Shining Blade of Heironeous

The shining blade of Heironeous is a member of an order of knights dedicated to prowess in melee combat.

#### Requirements

**Base Attack Bonus:** +7

**Alignment:** Lawful good

**Skills:** Knowledge (religion) 4 ranks

**Base Save Bonus:** Will +3.

**Spells:** Able to cast 1st-level divine spells

**Special:** Must have Heironeous as a patron deity.

#### Class Features

**Weapon and Armor Proficiency:** The shining blades of Heironeous are proficient with all simple and martial weapons, with all armor, and with shields.

**Shock Blade (Su):** Twice per day as a standard action, a shining blade of Heironeous can cause a slashing or piercing weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.

**Spells per Day/Spells Known:** When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 1st-level spells before he became a shining blade, he must decide to which class he adds each level of shining blade for the purpose of determining spells per day and spells known.

**Holy Blade (Su):** At 5th level, the shining blade of Heironeous can bestow two magical enhancements upon his weapon. This supernatural ability replaces the shock blade ability and can be used three times per day. With each use of this ability, he can choose to make the weapon a shock weapon dealing +1d6 points of damage or a holy weapon dealing +2d6 points of bonus damage against evil creatures. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The two uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make his blade holy and another to make it a shock weapon. The weapon cannot be made to be doubly holy or doubly shocking.

**Brilliant Blade (Su):** At 9th level, a shining blade can bestow three magical enhancements upon his weapon. This supernatural ability replaces the holy blade ability and can be used six times per day. With each use of this ability, he can choose to make the weapon a shock weapon dealing an extra 1d6 points of electricity damage, a holy weapon dealing an extra 2d6 points of damage against evil creatures, or a brilliant energy weapon, which sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The three uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make his blade holy, another to make it a shock weapon, and another to make it a brilliant energy weapon. The weapon cannot be made to be doubly holy, doubly shocking, or doubly brilliant.