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~Corvus~
2016-11-14, 11:11 PM
Feel free to help!
I especially would like help with Fey Tricks that scale well past level 10.


The Wildwood Knight Act III
Inspired by Zaydos' version, (http://www.giantitp.com/forums/showthread.php?401772) and rewritten with permission (http://i.imgur.com/jTzcO8b.png)


https://s-media-cache-ak0.pinimg.com/736x/54/63/40/54634011e774ea8314c2ff7e35f28e40.jpg

The canopy darkens in an instant
The fey-winged warrior closes in too fast;
Swords flash in silence, leaving just sorrow;
Swirling leaves greet your thirst for vengeance!
It's time to call for the wisdom of the wind
To ask the stalking shadows
For knowledge of the trees and tremors of the land
To find the Wildwood Knight...


Chronicles of Zaydos the Dracolich, Vol. 108 pg 37
Once known as elite soldiers of the Iron Rose Knight, the Wildwood Knights wore mask-helms symbolic of both status and dread power. Although the Knight's reign of power did fall, his cadre became known across the feywild as enduring warriors. They became mercenaries, selling their skills to the highest bidder, but since they have fallen in popularity within the fey courts, many of these spirits seek out mortal hosts for their power.

These powerful warrior-fey choose mortal hosts for their power and skill and grant the blessings of graceful weaponry. Medium and heavy armors become a second skin and a mark of station and power. Although the battle-disciplines of the fey have been studied and given to other races, few can match the deadly grace of the Wildwood Knights.


HD: d8.

Level
BAB
Fort
Ref
Will
Special
Maneuvers Known
Maneuvers Readied
Stances



1
+1
+0
+2
+0
Grace of Arms & Armor, Fey Tricks (2)
4
3
1


2
+2
+0
+3
+0
Armor Mastery (Medium), Force of Personality
5
3
1


3
+3
+1
+3
+1
Agile Weapon Mastery, Wild Presence (Winter)
6
3
1


4
+4
+1
+4
+1
Evasion, Fey Trick
6
4
1


5
+5
+1
+4
+1
Healing Dreams 1/day,
7
4
2


6
+6/+1
+2
+5
+2
Armored Elegance, Fast Movement +10-ft
7
4
2


7
+7/+2
+2
+5
+2
Armor Mastery (Heavy), Wild Presence (Spring)
8
4
2


8
+8/+3
+2
+6
+2
Fey Trick, Blitz of Wind
8
4
2


9
+9/+4
+3
+6
+3
Change of the Seasons
9
4
3


10
+10/+5
+3
+7
+3
Fast Movement +20-ft,
9
5
3


11
+11/+6/+1
+3
+7
+3
Wild Presence (Summer), Willowvale
10
5
3


12
+12/+7/+2
+4
+8
+4
Fey Trick, Healing Dreams 2/day
10
5
3


13
+13/+8/+3
+4
+8
+4
Improved Evasion
11
5
4


14
+14/+9/+4
+4
+9
+4
Red Dreams
11
5
4


15
+15/+10/+5
+5
+9
+5
Wild Presence (Autumn)
12
6
4


16
+16/+11/+6/+1
+5
+10
+5
Fey Trick
12
6
4


17
+17/+12/+7/+2
+5
+10
+5
Courtly Presence
13
6
5


18
+18/+13/+8/+3
+6
+11
+6
Change of the Seasons, Fast Movement +30-ft
13
6
5


19
+19/+14/+9/+4
+6
+11
+6
Healing Dreams 3/day
14
6
5


20
+20/+15/+10/+5
+6
+12
+6
Champion of the Fey Court, Fey Trick
14
7
5


Class Skills (6 + Int/level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animal, Hide, Jump, Intimidate, Knowledge (Nature), Knowledge (Nobility and Royalty), Martial Lore, Move Silently, Ride, Sense Motive, Survival, Tumble.

Weapon and Armor Proficiencies: A wildwood knight gains proficiency with all simple weapons, the shortbow, longbow, composite shortbow, composite longbow, the elven lightblade, elven thinblade, elven courtblade, rapier, longsword, glaive, and the two-bladed sword. They are proficient in light, medium, and heavy armor and shields (except tower shields).




