NeoSeraphi
2012-01-16, 12:22 AM
The Knight
http://i615.photobucket.com/albums/tt233/macriz05/_CODE%20GEASS/1260132251499.jpg
The cape isn't necessary, but it is definitely encouraged
"We of the Black Knights stand with all those who have no weapons to wield…regardless of whether they be Elevens or Britannians! The Japan Liberation Front cowardly took innocent Britannian civilians hostage, and they mercilessly executed them! It was a wanton and meaningless act; therefore, they have been punished just as former Viceroy Clovis was punished for ordering the slaughter of countless unarmed Elevens. We cannot stand by and allow such cruelty to be carried out, and so we made him pay for his actions. I will not repudiate battle on a fair and level field, but neither will I tolerate a one-sided massacre of the weak by the strong. The only ones who should kill are those who are prepared to be killed! Wherever oppressors abuse their power by attacking those who are powerless, we shall appear again, no matter how mighty or formidable our foe may be! Those of you with power, fear us! Those of you without it, rally behind us! We, the Black Knights, shall be the ones who stand in judgment of this world!"- Zero, Code Geass
Alignment: Any
HD: d12
Class Skills: The knight's class skills are Autohypnosis, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Nobility and Royalty), Listen, Profession, Sense Motive, Spot, and Swim.
Skill Points: 4+Int per level, x4 at 1st level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Knight's Challenge, Strike of Virtue +1d10
2nd|+2|+3|+0|+3|Stance of the Vanguard
3rd|+3|+3|+1|+3|Guided Strike, Fearful Smite
4th|+4|+4|+1|+4|Mettle
5th|+5|+4|+1|+4|Defensive Rebuke, Strike of Virtue +2d10
6th|+6/+1|+5|+2|+5|Chivalrous Reactions, Heart of Valor
7th|+7/+2|+5|+2|+5|Blade of Conviction, Weakening Blow
8th|+8/+3|+6|+2|+6|Superior Tactics
9th|+9/+4|+6|+3|+6|Strength of Body
10th|+10/+5|+7|+3|+7|Lockdown Strike, Strike of Virtue +3d10
11th|+11/+6/+1|+7|+3|+7|Improved Mettle
12th|+12/+7/+2|+8|+4|+8|Preemptive Retribution
13th|+13/+8/+3|+8|+4|+8|Ring the Bell
14th|+14/+9/+4|+9|+4|+9|I'll Save You!
15th|+15/+10/+5|+9|+5|+9|Don't Touch Them!, Strike of Virtue +4d10
16th|+16/+11/+6/+1|+10|+5|+10|Enfeebling Assault
17th|+17/+12/+7/+2|+10|+5|+10|Stance of the Aegis
18th|+18/+13/+8/+3|+11|+6|+11|Tactical Interruption
19th|+19/+14/+9/+4|+11|+6|+11|Black Blade of Disaster
20th|+20/+15/+10/+5|+12|+6|+12|Flurry of Steel, Strike of Virtue +5d10
[/table]
Class Features: All of the following are the knight's class features.
Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons, and with light, medium, and heavy armor, as well as all shields (including all exotic shields and tower shields).
Knight's Challenge (Ex): A knight's devotion to his allies allows him to protect them more easily. By issuing a challenge to his foe, a knight is able to distract it enough that it hesitates. As a swift action, a knight may target one enemy creature within 60 ft. The creature must be able to see or hear the knight's challenge. Thereafter, the creature takes a penalty on its attack rolls against the knight's allies (but not the knight himself) equal to half the knight's class level (minimum -1). This ability lasts for one round per class level. A knight can affect multiple creatures with his challenge at the same time, but only one per swift action (Just because the duration for one creature's challenge is up doesn't mean that the knight can't challenge a different creature next round). This penalty does not stack with itself. This ability is neither mind-affecting nor language dependent.
Strike of Virtue (Ex): When a knight lashes out against his foes in order to protect his friends, his blade is charged with righteous fury. Whenever a knight makes an attack of opportunity against a creature who threatens one or more of the knight's allies (not including the knight), he deals an extra +1d10 points of damage. This damage is not multiplied on a critical hit. This damage is not precision damage, and creatures immune to Sneak Attacks or critical hits are not immune to Strike of Virtue. At 5th level, and every 5 levels after that, the damage from Strike of Virtue increases by another +1d10, to a maximum of +5d10 at 20th level.
