eftexar
2012-04-22, 01:02 AM
Knight (3.5)
Abilities: Strength and Constitution are by far the most important scores for the knight. He needs to be able to both dish out damage and take large amounts. Intelligence will help his pitiful skill points and charisma will affect the saves of a few abilities he may or may not pick up, but wisdom and dexterity are the least important.
Organization:
Alignment: Knights work for the causes of good, but aren't necessarily exemplars of good in themselves. Some knights may simply be fighting for their captain or owe a debt to their country. Nonetheless neutral knights are rare and evil knights do not exist at all.
Religion:
Background:
Races: Anyone may become a knight at heart, but usually knights are part of some order or another. As such organized races such as humans and elves are the most common knights, with a few dwarves here and there. Orc and gnome knights are unheard of.
Other Classes:
Role: The knight is essentially a tank, able to take large amount of damage and control the field. He can deal a considerable amount of damage, but usually only in one on one battles, where he truly shines.
Class Features
Hit Die: d12
Starting Gold: As Fighter
Skills: Climb (Str), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points: 2 + Int mod (x 4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+2| Knight's Oath, Lionhearted, Special Maneuver
2nd|+1|+3|+0|+3| Fair Fight +1d6/+1, Shieldmaster +1
3rd|+2|+3|+1|+3| Second Wind 1/day
4th|+3|+4|+1|+4| Knight Ability
5th|+3|+4|+1|+4| Special Maneuver
6th|+4|+5|+2|+5| Turtle (10%/25%), Fair Fight +2d6/+2
7th|+5|+5|+2|+5| Second Wind 2/day, Shieldmaster +2
8th|+6/+1|+6|+2|+6| Knight Ability
9th|+6/+1|+6|+3|+6| Special Maneuver
10th|+7/+2|+7|+3|+7| Fair Fight +3d6/+3
11th|+8/+3|+7|+3|+7| Second Wind 3/day
12th|+9/+4|+8|+4|+8| Knight Ability, Shieldmaster +3
13th|+9/+4|+8|+4|+8| Special Maneuver
14th|+10/+5|+9|+4|+9| Turtle (20%/50%), Fair Fight +4d6/+4
15th|+11/+6/+1|+9|+5|+9| Second Wind 4/day
16th|+12/+7/+2|+10|+5|+10| Knight Ability
17th|+12/+7/+2|+10|+5|+10| Special Maneuver, Shieldmaster +4
18th|+13/+8/+3|+11|+6|+11| Fair Fight +5d6/+5
19th|+14/+9/+4|+11|+6|+11| Second Wind 5/day
20th|+15/+10/+5|+12|+6|+12| Martial Mastery
[/table]
Weapons and Armor Proficiencies: The knight is proficient with the bastard sword, dagger, gauntlet (including the spiked version), lance, longspear, longsword, morningstar, rapier, short sword, shield (light or heavy, includes spiked version), spiked armor, spiked chain, and warhammer. The knight is also proficient with armor (light, medium, and heavy) and shields (including tower).
Class Abilities
Lv1 > Knight's Oath:
All knights have an oath they have sworn to, even if they have no allegiances. This ability has no mechanical application, but should have consequences as determined through roleplaying.
Lv1 > Lionhearted (Ex):
The knight knows fear better than anyone else. As such he gains a +4 bonus to saves against fear effects. Additionally, anytime the knight succeeds on a save against a fear effect he gains a +2 moral bonus to attack and damage rolls for 1 round. This bonus does not stack with itself.
Lv1, 5, 9, 13, 17 > Special Maneuver (Ex):
At each indicated level the knight gains a new maneuver, from the following list, that he does not already benefit from.
Whirling Death
Action: Full Round Action
The knight may make an attack against every foe within reach as part of a single melee attack roll. He need only make one attack roll, at his highest attack bonus, against all targets, but must confirm critical hits individually.
Brutal Assault
Action: Full Round Action
The knight may make a single, and exceptionally, brutal melee attack by sacrificing his chance at movement. His target must make a fortitude save (DC 10 + 1/2 his knight level + his strength modifier) or be dazed for 1 round.
Rapid Strikes
Action: Standard Action
The knight may make a number of attacks equal to half his knight level (minimum of 2 attacks). He does not add any modifiers or alter this attack with or benefit from any feats, spells, or any abilities. Each strike the knight makes as part of this attack gains a +4 bonus to confirm any critical hits.
Crush
Action: Full Round Action
The knight makes a special attack agaisnt his target, that is designed to break through defenses. In addition to dealing damage it may also have a secondary effect.
