Plaguemask
2018-04-24, 02:32 PM
Prerequisites: BAB +5, Proficency in Heavy Armor and heavy shields, proficiency in at least one one-handed Martial weapon, Knowledge History: 3 Ranks, Knowledge Nobility: 4 Ranks, must have been initiated into the order by an elder Titan Knight (A knight of either substantial superior age or level of at least +10 years or +2 Levels.) after proving themselves worthy in combat fighting an opponent with at least equal or higher CR than their ECL and winning. Especially cruel or strict Titan Knight Masters will occasionally put promising prodigies against two or even three slightly weaker opponents. The most common enemy a Titan Knight has to face Is a set of possessed armor, usually a Lancer, as most do not join the Titan Knights until around BAB +5 or BAB +6. If the aspiring knight has too easy of a time killing the Lancer Armor, (Dead within 2 rounds turns of first 'blood'.) It Is customary for a higher-ranking Titan Knight to challenge the aspiring knight, or to bring an Undead Warlord equivalent to fight.
Alignment: Any Lawful. Titan Knights are strict in their training and vigorous in their combat. However, there Is a different order called 'Mountain Knights', a mockery of Titan Knights, whom does not subscribe to their Lawful beliefs. It Is the sworn duty of Titan Knights to hunt down and put an end to this organization and must pursue every opportunity to do so unless another substantial threat Is displayed. To gain an additional level as a Titan Knight, you must return to your Order and spend 2 days training with a master. Doing this also increases your Rank within the Order, which Is up to the GM for how he wants to run that.
HD: D12
Class Skills
The Titan Knight's class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Knowledge: Nobility, Knowledge: History Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Level
BAB
Fort
Reflex
Will
Specials
Spells per Day (If Applicable.)
1
+1
+1
+0
+1
Titan Shell, Armored Core +2, Titan Aura.
+1 level to divine spellcasting class OR 1 Bonus Combat Feat.
2
+2
+1
+0
+1
Titan Strength +1, Armored Flesh.
+1 level to divine spellcasting class.
3
+3
+2
+1
+2
Monkey Grip -2, Armored Core +4
-
4
+4
+2
+1
+2
Titan Body, Titan Strength +2
+1 level to divine spellcasting class.
5
+5
+3
+1
+3
Stone Mind, Armored Core +6
+1 level to divine spellcasting class OR 1 Bonus Combat Feat.
6
+6/+1
+3
+2
+3
Titan Strength +3, Titan Fist, Monkey Grip -1.
-
7
+7/+2
+4
+2
+4
Armored Core +8, Danava's Sight
+1 level to divine spellcasting class OR 1 Bonus Combat Feat.
8
+8/+3
+4
+2
+4
Titan Strength +4, Guardian's Pillar
+1 level to divine spellcasting class.
9
+9/+4
+5
+3
+5
Armored Core +10, Flesh to Stone, Monkey Grip.
-
10
+10/+5
+5
+3
+5
Titan Heart, Titan Strength +5.
+1 level to divine spellcasting class.
[tr]
Level 1: Titan Shell. The Titan Knight's AC Is increased by 1 for wearing Heavy Armor, and an additional 1 for using Heavy Shields. [Ex]¨
This Is a Miscellaneous bonus that stacks.
Armored Core. The Titan Knight gains DR2/Adamanatine. This bonus increases to +4 on level 3, +6 on level 5, and so on. This Is caused by heavy physical torture and alchemical alterations. [Ex]
Edit Add: Titan Aura. Enemies that pass within 60'ft of the Titan Knight must succeed a Will Save of 10+Intimidate Rank or be unable to proceed past the Titan Knight. Enemies outside the aura are not subject to this effect. If It Is mindless but not immune to Will-Saves, It automatically fails this check. This Is an Extraordinary ability.
Level 2: Titan Strength. Due to thorough physical alteration through secret alchemical substances, the Titan Knight gains a +1 Bonus to Strength. This bonus increases to +2 on level 4, +3 on level 6, and so on. This Is an Innate bonus. [Ex]
Armored Flesh. When wearing full-plate, the armor's ACP Is reduced by 1 and Max Dexterity Bonus Is increased by 1, and the Titan Knight can move at full speed. [Ex]
Level 3: Monkey Grip. The Titan Knight can wield one Two-Handed weapon in as a one-handed Martial weapon, only taking a -2 Penalty to do so. This penalty Is reduced to -1 on level 6 and 0 on level 9. [Ex]
Armored Core +4. Damage Reduction Is increased to 4. [Ex]
Level 4: Titan Body. When subject to spells and effects that try to target your physical body, you gain a +8 Bonus on saving throws. This does not apply to spells that do not allow a saving throw. This ability Is honed and trained by Titan Knights through two days spent in a magically enhanced cage that barrages their body in painful yet harmless effects. [Ex]
Common examples: Boneshaker, the entire Transmutation school, Blindness/Deafness, etc. This does not apply to direct elemental (or force) damage such as Fireball or Cone of Cold.
