Icewalker
2008-01-20, 01:04 AM
Knight of the Second Dawn
Knights of the Second Dawn have the following game statistics:
Abilities: Knights of the Second Dawn have need of many different abilities, and depending on the layout of their abilities, can function in different ways. However, most Knights of the Second Dawn rely primarily on their Dexterity, as the ways of the order often involve the silent and quick dispatching of evil wherever it is found, as well as the fact that Knights of the Second Dawn don't lose their Dexterity bonus from armor. Charisma is also important, as it is used for the Moonlit Strike and Inner Moonlight abilities.
Alignment: Any Good.
Hit dice: d10
Prerequisites:
BAB +4
Must be proficient with heavy armor
Knowledge (Religion) 8 ranks
Sense Motive 8 ranks
Track feat
Class Skills
The Knight of the Second Dawn’s class skills are Concentration, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Sense Motive, Ride, Survival, and Spellcraft
Divine Caster version:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+2|
+2|Lunar Plate, Moonlit Strike 1d6|+1 level of existing divine spellcasting class
2nd|
+2|
+3|
+3|
+3||+1 level of existing divine spellcasting class
3rd|
+3|
+3|
+3|
+3|Moonlit Strike 2d6|-
4th|
+4|
+4|
+4|
+4|Quiet Steps|+1 level of existing divine spellcasting class
5th|
+5|
+4|
+4|
+4|Moonlit Strike 3d6|+1 level of existing divine spellcasting class
6th|
+6/+1|
+5|
+5|
+5|Inner Moonlight|-
7th|
+7/+2|
+5|
+5|
+5|Moonlit Strike 4d6|+1 level of existing divine spellcasting class
8th|
+8/+3|
+6|
+6|
+6|Silent Glide|+1 level of existing divine spellcasting class
9th|
+9/+4|
+6|
+6|
+6|Moonlit Strike 5d6|-
10th|
+10/+5|
+7|
+7|
+7|Moonlit Strike 6d6|+1 level of existing divine spellcasting class [/table]
Martial Adept version:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known
1st|
+1|
+2|
+2|
+2|Lunar Plate, Moonlit Strike 1d6|
0|
0|
1
2nd|
+2|
+3|
+3|
+3||
1|
0|
0
3rd|
+3|
+3|
+3|
+3|Moonlit Strike 2d6|
0|
0|
0
4th|
+4|
+4|
+4|
+4|Quiet Steps|
1|
0|
0
5th|
+5|
+4|
+4|
+4|Moonlit Strike 3d6|
0|
1|
0
6th|
+6/+1|
+5|
+5|
+5|Inner Moonlight|
1|
0|
1
7th|
+7/+2|
+5|
+5|
+5|Moonlit Strike 4d6|
0|
0|
0
8th|
+8/+3|
+6|
+6|
+6|Silent Glide|
1|
0|
0
9th|
+9/+4|
+6|
+6|
+6|Moonlit Strike 5d6|
0|
1|
0
10th|
+10/+5|
+7|
+7|
+7|Moonlit Strike 6d6|
1|
0|
0 [/table]
Class Features
Weapon and Armor Proficiencies: The Knight of the Second Dawn gains no weapon or armor proficiencies.
Spellcasting Progression or Maneuvers: as always and see Ruby Knight Vindicator (ToB 123) respectively
Lunar Plate: When a Knight of the Second Dawn is initiated into the Order, he goes to visit the Lunar Bastion in the mountains, and has his set of Lunar Plate forged. The Knight’s set of Lunar Plate shows his standing among other Knights of the Order of the Second Dawn, as well as being a powerful protection and tool. The Lunar Plate is by far the most valued possession of any of the Knights. At first level, it is a set of full plate. Every even numbered level it gains +1 enhancement bonus, reaching +5 at 10th level when in moonlight. When out of moonlight, it is normal full plate.
Moonlit Strike: Moonlit Strike is the defining attack of the Knight of the Second Dawn. When in moonlight, the Knight of the Second dawn may attempt a Moonlit Strike. This is part of a normal attack. If the Moonlit Strike hits, it deals normal weapon damage and the target must make a fortitude save (DC 15 + the Knight’s charisma bonus + the Knight’s Cleric, Paladin, and Knight of the Second Dawn levels). If they fail the save, they take extra damage. This damage becomes non-lethal if the target is not of evil alignment. The extra damage is 1d6 at first level, increasing by 1d6 at every odd level, as well as increasing at 10th level. This ability cannot be used in two consecutive rounds against the same target.
