jjcrpntr
2014-05-22, 09:07 PM
I've been toying with the idea of a class that specializes in sword and board fighting. I know it's not the most efficient but I, and one of my players, like what I came up with. Wanted the playgrounds opinion. The entire basis of this class is supposed to be built around strong defense while being able to dish out damage at a decent clip. It's 3/4 bab but that's because it gets some bonus that will bump that up and honestly the class is built mostly around it's defense. Sorry I don't know how to do the table.
Knight
Some adventurers take up the sword for glory or revenge, the Knight takes up the sword for honor and duty. Sworn to stand as the protective barrier between his charge and the world at large the Knight is a defensive stalwart on the field of battle. Honorable and highly respected, Knights live to protect the weak and serve where they can. Adventuring to a Knight is a way to seek out the lore of the land and to give back to those need.
Role: Knights excel at defensive combat. Strong melee fighters that stand firmly besides their allies.
Alignment: Any Lawful
Hit Die: d10
Class Skills:
The knights class skills are Bluff (Cha). Climb (Str), Craft (Int), Diplomacy (Cha), Handel Animal (Cha), Intimidate (Cha), Knowledge Local (int), Knowledge Nobility (int), Perception (wis), Profession (Wis) Ride (dex) Sense motive (Wis), Swim (str)
Skill Ranks per Level: 6 + Int modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+1
Endurance, Martial Aptitude, Sword and Board, Knights Code Endurance, Martial Aptitude, Sword and Board, Knights Code
2nd
+2
+3
+0
+1
Bonus Feat, Shield Mastery
3rd
+3
+3
+1
+2
Armor Training 1, Diehard
4th
+4
+4
+1
+2
Weapon Focus, Weapon Specialization
5th
+5
+4
+1
+3
Defensive Specialist
6th
+6
+5
+2
+3
Bonus Feat, Inspiring Presence
7th
+7
+5
+2
+3
Shield Synergy, Armor Training 2
8th
+8
+6
+2
+4
Bonus Feat, Defensive Training 1
9th
+9
+6
+3
+4
Enhanced Shielding, Critical Training 1
10th
+10
+7
+3
+5
Shield Mastery 2, Defensive Specialist 2, Bonus Feat
11th
+11
+7
+3
+5
Armor Training 3
12th
+12
+8
+4
+6
Bonus Feat, Inspiring Presence 2
13th
+13
+8
+4
+6
Defensive Training 2
14th
+14
+9
+4
+6
Bonus Feat
15th
+15
+9
+5
+7
Armor Training 4, Defensive Specialist 3
16th
+16
+10
+5
+7
Bonus Feat
17th
+17
+10
+5
+8
Critical Training 2
18th
+18
+11
+6
+8
Bonus Feat, Defensive Training 3
19th
+19
+11
+6
+9
Armor Training 5
20th
+20
+12
+6
+9
Defensive Specialist 4, Bonus Feat
Bonus Feat: At 2nd, and every even level thereafter with the exception of level 4, a Knight gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. The knight must meet any prerequisites for a feat to take it.
Knights Code: A Knight is bound by his code.
A knight cannot turn away a request for help as long as it is reasonable.
A Knight cannot participate in stealing, forgery or any other dishonest and dishonorable act. The knight can associate with those who would do this he just looks
down upon it.
A knight cannot ever leave an ally to die, if an ally is unconcious the knight MUST attempt to reach the fallen ally and stand guard over the body unless the only remaining attacker is from ranged, only then can the knight leave his defensive position.
Martial Aptitude: A Knight qualifies for feats that usually require a minimum number of fighter levels as if he had fighter levels equal to his Knight Level -2
Sword and Board - Years of training using sword and shield has honed the knights focus on this combination. Starting at level 1so long as a knight is wielding a 1 handed weapon and a shield his weapon attacks deal the weapon damage + 1 1/2 strength modifier.
Shield Mastery: At level 2 a Knight is so used to fighting with a shield that he may add 1/2 of the shields AC value to his attack and damage rolls (minimum +1). In addition when making a full round attack a Knight may make an attempt to slam an opponent to daze them for 1 round. This attack comes at a -5 of the knights lowest attack roll and does 1d4 dmg. At level 10 this attack is able to be made at the knights lowest attack bonus and stuns rather than dazes. The reflex save against this attack is 10+the knights charisma modifier +1/2 his knight level.