Titan Strength +2. The Strength bonus Is increased to +2. [Ex]
Level 5: Stone Mind. The Titan Knight becomes immune Mind-Effecting spells and abilities. [Ex]
Armored Core +6. Damage Reduction Is increased to 6. [Ex]
Level 6: Titan Fist. The Titan Knight's Fists are treated as Adamantine. The knight can no longer be disarmed and gain a +4 bonus to CMB checks to Grapple. [Ex]
Titan Strength +3. The Strength bonus increases to +3. [Ex]
Monkey Grip -1. Monkey Grip now only has a -1 Penalty to attack. [Ex]
Level 7: Danava's Sight. The Titan Knight must supply a gem worth 5,000 GP to gain Truesight in a 30'ft area around him. This abides the normal rules of Truesight. The gem Is grafted into the Titan Knight's forehead and must be revealed to use this ability. [Ex]
Armored Core +8. Damage Reduction Is increased to 8. [Ex]
Level 8: Guardian's Pillar. As a Full-Round Action the Titan Knight may slam down a Pillar next to them. This does not provoke an AoO. The pillar grants the Titan Knight and his allies within 30'ft a +4 Bonus to saves, +2 Natural Armor bonus to AC, +4 To attack and damage rolls, Fortification (50% Chance to ignore critical/Sneak attack damage.) and trearts all damage taken for the first round this Is active as If all dice had rolled a 1. This effect lasts for five rounds. The pillar materializes and Is 6'ft tall. It's a physical object but materializes in the Titan Knight's hands. This Is a [Su]pernatural ability.
The pillar has an AC of 10, a Hardness of 30 per inch and as much HP as Its creators max.
Titan Strength +4. The Strength bonus increases to +4. [Ex]
Level 9: Flesh to Adamantine. Once per day, for a number of rounds equal to his constitution modifier, as an Immediate Action, the Titan Knight may activate 'Flesh to Stone' on himself. However, he becomes a creature of Adamantine and keeps full range of attacks, he can only move for 1/3 his speed while this Is active. This Is rounded down. This effect Is active for 10 Rounds +Constitution Modifier.
Armored Core +10. Damage Reduction Is increased to 10. This Is a Supernatural Ability.
Monkey Grip. You no longer take penalties for using a two-handed weapon in one hand. [Ex]
Level 10: Titan Heart. The Titan Knight becomes immune to precision damage, critical hits and Massive Damage. [Ex]
Titan Strength. The Strength bonus increases to +5. [Ex]
Danava's Duty. The Titan Knight may, once per day, summon a weakened Danava Titan as a familiar for three rounds. She may act immediatelly on her turn and rolls her own Initiative. This Is a full-round action.
This Danava has the following Statblock (And the same Danava Is always the one summoned, and unique as per each Titan Knight.)
Summoned Danava
LN Huge Outsider (Extraplanar, Lawful)
Init +21 Senses darkvision 60 ft.; Perception +38
AC 34, Touch 28, Flat-Footed 23. (+5 Deflection, +12 Dex, +8 Natural, +1 Dodge, -2 Size)
hp 264(13d10+201)
Fort +16, Ref +14, Will +19; +8 vs. mind-affecting.
Defensive Abilities fortification (50%), DR 20/Chaotic. Immune; aging, daze, death effects, disease, divinations, stagger, stun; SR 31
Speed 90 ft.
Melee +3 axiomatic tetsubo +25/+25/+20/+15/+15 (4d8+15/19–20 ×5) or 3 slams +22 (2d8+15)
As this Danava Is weakened, she does not retain the ability to cast spells for the duration of her summon, but she Is technically a CL 20 creature, and she keeps her constant abilities.
Constant—air walk, haste, mind blank, true seeing, water walk.
Str 37, Dex 34, Con 24, Int 27, Wis 28, Cha 34
Feats Combat Reflexes, Critical Focus, Dazing Assault, Greater Sunder, Greater Vital Strike, Improved CriticalM (tetsubo), Improved InitiativeM, Improved Sunder, Improved Vital Strike, Extra Mythic PowerM, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (heal), Vital StrikeM
Skills Climb +44, Craft (any one) +37, Diplomacy +38, Intimidate +41, Knowledge (any one other) +34, Knowledge (arcana, engineering, nature) +34, Knowledge (planes) +37, Perception +38, Sense Motive +38, Spellcraft +37, Swim +47, Use Magic Device +41
Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
SQ powerful blows (slam)
If the Danava Is slain (somehow) during her summon, she Is instantly warped back to her original location, most likely guarding a Pillar of Reality.