Once per night, in moonlight that is coming off of the moon, not from the Inner Moonlight ability, the Knight of the Second Dawn may force a further power forward. If the target fails the first save and is evil, the Knight can force a second fortitude save (DC 10 + the Knights Charisma bonus + Knight of the Second Dawn levels). If this save is failed, the target is slain in a swirling of bright white light, and drifts off into the night. When an evil target is slain in this way by a Knight of the Second Dawn, a small moon can be seen, etched into the Lunar Plate of the Knight when in moonlight. It is partially by these etchings that the members of the Order judge one another.
Quiet Steps: At 4th level, the Lunar Plate of the Knight gains a somewhat blue sheen and an unusual lightness when in moonlight. This allows the Knight to ignore the armor check penalty and max Dexterity limit on the armor when in moonlight.
Inner Moonlight: Once reaching 6th level, the Knight of the Second Dawn may bring out an inner moonlight within himself. This lasts 1 minute per Knight of the Second Dawn level. When affected by Inner Moonlight and entirely out of the sun (Standing in the shade outside on a sunny day doesn’t work, standing in a building with shades over the windows does) the Knight is treated as being in moonlight for the purposes of the powers of his Lunar plate, as well as the basic Moonlit Strike. The Knight can use this ability a number of times per day equal to his Charisma modifier, with a minimum of once per day.
Silent Glide: At 8th level, the Knight’s Lunar Plate gains a transparent glowing quality when in moonlight, giving the Knight the ability to move as if he wasn’t hindered at all. When in moonlight, the Knight gains +10 ft. movement rate, a bonus to Move Silently checks equal to his Knight of the Second Dawn level, and can automatically take 20 on Escape Artist checks, even if threatened or otherwise distracted.
Ex-Knights of the Second Dawn
Knights of the Second Dawn follow a less strict moral and ethical code than paladins. The Order of the Second Dawn’s purpose is to hunt out and slay evil. A Knight of the Second Dawn who ceases to be good loses all Knight of the Second Dawn abilities. The Lunar Plate becomes standard full plate, and loses all etchings. Knights of the Second Dawn cannot associate with known evil unless it is to stop a greater evil, and this is done grudgingly. Whenever a Knight of the Second Dawn finds an evil purpose or organization, they must determine whether it is worth their time to destroy. If it will cause extreme distress and hindrance to them and others to try to destroy it, or greatly delay a far more important quest, they may pass on without interfering, but will report it to the Order for the dispatch of less busy Knights.
Knights of the Second Dawn have the following game statistics:
Abilities: Knights of the Second Dawn have need of many different abilities, and depending on the layout of their abilities, can function in different ways. However, most Knights of the Second Dawn rely primarily on their Dexterity, as the ways of the order often involve the silent and quick dispatching of evil wherever it is found, as well as the fact that Knights of the Second Dawn don't lose their Dexterity bonus from armor. Charisma is also important, as it is used for the Moonlit Strike and Inner Moonlight abilities.
Alignment: Any Good.