Armor Training: Starting at 3rd level, a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a Knight can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Focus/Specialization: At level 4 the knight receives the weapon focus and weapon specialization feats for his preferred weapon. The knight only gains these bonuses if he has a shield equipped as well.
Defensive Specialist: Starting at level 5, once per day + charisma modifier a knight may attempt to intercept an attack aimed at an ally within 10 feet of him. As an immediate action when a melee attack is declared at a nearby ally the knight may make a DC10 jump check to launch himself in front of an ally. If he succeeds on the jump check the Knight must make an opposed attack roll. If this roll is >/= than the enemies attack roll the knight takes the blow and receives half damage. If the knight beats the attack roll by more than 10 the damage is 1/4, if the knight rolls a natural 20 he takes no damage. A Knight using this ability is thought to be throwing himself in harm’s way and therefor always takes the hit unless he gets a natural 20 during his opposed check. When rolling his jump check the knight lands in front of the ally (if the enemy was using a weapon with reach) or besides the ally if the enemy is not. This ability can only be used versus melee attacks and only intercepts 1 attack, if an enemy launches multiple attacks the knight only intercepts one. At level 10 and every 5 levels after the knight is able to use this ability 1 extra time per day and can intercept 1 additional attack per use.
Inspiring presence: Starting at level 6 a Knight emanates an aura of confidence that gives himself and all allies within 30 feet +2 on saves fear and mind control, this bonus increases to +3 at level 12
Shield Synergy: At level 7 a knight’s mastery of the shield allows him to quickly react to oncoming threats. A knight adds his shield AC bonus to his touch AC, the knight loses this if he is within the threaten space of more than 3 enemies (note, he does not lose this if flanked unless there are 3 or more enemies)
Defensive Training: Starting at level 8 a Knight adds1/2 his shield AC bonus to his CMD vs Trip, Bull rush, and Disarm attempts, at level 13 he adds the full shield bonus, at level 18 this bonus is applied to grapple checks as well.
Enhanced Shielding: - Starting at level 9 a Knights training with the shield has made him better at timing his defenses against attacks. Starting at level 9 a knight gains damage reduction equal to ½ of his shields AC bonus.
Critical Training: Years of training has honed the Knights skills. As long as he is wielding a one handed weapon and a shield the knights weapon has its critical threat range increased by 1. This bonus is increase to 2 at level 17. This bonus is applied after any other form of critical threat range modifiers are applied (such as keen edge, or improved critical)
Knight
Some adventurers take up the sword for glory or revenge, the Knight takes up the sword for honor and duty. Sworn to stand as the protective barrier between his charge and the world at large the Knight is a defensive stalwart on the field of battle. Honorable and highly respected, Knights live to protect the weak and serve where they can. Adventuring to a Knight is a way to seek out the lore of the land and to give back to those need.
Role: Knights excel at defensive combat. Strong melee fighters that stand firmly besides their allies.
Alignment: Any Lawful
Hit Die: d10
Class Skills:
The knights class skills are Bluff (Cha). Climb (Str), Craft (Int), Diplomacy (Cha), Handel Animal (Cha), Intimidate (Cha), Knowledge Local (int), Knowledge Nobility (int), Perception (wis), Profession (Wis) Ride (dex) Sense motive (Wis), Swim (str)
Skill Ranks per Level: 6 + Int modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+1
Endurance, Martial Aptitude, Sword and Board, Knights Code Endurance, Martial Aptitude, Sword and Board, Knights Code
2nd
+2
+3
+0
+1
Bonus Feat, Shield Mastery
3rd
+3
+3
+1
+2
Armor Training 1, Diehard
4th
+4
+4
+1
+2
Weapon Focus, Weapon Specialization
5th
+5
+4
+1
+3
Defensive Specialist
6th
+6
+5
+2
+3
Bonus Feat, Inspiring Presence
7th
+7
+5
+2
+3
Shield Synergy, Armor Training 2
8th
+8
+6
+2
+4
Bonus Feat, Defensive Training 1
9th
+9
+6
+3
+4
Enhanced Shielding, Critical Training 1
10th
+10
+7
+3
+5
Shield Mastery 2, Defensive Specialist 2, Bonus Feat
11th
+11
+7
+3
+5
Armor Training 3
12th
+12
+8
+4
+6
Bonus Feat, Inspiring Presence 2
13th
+13
+8
+4
+6
Defensive Training 2
14th
+14
+9
+4
+6
Bonus Feat
15th
+15
+9
+5
+7
Armor Training 4, Defensive Specialist 3
16th
+16
+10
+5
+7
Bonus Feat
17th
+17
+10
+5
+8
Critical Training 2
18th
+18
+11
+6
+8
Bonus Feat, Defensive Training 3
19th
+19
+11
+6
+9
Armor Training 5
20th
+20
+12
+6
+9
Defensive Specialist 4, Bonus Feat
Bonus Feat: At 2nd, and every even level thereafter with the exception of level 4, a Knight gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. The knight must meet any prerequisites for a feat to take it.
