Zaydos
2015-03-03, 04:16 PM
Wildwood Knight
This was actually one of my first homebrew classes, but I was never satisfied with it, and it got Dex to damage too late, so I've decided to rework it and repost it and see what people have to say about it now. So it's a bit of my baby, so please be extra cruel :smallbiggrin:
A flash of light, our swords are drawn.
The clap of thunder as our swords clash.
A parry, a feint, we rain blows down towards each other.
I dodge left, his blade missing me by a nymph's lock.
My sword stabs deep between the plates of his armor.
The flash of dream was instant but I knew how this battle would go. We drew, we clashed, and just as the dream said he was too slow.
Wildwood knights were originally highly trained warrior fey who served as elite soldiers and protectors for the Knight of the Iron Rose. They trained in heavy armor till it became like a 2nd skin, as well as a mark of station and power. The closed in helm gave these knights anonymity and a certain dread aura as they went about their work for their Unseelie liege. The Knight of the Iron Rose failed in his attempt to impose his will over the fey, but his warriors remained. They became mercenaries, selling their skills to the highest bidder. For a time it was not uncommon to see one, looming as a dark spot behind the throne, even in the court of a Seelie lord or lady. Since this period they have fallen in popularity within the fey courts and are no longer a fashionable decoration.
Over time their secret battle techniques were leaked to other races. Some by rogue members who wandered human lands, some by mercenaries who sold their knowledge, some were taught it by friends of elven kind, and some stole these arts from the fey with iron and blood.
Level
BAB
Fort
Ref
Will
Special
Maneuvers Known
Maneuvers Readied
Stances
+1
+1
+0
+2
+2
Agile Armor +2, Seasonal Skill
4
3
1
+2
+2
+0
+3
+3
Weapon Finesse, Armor Mastery (Medium)
5
3
1
3
+3
+1
+3
+3
Agile Weapon Mastery, Blood Dreams 1/day
6
3
1
4
+4
+1
+4
+4
Evasion
6
4
1
5
+5
+1
+4
+4
Agile Armor +4
7
4
2
6
+6/+1
+2
+5
+5
Armor Mastery (Heavy), Fast Movement +10-ft
7
4
2
7
+7/+2
+2
+5
+5
Blood Dreams 2/day
8
4
2
8
+8/+3
+2
+6
+6
Stand in Court
8
4
2
9
+9/+4
+3
+6
+6
Agile Armor (no maximum Dex or ACP)
9
4
3
10
+10/+5
+3
+7
+7
Healing Dreams 1/day
9
5
3
11
+11/+6/+1
+3
+7
+7
Blood Dreams 3/day
10
5
3
12
+12/+7/+2
+4
+8
+8
Fast Movement +20-ft
10
5
3
13
+13/+8/+3
+4
+8
+8
Improved Evasion
11
5
4
14
+14/+9/+4
+4
+9
+9
Red Dreams
11
5
4
15
+15/+10/+5
+5
+9
+9
Blood Dreams 4/day
12
6
4
16
+16/+11/+6/+1
+5
+10
+10
Dream of the Moon
12
6
4
17
+17/+12/+7/+2
+5
+10
+10
-
13
6
5
18
+18/+13/+8/+3
+6
+11
+11
Healing Dreams 2/day, Fast Movement +30-ft
13
6
5
19
+19/+14/+9/+4
+6
+11
+11
Blood Dreams 5/day
14
6
5
20
+20/+15/+10/+5
+6
+12
+12
Champion of the Fey Court, Blood Surge
14
7
5
HD type: d8.
Class Skills (6 + Int/level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animals, Intimidate, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Martial Lore, Ride, Sense Motive, Survival, Swim, Tumble.
Weapon and Armor Proficiencies: A wildwood knight is proficient in all simple and martial melee weapons, shortbow, longbow, composite shortbow, composite longbow, elven lightblade, elven thinblade, and elven courtblade. They are proficient in light, medium, and heavy armor and shields (except tower shields).