Stance of the Vanguard (Ex): A knight's stance is very threatening, and he is able to use that power to draw attention to himself. Starting at 2nd level, whenever a knight flanks a creature with his ally, the creature he flanks takes a morale penalty on attack rolls made against the ally the knight is flanking with equal to half the knight's class level (minimum of -1).
Guided Strike (Ex): Beginning at 3rd level, a knight may add his Constitution modifier to his attack rolls instead of his Strength modifier.
Fearful Smite (Ex): A knight is a deadly warrior, and with a single blow he can strike fear into the hearts of other creatures. Starting at 3rd level, as a standard action, a knight may make a single melee attack at his highest attack bonus. If his attack hits and deals damage, he may make a demoralize check against the creature as a free action, with a +4 bonus on the check. If his demoralize check succeeds, the creature is shaken for the duration of the encounter. After a knight uses this ability, he may not attempt his Fearful Smite attack against that same creature for 24 hours.
Mettle (Ex): A knight's brute toughness and his strong will allow him to shrug off magical effects that target his body and mind with ease. Starting at 4th level, whenever the knight succeeds on a saving throw with a Fortitude Partial or Will Half (or vice versa) effect, he instead takes no effect.
Defensive Rebuke (Ex): A knight's quick thinking can allow him to strike his foe before his foe has a chance to finish off an ally. Beginning at 5th level, whenever a creature the knight threatens attacks one of the knight's allies (but not the knight himself), the creature provokes an attack of opportunity from the knight. This applies once to each attack a creature makes against a knight's ally per round (so a creature making three attacks would provoke three separate attacks of opportunity from the knight).
Chivalrous Reactions (Ex): Starting at 6th level, a knight adds his Constitution modifier (if positive) to the number of attacks of opportunity he is able to make per round. Additionally, the knight may add his Constitution modifier to his initiative modifier instead of his Dexterity modifier. The knight may also qualify for feats and prestige classes as if he had the Combat Reflexes feat, and may also substitute his Constitution score for any minimum Dexterity score requirements in those feats. (If the knight actually has the Combat Reflexes feat, the bonus attacks of opportunity per round from that feat stack with the bonus attacks from this class feature)
Heart of Valor (Ex): A knight will never retreat and never surrender, unless it is a tactically advantageous option. Beginning at 6th level, the knight is immune to fear, magical or mundane.
Blade of Conviction (Ex): Beginning at 7th level, the knight may add his Constitution modifier to his melee weapon damage rolls instead of his Strength modifier.
Weakening Blow (Ex): A knight's strike can cut so deep it causes a creature to lose all its strength. Starting at 7th level, as a standard action, a knight may make a single melee attack at his highest attack bonus. If his attack hits and deals damage, the creature must make a Fortitude save (DC 10+1/2 the knight's class level+the knight's Constitution modifier) or be nauseated for 1 round. A successful save renders the creature merely sickened for 1 round. After using Weakening Blow, a knight must wait 1d4 rounds before attempting it again. Even if the knight's attack roll missed or his attack dealt no damage, he must still wait 1d4 rounds before attempting Weakening Blow again.
Superior Tactics (Ex): Starting at 8th level, enemy creatures treat all squares the knight threatens as difficult terrain. Enemy creatures may not run or charge through these squares, nor may they take 5' steps while occupying one of these squares. Additionally, no creature the knight threatens may take the Cast Defensively option.
Strength of Body (Ex): The knight's natural healthiness is extraordinary, and extends to both his reflexes and his ability to resist mental control. From 9th level on, the knight adds his Constitution modifier to all his saving throws (he adds it to his Fortitude saving throw twice).