Note; I only edited the most major things from the Titan Danava page, so not everything adds up statistically, sorry about that.
Edit: Added an actual taunting ability.
Edit 2: Cleaned up some wording and added another capstone ability.
Alignment: Any Lawful. Titan Knights are strict in their training and vigorous in their combat. However, there Is a different order called 'Mountain Knights', a mockery of Titan Knights, whom does not subscribe to their Lawful beliefs. It Is the sworn duty of Titan Knights to hunt down and put an end to this organization and must pursue every opportunity to do so unless another substantial threat Is displayed. To gain an additional level as a Titan Knight, you must return to your Order and spend 2 days training with a master. Doing this also increases your Rank within the Order, which Is up to the GM for how he wants to run that.
HD: D12
Class Skills
The Titan Knight's class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Knowledge: Nobility, Knowledge: History Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Level
BAB
Fort
Reflex
Will
Specials
Spells per Day (If Applicable.)
1
+1
+1
+0
+1
Titan Shell, Armored Core +2, Titan Aura.
+1 level to divine spellcasting class OR 1 Bonus Combat Feat.
2
+2
+1
+0
+1
Titan Strength +1, Armored Flesh.
+1 level to divine spellcasting class.
3
+3
+2
+1
+2
Monkey Grip -2, Armored Core +4
-
4
+4
+2
+1
+2
Titan Body, Titan Strength +2
+1 level to divine spellcasting class.
5
+5
+3
+1
+3
Stone Mind, Armored Core +6
+1 level to divine spellcasting class OR 1 Bonus Combat Feat.
6
+6/+1
+3
+2
+3
Titan Strength +3, Titan Fist, Monkey Grip -1.
-
7
+7/+2
+4
+2
+4
Armored Core +8, Danava's Sight
+1 level to divine spellcasting class OR 1 Bonus Combat Feat.
8
+8/+3
+4
+2
+4
Titan Strength +4, Guardian's Pillar
+1 level to divine spellcasting class.
9
+9/+4
+5
+3
+5
Armored Core +10, Flesh to Stone, Monkey Grip.
-
10
+10/+5
+5
+3
+5
Titan Heart, Titan Strength +5.
+1 level to divine spellcasting class.
[tr]
Level 1: Titan Shell. The Titan Knight's AC Is increased by 1 for wearing Heavy Armor, and an additional 1 for using Heavy Shields. [Ex]¨
This Is a Miscellaneous bonus that stacks.
Armored Core. The Titan Knight gains DR2/Adamanatine. This bonus increases to +4 on level 3, +6 on level 5, and so on. This Is caused by heavy physical torture and alchemical alterations. [Ex]
Edit Add: Titan Aura. Enemies that pass within 60'ft of the Titan Knight must succeed a Will Save of 10+Intimidate Rank or be unable to proceed past the Titan Knight. Enemies outside the aura are not subject to this effect. If It Is mindless but not immune to Will-Saves, It automatically fails this check. This Is an Extraordinary ability.
Level 2: Titan Strength. Due to thorough physical alteration through secret alchemical substances, the Titan Knight gains a +1 Bonus to Strength. This bonus increases to +2 on level 4, +3 on level 6, and so on. This Is an Innate bonus. [Ex]
Armored Flesh. When wearing full-plate, the armor's ACP Is reduced by 1 and Max Dexterity Bonus Is increased by 1, and the Titan Knight can move at full speed. [Ex]
Level 3: Monkey Grip. The Titan Knight can wield one Two-Handed weapon in as a one-handed Martial weapon, only taking a -2 Penalty to do so. This penalty Is reduced to -1 on level 6 and 0 on level 9. [Ex]
Armored Core +4. Damage Reduction Is increased to 4. [Ex]
Level 4: Titan Body. When subject to spells and effects that try to target your physical body, you gain a +8 Bonus on saving throws. This does not apply to spells that do not allow a saving throw. This ability Is honed and trained by Titan Knights through two days spent in a magically enhanced cage that barrages their body in painful yet harmless effects. [Ex]
Common examples: Boneshaker, the entire Transmutation school, Blindness/Deafness, etc. This does not apply to direct elemental (or force) damage such as Fireball or Cone of Cold.
