Baron Corm
2007-05-10, 08:45 PM
The Knights of Fate are an order of knights who tap into the powers of destiny itself. They have no control over the threads of fate per se, but they can force it to act. They have learned a secret technique which requires their life blood to mix with that of another creature, causing the two to have some sort of fateful encounter between them. All knights of fate wear special gauntlets with their armor with slits in carefully chosen locations which allow them to mingle their blood with their target without losing out on the protection that gauntlets provide.
A knight of fate spends as much time pondering the source of his powers as he does practicing with his sword. His outlook on life is heavily influenced by his chosen profession; knights of fate know that destiny could take them at any time, and cherish their time on earth. None of them take the apathetic route; they know that their fates have been decided since the beginning of time, but they also know that where and when their fates come into play is entirely up to them.
Knight of Fate
Table:
Level 1: Freeze
Level 2: Bonus feat
Level 3: Cripple
Level 4: Ward
Level 5: Bonus feat
Level 6: Bonus feat
Level 7: Accelerate
Level 8: Enhance
Level 9: Bonus feat
Level 10: Doom
Hit Die: d10
Skill Points at Each Additional Level: 4 + Int modifier.
Base Attack Bonus: 4/4
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Any), Ride, Swim
Requirements
To qualify to become a knight of fate, a character must fulfill all the following criteria.
Feats: Fortuitous Strike, Make Your Own Luck
Base Attack Bonus: +6
Special: Proficiency with all martial weapons and all armor
Class Features
Weapon and Armor Proficiency
Knights of fate gain no proficiency with any weapon or armor.
Forced Judgements
The knight of fate has the ability to force destiny to make a decision between himself and his enemy; each of them has a 50% chance to receive the named effect. Certain judgements give a positive effect to one creature and a negative effect to the other. Each judgement may be used once per day, although any luck rerolls gotten from luck feats form a pool of uses which the knight of fate may use for any judgement. A judgement is a supernatural effect.
In order to deliver a judgement, the knight of fate must expose his blood to the blood of the chosen creature with a touch attack. The creature must have some open wound on its body. A creature with less than full hit points is assumed to have an open wound unless the DM or common sense says otherwise. Any time the knight of fate wishes, he may deal one point of damage to himself on the hand with a piercing or slashing weapon. If he has no wound on his hand, he may not deliver judgements. Creatures whose insides are no different from their outsides (such as most undead and elementals) need not be wounded to have a judgement delivered to them.
If the knight of fate is immune or later becomes immune to the effects of one of his judgements, he may not use that judgement. If the knight of fate uses the same judgement twice on a creature before the effects of the first usage have expired, the effects of the first usage automatically expire and a new judgement is made. If the knight of fate uses the same judgement on multiple creatures, the effects of the judgement remain with each creature for the duration, but a new judgement is made upon the knight of fate each time.
Freeze
The first judgement the knight of fate receives causes either himself or the touched creature to be temporarily frozen in time. The chosen recipient (and his held items) is effectively paralyzed (but cannot take even mental actions), immune to all outside influence, and does not age. This lasts for 1 round per class level.
Bonus Feats
At levels 2, 5, 6, and 9, the knight of fate may select one luck feat for which he meets the prerequisites.
Cripple
At level 3, the knight of fate may cause either himself or the touched creature to become permanently blind and deaf.
Ward
At level 4, the knight of fate may cause either himself or the touched creature to gain damage reduction (1 per class level)/-, resistance to all types of energy equal to 3 per class level, and spell resistance equal to 10 + (twice class level). These effects last for 1 minute per class level.
The other creature becomes vulnerable to all types of attacks, taking 50% extra damage from any source. He also loses any spell resistance, if he had it before. These effects last for 1 round per class level.
Accelerate
At level 7, the knight of fate may cause either himself or the touched creature to gain an additional full-round action each round. The recipient doubles its Dexterity bonus to AC and Reflex saves. This lasts for 1 minute.
The other creature becomes limited to either a single standard action or a single move action in each round. He loses his Dexterity bonus to AC and Reflex saves. This lasts for 1 minute.
Enhance
At level 8, the knight of fate may cause himself or the touched creature to receive a bonus to all ability scores equal to 1 per 2 class levels. This lasts for 1 minute per class level.
The other creature receives a penalty to all ability scores equal to 1 per 2 class levels (minimum 1 in any score). This lasts for 1 minute per class level.
