reorith
2007-12-23, 05:55 PM
green knight (the name needs work)
alignment: any good
hit die: d8
class skills:
bluff(cha), climb(str), concentration,(con), craft(int), diplomacy(cha), handle animal(cha), heal(wis), hide(dex), intimidate(cha), jump(str), knowledge(geography), knowledge(nature), knowledge(religion), listen(wis), move silently(dex), profession(wis), ride(dex), sense motive(wis), spot(wis), survival(wis), swim(str),use rope(dex),
skill points at 1st level: (6 + int modifier) × 4.
skill points at each additional level: 6 + int modifier.
{table=head]level|base attack bonus|fort save|ref save|will save|special|1st|2nd|3rd|4th
1st|
+1|
+2|
+2|
+0|aura of good, detect evil, smite evil 1/day|—|—|—|—
2nd|
+2|
+3|
+3|
+0|track, wild empathy|—|—|—|—
3rd|
+3|
+3|
+3|
+1|aura of courage, divine health|—|—|—|—
4th|
+4|
+4|
+4|
+1|animal companion|0|—|—|—
5th|
+5|
+4|
+4|
+1|smit evil 2/day|0|—|—|—
6th|
+6/+1|
+5|
+5|
+2|divine grace|1|—|—|—
7th|
+7/+2|
+5|
+5|
+2|woodland stride|1|—|—|—
8th|
+8/+3|
+6|
+6|
+2|swift tracker|1|0|—|—
9th|
+9/+4|
+6|
+6|
+3||1|0|—|—
10th|
+10/+5|
+7|
+7|
+3|smite evil 3/day|1|1|—|—
11th|
+11/+6/+1|
+7|
+7|
+3||1|1|0|—
12th|
+12/+7/+2|
+8|
+8|
+4|evasion|1|1|1|—
13th|
+13/+8/+3|
+8|
+8|
+4|camouflage|1|1|1|—
14th|
+14/+9/+4|
+9|
+9|
+4||2|1|1|0
15th|
+15/+10/+5|
+9|
+9|
+5|smite evil 4/day|2|1|1|1
16th|
+16/+11/+6/+1|
+10|
+10|
+5||2|2|1|1
17th|
+17/+12/+7/+2|
+10|
+10|
+5||2|2|2|1
18th|
+18/+13/+8/+3|
+11|
+11|
+6||3|2|2|1
19th|
+19/+14/+9/+4|
+11|
+11|
+6||3|3|3|2
20th|
+20/+15/+10/+5|
+12|
+12|
+6|smite evil 5/day|3|3|3|3
[/table]
weapon and armor proficiency
green knights are proficient with all simple and martial weapons as well as whips and nets, with all types of armor (light, and medium), and with shields (except tower shields and bucklers).
code of conduct
a green knight will always serve and revere nature. she is a protector of the natural order and should live as an exemplar of virtue. a green knight never squanders resources whether they are financial, material or time without reason. a green knight helps others at all times.
aura of good (ex)
the power of a green knight’s aura of good (see the detect good spell) is equal to her green knight level.
detect evil (sp)
at will, a green knight can use detect evil, as the spell.
smite evil (su)
once per day, a green knight may attempt to smite evil with one normal melee attack. she adds her charisma bonus (if any) to her attack roll and deals 1 extra point of damage per green knight level. if the green knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
at 5th level, and at every five levels thereafter, the green knight may smite evil one additional time per day, as indicated on the class table, to a maximum of five times per day at 20th level.
track (ex)
a green knight gains track as a bonus feat at 2nd level
wild empathy (ex)
a green knight can improve the attitude of an animal. this ability functions just like a diplomacy check to improve the attitude of a person. the green knight rolls 1d20 and adds his green knight level and her charisma modifier to determine the wild empathy check result. the typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. to use wild empathy, the green knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. the green knight can also use this ability to influence a magical beast with an intelligence score of 1 or 2, but she takes a -4 penalty on the check.
aura of courage (su)
beginning at 3rd level, a green knight is immune to fear (magical or otherwise). each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
this ability functions while the green knight is conscious, but not if she is unconscious or dead.
divine health (su)
at 6th level, a green knight gains immunity to all diseases, including supernatural and magical diseases.
animal companion(ex)
at 4th level, a green knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper), haevy warhorse, warpony or wolf. if the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the green knigh’s list of options: manta ray, porpoise, medium shark, and squid. this animal is a loyal companion that accompanies the green knight on his adventures as appropriate for its kind.
this ability functions like the druid ability of the same name, except that the green knight’s effective druid level is three less than her effective green knight. like a druid, a green knight cannot select an alternative animal if the choice would reduce her effective druid level below 1st.
spells
beginning at 4th level, a green knight gains the ability to cast a small number of divine spells, which are drawn from the green knight spell list. a green knight must choose and prepare her spells in advance.
