The ______'s class skills (and the key ability for each skill) are:
Chakra Control (Wis), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Treat Injury (Wis).
1: Starting Abilities
2: Divine Grace, Divine Health
3: Smite Evil 2/day, Holy Sword Tech
4: Divine Wish
5: Smite Evil 3/day, Holy Sword Tech
6:
7: Smite Evil 4/day, Holy Sword Tech
8:
9: Smite Evil 5/day, Holy Sword Tech
10: Holy Champion
Code of Conduct
A Holy Knight must be of good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a Holy Knight’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. A Holy Knight who ceases to be of good alignment, who willfully commits an evil act, or who grossly violates the code of conduct loses all Holy Knight spells and abilities (not weapon, armor, and shield proficiency). She may not progress any farther in levels as a Holy Knight. She regains her abilities and advancement potential if she atones for her violations as appropriate.
Associates
While she may adventure with characters of any good or neutral alignment, a Holy Knights will distance herself from those of the lesser evil paths; however, a Holy Knight will never knowingly associate with evil characters of the Path of Entropy, nor will she continue an association with someone who consistently offends her moral code.
Oath of Worship
Like a member of any other class, a Holy Knight may be a multi-class character, but multi-class Holy Knights face a special restriction. A Holy Knight who gains a level in any class other than Holy Knight may never again raise her Holy Knight level, though she retains all her Holy Knight abilities. The path of the Holy Knight requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.
Aura of Good, Sense Evil, Smite Evil, Holy Sword Technique.
Aura of Good (Ex)
A Holy Knight projects an aura of good equal to twice her Holy Knight level.
Sense Evil (Su)
At will, a Holy Knight can, as a move action, concentrate on a single item or individual within 30 feet and determine if it is evil, with a successful Sense Motive skill check. The DC for an item is equal to 15 + the caster level of the item. The DC for an individual is equal to 15 + the CR of the creature.
Smite Evil (Su)
Also at 1st level, once per day, a holy knight can call out to the powers of good to aid her in her struggle against evil. The holy knight can attempt to smite evil as a normal attack action. The holy knight adds her Charisma bonus (if any) to her attack rolls and adds her holy knight level to all damage rolls made against the target of her smite. This attack is treated as good aligned for the purposes of overcoming damage reduction. If the holy knight attempts to smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day. At 3rd level, and at every two levels thereafter, the holy knight may smite evil one additional time per day to a maximum of five times per day at 9th level.
A Holy Knight channels pure divine energy through her weapon to strike at her opponents, often dealing high damage and weakening enemies. Starting at 1st level and every two levels thereafter, the Holy Knight gains a new holy sword tech ability. Each ability uses the Holy Knight's chakra pool to channel divine power. A Holy Knight can use any available Holy Sword Technique until her chakra pool is depleted. All Holy Sword Techniques are considered good aligned for the purposes of overcoming damage reduction. Due to the nature of divine channeling a Holy Knight must be wielding a slashing weapon of some sort to use Holy Sword Techniques. Exotic slashing weapons will be approved by the GM based on racial background.
Judgement Blade (Su)
A Holy Knight gains this technique at level 1. Using this ability summons shards of holy energy to fall in a 5 foot radius, centered on the target. This attack deals 1d8 points of Yang and kinetic damage (half and half) plus an additional 1d8 per two Holy Knight levels (to a maximum of 5d8) and inflicts the stun status for 1 round per two levels (max 5 rounds) unless the creature makes a Reflex save (DC = 10 + the Holy Knight’s level + Charisma modifier) for half damage and status effect negation to any creature, friend or foe, caught in the area of effect. This ability has range of 20 feet, and costs 16 control points plus 4 control points per extra die of damage.
Somatic component/chant: "Burn away the crucible of lies, Judgement Blade!"
Cleansing Strike (Su)
A Holy Knight gains this technique at level 3. The Holy Knight strikes his opponent with cleansing Holy Energy that breaks down beneficial magic on the target dealing 1d6 points of Yang damage plus 1d6 per two levels of Holy Knight to a maximum of 5d6 at tenth level to any creature, friend or foe, caught in the area of effect. The attack may also strip the target of beneficial magic as if affected by the Minor Dispel technique using the Holy Knights class level as casting level. A Fortitude Save (DC 10 + the Holy Knights level + Charisma modifier) for half damage. This ability has a range of 30 feet and costs 16 control points plus 4 control points per extra die of damage.
Somatic component/chant: "Wash away the impurities of a tormented soul, Cleansing Strike!"
Hallowed Bolt (Su)
A Holy Knight gains this technique at level 5. Using this ability calls bolts of holy lightning down upon the Holy Knight’s target, dealing 3d8 points of Yang and kinetic damage (half and half) plus an additional 1d8 per two Holy Knight levels (to a maximum of 10d8) to any creature, friend or foe, caught in the area of effect, and inflicts the Silence status change. A Reflex save (DC = 10 + the Holy Knight’s level + Charisma modifier) for half damage and to negate this status effect. This ability has a range of 35 feet and costs 25 control points plus 4 control points per extra die of damage.
Somatic component/chant: "Heavenly bolts of fury, bring (deity)'s judgement! Hallowed Bolt!"
Holy Explosion (Su)
A Holy Knight gains this ability at level 7. The Holy Knight hurls a bolt of divine energy at a string of opponents. This attack deals 2d10 points of Yang damage to any creature, friend or foe, caught in the 40-foot-line area of effect, plus an additional 1d10 per Holy Knight levels (to a maximum of 10d10 at level 10) and inflicts the confuse status. A Reflex save (DC = 10 + the Holy Knight’s level + Charisma modifier) for half damage and to negate the status effect. This ability costs 45 control points plus 5 control points per extra die of damage.
Somatic component/chant: "Heaven's wish to destroy all minds, Holy Explosion!"
Crush Punch (Su)
A Holy Knight gains this ability at level 9. Channeling divine rage, the Holy Knight strikes out at the tether that binds her opponents soul to its body. The target of this ability must make a Will save (DC 10 + the Holy Knight's level + Charisma modifier) or be reduced to -10 stable wound points. Even if the target makes the save it still takes 10d6 Yang damage from the shock to the targets spiritual tether. This ability has a range of 15 feet and costs 100 control points.
Somatic component/chant: "The doom of a planet...Crush Punch!"
At 2nd level, a Holy Knight applies her Charisma modifier (if positive) as a bonus on all saving throws.
At 2nd level, a Holy Knight gains immunity to naturally occurring and chakra based diseases.
Beginning at 4th level, a Holy Knight can sacrifice a portion of her life force to heal an ally. The Holy Knight sacrifices 1d6 hit points plus 1d6 per level up to a maximum of 10d6 at level 10 to heal an adjacent ally by twice the amount sacrificed.The Holy Knight may choose to sacrifice less than the maximum allowed die if she wishes. A Holy Knight can be incapacitated by this ability if not used with care. This ability costs 1 chakra point to activate.
Alternatively, the Holy Knight may use this ability to damage undead. Used in this way, the Holy Knight must make an armed touch attack that does not provoke an attack of opportunity. The Holy Knight chooses how many die of hitpoints to sacrifice after successfully touching the undead creature.
At 10th level, a Holy Knight becomes a conduit for the power of good. The Holy Knight gains DR 5/evil. In addition, any weapon the Holy Knight wields is considered Good aligned for purposes of bypassing damage reduction, dealing an additional 1d6 points of Yang damage against all evil opponents and an additional 2d6 points of Yang damage against evil undead or Fell Knights.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
-----------
Advanced classes use 7
Skill base is 2 + Int per level. [0]
----------
Prestige is likely less [points] then adv