Titan Strength +2. The Strength bonus Is increased to +2. [Ex]
Level 5: Stone Mind. The Titan Knight becomes immune Mind-Effecting spells and abilities. [Ex]
Armored Core +6. Damage Reduction Is increased to 6. [Ex]
Level 6: Titan Fist. The Titan Knight's Fists are treated as Adamantine. The knight can no longer be disarmed and gain a +4 bonus to CMB checks to Grapple. [Ex]
Titan Strength +3. The Strength bonus increases to +3. [Ex]
Monkey Grip -1. Monkey Grip now only has a -1 Penalty to attack. [Ex]
Level 7: Danava's Sight. The Titan Knight must supply a gem worth 5,000 GP to gain Truesight in a 30'ft area around him. This abides the normal rules of Truesight. The gem Is grafted into the Titan Knight's forehead and must be revealed to use this ability. [Ex]
Armored Core +8. Damage Reduction Is increased to 8. [Ex]
Level 8: Guardian's Pillar. As a Full-Round Action the Titan Knight may slam down a Pillar next to them. This does not provoke an AoO. The pillar grants the Titan Knight and his allies within 30'ft a +4 Bonus to saves, +2 Natural Armor bonus to AC, +4 To attack and damage rolls, Fortification (50% Chance to ignore critical/Sneak attack damage.) and trearts all damage taken for the first round this Is active as If all dice had rolled a 1. This effect lasts for five rounds. The pillar materializes and Is 6'ft tall. It's a physical object but materializes in the Titan Knight's hands. This Is a [Su]pernatural ability.
The pillar has an AC of 10, a Hardness of 30 per inch and as much HP as Its creators max.
Titan Strength +4. The Strength bonus increases to +4. [Ex]
Level 9: Flesh to Adamantine. Once per day, for a number of rounds equal to his constitution modifier, as an Immediate Action, the Titan Knight may activate 'Flesh to Stone' on himself. However, he becomes a creature of Adamantine and keeps full range of attacks, he can only move for 1/3 his speed while this Is active. This Is rounded down. This effect Is active for 10 Rounds +Constitution Modifier.
Armored Core +10. Damage Reduction Is increased to 10. This Is a Supernatural Ability.
Monkey Grip. You no longer take penalties for using a two-handed weapon in one hand. [Ex]
Level 10: Titan Heart. The Titan Knight becomes immune to precision damage, critical hits and Massive Damage. [Ex]
Titan Strength. The Strength bonus increases to +5. [Ex]
Danava's Duty. The Titan Knight may, once per day, summon a weakened Danava Titan as a familiar for three rounds. She may act immediatelly on her turn and rolls her own Initiative. This Is a full-round action.
This Danava has the following Statblock (And the same Danava Is always the one summoned, and unique as per each Titan Knight.)
Summoned Danava
LN Huge Outsider (Extraplanar, Lawful)
Init +21 Senses darkvision 60 ft.; Perception +38
AC 34, Touch 28, Flat-Footed 23. (+5 Deflection, +12 Dex, +8 Natural, +1 Dodge, -2 Size)
hp 264(13d10+201)
Fort +16, Ref +14, Will +19; +8 vs. mind-affecting.
Defensive Abilities fortification (50%), DR 20/Chaotic. Immune; aging, daze, death effects, disease, divinations, stagger, stun; SR 31
Speed 90 ft.
Melee +3 axiomatic tetsubo +25/+25/+20/+15/+15 (4d8+15/19–20 ×5) or 3 slams +22 (2d8+15)
As this Danava Is weakened, she does not retain the ability to cast spells for the duration of her summon, but she Is technically a CL 20 creature, and she keeps her constant abilities.
Constant—air walk, haste, mind blank, true seeing, water walk.
Str 37, Dex 34, Con 24, Int 27, Wis 28, Cha 34
Feats Combat Reflexes, Critical Focus, Dazing Assault, Greater Sunder, Greater Vital Strike, Improved CriticalM (tetsubo), Improved InitiativeM, Improved Sunder, Improved Vital Strike, Extra Mythic PowerM, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (heal), Vital StrikeM
Skills Climb +44, Craft (any one) +37, Diplomacy +38, Intimidate +41, Knowledge (any one other) +34, Knowledge (arcana, engineering, nature) +34, Knowledge (planes) +37, Perception +38, Sense Motive +38, Spellcraft +37, Swim +47, Use Magic Device +41
Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
SQ powerful blows (slam)
If the Danava Is slain (somehow) during her summon, she Is instantly warped back to her original location, most likely guarding a Pillar of Reality.
Note; I only edited the most major things from the Titan Danava page, so not everything adds up statistically, sorry about that.
Edit: Added an actual taunting ability.
Edit 2: Cleaned up some wording and added another capstone ability.