The Divine Knight
Divine Knights are the spawn of mortals and celestials. While most people who have traces of celestial blood within their lineages ignore or remain blissfully ignorant of them, a divine knight embraces her heritage. The latent holy energies of the divine flow through her veins, and the divine knight harnesses and embraces the raw power. They are living fonts of divine energy, who are gradually transformed by their vigilant attempts to harness and control their blood, into the very creatures from whom they have descended.
Hit Die: D8
Alignment: Any (though most often good)
Class Skills: Climb, Craft, Diplomacy, Handle Animal, Jump, Knowledge (Religion), Ride, Sense Motive, Spot, Swim
Skill Points: 2 + Intelligence modifier (x4 at 1st level)
| Level | BAB | Fortitude | Reflex | Will | SLA |
| 1 | +0 | +2 | +0 | +0 | See Table |
| 2 | +1 | +3 | +0 | +0 | |
| 3 | +2 | +3 | +1 | +1 | See Table |
| 4 | +3 | +4 | +1 | +1 | |
| 5 | +3 | +4 | +1 | +1 | See Table |
| 6 | +4 | +5 | +2 | +2 | |
| 7 | +5 | +5 | +2 | +2 | See Table |
| 8 | +6/+1 | +6 | +2 | +2 | |
| 9 | +6/+1 | +6 | +3 | +3 | See Table |
| 10 | +7/+2 | +7 | +3 | +3 | |
| 11 | +8/+3 | +7 | +3 | +3 | See Table |
| 12 | +9/+4 | +8 | +4 | +4 | |
| 13 | +9/+4 | +8 | +4 | +4 | See Table |
| 14 | +10/+5 | +9 | +4 | +4 | |
| 15 | +11/+6/+1 | +9 | +5 | +5 | See Table |
| 16 | +12/+7/+2 | +10 | +5 | +5 | |
| 17 | +12/+7/+2 | +10 | +5 | +5 | See Table |
| 18 | +13/+8/+3 | +11 | +6 | +6 | |
| 19 | +14/+9/+4 | +11 | +6 | +6 | See Table |
| 20 | +15/+10/+5 | +12 | +6 | +6 |
| Level | Divine Blast | Divine Sword | Ability Bonus | Special |
| 1 | 1d6 | +1d6 | ||
| 2 | 1d6 | +1d6 | +2 Str | |
| 3 | 1d6 | +1d6 | ||
| 4 | 1d6 | +1d6 | +2 Con | |
| 5 | 2d6 | +1d6 | See Below | |
| 6 | 2d6 | +1d6 | +2 Wis | |
| 7 | 2d6 | +1d6 | ||
| 8 | 2d6 | +1d6 | +2 Cha | |
| 9 | 2d6 | +2d6 | ||
| 10 | 3d6 | +2d6 | +2 Dex | See Below |
| 11 | 3d6 | +2d6 | ||
| 12 | 3d6 | +2d6 | +2 Int | |
| 13 | 3d6 | +2d6 | ||
| 14 | 3d6 | +2d6 | +2 Str | |
| 15 | 4d6 | +2d6 | See Below | |
| 16 | 4d6 | +2d6 | +2 Con | |
| 17 | 4d6 | +2d6 | ||
| 18 | 4d6 | +3d6 | +2 Wis | |
| 19 | 4d6 | +3d6 | ||
| 20 | 5d6 | +3d6 | +2 Cha | See Below |
Divine Knight Class Features
All of the following are class features of the divine knight class.
Weapon and Armor Proficiencies
A divine knight is proficient in all simple and martial weapons and with medium and light armor, and shields (except the tower shield)
Divine Blast (Su)
A divine knight can directly channel divine energy in its most primal form. This divine energy is one and the same with that harnessed by clerics and other divine casters to create spells, but unlike true spell-casters a divine knight cannot shape and control the power of the divine; she can only channel it into a blast of energy. A divine blast can be used in place of any normal ranged attack. However unlike a ranged attack a divine blast is subject to spell resistance (caster level equal to the divine knight’s class level). The divine blast is used as a normal ranged attack with a range increment of 30’. A divine knight also adds her charisma bonus to the damage of each divine blast fired.
A divine knight can fire a divine blast from each hand if she chooses to split her blast. Should a divine knight choose to split her divine blast, she can fire one from each hand, though the damage for both blasts are divided in half and rounded down (including bonus damage for high charisma scores). Thus at level five a divine knight can fire a blast from each hand that will inflict 1d6 damage a piece. Normal penalties for two-weapon-fighting apply to attacks with divine blasts, and they are treated as light weapons for purposes of two-weapon-fighting.
Divine Sword (Su)
A divine knight can channel a sustained font of divine energy, and either her natural attacks or her melee attacks become wreathed in divine energy that closely resembles holy flames. The divine sword ability adds bonus damage as indicated by the class table to melee and natural attacks made by the divine knight. A divine knight can split her divine sword ability between two weapons should she so choose. Just as with her divine blast ability, a divine knight must divide the damage dice for each weapon in half and round down. Thus she must be level nine before her divine sword ability can be applied to two separate weapons.
Spell-Like Abilities (Sa)
Starting at 1st level, a divine knight with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the divine knight’s character level, according to the following table. Save DCs, where applicable, are Charisma-based (10 + spell level + the divine knight’s charisma modifier).
| Divine Knight Class Level | Spell-Like Abilities |
| 1st | Bless 1/day |
| 1st | Protection from evil 3/day |
| 3rd | Aid 1/day |
| 3rd | Detect evil 1/day |
| 5th | Cure serious wounds 1/day |
| 5th | Neutralize poison 1/day |
| 7th | Holy Smite 1/day |
| 7th | Remove Disease 1/day |
| 9th | Dispel evil 1/day |
| 11th | Holy word 1/day |
| 13th | Holy aura 3/day |
| 13th | Hallow 1/day |
| 15th | Mass charm monster 1/day |
| 17th | Summon monster IX (celestials only) 1/day |
| 19th | Resurrection 1/day |
Daylight (Su)
At 5th level, the divine knight gains the ability to use a daylight effect (as the spell) at will
Darkvision (Ex)
At 5th level, the divine knight gains darkvision to a 60-foot range.
Poison Resistance (Ex)
At 5th level, the divine knight gains a +4 bonus to fortitude saves against poison
Natural Armor Improvements (Ex)
At 5th level, the divine knight's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 5th level.
Ability Score Changes (Ex)
The indicated ability score increases by the amount noted.
Disease Immunity (Ex)
At 10th level, a divine knight becomes immune to all poisons.
Resistances (Ex)
At 10th level, a divine knight gains resistance 5 to acid, cold, electricity, and fire. At 15th level, each of these resistances increases to 10.
Spell Resistance (Su)
At 15th level, a divine knight gains spell resistance equal to her character level (maximum 25). At 20th level, her spell resistance increases by +10 (maximum 35).
Damage Reduction (Su)
A 15-level or higher divine knight has damage reduction 5/magic. At 20th level, her damage reduction increases to 10/magic. A divine knight treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.
Wings (Ex)
At 20th level, a divine knight grows feathery wings, which she may use to fly at up to her base land speed with average maneuverability. A divine knight cannot fly if she is wearing medium or heavy armor, or carrying more than a light load.
Celestial Apothesis (Ex)
At 20th level, the divine knight completes her metamorphosis. Her type changes to outsider (native), and she gains the good subtype. If the divine knight wasn’t good before reaching her apotheosis, there is no way she can resist the call of her heritage any longer; her alignment irrevocably changes to good. She becomes vulnerable to spells and effects that work on creatures of the outsider type or the good sub-type, but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.