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View Full Version : Pathfinder Titan Knight [Pathfinder] [Martial/Divine front-liner PrC] [PEACH]



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.

aimlessPolymath
2018-04-24, 03:40 PM
My review:

A solid set of defensive features. You get DR, AC, saving throws, and immunities, plus a number of passive features.

My main criticism is that the class features are almost entirely passive- you play exactly like a normal character up until level 4, at which point you gain an ability emulated by a feat (or at least you could in 3.5), and from then on there's nothing until level 8. It's entirely possible that I could face a Titan Knight of level 7 and never realize he was something other than a sword-and-board fighter wearing adamantine armor, because their playstyle and strategy is entirely that of a normal fighter.

Separate from that, specific feature criticisms:
-Titan Strength: It's customary to have stat increases in multiples of 2, because that's the requirement for it to have a significant effect on your character always.
-Titan Body: I'm unsure what spells qualify as "affecting the physical body"- is this everything that doesn't require a Will save? Separately from that, this is a really huge saving throw bonus, taramount to immunity.
-Stone Mind is a really strong feature.

nikkoli
2018-04-24, 05:21 PM
I see why the str bonus is by +1, it's an inherent bonus like those granted by the tomes of +1-5 stat, which something somewhere (this may be pf specific) says that pre epic you can only have a +5 inherent bonus.
Does Armored Core stack with dr/adamantine from heavy adamantine armor?
Titan body seems to apply to things like polymorph and transmutation that alter your form to something not normal for you.

I think the gem from Danavas sight is something that could give away them not being a random fighter.

Flesh to adamantine has a duration listed at the start of the ability ( con mod rounds) and one listed at the end (10+con mod), which is it?

How much damage is negated during the first round of guardians pillar?

Plaguemask
2018-04-24, 06:00 PM
My review:

A solid set of defensive features. You get DR, AC, saving throws, and immunities, plus a number of passive features.

My main criticism is that the class features are almost entirely passive- you play exactly like a normal character up until level 4, at which point you gain an ability emulated by a feat (or at least you could in 3.5), and from then on there's nothing until level 8. It's entirely possible that I could face a Titan Knight of level 7 and never realize he was something other than a sword-and-board fighter wearing adamantine armor, because their playstyle and strategy is entirely that of a normal fighter.

Separate from that, specific feature criticisms:
-Titan Strength: It's customary to have stat increases in multiples of 2, because that's the requirement for it to have a significant effect on your character always.
-Titan Body: I'm unsure what spells qualify as "affecting the physical body"- is this everything that doesn't require a Will save? Separately from that, this is a really huge saving throw bonus, taramount to immunity.
-Stone Mind is a really strong feature.

Spells that affect the physical body Is Transmutation Spells or the like. It's not too specific nor too vague for a reason.


Sadly, in terms of actives, It's hard to tank with actives, because actives take up your action economy and your action economy Is pretty sparse as It Is as a Melee. :/ Maybe I'll give that one feat for free, 'Come and get me'?

aimlessPolymath
2018-04-24, 08:40 PM
Spells that affect the physical body Is Transmutation Spells or the like. It's not too specific nor too vague for a reason.


Sadly, in terms of actives, It's hard to tank with actives, because actives take up your action economy and your action economy Is pretty sparse as It Is as a Melee. :/ Maybe I'll give that one feat for free, 'Come and get me'?

Right, I was confused and wasn't sure if damage counted as affecting the physical body.

Here are some more active abilities.

Some stance-like features, requiring you to weigh your options:
-Choose a save to get a bonus on each turn, letting you adapt to different opponents or types of threats.
-An iron body-like ability. In essence, you can choose to get DR, but in exchange, lose speed.

A non-numbers passive:
-You now block line of effect for spells and abilities that you choose.