The knight's foe must make a fortitude save (DC 10 + 1/2 his knight level + his strength modifier) or their armor takes damage equal to the knight's weapons hardness, ignoreing half of their armor's hardness (round remaining total to nearest whole number).
Reflexive Twitch
Action: Immediate Action
The knight may make a will save in place of a single reflex save that this is used in response to. He does, however, become flatfooted until he next moves. A 5ft step does not end this status.
Parry
Action: Immediate Action
The knight may use this ability in response to a melee or ranged attack made against his, with a physical weapon as long as the attack is also physical. He makes an attack roll. If the knight's attack roll exceeds his opponents he negates the attack. He may still make his attack of opportunity before using this, as normal, but takes a -4 to this check if he does so.
If the knight's opponent didn't make an attack roll he must exceed a check of 10 + their HD.
Shieldbuster
Action: Full Round Action
In addition to a single melee attack, the knight is granted a free sunder attempt against his opponents shield (if applicable) if his attack deals damage. This sunder attempt does not provoke attacks of opportunity.
Eagle's Claw
Action: Full Round Action
As part of this action thhe knight may make a single attack with incredible accuracy. The knight gains a bonus to his attack roll equal to half his knight level (to a minimum of 1).
Knight's Zeal
Action: Standard Action
The knight may shake off the effects of a single spell, special attack, or other attack that is currently hindering him. He gains a new save against the effect in question, but makes a fortitude save instead.
If the effect normally doesn't have a save the DM must determine one appropriate for the knight to make, usually the spell DC or 10 + 1/2 level + relevant modifier.
Resolve
Action: Swift Action
The knight may enter a state of resolve 3/day for 3 + constitution modifier rounds (minimum of 4 rounds).
While in a state of resolve the knight gains a +4 to concentration checks, will saves, attack rolls, any dexterity based skill check, and any strength based skill check. Furthermore he gains immunity to enchantments and illusions for the duration.
Resolve may not be activated for 2d4 minutes since it was last activated by the knight. If he enters a state of resolve while already affected by an ongoing enchantment or illusion it is ignored (though its duration still continues) until the end of resolve, at which point the knight may still be affected by it.
Lv2 > Fair Fight (Ex):
When attacking an opponent who is not being flanked or flat-footed, while the knight is also not being flanked, he gains the listed bonuses to damage and attack rolls, in corresponding order, with all melee attacks against that foe. Opponents that can flank with themselves, such as through spells, do not count for this purpose.
Extra damage from this ability is of the same type as his attack and is not multiplied on a critical hit or by any other ability.
Lv2 > Shieldmaster (Ex):
The knight has not only trained extensively with the blade, but also with shields. He gains DR/- equal to the amount of AC his shield provides plus the bonus listed (see table) while wielding a shield, to a maximum of his knight level.
The knight loses this DR/- anytime he wouldn't apply his AC from his shield, such as against touch attacks.
Lv3, 7, 11, 15, 19 > Second Wind (Ex):
A certain number of times per day (as indicated) the knight may spend a swift action to recover from his wounds and continue to fight.
The use of second wind immediatly heals the knight an amount of hit points equal to half his knight level + his constitution modifier.
Lv4, 8, 12, 16 > Knight Ability (Ex):
At each indicated level the knight gains a new ability, from the following list, that he does not already benefit from:
Lord of War
The knight's mere presence makes his foes hesitate. 5ft steps provoke attacks of opportunity from him. Additionally foes treat any space adjacent to the knight as difficult terrain.
Because the knight's ability is actively maintained effects such as freedom of movement and flawless stride do not negate this penalty. Lord of War is not in effect while the knight is immobilized or prone.
Daunting Presence
The knight's mere presence makes his foes hesitate. Anyone within 30ft of the knight who witnesses the knight successfully make a melee attack must make a will save (DC 10 + 1/2 his knight levels + his charisma modifier) or be shaken. Fear from daunting presence does not stack with itself.
Anyone who succeeds on a save against the knight's daunting presence ability is immune to further instances of daunting presence for 10 minutes.
Bulwark of Defense
If the knight is currently benefiting from AC from a shield, any ally of the knight that is adjacent to the knight gains a deflection bonus to AC equal to the knight's shield's AC bonus and DR/- equal to the knight's shieldmaster bonus, to a maximum of his shield's AC bonus.
Knight's Challenge
As a standard action, that doesn't provoke attacks of opportunity, the knight may challange a single opponent (this action is wasted if his foe doesn't have an intelligence of 3 or higher) to a duel.
If the knight's foe accepts:
A 'barrier' of their honour protects their dual. Anyone who purposefully attempts to interfere with their duel must make a will save (DC 10 + 1/2 his knight level + his charisma modifier) to successful perform such an action (each individual attempt; a full attack would be considered a single attempt). The duel continues until one of them is dead, unconscious, or admits defeat.
