Heritor Knight

**Hit Die:** d10.

**Requirements**

To qualify to become a Heritor Knight, a character must fulfill all of the following criteria:

**Base Attack Bonus:** +5.

**Alignment:** Lawful Good, Lawful Neutral, or Neutral Good.

**Deity:** Must worship Iomedae

**Skills:** Knowledge (religion) 5 ranks.

**Feats:** Divine Fighting Technique (Iomadae’s Inspiring Sword)

**Class Skills:** The Heritor Knight’s class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perform (oratory) (Cha), Ride (Dex), and Sense Motive (Wis).

**Skill Points per Level:** 4 + Int modifier.

**Skill and Heart as One (Ex)**

If the Heritor Knight has the weapon training class feature, her Heritor Knight levels stack with her fighter levels for the purpose of that ability.

In addition, Heritor Knight levels stack with fighter levels for the purpose of feat prerequisites.

**Mighty Strike (Ex)**

At 1st level, the Heritor Knight gains the advanced benefit of Iomadae's Inspiring Sword; ignoring regular prerequisites. In addition; whenever the Heritor Knight uses Iomadae's Inspiring Sword to grant a numerical buff; these bonuses are increased by an amount equal to 1/2 the Heritor Knight's class level (Maximum Bonus +7)

**Savior of the Swallowed (Ex)**

At 1st level, as a free action before making a melee attack with a longsword, a Heritor Knight can choose to try and free an ally (or themselves) from a restraining effect with their blade. This includes grappling, pinning, swallowing whole, and similar effects (at the GM’s discretion). Resolve the attack normally, but if the attack roll equals or exceeds the creature’s CMD, the attack deals Half Damage; and the restraining effect is immediately ended.

**Skyreaver (Su)**

 At 2nd level, as a free action before resolving a Melee attack with a longsword, a Heritor Knight can choose to focus their attack against a flying creature's wings (regardless of its method of flight). Resolve the attack normally, but any damage dealt is halved; in addition, if the attack roll equals or exceeds the creature’s CMD, the creature immediately stops flying and falls to the ground. For a number of rounds equal to the Heritor Knight’s Charisma modifier, the target creature has it’s fly speed reduced by ½, and takes a penalty on fly checks equal to the attacker’s Heritor Knight level.

**Touch of Judgement and Mercy (Su):**

 Beginning at 2nd level, as a swift action, the Heritor Knight can touch an adjacent creature (including themselves). If the touched creature is good-aligned, it regains 1d6 hit points per class level of the Heritor Knight; evil-aligned creatures instead take that amount of damage. If this ability heals the target, the target is also affected by restoration. If this ability damages the target, the target must succeed at a Fortitude save (DC = 10 + the Heritor Knight’s level + the Heritor Knight’s Charisma modifier) or become staggered for a number of rounds equal to 1/2 the Heritor Knight’s Charisma bonus (minimum 1 round). Neutral-Aligned creatures are unaffected.

A Heritor Knight may use this ability a number of times per day equal to their Class level + CHA modifier.

**Unveiling Mistress (Su)**

Once per day at 3rd level, a Heritor Knight can emit an unveiling aura as a free action, centered upon themselves.

The true form of any creature within 30 feet of the Heritor Knight is revealed, although polymorph and similar physical effects are not removed (remaining visible as a ghostly overlay). This aura lasts for 1 minute per level of Heritor Knight the character possesses.

**Wraithwall (Su)**

At 4th level, once per day as a standard action, a Heritor Knight can inspire allies within 30 feet. Allies inspired this way may treat either all weapons, or all armor they wear as having the ghost touch special ability. In addition, inspired allies gain a +4 sacred bonus on saving throws against effects that would cause ability damage, ability drain, negative energy damage, or negative levels. This effect lasts for 1 minute per level of Heritor Knight the character possesses.

**Sky Stride (Su)**

At 5th level, a Heritor Knight is constantly under the effects of air walk. When the Heritor Knight moves through the air, her steps appear to be supported by crimson cloth that appears beneath her feet.

Activating or deactivating this ability is a free action.

**Image of Divinity (Su)**

At 5th level, a humanoid Heritor Knight’s appearance changes to superficially resemble the Inheritor herself, although she is still recognizable to those who know her, and her statistics do not change. Non-humanoids do not change in appearance in this way.

**Reforged Heart (SLA)**

At 6th level, once per day, a Heritor Knight can cast greater make whole as a spell-like ability, with a caster level equal to her character level.

**Witches’ Woe (Sp, Su)**

At 7th level, a Heritor Knight gains a Sacred bonus equal to her Heritor Knight level on saves against hexes and curse effects.

In addition, beginning at level 7th a Heritor Knight may, once per round, declare one of their Melee attacks as a disruptive strike. The damage from this single attack counts as continuous damage from an injury for the purpose of determining whether a target must attempt a concentration check to cast spells.

**Redeemer of Undeath (Su)**

At 8th level, as a standard action, a Heritor Knight can make a melee attack with a longsword against an undead creature. Resolve the attack normally, but if the attack hits and the undead was good-aligned in life, it must succeed at a Will save (DC = 10 + the Heritor Knight’s class level + her Charisma modifier) or be destroyed and redeemed of the evils of undeath, allowing the soul to reach a righteous afterlife. If the creature succeeds, it is immune to this ability for 24 hours.

**Freed by Blood (Su)**

At 9th level, three times per day when an ally within 60 feet of the Heritor Knight attempts a saving throw against a hostile effect, the Heritor Knight can choose to take up to 50 points of self-inflicted hit point damage as an immediate action. Damage reduction does not affect this self-damage, the damage ignores and bypasses temporary hit points, and it cannot be otherwise mitigated in any way.  This action can occur before or after the allied roll, but must occur before the outcome of the roll is known. The chosen ally gains a sacred bonus on their saving throw equal to +1 per 5 points of damage taken, rounded down. (Maximum +10)

**Inspiring Sword of Light(Ex):**

 At 10th level the sacred bonus provided to allies by a Heritor Knight with Inspired Sword may also be applied to weapon damage rolls, in addition to attack rolls, saving throws, and skill checks.