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Knight of the Raven

(Expedition to Castle Ravenloft variant, p. 200)


Before evil descended on the land of Barovia, it was home to an order of virtuous champions, the
Knights of the Raven.
Requirements
Base Attack Bonus: +4
Alignment: Any good.
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer vigil in
the chapel of Ravenloft.

Hit die
d8
Skill points
2 + Int
Class Features
Knights of the Raven are devoted to battling the undead, and they gain a number of abilities to help
them in that quest. They also have a unique sort of animal companion, a celestial raven trained to
harry foes and interfere in combat to the knight's advantage.
Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level
(and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to
which you belonged before adding the prestige class level. You do not, however, gain any other
benefit a character of that class would have gained. If you had more than one divine spellcasting
class before becoming a knight of the raven, you must decide to which class to add each level for
the purpose of determining spells per day, caster level, and spells known.
Raven Harrier (Ex): At tst level, you call a celestial raven into your service. This creature aids you
in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics
are normal for a raven (MM 278) with the celestial template (MM 31), except as noted here. Your
raven's hit point total equals one-half of your full normal hit points. For the purpose of effects
related to number of Hit Dice (including the benefits of the celestial template), use your HD total.
The raven uses your base saving throw bonuses plus its ability score modifiers (Fort +0, Ref +2, Will
+2). It has an Intelligence score of 3. The raven is incredibly agile. It never provokes attacks of
opportunity for moving into an opponent's square or for leaving a threatened area. If it is killed, a
replacement appears at the next dawn. You suffer no special penalties should your raven fall in
battle.
Your raven harrier has the following special abilities:
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent
within 30 feet of you. The raven enters that opponent's space. The target must then make a Will
save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent takes a
-2 penalty to its AC for 1 round.
Baffle(Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent
from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is
in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your cha modifier).
If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance
against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity
from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a
target that makes a 5-foor step.
Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as
long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A
spell that normally requires a free, move, swift, or immediate action now takes a standard action,
while one that requires a standard action takes a full-round action. Other spells remain unchanged.
A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you
can channel a spell with a range of Touch through the raven to cast the spell on a creature the
raven touches. If the target is not willing, the raven must hit with a melee touch attack using its
own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this
ability is a full-round action, and you can see through the raven's eyes only for the round in which
you perform this action. At the end of the round, you are fatigued. You can use this ability at will,
although if you use it while you are already fatigued, you become exhausted. While seeing through
your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from
you, but it must be on the same plane of existence as you are.
Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and
your own raven harrier. If a raven has Intelligence above 2, you can communicate with it as you
would with a (rather stupid) human, using a language you both share. If the raven has animal
Intelligence (int 1 or 2), you can communicate with it if you were using the speak with animals spell,
though this ability does not have a duration.
Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into a
single melee attack against an undead creature. You add your Charisma bonus (if any) to your attack
roll and add your knight of the raven class level to your damage roll. If you roll a natural 20 on your
smite attack, your bonus damage is doubled. This is not a critical hit, and no confirmation roll is
necessary. You must declare that you are using your smite undead ability before you make your
attack roll; if the attack misses (or you attack a creature that is not actually undead), your smite is
used for the day. If you use this ability against an incorporeal undead creature but your attack fails
due to its incorporeality, you can reroll the miss chance once, taking the better result.
For every two levels you advance beyond 2nd. You gain one additional daily use of this ability (2/day
at 4th level, 3/day at 6th level, and so on).
Turn Undead (Su): At 3rd level, you gain the ability to turn undead as a cleric of two levels lower. If
you can already turn undead, add your effective cleric level from this class for the purpose of
turning to that from other classes.
Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not
already have access to the Sun domain, you gain the domain's granted power (greater turning once
per day) and can choose domain spells from the Sun spell list as well as from those of your
other domains. If you already have access to the Sun domain, you can use its granted power twice
per day. If you do not have cleric levels, then you can use the granted power of the Sun domain
normally. Add the Sun domain's spells to your class's spell list. If you are a spontaneous caster such
as a favored soul or sorcerer, then you can select a Sun domain spell whenever you have the option
to choose a new known spell. Once you know the domain spell, you can cast it freely.
Light Focus: When you reach 4th level. you become adept at casting spells with the light descriptor.
Any time you cast such a spell, you can choose one of the following effects to enhance the spell:
 Double the radius of illumination, and treat the spell as one level higher for the purpose of
countering or dispel ling a spell with the darkness descriptor.

 Increase its saving throw DC by 2.

 Increase your effective caster level by one; for example a daylight spell lasts an additional
round. or a Sunbeam spell deals an extra 1d6 of damage to undead.

Enduring Life: At 5th level, you gain Enduring Life (see page 200) as a bonus feat.
Lasting Life: At 8th level, you gain Lasting Life (see page200) as a bonus feat, even if you do not
meet the prerequisites.
Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling
positive energy, as a standard action, spend a turning attempt and make a turning check. You can
remove a number of negative levels from yourself and allies within 30 feet equal to the maximum
Hit Dice of undead you could affect (PH 159). For example, if you are a cleric 6/knight of the raven
to(effective cleric level 14th) and roll an 18 on your turning check. you could affect undead with up
to 16 Hit Dice. Thus, you can remove up to sixteen negative levels from yourself and your allies,
distributed however you choose.
Advancement
Level BAB Fort Ref Will Special Spellcasting
Raven harrier (harry),
1st +1 +2 +0 +2 —
speak with ravens.
+1 level of existing divine
2nd +2 +3 +0 +3 Smite undead 1/day
spellcasting class
Turn undead, Sun
+1 level of existing divine
3rd +3 +3 +1 +3 domain, raven harrier
spellcasting class
(baffle)
Light focus, smite +1 level of existing divine
4th +4 +4 +1 +4
undead 2/day spellcasting class
Raven harrier (falter), +1 level of existing divine
5th +5 +4 +1 +4
Enduring Life* spellcasting class
+1 level of existing divine
6th +6 +5 +2 +5 Smite undead 3/day
spellcasting class
Raven harrier (channel +1 level of existing divine
7th +7 +5 +2 +5
spell) spellcasting class
Lasting Life*, smite +1 level of existing divine
8th +8 +6 +2 +6
undead 4/day spellcasting class
Raven harrier (sight +1 level of existing divine
9th +9 +6 +3 +6
link) spellcasting class
Burst of vitality, smite +1 level of existing divine
10th +10 +7 +3 +7
undead S/day spellcasting class

*New feats described on page 200.


Class skills
Armor check
Skill name Key ability Trained only
penalty
Concentration CON
Gather Information CHA
Knowledge (local) INT
Knowledge
INT
(religion)
Spot WIS
Survival WIS

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