Weapon Name
Normal Price
Grace of Arms Price
damage (m)
Critical Range & modifier
weight
category


Elven Lightblade
50 gp
13 gp
1d6
18-20/x2
3#
Light, piercing


Elven Thinblade
100 gp
25 gp
1d8
18-20/x2
3#
1-H melee, piercing


Elven Courtblade
150 GP
38 GP
1d10
18-20/x2
6#
2-H melee, slashing


2-bladed sword
100 gp
25 gp
1d8/1d8
19-20/x2
12#
2-H melee, double, slashing




Martial Maneuvers

Martial Disciplines available: Diamond Mind, White Raven, and two of Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?85614-I-m-A-Leaf-On-The-Wind-Discipline) or Diamond Arrow (http://www.zipworld.com.au/~hong/dnd/diamond_arrow.htm). In any circumstance in which a maneuver calculates a save you may replace the ability score used to determine the save DC with your Charisma. (NB: many homebrew disciplines allow for a character to swap disciplines for them. If your GM does not approve the above custom disciplines, I recommend adding instead Tiger Claw and your choice of either Setting Sun or Shadow Hand.)

Regaining Maneuvers: A wildwood knight must use one of the following two actions to recover his maneuvers: He may spend a Standard Action to recover 1 expended maneuver of his choice, or he may successfully use a Fey Trick to recover a number of maneuvers equal to his Charisma modifier. Beginning at level 10, he regains twice his Charisma modifier in maneuvers when he successfully uses a Fey Trick. If the Wildwood Knight fails in his use of a Fey Trick, then he still may regain a single expended maneuver of his choice.

Stances Known: The Wildwood Knight begins play with knowledge of 1 stance from any discipline open to him. At the indicated levels (see class table), he gains another stance. Stances are not expended like maneuvers, and all stances are available to him at any time. He does not need to ready them, and may change (or enter) a stance as a swift action. A stance is an extraordinary ability unless otherwise mentioned. Unlike with maneuvers, the wildwood knight does not normally replace a new stance at higher levels in place of one he already knows.


Grace of Arms & Armor: You may use your Dex score to attack for all weapons the Wildwood Kight gains proficiency with. Add 1/2 your Wildwood Knight level (min 1) to the maximum Dex bonus of any armor you wear. This class ability counts as Weapon Finesse for the purposes of qualifying for feats.

Finally, if you are an Elf, half-elf, half-fey or Fey race, you pay 1/4 the base material cost (rounded up) for any of the following items: Shortbow, Longbow, composite bows, elven blades (light, thin, court), and 2-bladed sword (e.g: a elven lightblade, normally 50 GP, costs 13 Gp). This does not reduce the cost of the masterwork quality, magical enhancements, or special materials.

Fey Tricks (Ex): The Wildwood Knight represents a martial union of the natural world and the chaotic feywild. Beset by the many constants of the world, in the course of battle, within the flow of conversation, knight’s Fey patron aches to influence the world. Over time, he learns to channel this desire into tricks he can use to his advantage. He gains the use of two Fey Trick at level 1, one Fey Trick at level 4 and every 4 levels afterwards. Furthermore, at level 11, the Wildwood Knight gains a use of Willowvale.

A Fey Trick describes a tricky and often magical action he undertakes to appease his otherworldly patron and regain the use of expended maneuvers. While performing a trick, he may add his Charisma modifier to the d20 check or checks to aid his trick as a Luck bonus. Note that this allows some rolls to use Cha as the modifier and as a separate, stacked luck bonus (Note that luck bonuses themselves do not tack). He begins most tricks as a swift action, performs the trick as described, and if successful, he regains maneuvers upon the trick's conclusion. There are some tricks that require other types of actions, but otherwise will grant you maneuvers upon their conclusion.
If a wildwood knight is not successful with a trick during combat, he takes a -2 penalty to all d20 rolls for one round and recovers only a singular maneuver of his choice. If a wildwood knight fails with a Fey Trick out of combat, he both loses the use of that power for and takes a -2 penalty to all d20 rolls for either 1 minute or until after the next Initiative Roll, whichever comes first. This penalty to d20 rolls does not stack.
The wildwood knight may perform the actions of a fey trick, but he must declare his attempt by spending the requisite action to gain its benefit: without this declaration, he may not regain any maneuvers and also does not take the penalty to d20 rolls.
Allies that would benefit from the wildwood knight’s trick must be within 60 feet of him and must be able to see him in order to benefit from the trick.

