Celestial Knight

<color=Gold>**Celestial Knight**</color>

Celestial Knights are warriors of faith, protectors of the downtrodden, hunters of dark forces, bearers of the light of knowledge. For some, this calling carries them beyond the tenets of mortal knighthood; for others, it leads to greater exploration of self or world, always viewed through the lens of devotion to greater purpose. In the pursuit of their mission they stand bravely against the forces of darkness, shining as valiant beacons in the night.

Requirements:

**Alignment:** Any Good.

**Base Attack Bonus:** +5.

**Feats:** Celestial Vow (Requirements: 14+ Wisdom, 14+ Charisma, Good Alignment. A worthy soul declares a vow to the heavens: it is heard and accepted, and new purpose is declared. While the oath remains unbroken, a +1 bonus is applied to all saves.)

**Skills:** Diplomacy 6, Lore 6

**Spellcasting:** Must be able to cast 3rd level Divine Spells.

**Alignment:** Any Good.

Class Features:

**- Hit Die:** d8

**- Base Attack Bonus:** Medium

**- High Saves:** Fortitude, Will

**- Weapon Proficiencies:** None

**- Armor Proficiencies:** None

**- Skill Points:** 4 + Int Modifier.

**- Skills:** Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Search, Spellcraft, Taunt.

**- Divine Spellcasting:** At every level except 1st and 8th, Celestial Knights gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 3rd-level divine spells when becoming a Celestial Knight. If a character has multiple classes that give her access to 3rd-level divine spells, she must choose which spellcasting class will benefit from Celestial Knight levels when first selecting this prestige class. Choosing Paladin or Ranger spell progression also unlocks High BAB for this class.

**- Heaven's Own:** At 1st level, the heavens know their own, and while the character is in the service of the heavens she will not be harmed by them. At 1st level, she gains 5/- resistance to divine and positive energy. This increases to 10/- at 8th level.

**- Celestial Path:** At 2nd level, the Celestial Knight must choose the path she will follow in pursuit of her mission. There are six paths available to the Celestial Knight: Champion, Protector, Archer, Scout, Divine Harmony, and Sage (see below).

**- Heaven's Fortune:** At 3rd level, the Celestial Knights gain +1 AC. At level 9, this increases to +2 AC. Though they will never be as difficult to wound as true Celestials, those who walk this path to awaken the divine birthright within them are more resistant to harm than most mortals.

**- Heaven’s Purpose:** At 10th level the blood that flows within her manifests in manner both spectacular and subtle. To help fulfill her mission with swiftness, she gains a 5% movement speed increase, +1 Tumble, +1 Reflex save, and qualifies for Celestial Wings at the Avatar NPC in the OOC room.

<C=gold>Path of the Champion</Color>

**- Smite Evil:** At 3rd level, a Celestial Knight of the Path of the Champion gains Smite Evil as a feat. If she already possesses Smite Evil, she gains the Extra Smiting feat.

**- Might of the Heavens:** At 4th level, a Celestial Knight of the Path of the Champion gains +2 Strength. At 9th level, she gains an additional +2 Strength. Her service requires her to stand strong among the mighty, and the heavens grant their servants the ability to do so.

**- Heaven's Wrath:** At 7th level, the Celestial Knight can call down the blazing light of the heavens upon her foes. This attack does weapon damage to the target, plus d4 (Wisdom Modifier + Charisma modifier) Positive damage to the target and all enemies within five feet. Evil creatures, undead, demons, devils and other natural enemies of Celestials take this amount a second time over the course of six seconds. Allies within the party of the Celestial Knight are healed for 25% of the positive damage over 6 seconds. This ability has a 12 second cooldown. Some who serve the heavens excel on the front lines of the battlefield, striking down the enemies of the righteous.

At 10th level, one who follows the Path of the Champion may choose ONE of the following two feats:

**- Vengeance of the Crusader:** At the pinnacle of her journey, the character’s defense of the meek, the innocent and the pure has made enemies of those who oppose her just cause: her loyalty to her deity and to the tenets of her pure path reward her with the means to deal with them. Celestial grace falls upon any weapon she wields in pursuit of her mission, providing it with the benefits of an improved Holy Avenger enchantment. <+5 Enhancement, +7 Enhancement vs evil, DC 20 dispel Magic, 2d6 Magic Damage Bonus Vs Evil> This does not stack with existing Holy Avenger enchantments.

