Holy Knight (3.5e Template)
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Holy knights are divinely appointed agents endowed with longevity and unique abilities by a patron true celestial.
Holy knights are powerful mortals who have been approached by a patron divinity, and endowed with powers beyond that of other mortals. These powers follow a certain theme, and allow them to perform their divine-given duties.
Creating a Holy Knight
The Holy Knight template is generally acquired, though depending on the setting or the aims of the DM the template may be available to all mortals of sufficient level or training. Generally however, the template can only be appointed by the DM, as any added special Holy Knight powers follow no ruleset.
Size and Type
Creature size remains the same, though its type becomes Outsider with the Native subtype. Do not recalculate Base attack bonus or saves.
All Hit Dice increase by 1 step (d4 to d6, d6 to d8, and so forth). Any Hit Dice that are already d12 instead grant the creature 2 additional hit points. All Hit Dice are maximized. Holy knights gain a +1 divine bonus to hit points per Hit Die.
The base creature's base land speed changes to the appropriate value listed in Table: True Celestial Speeds.
Base creature retains all natural weapons and proficiency with manufactured weapons. It gains a +1 divine bonus to attack and damage rolls.
The save DC for all of the base creature's special attacks, either already existing or gained from this template, gain a +1 divine bonus.
Holy knights gain a +6 racial bonus to two ability scores, a +4 racial bonus to two other ability scores, and a +2 racial bonus to the remaining two ability scores. These bonuses stack with pre-existing racial modifiers to ability scores.
Skills and Checks
Holy knights gain a +1 divine bonus to all skill, ability and initiative checks, as well as any caster, initiator, or manifester level checks..