Martial Disciplines available: Diamond Mind, Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29), White Raven, and either Crushing Avalanche (http://www.giantitp.com/forums/showthread.php?401600-Crushing-Avalanche-%28Cold-themed-Martial-Discipline%29) or Flashing Lightning (http://www.giantitp.com/forums/showthread.php?401420-Flashing-Lightning-%28Electricity-themed-Martial-Discipline%29). If a maneuver requires a save you may replace the ability score used to determine the save DC with your Charisma. (Note many homebrew disciplines allow for a character to swap disciplines for them, which disciplines would be available to them this way is left to the DM.)
Regaining Maneuvers: A wildwood knight relies on their subconscious mind and the insight of harmony with the natural world around them. When they pause and do not use the powers of the fey they allow their awareness to expand and regain maneuvers as the fey dream speaks to them. If they don’t use a maneuver during a round they regain 1 martial maneuver, if they do not use a maneuver for 2 consecutive rounds they regain all martial maneuvers that they have expended.
Agile Armor (Ex): Add the number to the maximum Dexterity bonus of light armor you wear, also reduce the ACP of any light armor you wear by the listed amount.
Seasonal Skill: At 1st level select either Summer or Winter. If you select Summer add Heal to your Wildwood Knight class skill list. If you select Winter add Sleight of Hand to your class skill list.
Armor Mastery (Ex): You may treat armor of the listed type as both its normal type and light armor whichever is more beneficial for a specific effect; you also ignore the reduction to speed when wearing armor of this type.
Weapon Finesse (Ex): You gain Weapon Finesse as a bonus feat (or if you already have it another feat of your choice you qualify for). If your Strength modifier is equal to or higher than your Dexterity modifier you gain a +1 bonus to hit with finessable weapons.
Agile Weapon Mastery (Ex): Add your Dexterity modifier to damage when using weapons that are valid targets for Weapon Finesse, this does not stack with Shadow Blade.
Evasion (Ex): You gain Evasion as the Rogue ability.
Fast Movement (Ex): You gain the listed bonus to your land speed.
Blood Dreams (Ex): When their life is gravely threatened, and their blood flowing freely, a wildwood knight's fey dream speaks to him. When at 1/4th or less hp a Wildwood Knight may regain all their martial maneuvers as a swift action. They may only do so 1/day at Lv 3, gaining an additional use every 4 levels thereafter at Lv 7, Lv 11, Lv 15, and Lv 19.
Stand in Court (Ex): At 8th level a wildwood knight learns more of the secret combat techniques of the Fairie Courts. When you gain this ability choose Summer or Winter. This choice does not have to be the same as for your Seasonal Skill, although it can be. If you select Summer you gain Battlefield Agility, if you select Winter you gain Presence of Menace. Although the two techniques were originally developed by the Summer and Winter Courts respectively due to shifting loyalties among the fey the techniques of the rival court are far from secret to members of the other court, or from courtless knights.
Battlefield Agility (Ex): 3 times per day you may move up to half your speed as part of a full attack action.
Presence of Menace (Ex): 3 times per day you may attempt to instill fear into the heart of a foe with a glance. You may only use this ability on the first round of combat in which both you and your target both engage, and this ability requires an immediate action to activate but may be used when flat-footed, you must use this ability at the moment of engagement usually before initiative is rolled. The target must make a Will save (DC 10 + 1/2 class level + Cha modifier), if they fail they are Shaken for 1 minute and suffer an additional -2 penalty to Initiative checks, if they succeed they suffer a -2 penalty to their initiative check.
Healing Dreams (Su): At 10th level a wildwood knight learns to commune with his fey dream entering a restful meditation in which even mortal wounds close seamlessly. 1/day A Wildwood Knight may meditate for 10 minutes to regain 10 hit points per class level, heal all nonlethal damage they are suffering, instantly removes any or all ability damage, ability drain, and negative levels they are suffering from and ends the following adverse conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. At 18th level a wildwood knight may use this ability 2/day.
