Knight Of Three Roads (Paladin Archetype)

There is said to be an inherent mysticism at a crossroads, where magic bolsters those who seek knowledge at that meeting place. Knights of three roads take that mysticism and knowledge then apply it to their crusade against evil, taking a far more scholastic approach to defeating the world’s terrors.

In the city, the Steamstriders are rarely associated with paladins. However, the art of combining knowledge with martial prowess is common among them, so they have a healthy supply of knights of three roads. These knights commonly call themselves Walkers of All Paths, and it seems to have stuck in that they are called as such on their work orders.

Alignment: A knight of three roads can be of any good alignment. The Walkers of All Paths feel constrained by needing to follow order, and commonly shift across all the good alignments to know as many holy perspectives as possible.

This replaces the paladin’s normal alignment restriction.

Knowledgeable (Ex): At 1st level, the knight of three roads gains two extra skill points. She gains two additional skill points every time she gains a paladin level. These skill points must be spent on Intelligence-based skills. She also gains all Knowledge skills as class skills.

This replaces her proficiency in medium and heavy armor.

Study Evil (Su): At 1st level, when the knight of three roads successfully makes a Knowledge skill check to know about a creature she encounters, she automatically may use this ability to activate her detect evil spell-like ability as a free action. If a creature detects as evil she may voluntarily forgo any number of questions about the creature to instead analyze its strengths and weaknesses.

If she succeeds at this Knowledge check, as a move action she can bolster her allies with knowledge about a specific evil creature she observed. This gives her and a number of allies of her choice, up to a maximum of her Charisma modifier, a +1 insight bonus to attack rolls and AC against that target, until it is dead or the knight of three roads falls unconscious.

If she exceeds the DC of the Knowledge check by 10 or more she increases the bonus by +1. For each of the questions about the creature she chose to forgo for analysis she can increase the bonus by an additional +1. This cannot increase the bonus to more than twice its normal value by any means.

If the knight of three roads is providing her allies bonuses from this class feature and succeeds on another Knowledge check used through this class feature, but against a different creature, she can change which creature her allies are gaining bonuses against. She can change which allies she affects as a swift action, and if she has studied multiple creatures, she can change which creature her allies are gaining bonuses against as part of the same swift action or as a separate swift action. This ability can be activated a number of times per day equal to 3 + her Charisma modifier.

At 4th level, and again every three paladin levels thereafter, the bonuses provided by this ability increase by +1, to a maximum of +7 at 19th level. At 7th level, and again at 20th level, the knight of three roads can affect one more ally at a time, to a maximum of 2 + her Charisma modifier at 20th level.

This replaces smite evil and alters detect evil.

Divine Scholar (Su): At 2nd level, the knight of three roads adds her Charisma bonus (if any) to all Knowledge checks.

This replaces divine grace.

Divided Study (Su): At 6th level, when the knight of three roads uses her detect evil spell-like ability to examine a specific creature, she can examine up two different creatures. She can examine an additional creature at once at 12th level and again at 18th level. If multiple creatures detect as evil, she receives Knowledge checks as per her study evil class feature against all of them.

She can choose to expend multiple uses of study evil, one per studied evil creature, to provide the bonuses against all of them, and can choose different allies to be affected for each of them. She can change which creatures she studies as normal.

At 9th level, if she succeeds on Knowledge checks against multiple evil creatures through this class feature, she can instead choose to expend one use of study evil to divide the bonuses against multiple creatures. For example, a 9th level knight of three roads (whose total study evil bonus is +3) that studies two evil creatures can expend one use of study evil to give the affected allies a +2 bonus to one of them and a +1 bonus to the other. She can also choose to, in studying three or more evil creatures, expend multiple uses of study evil and choose whether to divide each use. So if the same knight of three roads reaches 13th level (and has a total study evil bonus of +5), then studies three evil creatures, she can expend two uses of study evil, providing a +5 bonus against one foe with one use; as well as a +3 bonus to a second foe and a +2 bonus to the third with the other use.

This replaces the mercies gained at 6th level, 9th level, 12th level, and 18th level.

Aura of Power (Su): At 11th level, the knight of three roads has developed a way to bolster her allies’ supernatures with faith. By expending two uses of study evil, all allies within 10 feet of her add +1 to their caster level of all spells, manifesting level, spherecasting, spell-like abilities, supernatural abilities, and veilweaving level. This lasts a number of rounds equal to her paladin level. This increases the effectiveness of spells and spell-like abilities but does not grant additional uses of spells or spell-like abilities, or additional spells or spell-like abilities known. This bonus increases by +1 at 15th level, and again at 20th level to a maximum of +3.

This replaces aura of justice.


City of 7 Seraphs by Lost Spheres Publishing
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