Knight Raynor Class

== Pathfinder First Edition Class: Knight Raynor ==
Description: The Knights Raynor owe their existence to King Minus Dardanus and his nobles, who recognized the need for a powerful and united force to safeguard the realm and its cherished ideals. The order's primary duty is to protect the Eleusinian, a term that encompasses the realm's people, culture, and way of life. They consider themselves the defenders of not just the physical land, but also the values, beliefs, and vulnerable members of society.
Role: Knight Raynors can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.
Hit Die: d8.
Alignment: Any good or neutral.
Parent Classes: Fighter and Cleric.
Class Skills: The Knight Raynor’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Table: Knight Raynor
Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special 	Sacred Weapon Damage*	Spells per Day
0th 	 	 	 	 	 	 	
1st 	+1 	+2 	+0 	+2 	Sacred Weapon, Aura of Good	1d6 	-
2nd 	+2 	+3 	+0 	+3 	Divine Grace 	1d6 	-
3rd 	+3 	+3 	+1 	+3 	Lay on Hands 	2d6 	-
4th 	+4 	+4 	+1 	+4 	Divine Bond 	2d6 	0
5th 	+5 	+4 	+1 	+4 	Bonus Feat 	3d6 	0
6th 	+6/+1 	+5 	+2 	+5 	Divine Health 	3d6 	1
7th 	+7/+2 	+5 	+2 	+5 	Smite Evil 	4d6 	1
8th 	+8/+3 	+6 	+2 	+6 	Bonus Feat 	4d6 	2
9th 	+9/+4 	+6 	+3 	+6 	Greater Lay on Hands 	5d6 	2
10th 	+10/+5 	+7 	+3 	+7 	Divine Bond Improvement 	5d6 	3
Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special 	Sacred Weapon Damage*	Spells per Day
11th 	+11/+6/+1 	+7 	+3 	+7 	Bonus Feat 	6d6 	3
12th 	+12/+7/+2 	+8 	+4 	+8 	Greater Divine Bond 	6d6 	4
13th 	+13/+8/+3 	+8 	+4 	+8 	Aura of Resolve 	7d6 	4
14th 	+14/+9/+4 	+9 	+4 	+9 	Bonus Feat 	7d6 	5
15th 	+15/+10/+5 	+9 	+5 	+9 	Smite Evil (2/day) 	8d6 	5
16th 	+16/+11/+6/+1 	+10 	+5 	+10 	Bonus Feat 	8d6 	6
17th 	+17/+12/+7/+2 	+10 	+5 	+10 	Holy Champion 	9d6 	6
18th 	+18/+13/+8/+3 	+11 	+6 	+11 	Bonus Feat 	9d6 	7
19th 	+19/+14/+9/+4 	+11 	+6 	+11 	Smite Evil (3/day) 	10d6 	7
20th 	+20/+15/+10/+5 	+12 	+6 	+12 	Sacred Ascension, Bonus Feat	10d6 	8
*The values shown are for Medium Knight Raynors. See the Sacred Weapon class feature for Small and Large Knight Raynors.
=== Class Features: ===
* 1st Level: Sacred Weapon The Knight Raynor's primary weapon is imbued with divine energy. They deal additional damage equal to their sacred weapon damage on successful attacks.
* 1st Level: Aura of Good The Knight Raynor emits an aura of good, providing bonuses to the saves of allies within range against evil effects.
* 2nd Level: Divine Grace The Knight Raynor adds their Charisma modifier as a bonus to all their saving throws.
* 3rd Level: Lay on Hands The Knight Raynor can heal wounds by touch. They can use this ability a number of times per day equal to their Charisma modifier.
* 4th Level: Divine Bond The Knight Raynor forms a bond with a sacred weapon or shield. This bond enhances the item's capabilities.
* 5th Level: Bonus Feat The Knight Raynor gains a bonus feat from the Fighter class.
* 6th Level: Divine Health The Knight Raynor becomes immune to all diseases, including supernatural and magical diseases.
* 7th Level: Smite Evil The Knight Raynor can smite evil once per day, adding their Charisma bonus to their attack roll and dealing extra damage based on their Knight Raynor level.
* 8th Level: Bonus Feat The Knight Raynor gains an additional bonus feat from the Fighter class.
* 9th Level: Greater Lay on Hands The healing granted by the Knight Raynor's Lay on Hands ability improves, healing more damage.
