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Harkone
2007-02-18, 03:28 PM
VENGEANCE KNIGHT

Requirements:
Religion: Hoar
Alignment: any
Base attack: +5
Feats: Blind-Fight; Iron Will; Track; Weapon Focus: any melee weapon or unarmed strike
Skills: Bluff 4 ranks; Gather Information 4 ranks; Hide 4 ranks; Intimidate 8 ranks; Listen 4 ranks;
Move Silently 4 ranks; Sense Motive 4 ranks; Spot 4 ranks; Survival 4 ranks

HD: d8 Base Attack Bonus: +1 Favored Saving Throws: Reflex and Will

Class Skills (6+Int): Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge: Local, Knowledge: Religion, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Survival, Tumble, Use Rope

-Gains no new weapon or armor proficiency

Class Abilities:

1st: Ominous Presence
Master of Your Fears 1
Bringer of Vengeance+2

2nd: +1 level of existing divine spellcasting class OR +1d6 sneak attack OR bonus Fighter feat
Bonus Feat: Poison Use

3rd: Swift Tracking
Counterstrike+1

4th: +1 level of existing divine spellcasting class OR +1d6 sneak attack OR bonus Fighter feat
Arcane Backlash 2d6

5th: Master of Your Fears 2
Bringer of Vengeance+4

6th: +1 level of existing divine spellcasting class OR +1d6 sneak attack OR bonus Fighter feat
Counterstrike+2

7th: Divination
Bonus Feat: Improved Poison Use

8th: +1 level of existing divine spellcasting class OR +1d6 sneak attack OR bonus Fighter feat
Arcane Backlash 4d6

9th: Bringer of Vengeance+6
Counterstrike+3

10th: +1 level of existing divine spellcasting class OR +1d6 sneak attack OR bonus Fighter feat
Master of Your Fears 3
Death Attack


Ominous Presence: The Vengeance Knight gains a bonus equal to his Vengeance Knight class level on Bluff, Intimidate and Sense Motive checks.

Master of Your Fears 1: The Vengeance Knight gains a bonus equal to his Vengeance Knight class level vs. all fear effects.


Bringer of Vengeance: The Vengeance Knight gains a the indicated bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks, as well as damage rolls (in melee or ranged up to 30’) against a specific Target of Vengeance (designated by spending at least 8 hours performing a special set of rites; must know the target’s name or have met the target at least once; can only have one target at a time; can only designate a new target once the previous target has been slain; bonus stacks with a ranger’s favored enemy bonus).

Bonus Feat: Poison Use: Starting at 2nd level, the Vengeance Knight never risks accidentally poisoning himself when applying poison to a weapon.

Swift Tracking: The Vengeance Knight takes a 0/-10 penalty instead of -5/-20 when tracking at normal speed/twice normal speed.

Counterstrike: The Vengeance Knight gains the indicated bonus on all melee attack and damage rolls against any creature that damaged him in the previous round.

Arcane Backlash: Any time the Vengeance Knight successfully saves against any spell when he is the spell’s only target, the spell’s caster takes the indicated amount of nonlethal damage.

Master of Your Fears 2: The Vengeance Knight gains Frightful Presence 30’ radius: will save DC: 10 + Vengeance Knight class level + Cha modifier or shaken while in the presence of the Vengeance Knight + 1d4 additional rounds.

Divination: Beginning at 7th level, the Vengeance Knight can use divination (caster level=Vengeance Knight class level) once per day to ask questions that pertain to his Target of Vengeance.

Bonus Feat: Improved Poison Use: Starting at 7th level, the Vengeance Knight can apply poison to a weapon as a move action instead of a standard action.

Master of Your Fears 3: The Vengeance Knight gains complete immunity to all fear affects, and his Frightful Presence ability causes foes to panic (instead of be shaken) while in the presence of the Vengeance Knight + 1d4 additional rounds.

Death Attack: The Vengeance Knight can make a death attack as an Assassin (fortitude save DC: 10 + Vengeance Knight class level + INT modifier or die); the Vengeance Knight does not have the option of making a paralyzing attack instead. If the Vengeance Knight has levels of Assassin, he may add those class levels to his Vengeance Knight class levels for the purpose of calculating the save DC for his death attack ability. (see the Assassin in DMG)



FEAT: Initiate of Hoar
Requirements: assassin 3rd, cleric 5th, or paladin 5th
Patron Deity: Hoar
Benefits:
-take no penalty on Listen checks for being distracted or sleeping (normally -5/-10)
-can make attacks of opportunity while flat-footed as if had Combat Reflexes
-add the following spells to list:
1st: bless weapon
2nd: thunderstroke (COV)

Kibegami Jubei
2007-02-22, 06:27 PM
This is a great class and is a lot of fun to play. It's worth a shot to play.