If his foe declines:
The knight's foe takes a -4 penalty to attack rolls against the knight until the challenge is accepted or the knight issues a challange against a new opponent.
Courage of the Commander
All of the knight's allies within 30ft, who can see the knight, gain the benefits of his lionhearted ability. The knight's allies may not benefit from it if the fear effect was caused by the knight himself.
One for All
Anytime the knight uses his second wind class ability, he may spur his nearby allies onward. If he does, the knights allies, as long as they are within 30ft and can see the knight, gain temporary hit points equal to half his knight level. Multiple uses of this do not stack temporary hit points.
All for One
The knight may treat any adjacent ally's adjacent spaces as being threatened by himself. More importantly he may make melee attacks of opportunity into this area, even if his reach normally wouldn't be this far.
Until the Very End
The knight remains conscious and may continue to act normally regardless of the hit points he has lost until he is dead.
Furthermore the knight may continue fighting until an additional number of points below 10 equal to his constitution modifier. Keep in mind that at -10 points he is technically still dead and so may not be healed normally beyond that point.
Until the Very End does not stack with the die hard feat and in fact overides it.
Over Here!
As a standard action, that doesn't provoke attacks of opportunity, the knight may taunt an opponent within 60ft of him, within line of sight, into attacking him.
The knight's target must make a will save (DC 10 + 1/2 his knight level + his charisma modifier) or, for the next 2d4 + 1 rounds, are treated as flatfooted versus all attacks not made by the knight.
Creatures immune to mind-effects gain a +4 bonus to their save.
more or less from bobthe6th's shield
Sword and Board
The knight may add twice his strength bonus and the benefits of power attack to melee attacks made one-handed, as if he were wielding a two-handed weapon with two-hands, as long as he is wielding a shield in his off-hand.
Lv6, 14 > Turtle (Ex):
The knight is provided with a miss chance while wielding a shield, though this miss chance starts of slightly limited. He gains the first bonus for all shields, except tower shield, for which he gains the second miss chance, and bucklers, for which no bonus is given.
These bonuses improve at level 14.
more or less from bobthe6th's shield
Lv20 > Martial Mastery:
The knight gains an additional special maneuver and an additional knight ability of his choice.
Abilities: Strength and Constitution are by far the most important scores for the knight. He needs to be able to both dish out damage and take large amounts. Intelligence will help his pitiful skill points and charisma will affect the saves of a few abilities he may or may not pick up, but wisdom and dexterity are the least important.
Organization:
Alignment: Knights work for the causes of good, but aren't necessarily exemplars of good in themselves. Some knights may simply be fighting for their captain or owe a debt to their country. Nonetheless neutral knights are rare and evil knights do not exist at all.
Religion:
Background:
Races: Anyone may become a knight at heart, but usually knights are part of some order or another. As such organized races such as humans and elves are the most common knights, with a few dwarves here and there. Orc and gnome knights are unheard of.
Other Classes:
Role: The knight is essentially a tank, able to take large amount of damage and control the field. He can deal a considerable amount of damage, but usually only in one on one battles, where he truly shines.
Class Features
Hit Die: d12
Starting Gold: As Fighter
Skills: Climb (Str), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points: 2 + Int mod (x 4 at first level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+2| Knight's Oath, Lionhearted, Special Maneuver
2nd|+1|+3|+0|+3| Fair Fight +1d6/+1, Shieldmaster +1
3rd|+2|+3|+1|+3| Second Wind 1/day
4th|+3|+4|+1|+4| Knight Ability
5th|+3|+4|+1|+4| Special Maneuver
6th|+4|+5|+2|+5| Turtle (10%/25%), Fair Fight +2d6/+2
7th|+5|+5|+2|+5| Second Wind 2/day, Shieldmaster +2
8th|+6/+1|+6|+2|+6| Knight Ability
9th|+6/+1|+6|+3|+6| Special Maneuver
10th|+7/+2|+7|+3|+7| Fair Fight +3d6/+3
11th|+8/+3|+7|+3|+7| Second Wind 3/day
12th|+9/+4|+8|+4|+8| Knight Ability, Shieldmaster +3
13th|+9/+4|+8|+4|+8| Special Maneuver
14th|+10/+5|+9|+4|+9| Turtle (20%/50%), Fair Fight +4d6/+4
15th|+11/+6/+1|+9|+5|+9| Second Wind 4/day
16th|+12/+7/+2|+10|+5|+10| Knight Ability
17th|+12/+7/+2|+10|+5|+10| Special Maneuver, Shieldmaster +4
18th|+13/+8/+3|+11|+6|+11| Fair Fight +5d6/+5
19th|+14/+9/+4|+11|+6|+11| Second Wind 5/day
20th|+15/+10/+5|+12|+6|+12| Martial Mastery
[/table]
Weapons and Armor Proficiencies: The knight is proficient with the bastard sword, dagger, gauntlet (including the spiked version), lance, longspear, longsword, morningstar, rapier, short sword, shield (light or heavy, includes spiked version), spiked armor, spiked chain, and warhammer. The knight is also proficient with armor (light, medium, and heavy) and shields (including tower).