* 10th Level: Divine Bond Improvement The bond with the sacred weapon or shield improves, gaining additional abilities and enhancements.
* 11th Level: Bonus Feat The Knight Raynor gains an additional bonus feat from the Fighter class.
* 12th Level: Greater Divine Bond The bond with the sacred weapon or shield reaches its peak, gaining further enhancements and abilities.
* 13th Level: Aura of Resolve The Knight Raynor and their allies within range gain a bonus on saving throws against charm and compulsion effects.
* 14th Level: Bonus Feat The Knight Raynor gains an additional bonus feat from the Fighter class.
* 15th Level: Smite Evil (2/day) The Knight Raynor can now use Smite Evil twice per day, gaining extra damage against evil foes.
* 16th Level: Bonus Feat The Knight Raynor gains an additional bonus feat from the Fighter class.
* 17th Level: Holy Champion The Knight Raynor becomes a holy champion, gaining bonuses against evil outsiders.
* 18th Level: Bonus Feat The Knight Raynor gains an additional bonus feat from the Fighter class.
* 19th Level: Smite Evil (3/day) The Knight Raynor can now use Smite Evil three times per day, dealing additional damage against evil foes.
* 20th Level: Sacred Ascension The Knight Raynor achieves a transcendent state, gaining additional abilities and becoming a beacon of divine power.
These features embody the essence of the Knight Raynor, a divine defender who wields both martial prowess and divine magic to protect the Eleusinian.
=== Spells per Day (Knight Raynor Level): ===
Level	1st	2nd	3rd	4th	5th	6th	7th
1st 	2 	- 	- 	- 	- 	- 	-
2nd 	3 	- 	- 	- 	- 	- 	-
3rd 	4 	- 	- 	- 	- 	- 	-
4th 	4 	2 	- 	- 	- 	- 	-
5th 	4 	3 	- 	- 	- 	- 	-
6th 	5 	4 	- 	- 	- 	- 	-
7th 	5 	5 	2 	- 	- 	- 	-
8th 	5 	5 	3 	- 	- 	- 	-
9th 	5 	5 	4 	- 	- 	- 	-
10th 	5 	5 	5 	1 	- 	- 	-
11th 	5 	5 	5 	2 	- 	- 	-
12th 	5 	5 	5 	3 	1 	- 	-
13th 	5 	5 	5 	4 	2 	- 	-
14th 	5 	5 	5 	5 	3 	1 	-
15th 	5 	5 	5 	5 	4 	2 	-
16th 	5 	5 	5 	5 	5 	3 	1
17th 	5 	5 	5 	5 	5 	4 	2
18th 	5 	5 	5 	5 	5 	5 	3
19th 	5 	5 	5 	5 	5 	5 	4
20th 	5 	5 	5 	5 	5 	5 	5
This table takes into account the Knight Raynor's Wisdom modifier for bonus spells. Make sure to consult the Pathfinder rules for bonus spells based on the character's ability scores to ensure accuracy in your game.
== Pathfinder Second Edition Class: Knight Raynor ==
Description: The Knight Raynor is a martial defender infused with divine power, dedicated to protecting the realm and its people. These noble warriors draw their strength from a sacred bond, embodying the values and ideals of justice, honor, and protection. Whether clad in shining armor or wielding a blessed weapon, Knight Raynors are the frontline guardians against the forces of darkness.
Role: Knight Raynors excel in both offense and defense, combining martial prowess with divine magic. They are versatile combatants, capable of withstanding powerful foes and supporting their allies with healing and protective spells. The sacred bond they forge grants them unique abilities and enhances their combat effectiveness.
=== Key Features: ===
* Divine Bond:
** At 1st level, the Knight Raynor forms a sacred bond with their chosen weapon or shield. This bond grants special abilities and enhancements, evolving as the Knight Raynor gains levels.
* Sacred Weapon:
** Starting at 1st level, the Knight Raynor's chosen weapon is infused with divine energy, dealing additional damage on successful attacks.
* Divine Smite:
** Beginning at 2nd level, the Knight Raynor can unleash a powerful Divine Smite against evil foes, dealing extra damage and possibly applying additional effects.
* Lay on Hands:
** At 3rd level, the Knight Raynor gains the Lay on Hands ability, allowing them to heal wounds by touch. This ability improves as they level up.
