(Book of Exalted Deeds variant, p. 49)
The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.
An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.
Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.
2 + Int
Weapon and Armor Proficiency: An anointed knight is proficient with all simple and martial weapons, all types of armor, and shields.
Anoint Self (Su): An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
|Level + Cha Modifier||Ability/Effect|
|2 or lower||Holy Sight: The knight gains the Alertness feat.|
|3 – 4||Celestial Strategy: The knight gains the COmbat Reflexes feat.|
|5 – 6||Unbroken Flesh: The knight gains damage reduction 3/-.|
|7 – 8||Divine Clarity: The knight's Intelligence, Wisdom, or Charisma score improves by 1.|
|9||Call to Battle: Three times per day, the knight gains an extra +3 bonus on her attack roll when charging.|
|10||Deep Strike: Three times per day, on a successful attack, the knight deals an extra 2d6 points of damage.|
|11+||Inspired Strike: Three times per day, the knight can take a single extra attack at her highest attack bonus as a free action.|
Anoint Ancestral Weapon (Su): An anointed knight concocts a magic oil with which to coat her ancestral weapon, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level). If the oil is applied to a weapon other than the anointed knight?s ancestral weapon, nothing happens and the oil is wasted. Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the ancestral weapon permanently gains a new supernatural ability chosen from the accompanying list. The knight?s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
|Level + Cha Modifier||Ability/Effect|
|3 or lower||Good Weapon: The ancestral weapon deals 1d6 points of damage per round to any evil creature that holds or wields it. The weapon also becomes a good-aligned weapon.|
|4 – 6||Sunder Resistance: The ancenstral weapon gains 10 points of hardness.|
|7 – 8||Unicorn's Blood: Any evil creature wounded by the weapon must make a DC 17 Fortitude save or suffer the weakening effects of unicorn blood.1|
|9||Impervious: The ancestral weapon gains an extra 50 hp.|
|10+||Sentience: The ancestral weapon becomes an intelligent item, with the same alignment as the knight.2|
|1 See Ravages and Afflictions in Chapter 3: Exalted Equipment.|
|2 The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains teh power of speech, 120-ft. vision and hearing, and two lesser powers (rolled randomly). See Intelligent Items in the Dungeon Master's Guide.|
Bonus Feat: At 3rd level, and again at 6th and 9th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats, and the knight must meet all the prerequisites for it: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exalted Smite*, Great Cleave, Holy Subdual*, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Sanctify Martial Strike*, Sanctify Weapon*, Spring Attack, Subduing Strike*, Whirlwind Attack.
*New feat described in Chapter 4 of this book.
|2nd||+2||+3||+0||+3||Anoint ancestral weapon|
|5th||+5||+4||+1||+4||Anoint ancestral weapon|
|8th||+8/+3||+6||+2||+6||Anoint ancestral weapon|
|Skill name||Key ability||Trained only||Armor check penalty|
|Knowledge (the planes)||INT|