Lockdown Strike (Ex): Starting at 10th level, as a standard action, a knight may make a single melee attack at his highest attack bonus. If he hits and deals damage, the creature he struck must make a Reflex saving throw (DC 10+1/2 the knight's class level+ the knight's Constitution modifier) or take a penalty to all forms of its movement speed equal to -10' per 2 class levels (minimum -10', maximum -100' at level 20). A flying creature whose fly speed is reduced to 0' begins to fall. This penalty to movement speeds lasts for 1 round, +1 round per 4 class levels (maximum of 6 rounds at level 20). After using Lockdown Strike, a knight must wait 1d4 rounds before using it again. Even if the knight's attack roll missed or he dealt no damage, he must wait the required 1d4 rounds before attempting Lockdown Strike again.
Improved Mettle (Ex): As Mettle, except that the knight takes only the Partial or Half effect on a failed save.
Preemptive Retribution (Ex): A knight's reflexes are truly legendary. Starting at 12th level, a creature provokes an attack of opportunity from the knight for entering a square he threatens (in addition to moving through or leaving squares the knight threatens).
Ring the Bell (Ex): As a standard action, a knight of 13th level or higher may make a single melee attack at his highest attack bonus. If the attack hits and deals damage, the creature the knight struck must make a Will save (DC 10+1/2 the knight's class level+his Constitution modifier) or be dazed for 1 round. After using this ability, even if the attack missed or dealt no damage, the knight must wait 1d4 rounds before attempting Ring the Bell again.
I'll Save You! (Ex): As an immediate action, a knight of at least 14th level may spend an attack of opportunity to move towards an ally within his movement speed (so up to 30' away for a human knight in light or no armor, etc). As part of this action, the ally may take a 5' step, and the knight occupies his ally's former square(s) (as many of them as he can). If the knight used this ability to interrupt a creature's attack, the knight becomes the new target of the attack, and gains a +4 morale bonus to his AC and saving throws against this one attack due to his strong passion to protect his friends. If the ally refuses to move, the knight occupies the square(s) closest to him/her and the ability ends.
Don't Touch Them! (Ex): Beginning at 15th level, whenever a knight makes an attack of opportunity that qualifies for and uses his Strike of Virtue ability, the knight may use any of the following special attacks as part of that attack of opportunity: Fearful Smite, Weakening Blow, Lockdown Strike, Ring the Bell, Enfeebling Assault, Black Blade of Disaster. The knight must be able to use the ability normally in order to add it to his attack of opportunity (he must be of a high enough level to already have the class feature, and it must be available and not currently in cooldown).
Enfeebling Assault (Ex): A high-level knight's strikes remove a creature's last shreds of fighting spirit and bring it to its knees. Starting at 16th level, as a standard action a knight may make a single melee attack at his highest attack bonus. If the attack hits and deals damage, the creature must make a Fortitude save (DC 10+1/2 the knight's class level+the knight's Constitution modifier) or become exhausted. If the creature makes its saving throw, it instead becomes fatigued, or exhausted if it was already fatigued. If an exhausted creature fails its saving throw against Enfeebling Assault, the creature falls unconscious for one minute. After using Enfeebling Assault, even if the attack missed or dealt no damage, the knight must wait 1d4 rounds before attempting it again.
Stance of the Aegis (Ex): Beginning at 17th level, all allies within 30 feet of the knight who can see and hear him (excluding himself) receive a morale bonus to their AC equal to the knight's Constitution modifier (minimum +0)
Tactical Interruption (Ex): From 18th level on, whenever a knight successfully hits and deals damage to a creature with an attack of opportunity, that creature is unable to use full-round actions for 1 round. (It still has a swift, move, and standard/move action, but cannot use a full-round action, such as to make a full attack action or to cast a spell with a casting time of longer than 1 standard action).
Black Blade of Disaster (Ex): At 19th level, a knight learns his deadliest skill. As a standard action, the knight may make a single melee attack at his highest attack bonus. If he hits and deals damage, the creature must make a Fortitude save (DC 10+1/2 the knight's class level+the knight's Constitution modifier) or die. On a failed saving throw, the creature instead takes an extra 20d6 points of damage. A knight may only use Black Blade of Disaster once per encounter.
