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ngilop
2015-12-23, 01:32 AM
Knight
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[tr]
Level
BAB
Fort
Ref
Will
Special


[td]1st
+1
+2
+0
+2
Knight’s Challenge, Defensive Maximization


2nd
+2
+3
+0
+3
Shield Block +1


3rd
+3
+3
+1
+3
Rapid Attack +1, Shield Ally, Bulwark of Defense


4th
+4
+4
+1
+4
Armor Mastery, Test of Mettle


5th
+5
+4
+1
+4
Citadel, Bonus Feat


6th
+6/+1
+5
+2
+5
Shielded Evasion, Vigilant Defender


7th
+7/+2
+5
+2
+5
Rapid Attack +2


8th
+8/+3
+6
+2
+6
Shield Block +2, Call to Battle


9th
+9/+4
+6
+3
+6
Resolve


10th
+10/+5
+7
+3
+7
Aegis, Bonus Feat


11th
+11/+6/+1
+7
+3
+7
Rapid Attack +3


12th
+12/+7/+2
+8
+4
+8
Daunting Challenge


13th
+13/+8/+3
+8
+4
+8



14th
+14/+9/+4
+9
+4
+9
Impetuous Endurance, Shield Block +3


15th
+15/+10/+5
+9
+5
+9
Rapid Attack +4, Bonus Feat


16th
+16/+11/+6/+1
+10
+5
+10
Bond of Loyalty


17th
+17/+12/+7/+2
+10
+5
+10



18th
+18/+13/+8/+3
+11
+6
+11



19th
+19/+14/+9/+4
+11
+6
+11
Rapid Attack +5


20th
+20/+15/+10/+5
+12
+6
+12
Bonus Feat, Shield Block +4, Loyalty Beyond Death


Alignment: Any
Hit Die: 1d12

Class Skills:
The Knight's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and roalty) (Int), Listen (Wis), Jump (Str), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Con), Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields.

Knight's Challenge: At 1st level a Knight’s dauntless fighting spirit plays a major role in his fighting style, as important as the strength of his arm or the sharpness of his blade. In battle, a Knight use the force of his personality to challenge his enemies. A Knight can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek a Knight out for personal combat. By playing on his enemies' ego, a Knight can manipulate his foes.

A Knight can use this ability a number of times per day equal to 1/2 his class level + his Charisma bonus (minimum once per day). Even if a Knight and his foes lack a shared language, a Knight can still effectively communicate through body language, tone, and certain oaths and challenges a Knight learn from a variety of different tongues.

As a swift action, a Knight can issue a challenge against his opponents. The target or targets of this ability must have a CR greater than or equal to his character level minus 2 and make Will saves (DC 10 + 1/2 his class level + his Cha modifier). Creatures that fail this save are forced to attack a Knight with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target a Knight with the attack or include a Knight in the effect's area. . If it does not meet these requirements, a use of this ability is expended without effect.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack a Knight in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against a Knight or attack any opponents he threatens as normal. If anyone other than a Knight attacks the target, the effect of the test of mettle ends for that specific target.

If the target does meet the conditions given above, a Knight gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target affected by this ability. A Knight fights with renewed vigor and energy by placing his honor and reputation on the line. The effect of a fighting challenge lasts for a number of rounds equal to 5 + his Charisma bonus (if any).
If a Knight is capable of issuing a knight's challenge more than once per day, a Knight can use this ability more than once in a single encounter. If his first chosen foe is defeated or flees the area, a Knight can issue a new challenge to a different foe. A Knight cannot switch foes if his original target is still active.

At 7th level, the bonus a Knight gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.
If a Knight are reduced to 0 or fewer hit points by an opponent forced to attack a Knight due to this ability, he gains two additional uses of his knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that a Knight have proved his mettle as a knight against his enemies by calling out foes even against overwhelming odds. This additional use disappears if a Knight have not used it by the start of the next day. A Knight can only gain one additional use of his knight's challenge ability in this manner per day.

Whether a creature fails or succeeds on it’s save against his Knight’s Challenge, it can only be targeted by this effect once per day.

Defensive Maximization (Ex): A Knight knows how to get more out of his armor than others. He increases the armor bonus from armor worn by +1, this increases to +2 at 8th level and to +3 at 15th level. This bonus does not apply to spells, items, or effects that give an armor bonus. In addition a Knight gains DR1/- which increases by 1 at 4th level and every 4th level thereafter.

Shield Block (Ex): Starting at 2nd level, a Knight excel in using his armor and shield to frustrate his enemy's attacks. His shield bonus to AC increases by 1, as a Knight move his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. The use of this ability requires an equipped shield.
This shield bonus increases to +2 at 8th level, +3 at 14th level, and to +4 at 20th level.

