eftexar
2012-06-07, 09:27 AM
Luminous Knight (3.5)
Everyone has a sword within their hearts; the purer the heart, the sharper the sword. ~ Gankutsuou
Abilities: Strength and dexterity remain as important as ever in both offense and defense, while constitution aids with durability. Charisma determines the saves of your abilities and intelligence helps boost your skills.
Organization: -
Alignment: A luminous knight may be of any alignment, but will always see himself as being on the side of righteousness.
Religion: -
Background: -
Races: -
Other Classes: Luminous knights would get along well with paladins if they hadn't such a strict code, but usually get along great with good aligned clerics and bards. They tend not to trust rogues and see barbarians as bloodthirsty monsters. Monks and fighters don't really tend to give them any impressions at first, while they admire the power of sorcerer's and wizards.
Role: The luminous knight can function as a melee or ranged character. He has plenty of defenses abilities smattered throughout his levels and his scintillations augment his attacks. Later on he gains fulminations, which basically grant limited spellcasting capability.
Class Features
Hit Die: d8
Starting Gold: As Fighter
Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), 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 | Refx Save | Will Save | Special | Control Fall | Fast Movement | Scintillations | Fulgurations
1st | +1 | +0 | +2 | +2 | Weapon Focus, Beacon of Light, Lionhearted, Clean Strike | - | - | 2 | -
2nd | +2 | +0 | +3 | +3 | Evasive Action, Evasion | - | - | 3 | -
3rd | +3 | +1 | +3 | +3 | Fast Movement | - | +10ft | 3 | -
4th | +4 | +1 | +4 | +4 | Control Fall | 20ft | +10ft | 4 | -
5th | +5 | +1 | +4 | +4 | | 30ft | +10ft | 4 | 1
6th | +6/+1 | +2 | +5 | +5 | Imperious Blade (2d6), Flachete Sequence +1d6 | 30ft | +20ft | 5 | 1
7th | +7/+2 | +2 | +5 | +5 | | 40ft | +20ft | 5 | 2
8th | +8/+3 | +2 | +6 | +6 | Alacrity (Blur) | 40ft | +20ft | 6 | 2
9th | +9/+4| +3 | +6 | +6 | Improved Evasion | 50ft | +30ft | 6 | 2
10th | +10/+5 | +3 | +7 | +7 | | 50ft | +30ft | 7 | 3
11th | +11/+6/+1 | +3 | +7 | +7 | Sudden Step | 50ft | +30ft | 7 | 3
12th | +12/+7/+2 | +4 | +8 | +8 | Imperious Blade (3d6), Flachete Sequence +2d6 | 60ft | +40ft | 8 | 3
13th | +13/+8/+3 | +4 | +8 | +8 | | 60ft | +40ft | 8 | 4
14th | +14/+9/+4 | +4 | +9 | +9 | | 70ft | +40ft | 9 | 4
15th | +15/+10/+5 | +5 | +9 | +9 | Alacrity (Flank) | 70ft | +50ft | 9 | 4
16th | +16/+11/+6/+1 | +5 | +10 | +10 | Hide in Plain Site | 80ft | +50ft | 10 | 5
17th | +17/+12/+7/+2 | +5 | +10 | +10 | Imperious Blade (4d6) | 80ft | +50ft | 10 | 5
18th | +18/+13/+8/+3 | +6 | +11 | +11 | Flachete Sequence +3d6 | 90ft | +60ft | 11 | 5
19th | +19/+14/+9/+4 | +6 | +11 | +11 | | 90ft | +60ft | 11 | 6
20th | +20/+15/+10/+5 | +6 | +12 | +12 | Checkmate | 100ft | +60ft | 12 | 6
[/table]
Weapons and Armor Proficiencies: The knight is proficient with all simple and martial weapons, as well as light armor and shields (except tower).
Class Abilities
Weapon Focus
The knight gains the Weapon Focus feat for free. He does not need to meet the BaB prerequisite for this free feat, but must still be proficient with the weapon in question.
Beacon of Light
The knight gains the capability to invoke a small number of divine abilities, called scintillations and fulgurations. He gains new scintillations and fulgurations at each indicated level, as long as he meets the listed requirements.