A Fey Trick with the [combat] tag is easily seen as hostile action, and may be dangerous to initiate out of combat. Be warned.
A Fey Trick with the [non-combat] tag may not be used in combat.

Attract The wildwood knight makes a quip and a suggestive or coy body motion to a person of his choice. He makes a Bluff check against the target’s Sense Motive. If successful, he gains a +5 circumstance bonus to all other Bluff, Diplomacy and Intimidate checks against that target for the duration of the encounter. This Trick may only be used once per day against any target. The target must have the capacity to reason on its own (as in, it cannot be mindless).

Bag of Sand The Wildwood Knight takes a Dexterity check (or Bluff check at a -5) opposed by an opponent's Spot (or Sense Motive -5) check. If successful, the Wildwood Knight may steal a gem or gold pieces equal to 10x his character level or (with the GM's approval) a tiny or small item off another.
[NB: This trick may not against other PCs without DM and relevant PC's approval.]

Bond The Wildwood Knight makes a soothing comment backed by a change in posture or tone. Make a Handle Animal check vs the Will Save of an animal or magical beast. If you succeed, you gain one of the following effects for a number of rounds equal to your Charisma bonus: gain a +5 morale bonus to ride checks with the creature or you may give the creature a single, simple instruction, which it will carry out to the best of its ability for as long as the Bond lasts. You may only Bond a target once per encounter.
At level 10, the morale bonus to Ride increases to +10; at level 15, +15. At level 20, the duration of this effect increases to 3x your Charisma modifier.

Commune [non-combat] This Fey Trick is a ritual that takes 10 minutes to execute, and requires the aid of a companion with at least 1 rank in Spellcraft or Knowledge (Arcana). The Wildwood Knight's companion makes a DC 15 Spellcraft or Knowledge (Arcana) check. During this ritual, you attract a Fey creature with CR equal to your companion's check result. At the end of the ritual, you may ask the Fey creature a boon in form of a spell, aid for your next combat encounter, or a contingent favor.
If the check succeeds, the Fey creature will help you without consequence to yourself or your companions; if your companion's check fails, the Fey being may choose to draw you or your companions into a binding verbal contract of its choosing.
Your companion may not take 10 on this check, but each 50 GP of materials (or wealth) sacrificed to this ritual reduces the DC by 1.
Special: If you or your companions attack this Fey being at any time during or until your business is concluded, you and your companions suffer the consequence of the contract without a boon, without aid, and without a favor.

Confuse[combat] The Wildwood Knight sends an array of garbled, magic-laden phrases at the target. He takes a Bluff check versus the lower of either the target’s will or Sense Motive score. If successful, the target becomes Confused, like the condition, until the wildwood knight’s next turn, except the target may not act normally.
Starting at level 10, this trick lasts for a number of rounds equal to the Knight’s Charisma modifier, but he cannot use this power again until the target loses its confused status.

Dethrone The Wildwood Knight catches an opponent off-guard, revealing a deception for all to witness. The Wildwood Knight attempts a Sense Motive check against an opposed roll. If the knight succeeds, the target takes a penalty equal to the Wildwood Knight’s charisma bonus to two of the following: all ability rolls, all skill checks or Armor Class until the end of the encounter.
This trick will not succeed against an unopposed roll; therefore, the Dethrone trick cannot be used to blindly grant an opponent a flat penalty.

Distract[combat] The wildwood knight points out a flaw in the target or attempts to disarm the target with a surprising question. He attempts a Bluff or Diplomacy check against the intended target’s Will or Sense Motive, whichever is higher. If successful, the knight and his allies gain his Charisma bonus to damage against the target until the wildwood knight’s next turn.

Delay The wildwood Knight engages his mind to act despite an altered state. He may attempt an Autohypnosis check against the DC of a [compulsion] effect, daze, exhaustion, fatigue, immobilized, nausea, poison or sickened or stun effect. If he succeeds, he may delay the effect for a number of rounds equal to his Charisma modifier.
Delay is an immediate-action Fey trick, may not be used more than once per encounter.

