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Midi # 28


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get this gear!

(Using the updated version of the Knight of the Chalice found in Complete Warrior supplement book. If you liked the older version, it can be found in Defenders of the Faith. For an expansion and more details on this holy order, please go HERE.)


© 2004 Benjamin James Redant

A knight of the chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders. Motivated by a pious hatred of these creatures that embody the principles of evil and routinely invade the Material Plane. Knights of the chalice learn tactics and gain special abilities that help them in their crusade.
A character who qualifies for entrance into the Order of the Chalice is typically a paladin/ranger or a cleric/ranger. Characters with minimal levels as a ranger/cleric or paladin/ranger can qualify even if they have more levels in other classes -- rogue, fighter, and even wizard or sorcerer. Wizards and sorcerers are rarely drawn to the order's crusade, and cannot qualify as knights until reaching high levels. Few monks or bards have enough dedication to exterminate demons to take up this class.
Knights of the Chalice are often lone crusaders , maintaining only loose connects to their order. NPC knights sometimes gather adventuring bands around themselves for combat support. A knight of the Chalice could become a temporary ally of a group of adventurers while the party is engaged in a campaign against a demon.

Level
1
2
3
4
5
6
7
8
9
10
Base Attack
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special Abilities
Fiendslaying +1/+1d6
Censure Demons, Courage of Heaven (fear)
Fiendslaying +2/+2d6
Consecrated casting
Courage of Heaven (enchantment)
Fiendslaying +3/+3d6
--
Courage of Heaven (radius)
Fiendslaying +4/+4d6
Holy aura 1/day

Hit Die: d10

Requirements:

  • Alignment: Lawful Good
  • Base Attack: +8
  • Skills: Knowledge (the planes) (+5), Knowledge (religion) (+10)
  • Spells: Able to cast divine spells, including Protection from Evil
Class Skills: Concentration, Craft, Diplomacy, Intimidate, Knowledge (the planes), Knowledge (religion), Profession, and Sense Motive

Skill Points/Level: 2 + INT Modifier

Class Features

  • Weapon and Armor Proficiency
    Knights of the Chalice gain no profiency with any weapon or armor.

  • Spells:
    Beginning at 1st level a knight of the Chalice gains the ability to cast a number of divine spells. To cast a spell, a knight of the Chalice must have a Wisdom score of 10 + the spell's level, so a knight with a Wisdom of 10 or lower cannot cast these spells. Knight of the Chalice bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + the spell's level + the knight's wisdom modifier. When the knight gets 0 spells per day of a given spell level (for instance, 1st level spells for a 1st level knight), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The knight of the Chalice's spell list appears below; she has access to any spell on the list and can freely choose which to prepare. A knight of the Chalice prepares and casts spells just as a cleric does (though a knight cannot loose a spell to cast a cure spell in its place).

    Knight of the Chalice Spell List

    Level 1

  • Bless Water
  • Bless Weapon
  • Detect Chaos
  • Detect Evil
  • Divine Favor
  • Doom
  • Endure Elements
  • Magic Weapon
  • Protection from Evil
  • Remove Fear
  • Summon Monster I

    Level 2

  • Aid
  • Align Weapon
  • Bull's Strength
  • Consecrate
  • Endurance
  • Resist Elements
  • Sound Burst
  • Spiritual Weapon
  • Summon Monster II
  • Undetectable Alignment

    Level 3

  • Detect Magic
  • Invisibilty Purge
  • Magic Circle Against Evil
  • Magic Vestment
  • Prayer
  • Protection from Elements
  • Searing Light
  • Shout
  • Summon Monster III

    Level 4

  • Dimensional Anchor
  • Discern Lies
  • Dismissal
  • Dispel Evil
  • Greater Magic Weapon
  • Holy Smite
  • Lesser Aspect of the Deity,
  • Lesser Planar Ally

  • Fiendslaying: [Ex]
    A knight of the Chalice gain a number of special benefits in combat with evil outsiders. A 1st level knight of the Chalice gains a +1 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage due to her expertise in combating these creatures. These bonuses increase as the knight advances in level as shown in the table above.
    A 1st level knight of the Chalice's +1 compentance bonus she applies to Intimidate, Listen, Sense Motive, and Spot checks when she uses these skills against evil outsiders.
    These bonuses all stack with the knight's favored enemy bonus (if any).

  • Censure Demons: [Su]
    A knight of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, a knight of the Chalice channels energy from the the celestial planes of lawful good.
    When a knight of the Chalice uses this ability, any demon within 30 feet must make a Will save (DC 10 + the knight of the chalice's class level + the knight's Cha modifier) or be censured.
    A censured demon whose Hit Dice are equal to are greater than twice the knight's class level is stunned by the knight's holy power for 1 round.
    If a censured demon has fewer Hit Dice than twice the knight's class level, it is stunned and must succeed on a second Will save (same DC) or be sent back to its home plane as if it had been subject to a Dismissal spell. Only one demon may be dismissed by any single censure demon attempt; if more than one demon is required to make the second will save, check for the demon with the lowest HD first.
    A knight may attempt to censure demons once per day for every two class levels she possess.

  • Courage of Heaven: [Su]
    A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by evil outsiders. At 5th level and higher, a knight of the Chalice is immune to enchantment spells and effects cast or created by evil outsiders, including charms and suggestions. At 8th level and highe, these immunities extend to all allies within 20 feet of the Knight of the Chalice.

  • Conscreted Casting: [Ex]
    When a knight of the Chalice reaches 4th level, spells cast by the character on an evil outsider becomes more difficult to resist. When a knight casts a spell that targets an evil outsider, add +2 to the knight's caster level check to overcome the target's spell resistance and +2 to the DC of any saving throw the spell allows.

  • Holy Aura: [Su]
    A 10th level knight of the Chalice has the ability to create a holy aura once per day that affects herself only. The aura's effect is as the spell cast by a 10th level cleric, but it wards the knight against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can be blinded if they strike the knight.

    Multiclass Note: A paladin who becomes a knight of the Chalice may continue advancing as a paladin.

Page last updated on October 6th, 2004


©2006 commissoned art by Steph Larsen

For the hard core gamer that liked our house rules, feats, flaws and more best go to our Roleplay Nexus Of course if you are just looking for the Drow Information then click on the image above!