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The Watchknight

Requirements
Alignment: Any Lawful
Skills: Concentration 8 ranks, Knowledge (religion) 5 ranks, Listen 2 ranks, Spellcraft 5 ranks, Spot 2
ranks
Feats: Improved Counterspell, Improved Initiative, Initiate of Helm
Special: must have spent a night in holy vigil at a temple or otherwise holy place reserved for Helm.
Spellcasting: Must be able to prepare and cast 3rd level divine spells.
Deity: You must worship Helm

CLASS FEATURES
Hit Die: d8

Class Skills: The Watchknight’s class skills (and the key ability for each skill) are Concentration (Con),
Craft (Int, all skills taken individually), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion)
(Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: The Watchknight gains no proficiency with armor however they gain
proficiency with the Bastard Sword if they do not already have it.

Inquisition Domain: Upon adopting the Watchknight class, a character gains access to the Inquisition
domain. The character gains the granted power associated with the domain (a +4 bonus on dispel
checks) and can choose the spells in that domain as his daily domain spells.

Spells per Day: From 2nd level on, when a new Watchknight level is gained, the character gains new
spells per day as if she had also gained a level in whatever divine spellcasting class he belonged to
before he added the prestige class. He does not, however, gain any other benefit a character of that
class would have gained. This essentially means that he adds the level of Watchknight to the level of
whatever other divine spellcasting class the character has, then determines spells per day and caster
level accordingly.

If a character had more than one divine spellcasting class before he became a Watchknight, he must
decide to which class she adds each level of Watchknight for the purposes of determining spells per day.

Patient Counter (Ex): The Watchknight is a calculating warrior, using patience and perception more than
grace and agility when fighting foes. Thus when a Watchknight gains 1st level they may make any
number of Attacks of Opportunity per round equal to their Wisdom modifier. This ability does not stack
with Combat Reflexes, a Watchknight takes the better of either totals to determine their total number
of Attacks of Opportunity per round.
Bonus Feats: As a warrior-priest, the Watchknight must keep up their combat training in order to fight
foes directly. Starting at 2nd level and every 4 levels after (6th and 10th) the Watchknight gains an extra
feat. They may choose from the following list and must meet the prerequisites before selecting the feat:
Alertness, Combat Casting, Dampen Spell, Divine Defiance, Extra Turning, Greater Spell Penetration,
Power Attack, Reactive Counterspell, Spell Penetration, and Weapon Focus (bastard sword).

Glyph of Warding (Sp): At 3rd level the Watchknight gains the spell-like ability to cast glyph of warding.
This ability can be used once per day. Casting the spell this way only takes half the time, 5-minutes,
instead of the normal casting time. The caster level is equal to the Watchknight's level. At 7th level the
Watchknight gains a second use of glyph of Warding and the casting time of this ability is reduced to 1
full-round action.

Wall of Law (Sp): At 4th level, the Watchknight gains the spell-like ability to cast wall of law. The caster
level is equal to the Watchknight's level.

Mace of Odo (Sp): At 5th level, the Watchknight gains the spell-like ability to cast mace of Odo. This can
be cast 3 times per day and the caster level is equal to the Watchknight's level.

At 10th level the Watchknight’s connection to Helm is so great that the Mace is not dismissed when it
strikes a target. If it leaves the Watchknight's hand or absorbs a spell the mace is dismissed as normal.

Domain Spontaneity (Ex): Beginning at 7th level a Watchknight selects one of the domains he has access
to. From now on he may spontaneously cast spells from that domain. This ability functions just like a
cleric who spontaneously casts cure or inflict spells.

Helm’s Guidance (Ex): If the Watchknight is actively guarding a target (a free action), they gain a bonus
equal to their Charisma modifier (if positive), on all Diplomacy, Intimidate, Listen, Sense Motive, and
Spot checks pertaining to protecting that target. In addition, if the target is an individual, as a swift
action the Watchknight can use the aid another special “attack” action to provide the target a +2 bonus
to AC.
THE WATCHKNIGHT TABLE 1-1:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting

1st +0 +2 +0 +2 Inquisition domain, +1 of existing divine spellcasting


Patient counter class

2nd +1 +3 +0 +3 Bonus feat +1 of existing divine spellcasting


class

3rd +2 +3 +1 +3 Glyph of warding 1/day +1 of existing divine spellcasting


class

4th +3 +4 +1 +4 Wall of law 1/day +1 of existing divine spellcasting


class

5th +3 +4 +1 +4 Mace of Odo +1 of existing divine spellcasting


class

6th +4 +5 +2 +5 Bonus feat +1 of existing divine spellcasting


class

7th +5 +5 +2 +5 Glyph of warding 2/day +1 of existing divine spellcasting


class

8th +6 +6 +2 +6 Domain spontaneity +1 of existing divine spellcasting


class

9th +6 +6 +3 +6 Helm’s guidance +1 of existing divine spellcasting


class

10th +7 +7 +3 +7 Bonus feat, greater mace +1 of existing divine spellcasting


of Odo class

Mace of Odo
(Player's Guide to Faerûn)

Evocation [Force]
Level: Initiate of Helm (Feat) 3,
Components: V, S, DF,
Casting Time: 1 standard action
Range: 0 ft.
Effect: Mace of force
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You create a glowing mace of force that appears in your hand.


You must make a melee touch attack to strike a target with the mace.
If it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).
An undead target takes an additional +1 point of damage per caster level (maximum +10).
Any creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.
You may attack once with the mace of Odo on the same round that you summoned it.
The mace occupies your hand but does not disappear if you cast another spell.
If you are targeted with a spell while holding the mace, you may choose to have the mace absorb that
spell.
When the mace strikes a creature, or is used to absorb a spell, or is removed from your grasp for any
reason, it vanishes.
The point in space where it vanished glows as though under the effect of a light spell for the remainder
of the duration.

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