to prepare or cast a spell, a green knight must have a wisdom score equal to at least 10 + the spell level. the difficulty class for a saving throw against a green knight’s spell is 10 + the spell level + the green knight’s wisdom modifier.
like other spellcasters, a green knight can cast only a certain number of spells of each spell level per day. her base daily spell allotment is given on table: the green knight. in addition, she receives bonus spells per day if she has a high wisdom score. when table: the green knight indicates that the green knight gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her wisdom score for that spell level the green knight does not have access to any domain spells or granted powers, as a cleric does.
a green knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. a green knight may prepare and cast any spell on the green knight spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
through 3rd level, a green knight has no caster level. at 4th level and higher, her caster level is one-half her green knight level.
1st
animal messenger
bless
bless water
bless weapon
create water
cure light wounds
calm animals
charm animal
delay poison
detect animals or plants
detect snares and pits
endure elements
hide from animals
longstrider
magic fang
pass without trace
read magic
restoration, lesser
speak with animals
summon nature’s ally i
2nd
barkskin
bear's endurance
bull’s strength
cat's grace
eagle’s splendor
owl’s wisdom
remove paralysis
resist energy
shield other
snare: creates a magic booby trap.
speak with plants
summon nature's ally ii
zone of truth
3rd
cure moderate wounds
daylight
discern lies
dispel magic
darkvision
diminish plants
magic fang, greater
neutralize poison
plant growth
reduce animal
remove disease
repel vermin
summon nature’s ally iii
tree shape
water walk
4th
animal growth
break enchantment
commune with nature
cure serious wounds
dispel evil
freedom of movement
holy sword
mark of justice
restoration
summon nature’s ally iv
tree stride
divine grace (su)
at 6th level, a green knight gains a bonus equal to her charisma bonus (if any) on all saving throws.
woodland stride(ex)
starting at 7th level, a green knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
however, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
swift tracker(ex)
beginning at 8th level, a green knight can move at his normal speed while following tracks without taking the normal -5 penalty. he takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
evasion(ex)
at 12th level, a green knight can avoid even magical and unusual attacks with great agility. if she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. evasion can be used only if the green knight is wearing light armor, medium armor or is unarmored. a helpless green knight does not gain the benefit of evasion.
camouflage(ex)
a green knight of 13th level or higher can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
what do you think?
edits: scrapped heavy armor prof, hide in plain sight and moved evasion from lvl 9 to 12
alignment: any good
hit die: d8
class skills:
bluff(cha), climb(str), concentration,(con), craft(int), diplomacy(cha), handle animal(cha), heal(wis), hide(dex), intimidate(cha), jump(str), knowledge(geography), knowledge(nature), knowledge(religion), listen(wis), move silently(dex), profession(wis), ride(dex), sense motive(wis), spot(wis), survival(wis), swim(str),use rope(dex),
skill points at 1st level: (6 + int modifier) × 4.
skill points at each additional level: 6 + int modifier.
{table=head]level|base attack bonus|fort save|ref save|will save|special|1st|2nd|3rd|4th
1st|
+1|
+2|
+2|
+0|aura of good, detect evil, smite evil 1/day|—|—|—|—
2nd|
+2|
+3|
+3|
+0|track, wild empathy|—|—|—|—
3rd|
+3|
+3|
+3|
+1|aura of courage, divine health|—|—|—|—
4th|
+4|
+4|
+4|
+1|animal companion|0|—|—|—
5th|
+5|
+4|
+4|
+1|smit evil 2/day|0|—|—|—
6th|
+6/+1|
+5|
+5|
+2|divine grace|1|—|—|—
7th|
+7/+2|
+5|
+5|
+2|woodland stride|1|—|—|—
8th|
+8/+3|
+6|
+6|
+2|swift tracker|1|0|—|—
9th|
+9/+4|
+6|
+6|
+3||1|0|—|—
10th|
+10/+5|
+7|
+7|
+3|smite evil 3/day|1|1|—|—
11th|
+11/+6/+1|
+7|
+7|
+3||1|1|0|—
12th|
+12/+7/+2|
+8|
+8|
+4|evasion|1|1|1|—
13th|
+13/+8/+3|
+8|
+8|
+4|camouflage|1|1|1|—
14th|
+14/+9/+4|
+9|
+9|
+4||2|1|1|0
15th|
+15/+10/+5|
+9|
+9|
+5|smite evil 4/day|2|1|1|1
16th|
+16/+11/+6/+1|
+10|
+10|
+5||2|2|1|1
17th|
+17/+12/+7/+2|
+10|
+10|
+5||2|2|2|1
18th|
+18/+13/+8/+3|
+11|
+11|
+6||3|2|2|1
19th|
+19/+14/+9/+4|
+11|
+11|
+6||3|3|3|2
20th|
+20/+15/+10/+5|
+12|
+12|
+6|smite evil 5/day|3|3|3|3
[/table]
weapon and armor proficiency
green knights are proficient with all simple and martial weapons as well as whips and nets, with all types of armor (light, and medium), and with shields (except tower shields and bucklers).
