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Thanatropic KnightAmongst the many dark forces combated by holy knights, none hold the same sort of revulsion in their eyes as necromancy. However, while holy knights almost universally despise it, there are a very select few who believe that one must keep their friends close, and their enemies even closer; these dark, yet noble warriors combine their holy powers with necromancy so as to better understand and fight their undead foes.
The thanatropic knight is an archetype of the holy knight class.
Limit Break (Su): At 1st level, the thanatropic knight gains a limit break (Funereal Hymn).
Funereal Hymn (Su): This Limit Break allows the thanatropic knight to make an eerie, hauntingly beautiful and somber howl. All undead within 60 ft. of the thanatropic knight must make a Will save (DC 10 + ½ the thanatropic knight’s level + Cha mod) or be stunned for a number of rounds equal to 1 for every four levels, plus her Charisma modifier, ignoring immunity to stunning effects. Undead with a number of Hit Dice lower than the thanatropic knight’s class level do not receive a saving throw.
This replaces the Brightest Day limit break.
Detect Undead (Su): At 1st level, a thanatropic knight may use her inner senses to become aware of undead creatures within a 60 ft. radius at will as a standard action. Upon activating this ability, she is immediately aware of any presence or absence of undead auras. Concentrating for one more round reveals the number of undead auras and the strongest aura present; if the strongest undead creature’s aura is overwhelming (see below) and has HD at least twice her class level, then she is stunned for 1 round and the ability ends. Concentrating for another round reveals the location and strength of each aura.
Aura Strength: The strength of an undead aura is determined by the undead creature’s HD, as indicated on the table below.
Lingering Aura: An undead aura lingers after the source is destroyed; the ability indicates an aura of dim (even weaker than a faint aura). How long this dim aura lingers depends on its original power, as indicated on the table below
1 HD or less: faint aura, 1d6 rounds
2-4 HD: moderate aura, 1d6 minutes
5-10 HD: strong aura, 1d6 hours
11+ HD: overwhelming aura, 1d6 days
This effect may penetrate barriers, but is blocked by 1 ft. of stone, 1 in. of common metal, a thin sheet of lead, or 3 ft. of wood or earth. At 10th level, it penetrates up to 5 ft. of stone, 1 ft. of common metal, 1 in. of lead, or 15 ft. of wood or earth. At 20th level, this effect penetrates any and all impediments and wards, mundane or magical.
This replaces sense evil.
Smite Evil (Su): If the target of smite evil is an undead creature, the bonus to damage on all successful attacks is increased to 2 points per level. If the target is an outsider with the evil subtype or an evil-aligned dragon, they do not take the extra damage normally dealt to them by smite evil, and are treated only as a normal evil creature for the purposes of smite evil.
This modifies smite evil.
Spells: Through their studies of necromancy, a thanatropic knight has a slight edge over other holy knights in terms of magical prowess, and begin to learn spells early on in their career. They draw their spells from both the holy knight and necromancer spell lists. A thanatropic knight begins play with one 1st-level holy knight or necromancer spell of her choice. At each new thanatropic knight level, she gains one spell of any spell level she can cast (based on her new thanatropic knight level). Like most spellcasters, a thanatropic knight can find or purchase scrolls with spells to add to her repertoire. Unlike other spellcasters, wearing armor does not affect her spellcasting ability. A thanatropic knight’s casting modifier is Charisma.
Spell Proficiency (Ex): Thanatropic knights are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.
Cantrips: Thanatropic knights learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Thanatropic knights begin with two 0-level spells and gain an additional 0-level spell every three levels after 1st level.
Level, spell level, and MP:
- 1st, 0
- 1st, 1
- 1st, 2
- 2nd, 3
- 2nd, 6
- 2nd, 9
- 3rd, 13
- 3rd, 16
- 3rd, 19
- 4th, 23
- 4th, 26
- 4th, 30
- 4th, 33
- 4th, 37
- 4th, 40
- 4th, 44
- 4th, 47
- 4th, 50
- 4th, 54
- 4th, 60
This modifies holy strike.
Blessing (Su): Whenever the thanatropic knight uses lay on hands to damage an undead creature, the target suffers the afflictions that lay on hands would normally cure; the target must make a Will save (DC 10 + ½ the thanatropic knight’s level + Cha mod) to avoid each of these effects. Any immunities that the undead creature may have still apply.
This modifies blessing.
Holy Sword Techs: All holy sword techs used upon undead increase the maximum damage dice to 10dx, rather than 5dx. However, holy sword techs used upon any non-evil creatures reduce their damage dealt by 1 point per die of damage, to a minimum of 1 point per die, e.g. an 8th-level thanatropic knight using cleansing strike on a non-evil creature would deal 4d6-4 holy damage, with a minimum of 4 points of damage.
Turn Undead: At 9th level, a thanatropic knight gains Turn Undead as a bonus feat.
This replaces holy shield.
Gloomsong (Su): At 14th level, a thanatropic knight gains Command Undead as a bonus feat; they are considered to have the channel negative energy ability for determining prerequisites. When activating the Turn Undead feat, a thanatropic knight may opt to instead use Command Undead, at the cost of three uses of lay on hands instead of the usual two. The DC of saving throws related to her channel positive energy ability, and her Turn Undead and Command Undead feats increase by 1.
This replaces shining light.
Aura of Soulfire (Su): At 15th level, a thanatropic knight is immune to energy drain and the Zombie status effect, gains shadow resistance 20, and a +4 bonus on all saving throws against any spells and spell-like abilities of the Dark or Necromancy schools. All allies within 10 ft. gain a +4 morale bonus on saving throws against energy drain effects, shadow resistance 10, and a +2 morale bonus on all saving throws against any spells and spell-like abilities of the Dark or Necromancy schools. This ability functions only while the thanatropic knight is conscious, not if she is unconscious or dead.
This replaces aura of justice.
Aura of Burning Spirit (Su): At 19th level, a thanatropic knight is immune to the Doom status effect and necromantic death effects, and gains fast healing with a number equal to half of their Charisma modifier (minimum 1). All allies within 10 ft. gain a +4 morale bonus against necromantic death effects and fast healing 1. All undead creatures within 10 ft. take a number of points of holy damage per round equal to the thanatropic knight’s Charisma modifier (minimum 1). This ability functions only while the thanatropic knight is conscious, not if she is unconscious or dead.
This replaces aura of righteousness.
And here's the Google Doc, for those of you who're interested in looking at actual tables.