Improved Evasion (Ex): Beginning at 13th level a wildwood knight’s evasion improves to improved evasion.
Red Dreams Beginning at Lv 14 a wildwood knight gains an additional benefit when use your Blood Dreams ability. This ability is in theory based upon their natural towards a court, but in practice while Vital Dreams is more common in the Summer Court and Dreams of Vengeance is more common in the Winter Court they are far from isolated to either court.
Vital Dreams: When you use your Blood Dreams ability you add your Charisma modifier as a dodge bonus to AC for 1 round and gain temporary hit points equal to your Charisma modifier these temporary hit points last for 1 hour.
Dreams of Vengeance: When you use your Blood Dreams ability you enemies within 30-ft take damage equal to your Charisma modifier; this is a supernatural mind-affecting ability.
Dream of the Moon: When you are at one-fourth or less health you may add your Charisma modifier if positive to all Fortitude and Will saves you make.
Blood Surge: Starting at 20th level when you use your Blood Dreams ability you may also activate one boost. This boost is regained along with your other maneuvers.
Champion of the Fey Court (Ex): At 20th level a Wildwood Knight chooses either to become a champion of the Seelie or the Unseelie court gaining either the Champion of Summer (Seelie) or Champion of Winter (Unseelie) ability depending upon his choice. Regardless of your choice you gain DR 5/cold iron and you no longer suffer penalties for aging although you still die when your time comes.
Champion of Summer (Su): As long as you are in a martial stance you gain Fast Healing 5 and immunity to Strength damage, Dexterity damage, Constitution damage, and all death spells, death effects, energy drain, and any negative energy effects.
Champion of Winter (Su): Whenever you initiate a martial strike you may choose to add twice your charisma modifier in negative energy damage and 2 point of Constitution damage to the first successful attack made as part of the strike. Finally the saving throw DC of all martial maneuvers you initiate is increased by 1.
This was actually one of my first homebrew classes, but I was never satisfied with it, and it got Dex to damage too late, so I've decided to rework it and repost it and see what people have to say about it now. So it's a bit of my baby, so please be extra cruel :smallbiggrin:
A flash of light, our swords are drawn.
The clap of thunder as our swords clash.
A parry, a feint, we rain blows down towards each other.
I dodge left, his blade missing me by a nymph's lock.
My sword stabs deep between the plates of his armor.
The flash of dream was instant but I knew how this battle would go. We drew, we clashed, and just as the dream said he was too slow.
Wildwood knights were originally highly trained warrior fey who served as elite soldiers and protectors for the Knight of the Iron Rose. They trained in heavy armor till it became like a 2nd skin, as well as a mark of station and power. The closed in helm gave these knights anonymity and a certain dread aura as they went about their work for their Unseelie liege. The Knight of the Iron Rose failed in his attempt to impose his will over the fey, but his warriors remained. They became mercenaries, selling their skills to the highest bidder. For a time it was not uncommon to see one, looming as a dark spot behind the throne, even in the court of a Seelie lord or lady. Since this period they have fallen in popularity within the fey courts and are no longer a fashionable decoration.
Over time their secret battle techniques were leaked to other races. Some by rogue members who wandered human lands, some by mercenaries who sold their knowledge, some were taught it by friends of elven kind, and some stole these arts from the fey with iron and blood.
