Aergoth
2016-05-03, 09:56 AM
Knight Peregrine
Some knights ride on massive steeds, wielding weapons of improbable size and charge into battle for service of their lord, their country or their fellows. Others eschew the path of fame on the battlefield and take to walking the earth, making their way through the world with a handful of magical tricks and their wits to protect them. These wandering knights are sources of tales and stories, regardless of if they mean good or ill. Some search for worthy opponents, others for fame or infamy as they right or cause wrongs in their travels.
Skills:A Knight Peregrine Adds Knowledge (Geography) and Perception to their class skill list.
Weapons and Armor:A Knight Peregrine is not proficient with heavy armor.
Favoured Terrain: At first level, the Knight Peregrine selects a favoured terrain, gaining a +2 bonus on initiative checks as well as Knowledge (Geography), Perception, Stealth and Survival skill checks while they are in this terrain. A knight peregrine travelling through their favoured terrain normally leaves no trail and cannot be tracked (though may leave a trail if they so choose).
A Knight Peregrine gains a new favoured terrain at third level and every three levels thereafter. In addition, at each such interval, the Knight Peregrine may improve the bonuses granted by any one favoured terrain (including the one just selected, if so desired) by +2.
If a specific terrain falls into more than one category, the Knight Peregrine’s bonuses do not stack, they simply use the higher bonus
This replaces the Mount and Expert Trainer class features.
Unlucky Crest: Instead of a banner, a Knight Peregrine sports a personal coat of arms or crest on their armor or shield. So long as the Knight Peregrine’s crest is visible, hostile creatures within 60 feet receive a -1 penalty on saving throws against spells and spell-like effects, and a -2 penalty against the Knight Peregrine’s hexes. At 10th level and every five levels thereafter, increase these penalties by 1. The Knight’s crest must be unique to them and carried or worn on their person as a shield or element of their cloak or armor in order to function.
This replaces Banner.
Hex: A Knight Peregrine gains access to a number of magical tricks called hexes to grant power to themselves or their allies or weaken foes. At first level, a Knight Peregrine gains one hex of their choice as a witch. In addition, the Knight Peregrine may select a new hex every three levels after the first, and uses their Knight Peregrine level and Charisma in place of Witch level and Intelligence modifier for all calculations related to hexes. At 10th level, a Knight Peregrine may select from the list of Major Hexes instead of only base hexes.
This replaces the cavalier’s charge, mighty charge and supreme charge abilities as well as the cavalier’s bonus feats at 6th and 12th level.
Cursed Crest: At 14th level, the Knight Peregrine’s crest takes on a wicked aspect, allowing the cavalier to channel their hexes through it with additional potency. All allies within 60 feet of the Knight Peregrine gain a +2 bonus to saves against hexes and curse effects. While the Knight Peregrine’s crest is displayed, they may spend a standard action to imbue their crest with ghastly energy, causing all creatures within 60 feet to be treated as though they had not yet been targeted by the Knight Peregrine’s hexes that day. A creature may not be affected by this ability more than once per day.
This replaces Greater Banner
Some knights ride on massive steeds, wielding weapons of improbable size and charge into battle for service of their lord, their country or their fellows. Others eschew the path of fame on the battlefield and take to walking the earth, making their way through the world with a handful of magical tricks and their wits to protect them. These wandering knights are sources of tales and stories, regardless of if they mean good or ill. Some search for worthy opponents, others for fame or infamy as they right or cause wrongs in their travels.
Skills:A Knight Peregrine Adds Knowledge (Geography) and Perception to their class skill list.
Weapons and Armor:A Knight Peregrine is not proficient with heavy armor.
Favoured Terrain: At first level, the Knight Peregrine selects a favoured terrain, gaining a +2 bonus on initiative checks as well as Knowledge (Geography), Perception, Stealth and Survival skill checks while they are in this terrain. A knight peregrine travelling through their favoured terrain normally leaves no trail and cannot be tracked (though may leave a trail if they so choose).
A Knight Peregrine gains a new favoured terrain at third level and every three levels thereafter. In addition, at each such interval, the Knight Peregrine may improve the bonuses granted by any one favoured terrain (including the one just selected, if so desired) by +2.
If a specific terrain falls into more than one category, the Knight Peregrine’s bonuses do not stack, they simply use the higher bonus
This replaces the Mount and Expert Trainer class features.
Unlucky Crest: Instead of a banner, a Knight Peregrine sports a personal coat of arms or crest on their armor or shield. So long as the Knight Peregrine’s crest is visible, hostile creatures within 60 feet receive a -1 penalty on saving throws against spells and spell-like effects, and a -2 penalty against the Knight Peregrine’s hexes. At 10th level and every five levels thereafter, increase these penalties by 1. The Knight’s crest must be unique to them and carried or worn on their person as a shield or element of their cloak or armor in order to function.
This replaces Banner.
Hex: A Knight Peregrine gains access to a number of magical tricks called hexes to grant power to themselves or their allies or weaken foes. At first level, a Knight Peregrine gains one hex of their choice as a witch. In addition, the Knight Peregrine may select a new hex every three levels after the first, and uses their Knight Peregrine level and Charisma in place of Witch level and Intelligence modifier for all calculations related to hexes. At 10th level, a Knight Peregrine may select from the list of Major Hexes instead of only base hexes.
This replaces the cavalier’s charge, mighty charge and supreme charge abilities as well as the cavalier’s bonus feats at 6th and 12th level.
Cursed Crest: At 14th level, the Knight Peregrine’s crest takes on a wicked aspect, allowing the cavalier to channel their hexes through it with additional potency. All allies within 60 feet of the Knight Peregrine gain a +2 bonus to saves against hexes and curse effects. While the Knight Peregrine’s crest is displayed, they may spend a standard action to imbue their crest with ghastly energy, causing all creatures within 60 feet to be treated as though they had not yet been targeted by the Knight Peregrine’s hexes that day. A creature may not be affected by this ability more than once per day.
This replaces Greater Banner