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[3.5 PrC] Knight of the Raven, Initiator Version (PEACH)
Knight of the Raven is a prestige class for divine casters in Expedition to Castle Ravenloft (p. 200) focused on combating undead. This is a modification that allows initiator classes to enter and advances maneuvers.
Alignment: Any good.
Base Attack Bonus: +5.
Martial Maneuvers: Must know at least two Devoted Spirit, Diamond Mind, or White Raven maneuvers
Martial Stances: Must know at least one Devoted Spirit, Diamond Mind, or White Raven stance.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer vigil in the chapel of Ravenloft.
Knight of the Raven
Hit Die: d8
Class Skills (4 + Int modifier per level): Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (local), Knowledge (religion), Martial Lore, Ride, Spot, Survival.
Level Base Attack
Fort Save Ref Save Will Save Maneuvers Known Maneuvers Readied Stances Known Special 1st+1+2+0+2 1 0 0 Raven harrier (harry), speak with ravens 2nd+2+3+0+3 0 0 0 Smite undead 1/day, Strike of the Sun 3rd+3+3+1+3 1 1 0 Enduring Life, raven harrier (martial raven) 4th+4+4+1+4 0 0 0 Smite undead 2/day, Purifying Stance 5th+5+4+1+4 1 0 1 Raven harrier (baffle) 6th+6+5+2+5 0 1 0 Lasting Life, smite undead 3/day 7th+7+5+2+5 1 0 0 Raven harrier (falter) 8th+8+6+2+6 0 0 0 Smite undead 4/day, Hunter's Stance 9th+9+6+3+6 1 1 0 Raven harrier (sight link) 10th+10+7+3+7 0 0 0 Burst of vitality, smite undead 5/day
Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, or White Raven discipline. You must meet a maneuver’s prerequisite to learn it. You add your full Knight of the Raven levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.
Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, or White Raven disciplines. You must meet a stance’s prerequisite to learn it.
Raven Harrier (Ex): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven (MM 278) with the celestial template (MM 31), except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice (including the benefits of the celestial template), use your HD total. The raven uses your base saving throw bonuses plus its ability score mod ifiers (Fort +0, Ref +2, Will +2). It has an Intelligence score of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square or for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special pen alties should your raven fall in bat tle.
Your raven harrier has the followi ng special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Martial Raven (Su): At 3rd level your raven gains the ability to mimic some of your martial prowess. As a swift action, you may instruct your raven to adopt any martial stance you know from the Devoted Spirit, Diamond Mind, or White Raven disciplines. Your raven can adopt a stance of a level no higher than one half your class level, rounded up.
In addition, whenever your raven is within 30 feet of you, your Knight of the Raven levels stack with your Crusader and Warblade levels for the purpose of Song of the White Raven.
Baffle (Su): When you reach 5th level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha
modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 7th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even -when it takes a 5-foot step. Your raven harrier automatically follows a target
that makes a 5-foot step.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you perform this action. At the end of the round, you are fatigued . You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you can not see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.
Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Intelligence above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence (Int 1 or 2), you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.
Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into a single melee attack against an undead creature. You add your Charisma bonus (if any) to your attack roll and add your initiator level to your damage roll. If you roll a natural 20 on your smite attack, your bonus damage is doubled. This is not a critical hit, and no confirmation roll is necessary. You must declare that you are using your smite undead ability before you make your attack roll; if the attack misses (or you attack a creature that is not actually undead), your smite is used for the day. If you use this ability against an incorporeal undead creature but your attack fails due to its incorporeality, you can reroll the miss chance once, taking the better result.
For every two levels you advance beyond 1st, you gain one additional daily use of this ability (2/day at 3rd level, 3/day at 5th level, and so on).
Stike of the Sun(Su): At 2nd level, you gain the ability to infuse your martial maneuvers with positive energy. As part of a martial strike, make a Charisma check and use the following table to determine the highest level of undead you can affect. Any undead creatures with HD less than or equal to the maximum level that are affected by the strike are destroyed. You may use this ability 4 + your Charisma modifier times per day.
Turning Check Result Most Powerful Undead Affected
(Maximum Hit Dice)
0 or lower Initiator level -7 1—3 Initiator level -6 4—6 Initiator level -5 7—9 Initiator level -4 10—12 Initiator level -3 13—15 Initiator level -2 16—18 Initator level -1 19 or higher Initator level
Enduring Life: At 3rd level, you gain Enduring Life (EtCR p. 200) as a bonus feat.
Purifying Stance (Su): At 4th level, you learn how to channel the energy from one of your stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of purifying stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using purifying stance and resume gaining the normal benefit of the stance as a swift action.
While you use this ability, you are immune to ability damage or drain and energy drain. In addition, you and all allies gain a +4 bonus to all saving throws against negative energy.
Lasting Life: At 6th level,you gain Lasting Life (EtCR p. 200) as a bonus feat, even if you do not meet the prerequisites.
Hunter's Stance (Su): At 8th level, you learn how to channel the energy from one of your stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of hunter's stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using hunter's stance and resume gaining the normal benefit of the stance as a swift action.
While you use this ability, you gain +4 AC and +2 to saves against attacks, spells, and special abilities from undead. If you attack an incorporeal undead creature but your attack fails due to its incorporeality, you can reroll the miss chance once, taking the better result. (This stacks with the reroll attempt from Smite Undead). In addition, half of all damage you do on an attack or martial strike to undead is divine energy and cannot be resisted by any means, nor can it be healed by any means except in an area affected by the desecrate or unhallow spells.
Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, expend a use of Holy Strike and make a turning check using the table above. You can remove a number of negative levels from yourself and allies within 30 feet equal to the maximum Hit Dice of undead you could affect. For example, if you are a Crusader 5/Knight of the Raven 10 (Initiator Level 15) and roll an 18 on your turning check, you could affect undead with up to 14 Hit Dice. Thus, you can remove up to 14 negative levels from yourself and your allies, distributed however you choose.