Scintillations are supernatural abilities activated as part of making an attack with a weapon that the knight has weapon focus with. For most effects you can assume that the attack must hit for the scintillation to hit (unless noted otherwise). Only one scintillation may be activated per round, but it may be activated at anytime (even during an attack of opportunity).
Fulgurations are spell-like abilities that are subject to spell resistence. They are more like spells than scintillations are and provoke attacks of opportunity. They may be interrupted, but are not subject to spell failure, and always take a full round action to activate.
The save DC for any such ability, scintillation or fulguration, is 10 + 1/2 his knight level + his charisma modifier. The effective spell level of any such ability is equal to half his knight level, to a minimum of 1st and a maximum of 9th.
Lionhearted (Ex)
The knight gains his charisma modifier as a bonus to saves and checks made to resist fear effects. Should he succeed on a save against a fear effect his next attack automatically threatens a critical, as long as it is made within a round.
Special: He does not gain this bonus from saving against any fear effect that originated from himself.
Clean Strike (Ex)
The knight may deal non-lethal damage with any weapon he has weapon focus for without penalty. In fact the knight gains a +4 bonus to attack rolls when making attacks with a weapon he has weapon focus for and deals non-lethal damage with.
Lv2 > Evasive Action:
The knight gains the dodge and mobility feats for free, even if he doesn't meet the prerequisites. His dodge feat bonus is +4, instead of just +1.
Lv2 > Evasion (Ex):
Anytime the knight succeeds on a reflex save to reduce the effects of an attack he instead negates them. He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv3 > Fast Movement (Ex):
The knight gains the listed bonus to his base land speed. He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv4 > Control Fall (Ex):
The knight treats any fall as being the listed distance shorter, for the purposes of taking ill effects, such as damage, from falling. If he is within arms reach of a wall or similar surface he may double this total.
Furthermore while he is falling the knight may adjust moving to the left and right. He may move up to 10ft left or right per 20ft he falls at no extra action.
He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv6 > Imperious Blade:
When the knight makes an attack with a weapon for which he has the weapon focus feat for he substitutes the damage die listed (see the table), instead of his normal weapon damage die, if it would be higher.
Lv6, 12, 18 > Flachete Stance (Ex):
If the knight successfully strikes an opponent more than once in a round, his opponent must make a reflex save (DC 10 + 1/2 his knight level + his dexterity modifier) or take an additional amount of damage at the end of their next turn equal to that indicated (see table).
This damage is of the same as the attack that instigated it, though if a scintillation dealt a certain type of damage the knight deals that type instead. This extra damage is never multiplied on a critical hit and, if applicable, bypasses any DR the opponent may have.
Lv8, 15 > Alacrity (Ex):
While moving the knight gains the benefits of the blur spell. Unlike usual this is not magical or illusory in nature and so it isn't negated by effects such as anti-magic or true seeing.
At level 15 this improves and the knight may flank with himself. Effectively he counts the space he was last in as being occupied by an ally.
He loses the benefits of both parts of this ability if wears over light armor or carries more than a light load.
Lv11 > Sudden Step (Ex):
As an immediate action the knight may move up to half his fast movement speed. He must move in a straight line, but doesn't provoke attacks of opportunities and ignores any obstacles. He must still have been able to move through an area, even if he could only normally squeeze through it, to do so.
If the knight uses this ability to avoid an attack or move out of the area of an attack, it still has a 50% chance of hitting him before he can complete this movement.
He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv16 > Hide in Plain Site (Su):
The knight may hide in the area of a light spell or magical effect with the light descriptor as if it were the deepest shadow. He gains a +4 bonus to make such hide checks.
Lv20 > Checkmate (Ex):
Whenever the knight threatens a critical his target must make a fortitude save (DC 10 + 1/2 his knight level + his strength modifier) or take an additional 1d6 damage per two knight levels. This extra damage is not multiplied on a critical hit and is of the same type as the strike that initiated it.
Feats
n/a
Design Notes:
So I've had this idea floating around for awhile, but couldn't think of how I wanted to handle a light themed class. Speed seemed to be the best option. Actually this is a combination of two classes I had started working on, a light knight and a speedster. Anyways I'm hoping for tier 3 again. I'm wondering if a BaB of 20 would be fine since his abilities are so limited.