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**- Righteous Wrath of the Warmaster:** The pursuit of justice and defense of the innocent have carried her to many battlefields, and the champion has learned lessons from them all. Any melee weapon she wields is considered Keen, with Massive Criticals 2d8; further, her Heaven’s Wrath also has a chance to blind their targets for 2 rounds.

<C=gold>Path of the Protector</gold>

**- Toughness:** At 3rd level, a Celestial Knight of the Path of the Protector gains the Toughness feat.

**- Stalwart of the Heavens:** At 4th level, the Protector gains 1/**- DR and +1 regeneration. This increases to 2/**- and +2 at 6th level, and at 8th level it reaches 3/**- and +3. These bonuses only apply when a shield is equipped. This stacks with all other sources of Damage Resistance. Pain is a distraction: there is only purpose.******

********- Battlecry of the Heavens:** At 5th level, the faithful protector may challenge all who behold her in a blaze of light and fury. All targets within twelve yards must attack her. This ability has a 12 second cooldown.******

******- Fortitude of the Heavens:** At 6th level, the valiant protector is further blessed in order to better fulfill her mission. She gains +2 Constitution, and her Armor Class improves by +1. She gains another +1 AC and +2 Constitution at 9th level.****

****At 10th level, one who follows the Path of the Protector may choose ONE of the following two feats:****

******- Defender of the Gate:** Her dedication to the protection of all that is good has defined every aspect of her path: at the pinnacle of her devotion, this manifests in spectacular fashion as she summons the light of the heavens to wreath and protect her and her allies. For one minute the character’s party gains 20% concealment, +3 regeneration, 10/**- damage resistance to all sources, and +3 to all saves. This ability has a 150 second cooldown.******

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********- Heaven's Vanguard:** At 10th level, a Celestial Knight can take a more defensive posture while using a shield. When they activate this mode they lose -5 AB, cannot cast spells, and cannot move, but gain 35% damage reduction against all sources. There is a 10 second cooldown between activations.******

****<C=gold>Path of the Archer</color>****

******- Heavenly Archery:** At 3rd level, the Celestial Knight adds her Wisdom or Charisma modifier to all her ranged attack rolls (whichever is higher) instead of her Dexterity modifier. A heavenly archer aims not with the mind, but with the heart. This ability does not stack with Zen Archery.****

******- Grace of the Heavens:** At 4th level, the Celestial Knight gains a +2 Dexterity. She gains an additional +2 Dexterity at 9th level. Fleet of foot and strong of arm, the character embodies the grace of warrior angels.****

******- Heaven's Bolt:** At 5th level, the Celestial Knight may fire an arrow that explodes with the blazing light of the heavens, inflicting weapon damage to the target and d2 (Wisdom modifier + Charisma modifier) positive damage to her target and up to five targets around it. Evil creatures, undead, demons, devils and other and natural enemies of Celestials are slowed by 50% for 4 seconds. This ability has a 12 second cooldown. Tactically, the advantage goes to the one able to strike from a distance. The heavenly archer embraces this as truth. <Ranged Only>****

******- Venator of the Heavens:** At 6th level, she adds half her Charisma or Wisdom modifier (whichever is higher) as positive damage to ranged attacks. Her arrows become an embodiment of the heavens.****

****At 10th, one who follows the Path of the Archer may choose ONE of the following two feats:****

******- Absolution of the Arbiter:** As the heavenly archer deepens her devotion, she aims not with her heart but with her soul. She gains Unlimited Ammunition: Heaven's Fury <+6 Precision, 2d8 Divine Damage, and a 10% chance on hit to inflict additional Divine Damage up to 3 targets around the one being struck> while using a bow.****

****or****

******- Servants of the Light:** She and her companion are as one, and whom she serves, so too does her companion. The Celestial Archer's animal companion now scales with Celestial Knight casting levels (8/10), applied immediately and retroactively. This choice has the Animal Companion prerequisite.****

****<C=gold>Path of the Scout</color>****

******- Sacred Outlaw:** At 3rd level, the Celestial Knight gains +1d6 sneak attack. This increases to +2d6 at 6th level, +3d6 at 9th level, and +4d6 at 10th level. Further, her levels in Celestial Knight count to unlock Rogue Tier feats at a 1:1 ratio, though she gains no other Rogue bonuses. Devotion to her deity provides innate intuition, allowing her to strike the foe at the most vulnerable points.****

******- Quickness of the Light:** At 4th level, the Celestial Scout gains a +2 Dexterity. She gains +2 Intelligence at 9th level. Those in the service of the angels often become the hunted: they have need of quick reflexes, in body and in mind.****