Level
BAB
Fort
Ref
Will
Special
Maneuvers Known
Maneuvers Readied
Stances
+1
+1
+0
+2
+2
Agile Armor +2, Seasonal Skill
4
3
1
+2
+2
+0
+3
+3
Weapon Finesse, Armor Mastery (Medium)
5
3
1
3
+3
+1
+3
+3
Agile Weapon Mastery, Blood Dreams 1/day
6
3
1
4
+4
+1
+4
+4
Evasion
6
4
1
5
+5
+1
+4
+4
Agile Armor +4
7
4
2
6
+6/+1
+2
+5
+5
Armor Mastery (Heavy), Fast Movement +10-ft
7
4
2
7
+7/+2
+2
+5
+5
Blood Dreams 2/day
8
4
2
8
+8/+3
+2
+6
+6
Stand in Court
8
4
2
9
+9/+4
+3
+6
+6
Agile Armor (no maximum Dex or ACP)
9
4
3
10
+10/+5
+3
+7
+7
Healing Dreams 1/day
9
5
3
11
+11/+6/+1
+3
+7
+7
Blood Dreams 3/day
10
5
3
12
+12/+7/+2
+4
+8
+8
Fast Movement +20-ft
10
5
3
13
+13/+8/+3
+4
+8
+8
Improved Evasion
11
5
4
14
+14/+9/+4
+4
+9
+9
Red Dreams
11
5
4
15
+15/+10/+5
+5
+9
+9
Blood Dreams 4/day
12
6
4
16
+16/+11/+6/+1
+5
+10
+10
Dream of the Moon
12
6
4
17
+17/+12/+7/+2
+5
+10
+10
-
13
6
5
18
+18/+13/+8/+3
+6
+11
+11
Healing Dreams 2/day, Fast Movement +30-ft
13
6
5
19
+19/+14/+9/+4
+6
+11
+11
Blood Dreams 5/day
14
6
5
20
+20/+15/+10/+5
+6
+12
+12
Champion of the Fey Court, Blood Surge
14
7
5
HD type: d8.
Class Skills (6 + Int/level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animals, Intimidate, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Martial Lore, Ride, Sense Motive, Survival, Swim, Tumble.
Weapon and Armor Proficiencies: A wildwood knight is proficient in all simple and martial melee weapons, shortbow, longbow, composite shortbow, composite longbow, elven lightblade, elven thinblade, and elven courtblade. They are proficient in light, medium, and heavy armor and shields (except tower shields).
Martial Disciplines available: Diamond Mind, Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29), White Raven, and either Crushing Avalanche (http://www.giantitp.com/forums/showthread.php?401600-Crushing-Avalanche-%28Cold-themed-Martial-Discipline%29) or Flashing Lightning (http://www.giantitp.com/forums/showthread.php?401420-Flashing-Lightning-%28Electricity-themed-Martial-Discipline%29). If a maneuver requires a save you may replace the ability score used to determine the save DC with your Charisma. (Note many homebrew disciplines allow for a character to swap disciplines for them, which disciplines would be available to them this way is left to the DM.)
Regaining Maneuvers: A wildwood knight relies on their subconscious mind and the insight of harmony with the natural world around them. When they pause and do not use the powers of the fey they allow their awareness to expand and regain maneuvers as the fey dream speaks to them. If they don’t use a maneuver during a round they regain 1 martial maneuver, if they do not use a maneuver for 2 consecutive rounds they regain all martial maneuvers that they have expended.
Agile Armor (Ex): Add the number to the maximum Dexterity bonus of light armor you wear, also reduce the ACP of any light armor you wear by the listed amount.
Seasonal Skill: At 1st level select either Summer or Winter. If you select Summer add Heal to your Wildwood Knight class skill list. If you select Winter add Sleight of Hand to your class skill list.
Armor Mastery (Ex): You may treat armor of the listed type as both its normal type and light armor whichever is more beneficial for a specific effect; you also ignore the reduction to speed when wearing armor of this type.
Weapon Finesse (Ex): You gain Weapon Finesse as a bonus feat (or if you already have it another feat of your choice you qualify for). If your Strength modifier is equal to or higher than your Dexterity modifier you gain a +1 bonus to hit with finessable weapons.
Agile Weapon Mastery (Ex): Add your Dexterity modifier to damage when using weapons that are valid targets for Weapon Finesse, this does not stack with Shadow Blade.