Flurry of Steel (Ex): The master knight is a ferocious warrior who is able to slay a creature before its jaws ever reach him or his allies. At 20th level, whenever a creature provokes an attack of opportunity from the knight, the knight may make a full-round attack against the creature. This still only consumes one of the knight's attacks of opportunity for the round.
http://i615.photobucket.com/albums/tt233/macriz05/_CODE%20GEASS/1260132251499.jpg
The cape isn't necessary, but it is definitely encouraged
"We of the Black Knights stand with all those who have no weapons to wield…regardless of whether they be Elevens or Britannians! The Japan Liberation Front cowardly took innocent Britannian civilians hostage, and they mercilessly executed them! It was a wanton and meaningless act; therefore, they have been punished just as former Viceroy Clovis was punished for ordering the slaughter of countless unarmed Elevens. We cannot stand by and allow such cruelty to be carried out, and so we made him pay for his actions. I will not repudiate battle on a fair and level field, but neither will I tolerate a one-sided massacre of the weak by the strong. The only ones who should kill are those who are prepared to be killed! Wherever oppressors abuse their power by attacking those who are powerless, we shall appear again, no matter how mighty or formidable our foe may be! Those of you with power, fear us! Those of you without it, rally behind us! We, the Black Knights, shall be the ones who stand in judgment of this world!"- Zero, Code Geass
Alignment: Any
HD: d12
Class Skills: The knight's class skills are Autohypnosis, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Nobility and Royalty), Listen, Profession, Sense Motive, Spot, and Swim.
Skill Points: 4+Int per level, x4 at 1st level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Knight's Challenge, Strike of Virtue +1d10
2nd|+2|+3|+0|+3|Stance of the Vanguard
3rd|+3|+3|+1|+3|Guided Strike, Fearful Smite
4th|+4|+4|+1|+4|Mettle
5th|+5|+4|+1|+4|Defensive Rebuke, Strike of Virtue +2d10
6th|+6/+1|+5|+2|+5|Chivalrous Reactions, Heart of Valor
7th|+7/+2|+5|+2|+5|Blade of Conviction, Weakening Blow
8th|+8/+3|+6|+2|+6|Superior Tactics
9th|+9/+4|+6|+3|+6|Strength of Body
10th|+10/+5|+7|+3|+7|Lockdown Strike, Strike of Virtue +3d10
11th|+11/+6/+1|+7|+3|+7|Improved Mettle
12th|+12/+7/+2|+8|+4|+8|Preemptive Retribution
13th|+13/+8/+3|+8|+4|+8|Ring the Bell
14th|+14/+9/+4|+9|+4|+9|I'll Save You!
15th|+15/+10/+5|+9|+5|+9|Don't Touch Them!, Strike of Virtue +4d10
16th|+16/+11/+6/+1|+10|+5|+10|Enfeebling Assault
17th|+17/+12/+7/+2|+10|+5|+10|Stance of the Aegis
18th|+18/+13/+8/+3|+11|+6|+11|Tactical Interruption
19th|+19/+14/+9/+4|+11|+6|+11|Black Blade of Disaster
20th|+20/+15/+10/+5|+12|+6|+12|Flurry of Steel, Strike of Virtue +5d10
[/table]
Class Features: All of the following are the knight's class features.
Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons, and with light, medium, and heavy armor, as well as all shields (including all exotic shields and tower shields).
Knight's Challenge (Ex): A knight's devotion to his allies allows him to protect them more easily. By issuing a challenge to his foe, a knight is able to distract it enough that it hesitates. As a swift action, a knight may target one enemy creature within 60 ft. The creature must be able to see or hear the knight's challenge. Thereafter, the creature takes a penalty on its attack rolls against the knight's allies (but not the knight himself) equal to half the knight's class level (minimum -1). This ability lasts for one round per class level. A knight can affect multiple creatures with his challenge at the same time, but only one per swift action (Just because the duration for one creature's challenge is up doesn't mean that the knight can't challenge a different creature next round). This penalty does not stack with itself. This ability is neither mind-affecting nor language dependent.
Strike of Virtue (Ex): When a knight lashes out against his foes in order to protect his friends, his blade is charged with righteous fury. Whenever a knight makes an attack of opportunity against a creature who threatens one or more of the knight's allies (not including the knight), he deals an extra +1d10 points of damage. This damage is not multiplied on a critical hit. This damage is not precision damage, and creatures immune to Sneak Attacks or critical hits are not immune to Strike of Virtue. At 5th level, and every 5 levels after that, the damage from Strike of Virtue increases by another +1d10, to a maximum of +5d10 at 20th level.