Some more active actives:
-As a move action, you may ready a move action. You cannot also ready an action as a standard action in a turn in which you do this. If your movement leads to you blocking line of effect for a spell or effect, (see the non-numbers passive), the spell or effect now targets you instead.
-Wall of Stone or Line of Extreme Difficult Terrain, except one end must be adjacent to you. Use this ability to block off access to your allies.
-Aura of Intimidation: As a move action, you may generate an aura of fear; enemies must make Will saves to approach you (and by proxy, nearby allies). Creatures of much higher CR may ignore this effect.
-Disrupting Strikes: You may angle your attacks to disrupt and distract your enemies, rather than harming them directly. You may have an attack deal half damage, but apply a -2 penalty to attack rolls, saving throws, skill checks, and AC for 1 round- even for an attack of opportunity.
-Knockback: Whenever you hit a creature with a two-handed weapon, you may make a free bull rush attempt, without provoking an attack of opportunity. You can only knock creatures up to 5 ft away in this way.
-When you ready an action, you may choose to leave either the trigger or the action unspecified. In the former case, you can take the action whenever you choose, as long as you do so before the action involved is resolved. In the latter case, you can take any action you choose when the trigger occurs

And to combo with the readied-move and knockback/disruptive strike effects:
-Three times per day, you may make an attack as an immediate action.

This produces an astonishingly disruptive character, able to say "no" to many types of opponents.

Against spellcasters? Select an appropriate saving throw, and ready a move action to trigger on spellcasting, then when they try anything, run up, possibly make an attack of opportunity, use an immediate-action attack otherwise, and likely disrupt spellcasting. If they're out of range, you can just leap in the way of the spell.

Against ranged attackers? Activate ironskin, and ready movement to block their full attacks- they likely won't move around much. If you have Wall of Stone, use it to block their fire.

Against melee attackers? Ready movement (you may notice a theme), and use your Intimidation and knockback to keep them from getting to your allies.

Plaguemask
2018-04-24, 09:17 PM
Right, I was confused and wasn't sure if damage counted as affecting the physical body.

Here are some more active abilities.

Some stance-like features, requiring you to weigh your options:
-Choose a save to get a bonus on each turn, letting you adapt to different opponents or types of threats.
-An iron body-like ability. In essence, you can choose to get DR, but in exchange, lose speed.

A non-numbers passive:
-You now block line of effect for spells and abilities that you choose.

Some more active actives:
-As a move action, you may ready a move action. You cannot also ready an action as a standard action in a turn in which you do this. If your movement leads to you blocking line of effect for a spell or effect, (see the non-numbers passive), the spell or effect now targets you instead.
-Wall of Stone or Line of Extreme Difficult Terrain, except one end must be adjacent to you. Use this ability to block off access to your allies.
-Aura of Intimidation: As a move action, you may generate an aura of fear; enemies must make Will saves to approach you (and by proxy, nearby allies). Creatures of much higher CR may ignore this effect.
-Disrupting Strikes: You may angle your attacks to disrupt and distract your enemies, rather than harming them directly. You may have an attack deal half damage, but apply a -2 penalty to attack rolls, saving throws, skill checks, and AC for 1 round- even for an attack of opportunity.
-Knockback: Whenever you hit a creature with a two-handed weapon, you may make a free bull rush attempt, without provoking an attack of opportunity. You can only knock creatures up to 5 ft away in this way.
-When you ready an action, you may choose to leave either the trigger or the action unspecified. In the former case, you can take the action whenever you choose, as long as you do so before the action involved is resolved. In the latter case, you can take any action you choose when the trigger occurs

And to combo with the readied-move and knockback/disruptive strike effects:
-Three times per day, you may make an attack as an immediate action.

This produces an astonishingly disruptive character, able to say "no" to many types of opponents.

Against spellcasters? Select an appropriate saving throw, and ready a move action to trigger on spellcasting, then when they try anything, run up, possibly make an attack of opportunity, use an immediate-action attack otherwise, and likely disrupt spellcasting. If they're out of range, you can just leap in the way of the spell.

Against ranged attackers? Activate ironskin, and ready movement to block their full attacks- they likely won't move around much. If you have Wall of Stone, use it to block their fire.

Against melee attackers? Ready movement (you may notice a theme), and use your Intimidation and knockback to keep them from getting to your allies.

The class already gets a hell of a lot. Since 99,9% of your encounters at the capstone of this class (Level 15) are going to be flinging spells/SLAs/SUs like candy, the ability to just go 'no.' to Spellcasters will make It a damn-near invincible class. I'll probably sleep on It.

