TEXT: #21
  Sword Saint
  (Cavalier arChetype)
  
  B
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
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  Gygax.
  Vegepygmy from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Player Paraphernalia #21 The Sword Saint (Cavalier Archetype) ©2015, The Knotty-Works; 
  Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
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  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
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  1
  Player ParaPhernalia #21
  By the Knotty-Works
  Welcome to the twenty-first issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces a cavalier archetype, the Sword 
  Saint.  A new Order is also provided, the Order of 
  the Holy Sacrament.
  The Sword Saint (Cavalier  Archetype)
  The Sword Saint strives to become one with  
  his weapon of choice, the sword.  While many 
  warriors of noble birth or heart that take on a 
  cause hone both martial and riding skills, the 
  sword saint forgoes such expertise in order to 
  forge his link with his chosen sword.  The sword 
  is more than just a tool to the sword saint, it 
  becomes an extension of his own body and 
  often has links to the sword saint’s ancestral past 
  or a sacred bond that resounds through the spirit 
  of the sword saint.
  Class Abilities
  Sacred Sword (Ex):  The sword saint gains an 
  ancestral sword (the type of his own choosing 
  but he must be proficient) with which he is 
  entrusted and bonded.  The sword itself is not 
  magical but is of master-work quality.
  The sword saint may call upon the spirit of the 
  sword that grants a +1 enhancement bonus to 
  the weapon for a total number of minutes per 
  day equal to the level of the sword saint as a 
  swift action.  This duration does not have to be 
  consecutive, but may only be broken down 
  into one minute increments.  At 4th level and 
  every three levels thereafter the sword gains 
  an additional +1 enhancement bonus (to a 
  maximum of +7 at 19th level).  If the sword is given 
  magical properties the bonuses do stack, though 
  the maximum to hit and damage bonus cannot 
  exceed +5.  Beginning at 8th level  
  the sword saint may use some or all of the 
  enhancement bonuses to apply one 
  of the following special abilities to the sword: 
  Advancing, Agile, Allying, Benevolent, Breaking, 
  Countering, Courageous, Culling, Defending, 
  Defiant, Exhausting, Fortuitous, Ghost Touch, 
  Glorious, Guardian, Impact, Keen, Menacing, 
  Merciful, Mighty Cleaving, Repositioning, 
  Shattering, Speed, Vorpal, and Wounding; 
  expending the magical enhancement bonus 
  granted by this ability as the cost for gaining the 
  special abilities.  The sword must have at least  
  a +1 enhancement bonus to hit and damage 
  before any special abilities may be applied.  If 
  the sword has other magical special abilities, 
  these additional abilities may be added, but 
  identical abilities confer no additional benefit to 
  the weapon.
  At 11th level, half of the bonus gained from the 
  ability may be applied to the sword without limit 
  to duration, chosen at the beginning of the day 
  as part of a 10 minute ritual of preparation.  If the 
  sword saint decides to change the sword’s abilities 
  while enchanted in this fashion, it consumes one 
  minute of his time allowed for the day.
  At 20th level, while the sword saint is using his 
  sacred sword as part of his challenge, the sword 
  deals double the normal amount of damage and 
  a critical strike damage is increased by one step.  
  In addition, if the challenged opponent is critically 
  struck by the sword saint it must make a Will save 
  or be stunned for 1d4 rounds.  If the saving throw is 
  successful, the target is still staggered for the same 
  amount of time.  The DC is equal to 10 + the sword 
  saint’s base attack bonus.
  If the sacred sword is lost or destroyed, the sword 
  saint must find another sacred sword acceptable 
  to his cause and order.  The sword must be of at 
  least masterwork quality and requires 30 days  
  if uninterrupted training and use with the new 
  weapon to become attuned to it and regain the 
  enhancement abilities.  During this time the sword 
  saint suffers a -1 penalty on all attack and 
  weapon damage rolls with any weapon he 
  is wielding.
  
