Celestial Knights are a chivalrous order dedicated to guarding against the schemes of the unliving and any plots to increase their power. The order is deeply religious, composed of devoted worshipers of their god.
The celestial knight is an archetype of the paladin class.
Limit Break (Su)
At 1st level, the celestial knight receives the Limit Break (Undead Scourge).
Undead Scourge (Su): This Limit Break bestows an aura of light upon the celestial knight, dealing holy damage to undead foes within a 30-ft.-radius. All undead enemies within the area of effect take 1d6 points of holy damage plus an additional 1d6 per four paladin levels after 1st, with a Reflex save (DC 10 + half of the paladin’s level + his Charisma modifier) for half damage. Those who fail the Reflex save must also make a Will save (DC 10 + half of the paladin’s level + his Charisma modifier) or be blinded for 1 round + 1 round per four celestial knight levels after 1st.
This ability replaces the Limit Break (Brightest Day).
Sentinel Against Undeath (Ex)
At 1st level, a celestial knight gains a bonus equal to half his paladin level on Perception and Sense Motive checks against undead. He also gains this bonus as a dodge bonus to his AC and CMD against attacks made by undead.
This ability replaces cover.
Smite Undead (Su)
At 1st level, once per day, a celestial knight can call out to the powers of good to aid him in his struggle against undead. As a swift action, the celestial knight chooses one undead target within sight to smite. If this target is undead, the celestial knight adds his Charisma modifier (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target of smite undead is an evil undead creature, the bonus to damage on the first successful attack increases to double his paladin level. Regardless of the target, smite undead attacks automatically bypass any DR the creature might possess.
In addition, while smite undead is in effect, the celestial knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the celestial knight targets a creature that is not undead, the smite is wasted with no effect.
The smite undead effect remains until the target of the smite is dead or the next time the celestial knight rests and regains his uses of this ability. At 5th level, and at every four levels thereafter, the celestial knight may smite undead one additional time per day, to a maximum of five times per day at 17th level.
This ability replaces lay on hands.
Spiritual Shield (Su)
At 2nd level, the celestial knight can call upon the spirits of the fallen for protection. Once per day as an immediate action when attacked by an undead creature, the celestial knight can gain a dodge bonus equal to his Charisma modifier to his AC against that attack. The celestial knight must decide to use this ability before the attack roll. At 6th level and every four paladin levels thereafter, the celestial knight can use this ability one more additional time per day.
This ability replaces shared defenses.
Ghost Touch Aura (Su)
At 2nd level, the celestial knight’s armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 10th level, this ability also applies to the celestial knight’s shield. In addition, a celestial knight can channel his will into any weapon he wields, making it effective against incorporeal undead. A celestial knight may imbue a single wielded weapon with the ghost touch special ability as a swift action, causing it to deal damage normally against incorporeal creatures. The celestial knight may use this ability for a number of rounds per day equal to his celestial knight level; these rounds need not be consecutive. The celestial knight can end this ability as a free action.
This ability replaces first into battle.
Graveyard Stride (Ex)
At 2nd level, a celestial knight may move easily through difficult terrain in areas where corpses are interred, such as graveyards, catacombs, crypts, or necropolises. When in such an environment, the celestial knight may move at his normal speed without taking damage or suffering any impairment, although any magical effects and enchantments that impair movement still affect him.
This ability replaces a divine art gained at 2nd level.
Favored Enemy (Ex)
At 3rd level, a celestial knight gains a favored enemy bonus of +2 against undead, or if the celestial knight already has favored enemy (undead) from another class, increases his existing bonus by +2. (This doesn’t increase existing favored enemy bonuses against any other creature types.)
This ability replaces blessing.
Blessed Conviction (Ex)
At 4th level, a celestial knight gains a +4 morale bonus on saving throws against spells and effects created by undead creatures.
This ability replaces aura of excellence.
Holy Water Sprinkler (Ex)
At 4th level, a celestial knight can draw a flask of holy water as if it were a weapon (and can use the Quick Draw feat to draw flasks of holy water). As a swift action, he can open a flask of holy water and pour it onto a held or adjacent melee weapon. If the weapon successfully hits an undead creature before the end of the celestial knight’s next turn, the undead takes damage as if it took a direct hit from the holy water, in addition to the damage from the weapon, if any.
This ability replaces a divine art gained at 4th level.
Disrupt Control (Su)
At 5th level, a celestial knight can infuse his attacks with divine power capable of harming an undead creature as well as its controller. As a standard action, the celestial knight can make a single melee attack against an undead creature, or a single ranged attack against an undead creature within 30 feet. If the attack is successful, he deals 1d4 points of Charisma damage to the target undead creature in addition to normal damage. If the target undead creature is being controlled by another creature within 120 feet, the controller takes 1d4 points of Charisma damage as well; unlike the initial target, the controller may attempt a Will save (DC 10 + half of the paladin’s level + his Charisma modifier) to halve the damage he would take from this attack. A celestial knight can use this ability once per day at 5th level, plus an additional time per day at 11th level and 17th level. The amount of Charisma damage dealt increases to 1d6 at 11th level and 2d4 at 17th level.
