prerequisite: Holy Knight 12, holy redoubt holy sword talent

Lingering Pain (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a weapon attack. All damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the holy swordsman’s next turn.

Prescient Attack (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the holy swordsman’s attacks until the end of the holy swordsman’s next turn.

Prescient Defense (Su): The holy swordsman can expend 1 point from his holy pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The holy swordsman gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn. Prerequisite: Holy Knight 8

Spellbreaker (Ex): The holy swordsman gains Spellbreaker as a bonus feat. Prerequisite: Holy Knight 12

This ability replaces nimbus of light.