Class Abilities
Lv1 > Knight's Oath:
All knights have an oath they have sworn to, even if they have no allegiances. This ability has no mechanical application, but should have consequences as determined through roleplaying.
Lv1 > Lionhearted (Ex):
The knight knows fear better than anyone else. As such he gains a +4 bonus to saves against fear effects. Additionally, anytime the knight succeeds on a save against a fear effect he gains a +2 moral bonus to attack and damage rolls for 1 round. This bonus does not stack with itself.
Lv1, 5, 9, 13, 17 > Special Maneuver (Ex):
At each indicated level the knight gains a new maneuver, from the following list, that he does not already benefit from.
Whirling Death
Action: Full Round Action
The knight may make an attack against every foe within reach as part of a single melee attack roll. He need only make one attack roll, at his highest attack bonus, against all targets, but must confirm critical hits individually.
Brutal Assault
Action: Full Round Action
The knight may make a single, and exceptionally, brutal melee attack by sacrificing his chance at movement. His target must make a fortitude save (DC 10 + 1/2 his knight level + his strength modifier) or be dazed for 1 round.
Rapid Strikes
Action: Standard Action
The knight may make a number of attacks equal to half his knight level (minimum of 2 attacks). He does not add any modifiers or alter this attack with or benefit from any feats, spells, or any abilities. Each strike the knight makes as part of this attack gains a +4 bonus to confirm any critical hits.
Crush
Action: Full Round Action
The knight makes a special attack agaisnt his target, that is designed to break through defenses. In addition to dealing damage it may also have a secondary effect.
The knight's foe must make a fortitude save (DC 10 + 1/2 his knight level + his strength modifier) or their armor takes damage equal to the knight's weapons hardness, ignoreing half of their armor's hardness (round remaining total to nearest whole number).
Reflexive Twitch
Action: Immediate Action
The knight may make a will save in place of a single reflex save that this is used in response to. He does, however, become flatfooted until he next moves. A 5ft step does not end this status.
Parry
Action: Immediate Action
The knight may use this ability in response to a melee or ranged attack made against his, with a physical weapon as long as the attack is also physical. He makes an attack roll. If the knight's attack roll exceeds his opponents he negates the attack. He may still make his attack of opportunity before using this, as normal, but takes a -4 to this check if he does so.
If the knight's opponent didn't make an attack roll he must exceed a check of 10 + their HD.
Shieldbuster
Action: Full Round Action
In addition to a single melee attack, the knight is granted a free sunder attempt against his opponents shield (if applicable) if his attack deals damage. This sunder attempt does not provoke attacks of opportunity.
Eagle's Claw
Action: Full Round Action
As part of this action thhe knight may make a single attack with incredible accuracy. The knight gains a bonus to his attack roll equal to half his knight level (to a minimum of 1).
Knight's Zeal
Action: Standard Action
The knight may shake off the effects of a single spell, special attack, or other attack that is currently hindering him. He gains a new save against the effect in question, but makes a fortitude save instead.
If the effect normally doesn't have a save the DM must determine one appropriate for the knight to make, usually the spell DC or 10 + 1/2 level + relevant modifier.
Resolve
Action: Swift Action
The knight may enter a state of resolve 3/day for 3 + constitution modifier rounds (minimum of 4 rounds).
While in a state of resolve the knight gains a +4 to concentration checks, will saves, attack rolls, any dexterity based skill check, and any strength based skill check. Furthermore he gains immunity to enchantments and illusions for the duration.
Resolve may not be activated for 2d4 minutes since it was last activated by the knight. If he enters a state of resolve while already affected by an ongoing enchantment or illusion it is ignored (though its duration still continues) until the end of resolve, at which point the knight may still be affected by it.
Lv2 > Fair Fight (Ex):
When attacking an opponent who is not being flanked or flat-footed, while the knight is also not being flanked, he gains the listed bonuses to damage and attack rolls, in corresponding order, with all melee attacks against that foe. Opponents that can flank with themselves, such as through spells, do not count for this purpose.