This ability replaces unwavering confidence.
Purge Malevolence (Su)
At 6th level, a celestial knight can attempt to dispel an ongoing spell effect from the necromancy school or one with the death or evil descriptor as part of a melee attack against a creature or object. The celestial knight must declare the attempt before making the attack, and if he misses, the attempt is wasted. If the attack hits, eligible effects on the target are subject to a targeted dispel effect (caster level equal to the paladin’s level). He can use this ability on any melee attack, but only once per round.
This ability replaces a divine art gained at 6th level.
Shadow Energy Resistance (Ex)
At 7th level, a celestial knight gains a +2 bonus on saving throws against dark spells and effects, death effects, energy drain, and negative energy. This bonus increases to +4 at 6th level and +6 at 8th level. At 10th level, effects created by undead that inflict ability drain, ability damage, or energy drain have only half their normal effect on a celestial knight (minimum 1 point of ability damage or ability drain, or 1 negative level).
This ability replaces divine health.
Destroyer of the Undead (Su)
At 8th level, the celestial knight’s weapons are treated as having the celestial knight’s alignment for the purpose of overcoming the damage reduction of undead creatures.
This ability replaces aura of good.
Damage Undead (Su)
Beginning at 9th level, the celestial knight’s attacks against undead are especially effective. The celestial knight may add his Charisma modifier to all attack and damage rolls made against undead.
This ability replaces flash of light.
Thwart Foul Magic (Ex)
At 10th level, whenever a celestial knight threatens an undead spellcaster, he gains the benefits of the Disruptive and Spellbreaker feats. He counts as having these feats for the purposes of qualifying for feats or other abilities. If he already possesses the Disruptive and/or Spellbreaker feats, the effects do not stack. When he threatens any spellcaster (not just an undead spellcaster), the concentration check DC increases by 2 if the spell being cast is from the necromancy school, has the death descriptor, or has the evil descriptor. For the purpose of this ability, the celestial knight counts as having automatically identified the effect as if he had made a Spellcraft check. This increase only applies if the celestial knight is aware of the spellcaster’s location and is capable of making an attack of opportunity.
This ability replaces cleansing flames.
Foil Deathcaster (Ex)
At 10th level, once per day as an immediate action, a celestial knight can force an undead spellcaster he threatens to reroll a concentration check made to cast defensively. The spellcaster must take the lower result.
This ability replaces a divine art gained at 10th level.
At 14th level, the celestial knight can take revenge on undead that dare strike him or those he seeks to protect. Whenever an undead creature that is the subject of his smite undead hits the celestial knight or an adjacent ally with a melee attack, the creature provokes an attack of opportunity from the celestial knight. The celestial knight gains a +2 morale bonus on attacks of opportunity provoked as a result of this ability. If an undead subject of the celestial knight’s smite undead threatens a critical hit against the celestial knight, the celestial knight gains a dodge bonus equal to his Charisma modifier against the confirmation roll. This bonus functions as a supernatural ability.
This ability replaces restore.
Undead Annihilation (Su)
At 15th level, a celestial knight can expend one use of his smite undead ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + the celestial knight’s level + the celestial knight’s Charisma modifier. Undead with twice as many Hit Dice as the celestial knight are unaffected by this ability. If the attack misses, the smite undead is wasted without effect.
This ability replaces sentinel.
Undead Hunter (Ex)
At 16th level, the celestial knight’s weapons are treated as if they also had the undead bane special ability.
This ability replaces crusader champion.
Aura of Life (Su)
At 17th level, a celestial knight emits a 10-foot aura of life around him that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist holy spells and effects. In addition, undead in this aura do not regain hit points from channeled dark energy.
This ability replaces aura of healing.
Raiment of Righteousness (Su)
At 20th level, once per day as a standard action, a celestial knight can transfigure his gear into the embodiment of virtuous valor. His armor (if metallic) turns silver-gray, gaining the material properties of adamantine in addition to any other material properties it may have. His shield (if he wears one) glows like a torch and gains the blinding special ability in addition to any other special abilities it has. The shield’s blinding ability has a saving throw DC of 19 (21 vs. undead). His cloak (if he wears one) turns bright red, becoming a cloak of resistance +5 in addition to any other properties it has. His sword (if he wields one) acts as if it has a holy sword spell cast upon it with caster level equal to his paladin level. These effects last for 1 minute, and only function while the celestial knight wields or wears these items. A dropped or removed item ceases granting its abilities, but resumes if returned before the duration expires.
This ability replaces holy champion.