******- Pierce the Darkness:** At 6th level, once every 10 seconds the Celestial Scout may unleash a strike that reaches the dark soul of her target, inflicting weapon damage plus additional Positive damage equal to d4 (Wisdom modifier + Charisma modifier). Evil creatures, undead, demons, devils and other natural enemies of Celestials must pass a Fortitude saving throw or become stunned for one round [DC 10 + levels in CK + the greater of the Charisma or Wisdom modifier]. Targets killed by the attack or which die while stunned release this energy in death, dealing an additional 4d10 Positive damage to all enemies in a ten foot radius.****

****At 10th level, one who follows the Path of the Scout may choose ONE of the following two feats:****

******- Glorious Weapons:** At 10th level, she adds half her Charisma or Wisdom modifier (whichever is higher) as positive damage to her melee weapons. This damage caps at +8. In addition, Pierce the Darkness grants 20% concealment for one round following its use.****

****or****

******- Divine Fortune:** The Celestial Knight on the Path of the Scout has honed her skills and her blood, gaining +10% movement speed and an additional +2d6 sneak attack.****

****<C=gold>Path of Divine Harmony</color>****

******- Monk Feats:** Your levels in Celestial Knight combine with your monk levels to determine advancement along your chosen Monk Path. This does not progress or unlock base class abilities, only Path (Chi Fist, Jade Mantis, etc.) abilities.****

******- Balance of the Heavens:** At 4th level, a Celestial Knight of the Path of Divine Harmony gains +2 Strength. At 9th level, she gains +2 Wisdom. Her service to the heavens, coupled with her monastic path, encourage balance in body and mind.****

******- Heaven's Wrath:** At 7th level, the Celestial Knight can call down the blazing light of the heavens upon her foes. This attack does weapon damage to the target, plus d4 (Wisdom Modifier + Charisma modifier) Positive damage to the target and all enemies within five feet. Evil creatures, undead, demons, devils and other natural enemies of Celestials take this amount a second time over the course of six seconds. Allies within the party of the Celestial Knight are healed for 25% of the positive damage over 6 seconds. This ability has a 12 second cooldown. Some who serve the heavens excel on the front lines of the battlefield, striking down the enemies of the righteous.****

******- Sanctified Body:** At 10th level, the devotee of Divine Harmony may draw the light of the heavens into herself, shining with radiance and gaining the following benefits for thirty seconds: 33% concealment, as it becomes painful to look upon her directly; 3/**- DR (stacks with other sources) as the light protects her; +3 regeneration as the heavens mend her wounds; and +3 positive and divine damage to all attacks. This ability has a three minute cooldown.******

******<C=gold>Path of the Sage</color>******

********- Sacred Mysteries:** At 3rd level, the Celestial Sage gains the Extend Spell feat. At 7th level, she gains Persistent Spell. The gifts of her deity are far more than the physical. By learning to more effectively harness the power of the spells granted her, she more effectively protects the innocent and pushes back the shadow.******

******- Sacred Scholar:** At 4th level, the Celestial Sage gains a +2 Intelligence. At 9th level, she gains +2 Wisdom. Her hard-won experience has shown her that knowledge, coupled with patience, is the most valuable tool in the fight against dark forces.****

******- Blazing Light:** At 6th level, the Celestial Sage may unleash a ranged burst of energy. This burst deals Positive damage to enemies in a thirty foot radius, equal to d8 (Wisdom modifier + Charisma modifier). Evil creatures, undead, demons, devils and other natural enemies of Celestials who fail a Fortitude save (DC 10 + Celestial Knight levels + greater of Wisdom or Charisma modifier) are dazed for one round. This ability has a thirty second cooldown.****

****At 10th level, one who follows the Path of the Sage may choose ONE of the following two feats:****

******- Revelation:** At 10th level, the Celestial Sage is able to open the eyes of her companions, sharing with them the mysteries of the connections between physical reality and the Weave. For thirty seconds, her party benefits from +2 effective caster levels for purposes of overcoming spell resistance and for all variables associated with spells (damage, duration, save DCs, etc.). This ability only functions if the Celestial Sage is in a party. This ability has a five minute cooldown.****

****or****

******- On the Just and the Unjust:** At 10th level, the Celestial Sage petitions the heavens for divine rain, which falls as drops of light in a colossal radius around her, soothing friend and burning foe. For one minute, all enemies in the area of effect take Positive damage equal to 2d10 + Wisdom modifier + Charisma modifier each round. For the same duration, all allies in the area of effect are healed for that amount each round. This ability has a three minute cooldown.****