Rapid Strike (Ex): Watchful of his opponents and ready to strike the moment their guard drops the Knight gains additional attacks of opportunity per round according to the table above. This is in addition to and stacks with other sources of extra attacks of opportunity such as Combat Reflexes.

Shield Ally (Ex): Starting at 3rd level, as an immediate action a Knight can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage before his next turn, a Knight can take half this damage on himself. The target takes the other half as normal. A Knight can only absorb damage from physical attacks, as well as from spells and other effects. At 14th level, his ability to absorb damage increases. Once per round a Knight can absorb all the damage from a single attack directed against an adjacent ally

Bulwark of Defense (Ex): When a Knight reach 3rd level, an opponent treats all the squares that a Knight threaten as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, a Knight are able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, a Knight ignore the speed reduction imposed by heavy armor as well. In addition the knight no longer has a maximum dexterity modifier for medium armor at 4th and heavy armor at 9th.

Test of Mettle (Ex): Starting at 4th level, a Knight become an inspiring figure on the battlefield. When all seems lost, a Knight are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.
As an immediate action, a Knight can expend one use of his knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to his Charisma bonus (if any) plus 1. If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects his talent to inspire his allies in the face of a daunting foe. Alternatively the Knight can expend a use of his knight’s challenge ability to give allies fast healing equal to his charisma modifier for 4 rounds.

Citadel (Ex): At 5th level the Knight knows how to protect not just himself, but also how to help protect his allies. A Knight grants soft cover to any ally adjacent to him, even against attacks the Knight is not aware of and those that come from a direction that would not normally count the Knight as cover. The Knight does not count as cover for himself, though two Knights standing next to each other both do gain this benefit.
A Knight must be conscious and able to take actions in order to grant this benefit. He cannot do so if suffering under effects such as being flat-footed, unconscious, dead, paralyzed, or stunned.

Bonus Feat: At 5th level, a Knight gain a bonus feat chosen from the following list: Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Greater Weapon Focus, Leadership, Iron Will, Quick Draw, or Weapon Focus. A Knight must still meet any prerequisites for the feat. A Knight gain an additional bonus feat from this list at 10th level, at 15th level, and at 20th level.

Shielded Evasion (Ex): At 6th level a Knight with an equipped shield gives all adjacent allies the benefit of the evasion ability. At 14th level the Knight himself also gains the benefit of evasion.

Vigilant Defender (Ex): When a Knight makes a successful attack of opportunity triggered by movement, he halts any further movement from that opponent.

Call to Battle (Ex): At 8th level a Knight can as a swift action give all allies, including himself, a +4 bonus to their next weapon attack and deal additional damage equal to double his charisma modifier. A knight may only use this ability once per encounter.

Resolve (Ex): At 9th level a Knight becomes immune to charms, compulsion, and fear spells and effects. Allies within 20 feet of the Knight gain a bonus against charms and compuslions equal to the Knight’s charisma modifier.

Aegis (Ex): At 10th level as a move action the Knight can grant himself 1d8 if wearing light armor, 2d8 if wearing medium armor, or 3d8 if wearing heavy armor temporary hit points, plus an addition amount equal to his Knight level. As a full round action the Knight can give adjacent allies temporary hit points equal to half this amount, he still gains the full amount. The temporary hit points last 4 rounds or until damaged.

Daunting Challenge (Ex): Starting at 12th level, a Knight can call out opponents, striking fear into the hearts of his enemies. In this manner a Knight separate the strong-minded from the weak-willed, allowing a Knight to focus on opponents that are worthy foes.
As a swift action, a Knight can expend one use of his knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of a Knight that have a CR less than his character level minus 2. Targets must be able to hear a Knight, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 his class level + his Cha modifier) or become shaken. This is a terror effect. At 19th level the penalties for shaken caused by this ability increase to -3.

Whether a creature fails or succeeds on its save against his daunting challenge, it can only be targeted by this effect once per day.

Impetuous Endurance (Ex): Starting at 14th level, his fighting spirit enables a Knight to push his body beyond the normal limits of endurance. A Knight no longer automatically fail a saving throw on a roll of 1. A Knight might still fail the save if his result fails to equal or beat the DC.