Hold Over The wildwood knight encourages an ally so she may act despite a hinderance for a few crucial moments. If an ally within 60 feet would be hit or affected by an attack or effect that would reduce their HP to 0 or less or inflict a daze, stun, paralysis or [compulsion] effect, the wildwood knight may use this Trick as an immediate action. The wildwood Knight takes a Diplomacy check and if it beats attack roll or the DC of the effect, the damage or effects are delayed a number of rounds equal to the Wildwood Knight’s Charisma modifier.
Hold Over may not be used more than once against a single effect or attack, and may not be used again until this delay has ended.

Mislead [non-combat] The Wildwood Knight takes a Knowledge (nature) check or a Survival check to attempt to throw off a trail, opposed by the target's Survival or Wisdom check. In the case of success, the target begins to follow a false trail for a number of minutes equal to 2x your Charisma modifier. For every 3 points you beat the opposed roll, the intended target take an additional -5 penalty to all attempts to regain your trail.

Shadowmeld The Wildwood Knight tries to slip into the shadows. He takes a Hide or Move Silently check DC 10+1/2 his character level (minimum 11). Upon success, he becomes Invisible, as the spell, for a number of rounds equal to 3 + his Charisma modifier. Each round he only takes a Standard Action, he retains the benefits of this trick.
Beginning at level 5, the Wildwood Knight may also choose to make two Move-equivalent Actions during a Shadowmeld and retain its benefits.

Shadowmeld, Mass The Wildwood Knight slips himself and his allies into the shadows. He makes a Hide or Move Silently check DC (14+ (1/2 character level rounded up)+ # willing targets within 10 feet). Upon success, he and his targets become Invisible, like the spell, for a number of rounds equal to his Charisma modifier. Each person may take either one Standard action or 2 Move-equivalent Actions during each round of a shadow meld; if they do more, that person immediately lose its benefits.
This Trick may only be chosen after level 11.
Special: if you have the Shadowmeld ability (see above), Mass Shadowmeld's DC is reduced by 5.

Slip[combat]The wildwood knight attempts to Trip an opponent he can reach. If he succeeds, he may immediately make a single attack of opportunity against that foe and add his Charisma bonus to damage if his attack succeeds.

Willowvale [1/day]
The Wildwood Knight attempts an immediate-action Bluff check opposed by an opponent's Listen, Spot, or Perception check; or an immediate-action Autohypnosis check opposed by an opponent's attack roll. Either way, if you succeed, you take the form of a willow for the following round: You gain a +10 to all Stealth checks, the benefits of Hide in Plain Sight, and DR equal to your Charisma bonus and you take only 1/2 damage from any magical spell, spell-like ability, supernatural effect, or power. To retain the willowvale, you must immediately halt all ground movement; you may not speak verbally, nor may you use any spell, spell-like ability or power that requires somatic or verbal components during your current turn, or if it was used before your next turn, you must forfeit your actions on your next turn.
The Willowvale requires intense magical and mental concentration: you must dedicate a full-round action to maintain it. If you decide to use a Move Action or Standard action, the Willowvale ends immediately.
NB: You may not attempt this Fey Trick while moving through the air; you must be touching the ground. An attempt to become a tree on a purely metal surface increases the DC by 10.
Special: You may select this power more than once, and you may select this power beginning at level 8; you automatically gain use of this power at level 11. Each time you select this power, you gain an additional use of this power per day.

Willowvale, Apex [1/day]
Like Willowvale, but with the following changes and benefits:
You share uses/day of Willowvale, Greater Willowvale, and Apex Willowvale. These are supernatural effects unless listed otherwise. You may take the actions of these powers, but unlike other aspects of Willowvale, using a full round of effects end the benefits of Willowvale at the end of your turn.

Upon a successful Autohypnosis Check DC+5, you may take the following actions if you spend 2 additional uses/day of Willowvale:
As a Move action, you may apply Restoration (http://www.d20srd.org/srd/spells/restoration.htm), like the spell, upon yourself and all allies adjacent to you.
As a Standard action, you may also use both functions of Greater Willowvale.
As a Full-round action, you may use Heal, like the spell, upon all creatures around you, including enemies. Use your full Wildwood Knight as a Caster level and your Charisma bonus as the casting modifier.

Upon a successful Bluff Check DC+5, you may take the following actions if you spend 2 additional uses/day of Willowvale:
stuff

Apex Willowvale may only be selected beginning at level 16 and when you have already selected Willowvale & Greater Willowvale.