Everyone has a sword within their hearts; the purer the heart, the sharper the sword. ~ Gankutsuou
Abilities: Strength and dexterity remain as important as ever in both offense and defense, while constitution aids with durability. Charisma determines the saves of your abilities and intelligence helps boost your skills.
Organization: -
Alignment: A luminous knight may be of any alignment, but will always see himself as being on the side of righteousness.
Religion: -
Background: -
Races: -
Other Classes: Luminous knights would get along well with paladins if they hadn't such a strict code, but usually get along great with good aligned clerics and bards. They tend not to trust rogues and see barbarians as bloodthirsty monsters. Monks and fighters don't really tend to give them any impressions at first, while they admire the power of sorcerer's and wizards.
Role: The luminous knight can function as a melee or ranged character. He has plenty of defenses abilities smattered throughout his levels and his scintillations augment his attacks. Later on he gains fulminations, which basically grant limited spellcasting capability.
Class Features
Hit Die: d8
Starting Gold: As Fighter
Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), 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 | Refx Save | Will Save | Special | Control Fall | Fast Movement | Scintillations | Fulgurations
1st | +1 | +0 | +2 | +2 | Weapon Focus, Beacon of Light, Lionhearted, Clean Strike | - | - | 2 | -
2nd | +2 | +0 | +3 | +3 | Evasive Action, Evasion | - | - | 3 | -
3rd | +3 | +1 | +3 | +3 | Fast Movement | - | +10ft | 3 | -
4th | +4 | +1 | +4 | +4 | Control Fall | 20ft | +10ft | 4 | -
5th | +5 | +1 | +4 | +4 | | 30ft | +10ft | 4 | 1
6th | +6/+1 | +2 | +5 | +5 | Imperious Blade (2d6), Flachete Sequence +1d6 | 30ft | +20ft | 5 | 1
7th | +7/+2 | +2 | +5 | +5 | | 40ft | +20ft | 5 | 2
8th | +8/+3 | +2 | +6 | +6 | Alacrity (Blur) | 40ft | +20ft | 6 | 2
9th | +9/+4| +3 | +6 | +6 | Improved Evasion | 50ft | +30ft | 6 | 2
10th | +10/+5 | +3 | +7 | +7 | | 50ft | +30ft | 7 | 3
11th | +11/+6/+1 | +3 | +7 | +7 | Sudden Step | 50ft | +30ft | 7 | 3
12th | +12/+7/+2 | +4 | +8 | +8 | Imperious Blade (3d6), Flachete Sequence +2d6 | 60ft | +40ft | 8 | 3
13th | +13/+8/+3 | +4 | +8 | +8 | | 60ft | +40ft | 8 | 4
14th | +14/+9/+4 | +4 | +9 | +9 | | 70ft | +40ft | 9 | 4
15th | +15/+10/+5 | +5 | +9 | +9 | Alacrity (Flank) | 70ft | +50ft | 9 | 4
16th | +16/+11/+6/+1 | +5 | +10 | +10 | Hide in Plain Site | 80ft | +50ft | 10 | 5
17th | +17/+12/+7/+2 | +5 | +10 | +10 | Imperious Blade (4d6) | 80ft | +50ft | 10 | 5
18th | +18/+13/+8/+3 | +6 | +11 | +11 | Flachete Sequence +3d6 | 90ft | +60ft | 11 | 5
19th | +19/+14/+9/+4 | +6 | +11 | +11 | | 90ft | +60ft | 11 | 6
20th | +20/+15/+10/+5 | +6 | +12 | +12 | Checkmate | 100ft | +60ft | 12 | 6
[/table]
Weapons and Armor Proficiencies: The knight is proficient with all simple and martial weapons, as well as light armor and shields (except tower).
Class Abilities
Weapon Focus
The knight gains the Weapon Focus feat for free. He does not need to meet the BaB prerequisite for this free feat, but must still be proficient with the weapon in question.
Beacon of Light
The knight gains the capability to invoke a small number of divine abilities, called scintillations and fulgurations. He gains new scintillations and fulgurations at each indicated level, as long as he meets the listed requirements.