Extra damage from this ability is of the same type as his attack and is not multiplied on a critical hit or by any other ability.
Lv2 > Shieldmaster (Ex):
The knight has not only trained extensively with the blade, but also with shields. He gains DR/- equal to the amount of AC his shield provides plus the bonus listed (see table) while wielding a shield, to a maximum of his knight level.
The knight loses this DR/- anytime he wouldn't apply his AC from his shield, such as against touch attacks.
Lv3, 7, 11, 15, 19 > Second Wind (Ex):
A certain number of times per day (as indicated) the knight may spend a swift action to recover from his wounds and continue to fight.
The use of second wind immediatly heals the knight an amount of hit points equal to half his knight level + his constitution modifier.
Lv4, 8, 12, 16 > Knight Ability (Ex):
At each indicated level the knight gains a new ability, from the following list, that he does not already benefit from:
Lord of War
The knight's mere presence makes his foes hesitate. 5ft steps provoke attacks of opportunity from him. Additionally foes treat any space adjacent to the knight as difficult terrain.
Because the knight's ability is actively maintained effects such as freedom of movement and flawless stride do not negate this penalty. Lord of War is not in effect while the knight is immobilized or prone.
Daunting Presence
The knight's mere presence makes his foes hesitate. Anyone within 30ft of the knight who witnesses the knight successfully make a melee attack must make a will save (DC 10 + 1/2 his knight levels + his charisma modifier) or be shaken. Fear from daunting presence does not stack with itself.
Anyone who succeeds on a save against the knight's daunting presence ability is immune to further instances of daunting presence for 10 minutes.
Bulwark of Defense
If the knight is currently benefiting from AC from a shield, any ally of the knight that is adjacent to the knight gains a deflection bonus to AC equal to the knight's shield's AC bonus and DR/- equal to the knight's shieldmaster bonus, to a maximum of his shield's AC bonus.
Knight's Challenge
As a standard action, that doesn't provoke attacks of opportunity, the knight may challange a single opponent (this action is wasted if his foe doesn't have an intelligence of 3 or higher) to a duel.
If the knight's foe accepts:
A 'barrier' of their honour protects their dual. Anyone who purposefully attempts to interfere with their duel must make a will save (DC 10 + 1/2 his knight level + his charisma modifier) to successful perform such an action (each individual attempt; a full attack would be considered a single attempt). The duel continues until one of them is dead, unconscious, or admits defeat.
If his foe declines:
The knight's foe takes a -4 penalty to attack rolls against the knight until the challenge is accepted or the knight issues a challange against a new opponent.
Courage of the Commander
All of the knight's allies within 30ft, who can see the knight, gain the benefits of his lionhearted ability. The knight's allies may not benefit from it if the fear effect was caused by the knight himself.
One for All
Anytime the knight uses his second wind class ability, he may spur his nearby allies onward. If he does, the knights allies, as long as they are within 30ft and can see the knight, gain temporary hit points equal to half his knight level. Multiple uses of this do not stack temporary hit points.
All for One
The knight may treat any adjacent ally's adjacent spaces as being threatened by himself. More importantly he may make melee attacks of opportunity into this area, even if his reach normally wouldn't be this far.
Until the Very End
The knight remains conscious and may continue to act normally regardless of the hit points he has lost until he is dead.
Furthermore the knight may continue fighting until an additional number of points below 10 equal to his constitution modifier. Keep in mind that at -10 points he is technically still dead and so may not be healed normally beyond that point.
Until the Very End does not stack with the die hard feat and in fact overides it.
Over Here!
As a standard action, that doesn't provoke attacks of opportunity, the knight may taunt an opponent within 60ft of him, within line of sight, into attacking him.
The knight's target must make a will save (DC 10 + 1/2 his knight level + his charisma modifier) or, for the next 2d4 + 1 rounds, are treated as flatfooted versus all attacks not made by the knight.
Creatures immune to mind-effects gain a +4 bonus to their save.
more or less from bobthe6th's shield
Sword and Board
The knight may add twice his strength bonus and the benefits of power attack to melee attacks made one-handed, as if he were wielding a two-handed weapon with two-hands, as long as he is wielding a shield in his off-hand.
Lv6, 14 > Turtle (Ex):
The knight is provided with a miss chance while wielding a shield, though this miss chance starts of slightly limited. He gains the first bonus for all shields, except tower shield, for which he gains the second miss chance, and bucklers, for which no bonus is given.
These bonuses improve at level 14.
more or less from bobthe6th's shield
Lv20 > Martial Mastery:
The knight gains an additional special maneuver and an additional knight ability of his choice.