Willowvale, Greater [1/day]
Like Willowvale, but with the following changes and benefits:
You share uses/day of Willowvale and Greater Willowvale. Each round, you may take either or both of the actions, defined below, once per round, on your turn; however, if you take a full round's worth of equivalent actions on your turn, the Willowvale ends at their conclusion.

Upon a successful Autohypnosis check, you may take the following actions:
As a Move Action, you may grant your Hide benefits to any companion adjacent to you.
As a Standard Action, you may heal yourself for 1d8+Charisma modifier per 2 levels of WIldwood Knight, and you may heal adjacent companions for 1d4+Charisma modifier per 2 levels of Wildwood Knight.

Upon a successful Bluff check, you may take the following actions if you spend an additional use/day of Willowvale:

As a Move Action, you may Entangle (http://www.d20srd.org/srd/conditionSummary.htm#entangled) any number of opponents within a 25-foot radius of each other;
As a Standard Action, you deal damage to each Entangled target equal to 1d6+Cha modifier per 2 levels of Wildwood Knight you possess. This is an Extraordinary effect, and cannot deal Critical damage.

Greater Willowvale requires you to be level 11 or higher. You must have selected Willowvale as a power once before selecting this power.


Armor Mastery (Ex): Principal of the Wildwood Knight is their ability to move gracefully despite great protective garb. At level 2, they ignore the reduction to speed when wearing up to armor of this & may treat this armor as light armor for the purposes of Evasion & Improved Evasion. At level 7 and higher, the Knight may treat Heavy armor as Medium armor; this effect will stack with the Mithral material, and thus treats a Mithral Full Plate as Light armor.

Force of Personality (Ex): At level 2, the Wildwood Knight adds his Charisma bonus to his will saves. This ability does not stack with like class abilities such as a Paladin’s Divine Grace, a Crusader’s Indomitable will, etc.

Agile Weapon Mastery (Ex): Beginning at level 3, add your Dexterity modifier to damage when using weapons that are valid targets for Grace of Arms. This ability does not stack with the Shadow Blade feat.

Wild Presence (Ex): By level 3, the Wildwood Knight has gained a solid footing in natural cycles. He turns this power into a potent state that remains a boon to allies and companions. He gains an additional presence at levels 7, 11 and 15. Activating a Wild Presence takes a move-equivalent action in combat. These are extraordinary abilities unless otherwise noted.


Winter: At level 3, the Wildwood Knight adds his level as cold damage to the first damaging attack made each round by allies (not himself) within 30 feet of him.

Spring At level 7, the Wildwood Knight adds his Charisma modifier as a bonus to all saving throws made by allies (not himself) against poisons, disease, and spells, powers, or abilities that would otherwise cause ability damage or level loss.

Summer At level 11, the Wildwood Knight can choose to grant his companions within 30 feet of him his Fast Movement bonus to their base speeds.

Autumn At level 15, the Wildwood Knight can enable his Charisma bonus number of allies (not himself) to add an additional 15d4 desiccation damage to a single attack each encounter. This is a supernatural ability.



Evasion (Ex): At level 4, you gain Evasion as the Rogue ability.

Healing Dreams (Su): At 5th level a wildwood knight learns to enter 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 12th level and every 7 levels afterwards, a wildwood knight may use this ability 2/day.

Fast Movement (Ex): At level 6 and every 6 levels afterwards, you gain the total listed bonus to your land speed.

Change of Seasons (Ex): As seasons come to pass, so too does the Wildwood Knight. At levels 9 and 18, the Wildwood Knight may re-select both his Maneuvers and Stances known. All selections must follow standard rules for prerequisite acquisition.

Improved Evasion (Ex): Beginning at 13th level a wildwood knight’s evasion improves to improved evasion.

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 & Epic 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 half your level to confirm all critical hits, and may deal damage to the target's Charisma score (http://www.d20srd.org/srd/specialAbilities.htm#abilityDamage) equal to twice your Charisma modifier. Finally the saving throw DC of all martial maneuvers you initiate is increased by 3.
A creature whose Charisma score reaches 0 means that the creature is withdrawn into a catatonic, coma-like stupor, and is helpless.

~Corvus~
2016-11-14, 11:35 PM
Reserved for feats.