Scintillations are supernatural abilities activated as part of making an attack with a weapon that the knight has weapon focus with. For most effects you can assume that the attack must hit for the scintillation to hit (unless noted otherwise). Only one scintillation may be activated per round, but it may be activated at anytime (even during an attack of opportunity).
Fulgurations are spell-like abilities that are subject to spell resistence. They are more like spells than scintillations are and provoke attacks of opportunity. They may be interrupted, but are not subject to spell failure, and always take a full round action to activate.
The save DC for any such ability, scintillation or fulguration, is 10 + 1/2 his knight level + his charisma modifier. The effective spell level of any such ability is equal to half his knight level, to a minimum of 1st and a maximum of 9th.
Lionhearted (Ex)
The knight gains his charisma modifier as a bonus to saves and checks made to resist fear effects. Should he succeed on a save against a fear effect his next attack automatically threatens a critical, as long as it is made within a round.
Special: He does not gain this bonus from saving against any fear effect that originated from himself.
Clean Strike (Ex)
The knight may deal non-lethal damage with any weapon he has weapon focus for without penalty. In fact the knight gains a +4 bonus to attack rolls when making attacks with a weapon he has weapon focus for and deals non-lethal damage with.
Lv2 > Evasive Action:
The knight gains the dodge and mobility feats for free, even if he doesn't meet the prerequisites. His dodge feat bonus is +4, instead of just +1.
Lv2 > Evasion (Ex):
Anytime the knight succeeds on a reflex save to reduce the effects of an attack he instead negates them. He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv3 > Fast Movement (Ex):
The knight gains the listed bonus to his base land speed. He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv4 > Control Fall (Ex):
The knight treats any fall as being the listed distance shorter, for the purposes of taking ill effects, such as damage, from falling. If he is within arms reach of a wall or similar surface he may double this total.
Furthermore while he is falling the knight may adjust moving to the left and right. He may move up to 10ft left or right per 20ft he falls at no extra action.
He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv6 > Imperious Blade:
When the knight makes an attack with a weapon for which he has the weapon focus feat for he substitutes the damage die listed (see the table), instead of his normal weapon damage die, if it would be higher.
Lv6, 12, 18 > Flachete Stance (Ex):
If the knight successfully strikes an opponent more than once in a round, his opponent must make a reflex save (DC 10 + 1/2 his knight level + his dexterity modifier) or take an additional amount of damage at the end of their next turn equal to that indicated (see table).
This damage is of the same as the attack that instigated it, though if a scintillation dealt a certain type of damage the knight deals that type instead. This extra damage is never multiplied on a critical hit and, if applicable, bypasses any DR the opponent may have.
Lv8, 15 > Alacrity (Ex):
While moving the knight gains the benefits of the blur spell. Unlike usual this is not magical or illusory in nature and so it isn't negated by effects such as anti-magic or true seeing.
At level 15 this improves and the knight may flank with himself. Effectively he counts the space he was last in as being occupied by an ally.
He loses the benefits of both parts of this ability if wears over light armor or carries more than a light load.
Lv11 > Sudden Step (Ex):
As an immediate action the knight may move up to half his fast movement speed. He must move in a straight line, but doesn't provoke attacks of opportunities and ignores any obstacles. He must still have been able to move through an area, even if he could only normally squeeze through it, to do so.
If the knight uses this ability to avoid an attack or move out of the area of an attack, it still has a 50% chance of hitting him before he can complete this movement.
He loses the benefits of this ability if wears over light armor or carries more than a light load.
Lv16 > Hide in Plain Site (Su):
The knight may hide in the area of a light spell or magical effect with the light descriptor as if it were the deepest shadow. He gains a +4 bonus to make such hide checks.
Lv20 > Checkmate (Ex):
Whenever the knight threatens a critical his target must make a fortitude save (DC 10 + 1/2 his knight level + his strength modifier) or take an additional 1d6 damage per two knight levels. This extra damage is not multiplied on a critical hit and is of the same type as the strike that initiated it.
Feats
n/a
Design Notes:
So I've had this idea floating around for awhile, but couldn't think of how I wanted to handle a light themed class. Speed seemed to be the best option. Actually this is a combination of two classes I had started working on, a light knight and a speedster. Anyways I'm hoping for tier 3 again. I'm wondering if a BaB of 20 would be fine since his abilities are so limited.