code of conduct
a green knight will always serve and revere nature. she is a protector of the natural order and should live as an exemplar of virtue. a green knight never squanders resources whether they are financial, material or time without reason. a green knight helps others at all times.
aura of good (ex)
the power of a green knight’s aura of good (see the detect good spell) is equal to her green knight level.
detect evil (sp)
at will, a green knight can use detect evil, as the spell.
smite evil (su)
once per day, a green knight may attempt to smite evil with one normal melee attack. she adds her charisma bonus (if any) to her attack roll and deals 1 extra point of damage per green knight level. if the green knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
at 5th level, and at every five levels thereafter, the green knight may smite evil one additional time per day, as indicated on the class table, to a maximum of five times per day at 20th level.
track (ex)
a green knight gains track as a bonus feat at 2nd level
wild empathy (ex)
a green knight can improve the attitude of an animal. this ability functions just like a diplomacy check to improve the attitude of a person. the green knight rolls 1d20 and adds his green knight level and her charisma modifier to determine the wild empathy check result. the typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. to use wild empathy, the green knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. the green knight can also use this ability to influence a magical beast with an intelligence score of 1 or 2, but she takes a -4 penalty on the check.
aura of courage (su)
beginning at 3rd level, a green knight is immune to fear (magical or otherwise). each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
this ability functions while the green knight is conscious, but not if she is unconscious or dead.
divine health (su)
at 6th level, a green knight gains immunity to all diseases, including supernatural and magical diseases.
animal companion(ex)
at 4th level, a green knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper), haevy warhorse, warpony or wolf. if the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the green knigh’s list of options: manta ray, porpoise, medium shark, and squid. this animal is a loyal companion that accompanies the green knight on his adventures as appropriate for its kind.
this ability functions like the druid ability of the same name, except that the green knight’s effective druid level is three less than her effective green knight. like a druid, a green knight cannot select an alternative animal if the choice would reduce her effective druid level below 1st.
spells
beginning at 4th level, a green knight gains the ability to cast a small number of divine spells, which are drawn from the green knight spell list. a green knight must choose and prepare her spells in advance.
to prepare or cast a spell, a green knight must have a wisdom score equal to at least 10 + the spell level. the difficulty class for a saving throw against a green knight’s spell is 10 + the spell level + the green knight’s wisdom modifier.
like other spellcasters, a green knight can cast only a certain number of spells of each spell level per day. her base daily spell allotment is given on table: the green knight. in addition, she receives bonus spells per day if she has a high wisdom score. when table: the green knight indicates that the green knight gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her wisdom score for that spell level the green knight does not have access to any domain spells or granted powers, as a cleric does.
a green knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. a green knight may prepare and cast any spell on the green knight spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
through 3rd level, a green knight has no caster level. at 4th level and higher, her caster level is one-half her green knight level.
1st
animal messenger
bless
bless water
bless weapon
create water
cure light wounds
calm animals
charm animal
delay poison
detect animals or plants
detect snares and pits
endure elements
hide from animals
longstrider
magic fang
pass without trace
read magic
restoration, lesser
speak with animals
summon nature’s ally i
2nd
barkskin
bear's endurance
bull’s strength
cat's grace
eagle’s splendor
owl’s wisdom
remove paralysis
resist energy
shield other
snare: creates a magic booby trap.
speak with plants
summon nature's ally ii
zone of truth
3rd
cure moderate wounds
daylight
discern lies
dispel magic
darkvision
diminish plants
magic fang, greater
neutralize poison
plant growth
reduce animal
remove disease
repel vermin
summon nature’s ally iii
tree shape
water walk
4th
animal growth
break enchantment
commune with nature
cure serious wounds
dispel evil
freedom of movement
holy sword
mark of justice
restoration
summon nature’s ally iv
tree stride
divine grace (su)
at 6th level, a green knight gains a bonus equal to her charisma bonus (if any) on all saving throws.
woodland stride(ex)
starting at 7th level, a green knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
however, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
swift tracker(ex)
beginning at 8th level, a green knight can move at his normal speed while following tracks without taking the normal -5 penalty. he takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
evasion(ex)
at 12th level, a green knight can avoid even magical and unusual attacks with great agility. if she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. evasion can be used only if the green knight is wearing light armor, medium armor or is unarmored. a helpless green knight does not gain the benefit of evasion.
camouflage(ex)
a green knight of 13th level or higher can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
what do you think?
edits: scrapped heavy armor prof, hide in plain sight and moved evasion from lvl 9 to 12