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Celestial Knight

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.

Hit Die: d10.

Requirements
To qualify to become a celestial knight, a character must fulfill all of the following criteria.
Armor Proficiency: Must be proficient with heavy armor and shields (not including tower shields).
Deity: Must worship a lawful good god.
Skills: Knowledge (religion) 5 ranks.
Weapon Proficiency: Must be proficient with the longsword.

Class Skills
The celestial knight’s class skills (and the key ability for each skill) are Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Celestial Knight

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+1+0+1Sentinel Against Undeath, Smite Unead, Limit Break
2nd+2+1+1+1Ghost Touch Aura, Spiritual Shield
3rd+3+2+1+2Graveyard Stride, Favored Enemy (Undead)
4th+4+2+1+2Thwart Foul Magic, Negative Energy Resistance
5th+5+3+2+3Aura of Life, Disrupt Contrp;
6th+6+3+2+3Blessed Conviction, Holy Water Sprinkler
7th+7+4+2+4Purge Malevolence, Damage Undead
8th+8+4+3+4Undead Annihilation, Stand Against Darkness
9th+9+5+3+5Foil Deathcaster, Undead Hunter
10th+10+5+3+5Raiment of Righteousness

Class Features

All of the following are class features of the celestial knight prestige class.

Weapon and Armor Proficiency

A celestial knight gains no additional weapon or armor proficiencies.

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 5d6 points of holy damage plus an additional 1d6 per celestial knight level, with a Reflex save (DC 10 + the celestial knight’s level + his Charisma modifier) for half damage. Those who fail the Reflex save must also make a Will save (DC 10 + the celestial knight’s level + his Charisma modifier) or be blinded for 1 round + 1 round per two celestial knight levels after 1st.

Sentinel Against Undeath (Ex)

A celestial knight gains a bonus equal to his celestial knight 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.

Smite Undead (Su)

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 double his celestial knight 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 4 points of damage per level the celestial knight possesses. 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 3rd level, and at every two levels thereafter, the celestial knight may smite undead one additional time per day, to a maximum of five times per day at 9th level.

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 4th level and every two celestial knight levels thereafter, the celestial knight can use this ability one more additional time per day.

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 5th 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.

Destroyer of the Undead (Su)

At 3rd 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.

Graveyard Stride (Ex)

At 3rd 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.

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.) 

Thwart Foul Magic (Ex)

At 4th 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.

Negative Energy Resistance (Ex)

At 4th 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).

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 + the celestial knight’s class level + the celestial knight’s Charisma modifier) to halve the damage she 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 7th level and 9th level. The amount of Charisma damage dealt increases to 1d6 at 7th level and 2d4 at 9th level.

Aura of Life (Su)

At 5th 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.

Blessed Conviction (Ex)

At 6th level, a celestial knight gains a +4 morale bonus on saving throws against spells and effects created by undead creatures.

Holy Water Sprinkler (Ex)

At 6th level, a celestial knight can draw a flask of holy water as if it were a weapon (and can thus 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.

Purge Malevolence (Su)

At 7th 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 celestial knight’s total character level). He can use this ability on any melee attack, but only once per round.

Damage Undead (Su)

Beginning at 6th 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.

Undead Annihilation (Su)

At 8th 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.

Stand Against Darkness (Ex or Su)

At 8th 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.

Foil Deathcaster (Ex)

At 9th 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.

Undead Hunter (Ex)

At 9th level, the celestial knight’s weapons are treated as if they also had the undead bane special ability.

Raiment of Righteousness (Su)

At 10th 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 class 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.

Celestial Knight