Stance of the Vanguard (Ex): A knight's stance is very threatening, and he is able to use that power to draw attention to himself. Starting at 2nd level, whenever a knight flanks a creature with his ally, the creature he flanks takes a morale penalty on attack rolls made against the ally the knight is flanking with equal to half the knight's class level (minimum of -1).
Guided Strike (Ex): Beginning at 3rd level, a knight may add his Constitution modifier to his attack rolls instead of his Strength modifier.
Fearful Smite (Ex): A knight is a deadly warrior, and with a single blow he can strike fear into the hearts of other creatures. Starting at 3rd level, as a standard action, a knight may make a single melee attack at his highest attack bonus. If his attack hits and deals damage, he may make a demoralize check against the creature as a free action, with a +4 bonus on the check. If his demoralize check succeeds, the creature is shaken for the duration of the encounter. After a knight uses this ability, he may not attempt his Fearful Smite attack against that same creature for 24 hours.
Mettle (Ex): A knight's brute toughness and his strong will allow him to shrug off magical effects that target his body and mind with ease. Starting at 4th level, whenever the knight succeeds on a saving throw with a Fortitude Partial or Will Half (or vice versa) effect, he instead takes no effect.
Defensive Rebuke (Ex): A knight's quick thinking can allow him to strike his foe before his foe has a chance to finish off an ally. Beginning at 5th level, whenever a creature the knight threatens attacks one of the knight's allies (but not the knight himself), the creature provokes an attack of opportunity from the knight. This applies once to each attack a creature makes against a knight's ally per round (so a creature making three attacks would provoke three separate attacks of opportunity from the knight).
Chivalrous Reactions (Ex): Starting at 6th level, a knight adds his Constitution modifier (if positive) to the number of attacks of opportunity he is able to make per round. Additionally, the knight may add his Constitution modifier to his initiative modifier instead of his Dexterity modifier. The knight may also qualify for feats and prestige classes as if he had the Combat Reflexes feat, and may also substitute his Constitution score for any minimum Dexterity score requirements in those feats. (If the knight actually has the Combat Reflexes feat, the bonus attacks of opportunity per round from that feat stack with the bonus attacks from this class feature)
Heart of Valor (Ex): A knight will never retreat and never surrender, unless it is a tactically advantageous option. Beginning at 6th level, the knight is immune to fear, magical or mundane.
Blade of Conviction (Ex): Beginning at 7th level, the knight may add his Constitution modifier to his melee weapon damage rolls instead of his Strength modifier.
Weakening Blow (Ex): A knight's strike can cut so deep it causes a creature to lose all its strength. Starting at 7th level, as a standard action, a knight may make a single melee attack at his highest attack bonus. If his attack hits and deals damage, the creature must make a Fortitude save (DC 10+1/2 the knight's class level+the knight's Constitution modifier) or be nauseated for 1 round. A successful save renders the creature merely sickened for 1 round. After using Weakening Blow, a knight must wait 1d4 rounds before attempting it again. Even if the knight's attack roll missed or his attack dealt no damage, he must still wait 1d4 rounds before attempting Weakening Blow again.
Superior Tactics (Ex): Starting at 8th level, enemy creatures treat all squares the knight threatens as difficult terrain. Enemy creatures may not run or charge through these squares, nor may they take 5' steps while occupying one of these squares. Additionally, no creature the knight threatens may take the Cast Defensively option.
Strength of Body (Ex): The knight's natural healthiness is extraordinary, and extends to both his reflexes and his ability to resist mental control. From 9th level on, the knight adds his Constitution modifier to all his saving throws (he adds it to his Fortitude saving throw twice).