  2
  This ability replaces the cavalier’s mount, 
  cavalier’s charge, mighty charge, and supreme 
  charge class abilities.  If used with the samurai 
  alternate class, this ability replaces samurai’s 
  mount, mounted archer, demanding challenge, 
  and last stand class abilities.
  Sword Mastery (Ex):  The sword saint gains 
  weapon focus with his chosen sword as a bonus 
  feat at 3rd level.  If the sword saint already 
  possesses weapon focus for his sword, he instead 
  gains dazzling display.  He may also draw his 
  chosen sword as a free action as if possessing the 
  quick draw feat.
  The sword saint also gains additional feats 
  specific to his chosen sword at higher levels, and 
  is treated as a fighter for meeting any of the 
  prerequisites listed for the feat.
  At 6th level the sword saint gains the weapon 
  specialization feat for his chosen sword or the 
  shatter defenses feat if he already possesses the 
  weapon specialization feat for his chosen sword.
  At 8th level he gains greater weapon focus with 
  his chosen sword.
  At 12th level the sword saint may choose from 
  either the greater weapon specialization feat 
  with his chosen sword or the penetrating strike 
  feat.
  At 18th level the sword saint gains the penetrating 
  strike feat or the greater penetrating strike feat if 
  he already possesses the former.
  This ability replaces the cavalier’s expert trainer 
  class ability and the weapon expertise samurai 
  class ability as well as the bonus feats gained at 
  6th, 12th level, and 18th level.
  New Order
  Order of the Holy Sacrament
  Cavaliers belonging to the order of the Holy 
  Sacrament dedicate themselves to the 
  protection of the innocent and the defense  
  of the righteous.  These cavaliers also espouse 
  forgiveness and offering salvation to those willing 
  to accept it.  However, this is moderated by the 
  understanding that only those that show true 
  signs of true repentance and reparations for their 
  acts of evil deserve such forgiveness.
  Edicts:  The cavalier must show compassion to all, 
  providing aid to anyone that asks as long  
  as it does no evil or aid in the acts of evil.  The 
  cavalier must show mercy to those that  
  ask, though those involved with evil are still 
  responsible for their own actions and must 
  provide atonement for them.
  Alignment:  Cavaliers that join the Order of the 
  Holy Sacrament must be Good in alignment.
  Challenge:  When the holy sacrament cavalier 
  issues a challenge, those being threatened  
  by the target of his challenge gain a +1 
  circumstance bonus to their armor class while 
  the cavalier is threatening the target.  This bonus 
  increases by +1 for every four levels possessed by 
  the cavalier.
  Skills:  The holy sacrament cavalier gains Heal 
  and Knowledge (religion) as class skills.  If  
  the cavalier uses his heal skill on an innocent  
  (anyone that did not participate in an attack 
  during the last encounter but was hurt during the 
  encounter), he may add half his class level to the 
  heal check.
  Order Abilities
  The cavalier of the Holy Sacrament gains the 
  following abilities as he increases in level.
  Lay On Hands (Su):  Beginning at 2nd level, the 
  cavalier may heal wounds (his own or those of 
  others) by touch equal to a number of times per 
  day equal to half his class level plus his Charisma 
  modifier. The cavalier may use a standard action 
  to heal 1d6 hit points of damage.  At 6th level and 
  every six levels thereafter the number of dice of 
  healing increase by 1d6.
  Mercy (Su):  At 8th level, the cavalier may use 
  his lay on hands ability to remove the following 
  effects:  Dazed, Fatigued, Shaken, Sickened, or 
  Staggered.  This ability uses up one of his daily lay 
  on hands ability and the recipient the number 
  of dice of his healing effect of the lay on hands 
  ability is reduced by half when the ability is used 
  to remove an effect.  At 15th level the cavalier 
  may use this ability to remove either the effects 
  of nausea or exhaustion.
  Aura of Compassion (Su):  At 15th level, the 
  cavalier emits an aura of compassion while 
  conscious.  Both the cavalier and all allies within 
  10 feet may make non-lethal melee attacks with 
  no penalty to the attack while using a lethal 
  melee weapon, natural attack, or unarmed 
  attack.  In addition, if anyone treats deadly 
  wounds or provides first aid within 10 feet of the 
  conscious cavalier gains a bonus to the heal 
  check equal to half the cavalier’s class level.
  
  3
  Other KnOtty WOrKs 
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