Evasion (Ex): You gain Evasion as the Rogue ability.
Fast Movement (Ex): You gain the listed bonus to your land speed.
Blood Dreams (Ex): When their life is gravely threatened, and their blood flowing freely, a wildwood knight's fey dream speaks to him. When at 1/4th or less hp a Wildwood Knight may regain all their martial maneuvers as a swift action. They may only do so 1/day at Lv 3, gaining an additional use every 4 levels thereafter at Lv 7, Lv 11, Lv 15, and Lv 19.
Stand in Court (Ex): At 8th level a wildwood knight learns more of the secret combat techniques of the Fairie Courts. When you gain this ability choose Summer or Winter. This choice does not have to be the same as for your Seasonal Skill, although it can be. If you select Summer you gain Battlefield Agility, if you select Winter you gain Presence of Menace. Although the two techniques were originally developed by the Summer and Winter Courts respectively due to shifting loyalties among the fey the techniques of the rival court are far from secret to members of the other court, or from courtless knights.
Battlefield Agility (Ex): 3 times per day you may move up to half your speed as part of a full attack action.
Presence of Menace (Ex): 3 times per day you may attempt to instill fear into the heart of a foe with a glance. You may only use this ability on the first round of combat in which both you and your target both engage, and this ability requires an immediate action to activate but may be used when flat-footed, you must use this ability at the moment of engagement usually before initiative is rolled. The target must make a Will save (DC 10 + 1/2 class level + Cha modifier), if they fail they are Shaken for 1 minute and suffer an additional -2 penalty to Initiative checks, if they succeed they suffer a -2 penalty to their initiative check.
Healing Dreams (Su): At 10th level a wildwood knight learns to commune with his fey dream entering a restful meditation in which even mortal wounds close seamlessly. 1/day A Wildwood Knight may meditate for 10 minutes to regain 10 hit points per class level, heal all nonlethal damage they are suffering, instantly removes any or all ability damage, ability drain, and negative levels they are suffering from and ends the following adverse conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. At 18th level a wildwood knight may use this ability 2/day.
Improved Evasion (Ex): Beginning at 13th level a wildwood knight’s evasion improves to improved evasion.
Red Dreams Beginning at Lv 14 a wildwood knight gains an additional benefit when use your Blood Dreams ability. This ability is in theory based upon their natural towards a court, but in practice while Vital Dreams is more common in the Summer Court and Dreams of Vengeance is more common in the Winter Court they are far from isolated to either court.
Vital Dreams: When you use your Blood Dreams ability you add your Charisma modifier as a dodge bonus to AC for 1 round and gain temporary hit points equal to your Charisma modifier these temporary hit points last for 1 hour.
Dreams of Vengeance: When you use your Blood Dreams ability you enemies within 30-ft take damage equal to your Charisma modifier; this is a supernatural mind-affecting ability.
Dream of the Moon: When you are at one-fourth or less health you may add your Charisma modifier if positive to all Fortitude and Will saves you make.
Blood Surge: Starting at 20th level when you use your Blood Dreams ability you may also activate one boost. This boost is regained along with your other maneuvers.
Champion of the Fey Court (Ex): At 20th level a Wildwood Knight chooses either to become a champion of the Seelie or the Unseelie court gaining either the Champion of Summer (Seelie) or Champion of Winter (Unseelie) ability depending upon his choice. Regardless of your choice you gain DR 5/cold iron and you no longer suffer penalties for aging although you still die when your time comes.
Champion of Summer (Su): As long as you are in a martial stance you gain Fast Healing 5 and immunity to Strength damage, Dexterity damage, Constitution damage, and all death spells, death effects, energy drain, and any negative energy effects.
Champion of Winter (Su): Whenever you initiate a martial strike you may choose to add twice your charisma modifier in negative energy damage and 2 point of Constitution damage to the first successful attack made as part of the strike. Finally the saving throw DC of all martial maneuvers you initiate is increased by 1.