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The Watchknight

Requirements
Alignment: Any Lawful
Skills: Concentration 8 ranks, Knowledge (religion) 5 ranks, Listen 2 ranks, Spellcraft 5 ranks, Spot 2 ranks
Feats: Improved Counterspell, Improved Initiative, Initiate of Helm
Special: Must have spent a night in holy vigil at a temple or otherwise holy place reserved for Helm.
Spellcasting: Must be able to prepare and cast 3rd level divine spells.
Deity: You must worship Helm

CLASS FEATURES
Hit Die: d8

Class Skills: The Watchknight’s class skills (and the key ability for each skill) are Concentration (Con), Craft
(Int, all skills taken individually), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int),
Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: The Watchknight gains no proficiency with armor however they gain
proficiency with the Bastard Sword if they do not already have it.

Inquisition Domain: Upon adopting the Watchknight class, a character gains access to the Inquisition
domain. The character gains the granted power associated with the domain (a +4 bonus on dispel checks)
and can choose the spells in that domain as his daily domain spells. If they do not have access to domain
spells, they may prepare spells from the Inquisition domain as part of their daily amount, but no more than
one per level. For an explanation of how non-clerics receive domain spells, see the Extra Domains section
on page 20 of the Complete Divine handbook.

Spells per Day: From 2nd level on, when a new Watchknight level is gained, the character gains new spells
per day as if she had also gained a level in whatever divine spellcasting class he belonged to before he
added the prestige class. He does not, however, gain any other benefit a character of that class would have
gained. This essentially means that he adds the level of Watchknight to the level of whatever other divine
spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one divine spellcasting class before he became a Watchknight, he must decide
to which class she adds each level of Watchknight for the purposes of determining spells per day.

Patient Counter-Strike (Ex): The Watchknight is a calculating warrior, using patience and perception more
than grace and agility when fighting foes. Thus, when a Watchknight gains 1st level they may make any
number of Attacks of Opportunity per turn equal to their Wisdom modifier. This ability does not stack with
Combat Reflexes, a Watchknight takes the better of either total to determine their total number of Attacks
of Opportunity per turn.

Bonus Feats: As a warrior-priest, the Watchknight must maintain their combat training against magic and
martial enemies alike, in order to fight them directly. Starting at 2nd level and every 4 levels after (6th and
10th) the Watchknight gains an extra feat. They may choose from the following list and must meet the
prerequisites before selecting the feat: Alertness, Combat Casting, Dampen Spell, Divine Defiance, Extra
Turning, Greater Spell Penetration, Power Attack, Reactive Counterspell, Spell Penetration, and Weapon
Focus.
Glyph of Warding (Sp): At 3rd level the Watchknight gains the spell-like ability to cast glyph of warding.
This ability can be used once per day. Casting the spell this way only takes half the time, 5-minutes, instead
of the normal casting time. The caster level is equal to the Watchknight’s level.

At 7th level the Watchknight gains a second use of glyph of Warding and the casting time of this ability is
reduced to 1 full-round action.

Wall of Law (Sp): At 4th level, the Watchknight gains the spell-like ability to cast wall of law once per day.
The caster level is equal to the Watchknight’s level.

Mace of Odo (Sp): At 5th level, the Watchknight gains the spell-like ability to cast mace of Odo. This can be
cast 3 times per day and the caster level is equal to the Watchknight’s level.

At 10th level the Watchknight’s connection to Helm is so great that the Mace is not dismissed when it strikes
a target. If it leaves the Watchknight’s hand or absorbs a spell the mace is dismissed as normal.

Domain Spontaneity (Ex): Beginning at 7th level a Watchknight selects one of the domains he has access to.
From now on he may spontaneously cast spells from that domain. This ability functions just like a cleric who
spontaneously casts cure or inflict spells.

Helm’s Guidance (Ex): Starting at 9th level, if the Watchknight is actively guarding a target, they gain a +5
circumstance bonus on all Diplomacy, Intimidate, Listen, Sense Motive, and Spot checks pertaining to
protecting said target. In addition, if the target is an individual, as a swift action the Watchknight can use
the aid another special “attack” action to provide the target a +5 circumstance bonus to their AC.

THE WATCHKNIGHT TABLE 1-1:

Base
Attack Fort Ref Will
Bonus Save Save Save Special Spells per Day

Inquisition domain,
1st +0 +2 +0 +2 --
patient counter-strike

2nd +1 +3 +0 +3 Bonus feat +1 level of divine spellcasting class

3rd +2 +3 +1 +3 Glyph of warding 1/day +1 level of divine spellcasting class


4th +3 +4 +1 +4 Wall of Law 1/day +1 level of divine spellcasting class
5th +3 +4 +1 +4 Mace of Odo +1 level of divine spellcasting class

6th +4 +5 +2 +5 Bonus feat +1 level of divine spellcasting class

7th +5 +5 +2 +5 Glyph of warding 2/day +1 level of divine spellcasting class

8th +6 +6 +2 +6 Domain spontaneity +1 level of divine spellcasting class

9th +6 +6 +3 +6 Helm’s guidance +1 level of divine spellcasting class

10th +7 +7 +3 +7 Bonus feat, greater Mace of Odo +1 level of divine spellcasting class

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