Lockdown Strike (Ex): Starting at 10th level, as a standard action, a knight may make a single melee attack at his highest attack bonus. If he hits and deals damage, the creature he struck must make a Reflex saving throw (DC 10+1/2 the knight's class level+ the knight's Constitution modifier) or take a penalty to all forms of its movement speed equal to -10' per 2 class levels (minimum -10', maximum -100' at level 20). A flying creature whose fly speed is reduced to 0' begins to fall. This penalty to movement speeds lasts for 1 round, +1 round per 4 class levels (maximum of 6 rounds at level 20). After using Lockdown Strike, a knight must wait 1d4 rounds before using it again. Even if the knight's attack roll missed or he dealt no damage, he must wait the required 1d4 rounds before attempting Lockdown Strike again.
Improved Mettle (Ex): As Mettle, except that the knight takes only the Partial or Half effect on a failed save.
Preemptive Retribution (Ex): A knight's reflexes are truly legendary. Starting at 12th level, a creature provokes an attack of opportunity from the knight for entering a square he threatens (in addition to moving through or leaving squares the knight threatens).
Ring the Bell (Ex): As a standard action, a knight of 13th level or higher may make a single melee attack at his highest attack bonus. If the attack hits and deals damage, the creature the knight struck must make a Will save (DC 10+1/2 the knight's class level+his Constitution modifier) or be dazed for 1 round. After using this ability, even if the attack missed or dealt no damage, the knight must wait 1d4 rounds before attempting Ring the Bell again.
I'll Save You! (Ex): As an immediate action, a knight of at least 14th level may spend an attack of opportunity to move towards an ally within his movement speed (so up to 30' away for a human knight in light or no armor, etc). As part of this action, the ally may take a 5' step, and the knight occupies his ally's former square(s) (as many of them as he can). If the knight used this ability to interrupt a creature's attack, the knight becomes the new target of the attack, and gains a +4 morale bonus to his AC and saving throws against this one attack due to his strong passion to protect his friends. If the ally refuses to move, the knight occupies the square(s) closest to him/her and the ability ends.
Don't Touch Them! (Ex): Beginning at 15th level, whenever a knight makes an attack of opportunity that qualifies for and uses his Strike of Virtue ability, the knight may use any of the following special attacks as part of that attack of opportunity: Fearful Smite, Weakening Blow, Lockdown Strike, Ring the Bell, Enfeebling Assault, Black Blade of Disaster. The knight must be able to use the ability normally in order to add it to his attack of opportunity (he must be of a high enough level to already have the class feature, and it must be available and not currently in cooldown).
Enfeebling Assault (Ex): A high-level knight's strikes remove a creature's last shreds of fighting spirit and bring it to its knees. Starting at 16th level, as a standard action a knight may make a single melee attack at his highest attack bonus. If the attack hits and deals damage, the creature must make a Fortitude save (DC 10+1/2 the knight's class level+the knight's Constitution modifier) or become exhausted. If the creature makes its saving throw, it instead becomes fatigued, or exhausted if it was already fatigued. If an exhausted creature fails its saving throw against Enfeebling Assault, the creature falls unconscious for one minute. After using Enfeebling Assault, even if the attack missed or dealt no damage, the knight must wait 1d4 rounds before attempting it again.
Stance of the Aegis (Ex): Beginning at 17th level, all allies within 30 feet of the knight who can see and hear him (excluding himself) receive a morale bonus to their AC equal to the knight's Constitution modifier (minimum +0)
Tactical Interruption (Ex): From 18th level on, whenever a knight successfully hits and deals damage to a creature with an attack of opportunity, that creature is unable to use full-round actions for 1 round. (It still has a swift, move, and standard/move action, but cannot use a full-round action, such as to make a full attack action or to cast a spell with a casting time of longer than 1 standard action).
Black Blade of Disaster (Ex): At 19th level, a knight learns his deadliest skill. As a standard action, the knight may make a single melee attack at his highest attack bonus. If he hits and deals damage, the creature must make a Fortitude save (DC 10+1/2 the knight's class level+the knight's Constitution modifier) or die. On a failed saving throw, the creature instead takes an extra 20d6 points of damage. A knight may only use Black Blade of Disaster once per encounter.
Flurry of Steel (Ex): The master knight is a ferocious warrior who is able to slay a creature before its jaws ever reach him or his allies. At 20th level, whenever a creature provokes an attack of opportunity from the knight, the knight may make a full-round attack against the creature. This still only consumes one of the knight's attacks of opportunity for the round.