Knights Code: A Knight is bound by his code.
A knight cannot turn away a request for help as long as it is reasonable.
A Knight cannot participate in stealing, forgery or any other dishonest and dishonorable act. The knight can associate with those who would do this he just looks
down upon it.
A knight cannot ever leave an ally to die, if an ally is unconcious the knight MUST attempt to reach the fallen ally and stand guard over the body unless the only remaining attacker is from ranged, only then can the knight leave his defensive position.
Martial Aptitude: A Knight qualifies for feats that usually require a minimum number of fighter levels as if he had fighter levels equal to his Knight Level -2
Sword and Board - Years of training using sword and shield has honed the knights focus on this combination. Starting at level 1so long as a knight is wielding a 1 handed weapon and a shield his weapon attacks deal the weapon damage + 1 1/2 strength modifier.
Shield Mastery: At level 2 a Knight is so used to fighting with a shield that he may add 1/2 of the shields AC value to his attack and damage rolls (minimum +1). In addition when making a full round attack a Knight may make an attempt to slam an opponent to daze them for 1 round. This attack comes at a -5 of the knights lowest attack roll and does 1d4 dmg. At level 10 this attack is able to be made at the knights lowest attack bonus and stuns rather than dazes. The reflex save against this attack is 10+the knights charisma modifier +1/2 his knight level.
Armor Training: Starting at 3rd level, a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a Knight can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Focus/Specialization: At level 4 the knight receives the weapon focus and weapon specialization feats for his preferred weapon. The knight only gains these bonuses if he has a shield equipped as well.
Defensive Specialist: Starting at level 5, once per day + charisma modifier a knight may attempt to intercept an attack aimed at an ally within 10 feet of him. As an immediate action when a melee attack is declared at a nearby ally the knight may make a DC10 jump check to launch himself in front of an ally. If he succeeds on the jump check the Knight must make an opposed attack roll. If this roll is >/= than the enemies attack roll the knight takes the blow and receives half damage. If the knight beats the attack roll by more than 10 the damage is 1/4, if the knight rolls a natural 20 he takes no damage. A Knight using this ability is thought to be throwing himself in harm’s way and therefor always takes the hit unless he gets a natural 20 during his opposed check. When rolling his jump check the knight lands in front of the ally (if the enemy was using a weapon with reach) or besides the ally if the enemy is not. This ability can only be used versus melee attacks and only intercepts 1 attack, if an enemy launches multiple attacks the knight only intercepts one. At level 10 and every 5 levels after the knight is able to use this ability 1 extra time per day and can intercept 1 additional attack per use.
Inspiring presence: Starting at level 6 a Knight emanates an aura of confidence that gives himself and all allies within 30 feet +2 on saves fear and mind control, this bonus increases to +3 at level 12
Shield Synergy: At level 7 a knight’s mastery of the shield allows him to quickly react to oncoming threats. A knight adds his shield AC bonus to his touch AC, the knight loses this if he is within the threaten space of more than 3 enemies (note, he does not lose this if flanked unless there are 3 or more enemies)
Defensive Training: Starting at level 8 a Knight adds1/2 his shield AC bonus to his CMD vs Trip, Bull rush, and Disarm attempts, at level 13 he adds the full shield bonus, at level 18 this bonus is applied to grapple checks as well.
Enhanced Shielding: - Starting at level 9 a Knights training with the shield has made him better at timing his defenses against attacks. Starting at level 9 a knight gains damage reduction equal to ½ of his shields AC bonus.
Critical Training: Years of training has honed the Knights skills. As long as he is wielding a one handed weapon and a shield the knights weapon has its critical threat range increased by 1. This bonus is increase to 2 at level 17. This bonus is applied after any other form of critical threat range modifiers are applied (such as keen edge, or improved critical)