* Divine Aegis:
** At 7th level, the Knight Raynor gains the ability to create a protective aura, granting bonuses to allies' saving throws against evil effects.
* Champion of Virtue:
** At 17th level, the Knight Raynor becomes a living embodiment of virtue. They gain a suite of powerful defensive and offensive abilities, marking them as a true champion of righteousness.
Alignment: Any lawful.
Key Ability Scores: Strength, Constitution, and Wisdom.
Class Skills: Athletics, Diplomacy, Intimidation, Medicine, Religion, Warfare Lore.
=== Class Features: ===
Level	Class Features
1 	Divine Bond, Sacred Weapon
2 	Divine Smite (1/day)
3 	Lay on Hands
4 	Ability Boost, Divine Bond Enhancement
5 	Aura of Courage, Skill Feat
6 	Divine Smite (2/day)
7 	Divine Aegis
8 	Ability Boost, Divine Bond Enhancement
9 	Greater Lay on Hands
10 	Divine Smite (3/day), Skill Feat
11 	Improved Sacred Bond
12 	Ability Boost, Divine Bond Enhancement
13 	Greater Divine Aegis
14 	Divine Smite (4/day), Skill Feat
15 	Stalwart Guardian
16 	Ability Boost, Divine Bond Enhancement
17 	Champion of Virtue
18 	Divine Smite (5/day), Skill Feat
19 	Timeless Bond
20 	Ability Boost, Divine Bond Ultimate Power
This class is designed to capture the essence of a Knight Raynor in Pathfinder Second Edition, blending martial prowess with divine abilities to create a versatile and honorable defender of the realm. Adjustments can be made based on playtesting and campaign needs.
=== Table: Spells per Day (Knight Raynor 2E) ===
Level	Cantrips	1st	2nd	3rd	4th	5th
1 	3 	2 	- 	- 	- 	-
2 	3 	3 	- 	- 	- 	-
3 	3 	3 	- 	- 	- 	-
4 	3 	3 	2 	- 	- 	-
5 	3 	3 	3 	- 	- 	-
6 	3 	3 	3 	- 	- 	-
7 	3 	3 	3 	2 	- 	-
8 	3 	3 	3 	3 	- 	-
9 	3 	3 	3 	3 	- 	-
10 	4 	3 	3 	3 	2 	-
11 	4 	3 	3 	3 	3 	-
12 	4 	3 	3 	3 	3 	-
13 	4 	3 	3 	3 	3 	2
14 	4 	3 	3 	3 	3 	3
15 	4 	3 	3 	3 	3 	3
16 	4 	4 	3 	3 	3 	3
17 	4 	4 	4 	3 	3 	3
18 	4 	4 	4 	4 	3 	3
19 	4 	4 	4 	4 	4 	3
20 	4 	4 	4 	4 	4 	4
=== Knight Raynor Focus Spells: ===
* Divine Shield (Focus 1)
** Cast Time: 1 action
** Range: Self
** Duration: 1 minute
** Surround yourself with a divine shield, gaining a bonus to AC and resistance against evil-aligned attacks. The shield absorbs damage until the spell ends.
* Radiant Strike (Focus 1)
** Cast Time: 1 action
** Range: Melee
** Duration: Instantaneous
** Make a powerful melee strike imbued with radiant energy. On a successful hit, deal extra radiant damage and blind the target briefly.
* Aegis of the Justicar (Focus 2)
** Cast Time: 1 action
** Range: 30 feet
** Duration: 1 minute
** Create an aura of justice, providing allies within the area with a bonus to saving throws against harmful effects caused by evil creatures.
* Heavenly Restoration (Focus 2)
** Cast Time: 10 minutes
** Range: Touch
** Duration: Instantaneous
** Perform a special healing ritual, restoring a significant amount of hit points to a touched target. This spell can also remove certain conditions.
* Virtuous Retribution (Focus 3)
** Cast Time: 1 reaction
** Range: Melee
** Duration: Instantaneous
** Channel divine retribution in response to an enemy's attack. Deal substantial radiant damage and apply a debuff to the attacker.
* Sanctified Guardian (Focus 3)
** Cast Time: 1 action
** Range: 60 feet
** Duration: 1 minute
** Choose an ally to be your sanctified ward. As a reaction, you can teleport to their side, taking damage on their behalf and granting them a temporary shield.