Doom
At level 10, the knight of fate may force destiny to erase either himself or the touched creature from existence. One of them leaves as if they had never come; all memory of them is erased, and they cannot be ressurected in any way.
A knight of fate spends as much time pondering the source of his powers as he does practicing with his sword. His outlook on life is heavily influenced by his chosen profession; knights of fate know that destiny could take them at any time, and cherish their time on earth. None of them take the apathetic route; they know that their fates have been decided since the beginning of time, but they also know that where and when their fates come into play is entirely up to them.
Knight of Fate
Table:
Level 1: Freeze
Level 2: Bonus feat
Level 3: Cripple
Level 4: Ward
Level 5: Bonus feat
Level 6: Bonus feat
Level 7: Accelerate
Level 8: Enhance
Level 9: Bonus feat
Level 10: Doom
Hit Die: d10
Skill Points at Each Additional Level: 4 + Int modifier.
Base Attack Bonus: 4/4
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Any), Ride, Swim
Requirements
To qualify to become a knight of fate, a character must fulfill all the following criteria.
Feats: Fortuitous Strike, Make Your Own Luck
Base Attack Bonus: +6
Special: Proficiency with all martial weapons and all armor
Class Features
Weapon and Armor Proficiency
Knights of fate gain no proficiency with any weapon or armor.
Forced Judgements
The knight of fate has the ability to force destiny to make a decision between himself and his enemy; each of them has a 50% chance to receive the named effect. Certain judgements give a positive effect to one creature and a negative effect to the other. Each judgement may be used once per day, although any luck rerolls gotten from luck feats form a pool of uses which the knight of fate may use for any judgement. A judgement is a supernatural effect.
In order to deliver a judgement, the knight of fate must expose his blood to the blood of the chosen creature with a touch attack. The creature must have some open wound on its body. A creature with less than full hit points is assumed to have an open wound unless the DM or common sense says otherwise. Any time the knight of fate wishes, he may deal one point of damage to himself on the hand with a piercing or slashing weapon. If he has no wound on his hand, he may not deliver judgements. Creatures whose insides are no different from their outsides (such as most undead and elementals) need not be wounded to have a judgement delivered to them.
If the knight of fate is immune or later becomes immune to the effects of one of his judgements, he may not use that judgement. If the knight of fate uses the same judgement twice on a creature before the effects of the first usage have expired, the effects of the first usage automatically expire and a new judgement is made. If the knight of fate uses the same judgement on multiple creatures, the effects of the judgement remain with each creature for the duration, but a new judgement is made upon the knight of fate each time.
Freeze
The first judgement the knight of fate receives causes either himself or the touched creature to be temporarily frozen in time. The chosen recipient (and his held items) is effectively paralyzed (but cannot take even mental actions), immune to all outside influence, and does not age. This lasts for 1 round per class level.
Bonus Feats
At levels 2, 5, 6, and 9, the knight of fate may select one luck feat for which he meets the prerequisites.
Cripple
At level 3, the knight of fate may cause either himself or the touched creature to become permanently blind and deaf.
Ward
At level 4, the knight of fate may cause either himself or the touched creature to gain damage reduction (1 per class level)/-, resistance to all types of energy equal to 3 per class level, and spell resistance equal to 10 + (twice class level). These effects last for 1 minute per class level.
The other creature becomes vulnerable to all types of attacks, taking 50% extra damage from any source. He also loses any spell resistance, if he had it before. These effects last for 1 round per class level.
Accelerate
At level 7, the knight of fate may cause either himself or the touched creature to gain an additional full-round action each round. The recipient doubles its Dexterity bonus to AC and Reflex saves. This lasts for 1 minute.
The other creature becomes limited to either a single standard action or a single move action in each round. He loses his Dexterity bonus to AC and Reflex saves. This lasts for 1 minute.
Enhance
At level 8, the knight of fate may cause himself or the touched creature to receive a bonus to all ability scores equal to 1 per 2 class levels. This lasts for 1 minute per class level.
The other creature receives a penalty to all ability scores equal to 1 per 2 class levels (minimum 1 in any score). This lasts for 1 minute per class level.
Doom
At level 10, the knight of fate may force destiny to erase either himself or the touched creature from existence. One of them leaves as if they had never come; all memory of them is erased, and they cannot be ressurected in any way.