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Redeemer

As most qus are outcasts, a qu holy knight recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some qu holy knights take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These holy knights are called redeemers.

The redeemer is an archetype of the holy knight class, available only to qu holy knights.

Merciful Smite (Su)

At 1st level, when a redeemer chooses to smite a creature, he can have all of his attacks against the target deal nonlethal damage. He does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. He cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).

This ability otherwise works like and replaces the standard holy knight’s smite evil.

Monstrous Rapport (Ex)

At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to “monstrous” races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters.

This ability replaces sense evil.

Pact of Peace (Sp)

At 8th level, a redeemer can force a defeated creature to accept a binding pact of peace as a condition of its surrender. The pact of peace places a magical command on a creature to carry out a simple set of prohibitions to protect others. Examples include “Leave this city and do not return” or “Do not attack caravans.” The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per holy knight level. His caster level for this ability is equal to his holy knight level.  The creature must have 7 or fewer HD and be able to understand him. The creature under the pact of peace must follow the given instructions until it is completed, no matter how long it takes.

If the subject is prevented from obeying the pact of peace for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the pact of peace.

This ability replaces nimbus of light (health).

Aura of Mercy (Su)

At 11th level, a redeemer can expend two uses of her merciful smite ability to grant the merciful smite ability to all allies within 10 feet, using her bonuses. Allies must use this merciful smite 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.

This ability replaces aura of healing.

Code of Conduct

A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.