Plaguemask
2018-04-24, 09:33 PM
I see why the str bonus is by +1, it's an inherent bonus like those granted by the tomes of +1-5 stat, which something somewhere (this may be pf specific) says that pre epic you can only have a +5 inherent bonus.
Does Armored Core stack with dr/adamantine from heavy adamantine armor?
Titan body seems to apply to things like polymorph and transmutation that alter your form to something not normal for you.

I think the gem from Danavas sight is something that could give away them not being a random fighter.

Flesh to adamantine has a duration listed at the start of the ability ( con mod rounds) and one listed at the end (10+con mod), which is it?

How much damage is negated during the first round of guardians pillar?

No, It would not stack, as It Is already a practically identical 'Stronger' ability.

Titan Body does Indeed do that, but not just Transmutation. If someone tries to rattle y'e bones with Necromancy and turn you into a horrible transfiguration of flesh and bone, enjoy that +8.

Yep. The Gem would have Its own HP and Hardness and AC and all that as well, but your chance to hit that Is almost non-existant. (-8 Called Shot, Fine-sized at most for +8 AC, 10 Base, + Wearer's DEX, means It should be at least effectively an attack roll of 29 to actually hit It, but I think that should be closer to 40, but I don't remember the specific rules.)

Flesh to Adamantine Isn't a listed duration, It's the amount of time you can activate and deactivate It, as the rounds need to be consecutive ((Implied unless stated otherwise, by RAW.))
So the first Is the amount of times you can use It, the second Is how long each use lasts.
There's no hard-cap to the amount of damage negated in the first round of Guardian's Pillar. If something threw 20D12+40 Damage at you, you would take 60 damage, as each one of those D12s are automatically counted as having rolled 1.

ElFi
2018-04-26, 07:43 AM
Are you referring to tower shields when you say "heavy shields", or actual heavy shields? If the latter, the distinction is a little odd, since I'm pretty sure every class proficient with shields other than Swashbucklers are assumed to have heavy shield proficiency.

I think you're missing the ending of the Guardian's Pillar ability. And is Flesh to Adamantine an Ex ability, or Sp? It seems like it should be the latter, but the decription doesn't say.

I don't have a whole lot to say about the class features as a whole; they're generally solid and flavorful for the "immortal knight" theme you seem to be going for here. Probably a bit stronger than mundane Fighters, but that's not necessarily a bad thing, considering how badly that particular class got the short end of the stick in PF. My only particular gripe is that the capstone is pretty underwhelming, especially compared to the much more fun abilities you get at 8 and 9.

The divine spellcasting progression is presumably to benefit Paladins, but I feel it's worth noting that an Oracle with the Skill at Arms revelation could very easily meet those prereqs with minimal investment. It's not a super worthwhile dip for them, but it's something.

Plaguemask
2018-04-26, 10:29 PM
Are you referring to tower shields when you say "heavy shields", or actual heavy shields? If the latter, the distinction is a little odd, since I'm pretty sure every class proficient with shields other than Swashbucklers are assumed to have heavy shield proficiency.

I think you're missing the ending of the Guardian's Pillar ability. And is Flesh to Adamantine an Ex ability, or Sp? It seems like it should be the latter, but the decription doesn't say.

I don't have a whole lot to say about the class features as a whole; they're generally solid and flavorful for the "immortal knight" theme you seem to be going for here. Probably a bit stronger than mundane Fighters, but that's not necessarily a bad thing, considering how badly that particular class got the short end of the stick in PF. My only particular gripe is that the capstone is pretty underwhelming, especially compared to the much more fun abilities you get at 8 and 9.

The divine spellcasting progression is presumably to benefit Paladins, but I feel it's worth noting that an Oracle with the Skill at Arms revelation could very easily meet those prereqs with minimal investment. It's not a super worthwhile dip for them, but it's something.


To be fair, other than 'Save or Die', crits are pretty much the only way this thing would die.

And It's [Su].

And yes, that seems to have transpired. I'm not sure why, I wrote It all up and saved.