Bond of Loyalty (Ex): Starting at 16th level, his loyalty to his comrades endures even in the face of powerful magic. A Knight can expend one use of his knight's challenge ability to make an additional saving throw against a mind affecting spell or ability. A Knight can use this ability as a free action, but only once per round, and can continue to use it even if an opponent is controlling his actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex): At 20th level, if a Knight are reduced to 0 or fewer hit points by an effect that otherwise leaves his body intact, a Knight can expend one use of his knight's challenge ability to remain conscious and continue to act for 1 more round before dying. A Knight can use this ability even if his hit point total is -10 or lower. If his body is somehow destroyed before his next action (such as by disintegrate), then a Knight cannot act. A Knight can continue to expend uses of his knight's challenge ability to survive from round to round until a Knight run out of uses. If a Knight receive healing that leaves a Knight with more than -10 hit points, a Knight survives (or fall unconscious, as appropriate to his new hit point total) when a Knight stop using this ability. Otherwise, death overtakes a Knight when he run out of uses of his knight's challenge ability.

Debihuman
2015-12-23, 06:23 AM
Full BAB and 2 good saves? Nope. Just nope. Why would anyone play any other fighting class? Neither the fighter nor the paladin are this good.

Debby

Zale
2015-12-23, 06:38 AM
Full BAB and 2 good saves? Nope. Just nope. Why would anyone play any other fighting class? Neither the fighter nor the paladin are this good.

Debby

Considering that both of those classes are notoriously weak, I think it's a bit premature to say this class is bad because it's more powerful.

CinuzIta
2015-12-23, 09:11 AM
Full BAB and 2 good saves? Nope. Just nope. Why would anyone play any other fighting class? Neither the fighter nor the paladin are this good.

Debby


Considering that both of those classes are notoriously weak, I think it's a bit premature to say this class is bad because it's more powerful.

Moreover, the duskblade has the same chassis

ngilop
2015-12-23, 03:31 PM
Full BAB and 2 good saves? Nope. Just nope. Why would anyone play any other fighting class? Neither the fighter nor the paladin are this good.

Debby

I... don't understand... I mean in core alone the ranger has 2 good saves a full base attack bonus, an animal companion and access to spells.

Like.. what?

nonsi
2015-12-24, 01:30 AM
.

Shielded Evasion – no reason why it wouldn't count for the Knight starting at 6th. A knight blocking a dragon's breath w/ his shield is as intuitive as anything I could think of in fantasy.


Aegis – temp. HP make no sense. Change it to DR (plus maybe Energy Resistance).


Why did you remove Armor Mastery? It's not like melees enjoy too much battlefield mobility.


For a better spread of abilities, put Impetuous Endurance at 13th and Loyalty Beyond Death at 18th.

ngilop
2015-12-24, 01:37 AM
.

Shielded Evasion – no reason why it wouldn't count for the Knight starting at 6th. A knight blocking a dragon's breath w/ his shield is as intuitive as anything I could think of in fantasy.


Aegis – temp. HP make no sense. Change it to DR (plus maybe Energy Resistance).


Why did you remove Armor Mastery? It's not like melees enjoy too much battlefield mobility.


For a better spread of abilities, put Impetuous Endurance at 13th and Loyalty Beyond Death at 18th.


armor mastery is still there

Debihuman
2015-12-25, 09:38 PM
Moreover, the duskblade has the same chassis

The duskblade uses uses d8 HD not d12 HD. With a Knight using d12 HD, there's no way it should have also full BAB and 2 good saves. That's why I objected.

Debby

CinuzIta
2015-12-26, 05:11 AM
The duskblade uses uses d8 HD not d12 HD. With a Knight using d12 HD, there's no way it should have also full BAB and 2 good saves. That's why I objected.

Debby

Yup, but he also has spells, armored casting and slas at first level..all those things more than make up for the knight's 4 extra hps at first level imho:)

ngilop
2015-12-26, 03:25 PM
Yeah, give mundane melee nice things debi :)

Remember this guy is supposed to be taking some, most, or all the blows that other party members should.

for example, he taunts against a group of 6, 6th raging barbarian orcs with axes, 3 of them are taunted and the other three go after his party mates.
He uses his temp HP power on himself at the end of his turn though.

The three orcs pound away at him doing minor damage (yaay temp HP) he has the rogue next to him shield ally-ed and the crit that would have killed the rogue only does massive damage, to the both of them. The movement from another orc towards the poor wizard is halted by his vigilant defender and so that orc also gets a hit in on the poor knight. The last orc makes his way to the cleric and manages to miss.

The knight really needs a bunch of HP due to the fact that he should be taking significantly more damage than anybody else in the party. Also spells and abilities which would take him out of the fight are normally fort/will based so those need to be decent to prevent that.


In the end this class does one thing well, protect his allies by taking the brunt of the detrimental attention, and is allright at some other things like poking baddies in the face and doing some face-time out of combat stuff. DO not compare this re-tooled knight to the core fighter, that poor class is the worse thing WoTC have ever done, I mean there are NPC classes that are better than the core fighter. instead compare the knight to say.. a ToB crusader and see if that is too powerful or not.