The path of alchemy does not always keep the practitioner in their lab. Some put their faith in steel as much as sulfur, searching for rare ingredients and recipes on their long travels, ever hoping to unlock the mysteries of life and to surpass the limits of their mortality. This is the anointed knight, both a skilled warrior and a learned scholar, dedicated to the sword as much as their potions. Though the path is a narrow one, many walks of life find their way onto it, from nobles with the resources to afford exotic materials to the back-alley dealer who keeps themselves armed to spare life and limb.
While dedicated spellcasters may prefer to focus on their craft, those of a more martial nature will find the bizarre concoctions and remedies of the anointed knight to be a fine supplement to their abilities. Fighters, rogues, green knights, and barbarians may find the knowledge needed a bit esoteric, but those who stick with it become some of the most dangerous warriors of their generation. Bards, monks, rangers, and paladins who deviate from their standard training to embrace the way of the anointed knight likewise find themselves in a good position to become canny combatants. Clerics, druids, favored souls, sorcerers, swordmages, warlocks, and wizards rarely consider the profession as it requires far too much focus and risks their spellcasting prowess.
Note: Heal skill in this instance represents training in alchemy.
Lvl | BAB | Saves | Feats | HP | ||
---|---|---|---|---|---|---|
Fort | Ref | Will | ||||
1st | +1 | +2 | +0 | +2 | Anoint Self (Enhanced Senses) | 10 |
2nd | +2 | +3 | +0 | +3 | 20 | |
3rd | +3 | +3 | +1 | +3 | Bonus Feat | 30 |
4th | +4 | +4 | +1 | +4 | Anoint Self (Unbroken Flesh) | 40 |
5th | +5 | +4 | +1 | +4 | Anoint Weapon | 50 |
6th | +6 | +5 | +2 | +5 | 60 | |
7th | +7 | +5 | +2 | +5 | Anoint Self (Mithridatism) | 70 |
8th | +8 | +6 | +2 | +6 | Combat Stimulant | 80 |
9th | +9 | +6 | +3 | +6 | Bonus Feat | 90 |
10th | +10 | +7 | +3 | +7 | Inspired Strike | 100 |
Anointed Knight is limited to ten levels.
Anoint Self (Enhanced Senses): At level 1, the anointed knight starts the process of enhancing their own body by imbibing a concoction that enhances their senses. This is represented with the Alertness feat, granting 2 listen and 2 spot.
Anoint Self (Unbroken Flesh): At 4th-level, the anointed knight advances in their path to self-perfection by making their body more resilient via hardening their skin and flesh, granting them 3/- Damage Reduction.
Anoint Weapon: At 5th-level, using a concoction of their own making, the anointed knight draws out the potential of their weapon's basic elemental properties beyond their normal limits. Imbues weapons and gloves with a buff that causes dealt elemental damage (after DR/Immunities) to be dealt a second time. This applies automatically to any melee strike dealt by the anointed knight. Basic elements are acid, cold, electric, fire, and sonic. At level 10, this repeated damage is increased by 50%. Note: it must be a basic elemental damage property on the item. On-Hit buffs such as Elemental Weapon (the spell) do not benefit from Anoint Weapon.
Anoint Self (Mithridatism): At 7th-level, the third step an anointed knight takes is consuming small doses of poisonous substances and slowly building a tolerance to them, before finally becoming immune. Mechanically, they are immune to poison and poison damage.
Combat Stimulant: Upon reaching 8th-level, the anointed knight masters their greatest invention; a series of potions that push the drinker's body beyond their limits. Though the potency of the elixirs is quite strong, it's left them too toxic for a normal person to consume, limiting their usage to the anointed knight. They may be consumed all at once for an array of protective boons or saved throughout a venture in order to use them at key moments.
Implementation: 3 uses, recharging a use every 15 minutes. Consume an elixir to gain one of the following effects of your choice: Haste, Greater Stoneskin, Energy Buffer, Protection From Magic, and True Sight. The caster level is double the Anointed Knight's level.
Inspired Strike: A 10th-level anointed knight can drench her anointed weapon with magic oil once every 30 seconds, causing her next melee hit to spread her anoint weapon damage to her enemies in a medium area around the target. This damage benefits from the 50% increase that anoint weapon receives at level 10.
Bonus Feats: Blind-Fight, Cleave, Disarm, Dodge, Expertise, Great Cleave, Improved Critical, Improved Disarm, Improved Expertise, Improved Knockdown, Improved Power Attack, Improved Whirlwind Attack, Knockdown, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus, Weapon Proficiency: Exotic, Whirlwind Attack
Epic Bonus Feats: Armor Skin, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Overwhelming Critical