Hit dice: d10
Prerequisites:
BAB +4
Must be proficient with heavy armor
Knowledge (Religion) 8 ranks
Sense Motive 8 ranks
Track feat
Class Skills
The Knight of the Second Dawn’s class skills are Concentration, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Sense Motive, Ride, Survival, and Spellcraft
Divine Caster version:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+2|
+2|Lunar Plate, Moonlit Strike 1d6|+1 level of existing divine spellcasting class
2nd|
+2|
+3|
+3|
+3||+1 level of existing divine spellcasting class
3rd|
+3|
+3|
+3|
+3|Moonlit Strike 2d6|-
4th|
+4|
+4|
+4|
+4|Quiet Steps|+1 level of existing divine spellcasting class
5th|
+5|
+4|
+4|
+4|Moonlit Strike 3d6|+1 level of existing divine spellcasting class
6th|
+6/+1|
+5|
+5|
+5|Inner Moonlight|-
7th|
+7/+2|
+5|
+5|
+5|Moonlit Strike 4d6|+1 level of existing divine spellcasting class
8th|
+8/+3|
+6|
+6|
+6|Silent Glide|+1 level of existing divine spellcasting class
9th|
+9/+4|
+6|
+6|
+6|Moonlit Strike 5d6|-
10th|
+10/+5|
+7|
+7|
+7|Moonlit Strike 6d6|+1 level of existing divine spellcasting class [/table]
Martial Adept version:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known
1st|
+1|
+2|
+2|
+2|Lunar Plate, Moonlit Strike 1d6|
0|
0|
1
2nd|
+2|
+3|
+3|
+3||
1|
0|
0
3rd|
+3|
+3|
+3|
+3|Moonlit Strike 2d6|
0|
0|
0
4th|
+4|
+4|
+4|
+4|Quiet Steps|
1|
0|
0
5th|
+5|
+4|
+4|
+4|Moonlit Strike 3d6|
0|
1|
0
6th|
+6/+1|
+5|
+5|
+5|Inner Moonlight|
1|
0|
1
7th|
+7/+2|
+5|
+5|
+5|Moonlit Strike 4d6|
0|
0|
0
8th|
+8/+3|
+6|
+6|
+6|Silent Glide|
1|
0|
0
9th|
+9/+4|
+6|
+6|
+6|Moonlit Strike 5d6|
0|
1|
0
10th|
+10/+5|
+7|
+7|
+7|Moonlit Strike 6d6|
1|
0|
0 [/table]
Class Features
Weapon and Armor Proficiencies: The Knight of the Second Dawn gains no weapon or armor proficiencies.
Spellcasting Progression or Maneuvers: as always and see Ruby Knight Vindicator (ToB 123) respectively
Lunar Plate: When a Knight of the Second Dawn is initiated into the Order, he goes to visit the Lunar Bastion in the mountains, and has his set of Lunar Plate forged. The Knight’s set of Lunar Plate shows his standing among other Knights of the Order of the Second Dawn, as well as being a powerful protection and tool. The Lunar Plate is by far the most valued possession of any of the Knights. At first level, it is a set of full plate. Every even numbered level it gains +1 enhancement bonus, reaching +5 at 10th level when in moonlight. When out of moonlight, it is normal full plate.
Moonlit Strike: Moonlit Strike is the defining attack of the Knight of the Second Dawn. When in moonlight, the Knight of the Second dawn may attempt a Moonlit Strike. This is part of a normal attack. If the Moonlit Strike hits, it deals normal weapon damage and the target must make a fortitude save (DC 15 + the Knight’s charisma bonus + the Knight’s Cleric, Paladin, and Knight of the Second Dawn levels). If they fail the save, they take extra damage. This damage becomes non-lethal if the target is not of evil alignment. The extra damage is 1d6 at first level, increasing by 1d6 at every odd level, as well as increasing at 10th level. This ability cannot be used in two consecutive rounds against the same target.
Once per night, in moonlight that is coming off of the moon, not from the Inner Moonlight ability, the Knight of the Second Dawn may force a further power forward. If the target fails the first save and is evil, the Knight can force a second fortitude save (DC 10 + the Knights Charisma bonus + Knight of the Second Dawn levels). If this save is failed, the target is slain in a swirling of bright white light, and drifts off into the night. When an evil target is slain in this way by a Knight of the Second Dawn, a small moon can be seen, etched into the Lunar Plate of the Knight when in moonlight. It is partially by these etchings that the members of the Order judge one another.
Quiet Steps: At 4th level, the Lunar Plate of the Knight gains a somewhat blue sheen and an unusual lightness when in moonlight. This allows the Knight to ignore the armor check penalty and max Dexterity limit on the armor when in moonlight.
Inner Moonlight: Once reaching 6th level, the Knight of the Second Dawn may bring out an inner moonlight within himself. This lasts 1 minute per Knight of the Second Dawn level. When affected by Inner Moonlight and entirely out of the sun (Standing in the shade outside on a sunny day doesn’t work, standing in a building with shades over the windows does) the Knight is treated as being in moonlight for the purposes of the powers of his Lunar plate, as well as the basic Moonlit Strike. The Knight can use this ability a number of times per day equal to his Charisma modifier, with a minimum of once per day.
Silent Glide: At 8th level, the Knight’s Lunar Plate gains a transparent glowing quality when in moonlight, giving the Knight the ability to move as if he wasn’t hindered at all. When in moonlight, the Knight gains +10 ft. movement rate, a bonus to Move Silently checks equal to his Knight of the Second Dawn level, and can automatically take 20 on Escape Artist checks, even if threatened or otherwise distracted.
Ex-Knights of the Second Dawn
Knights of the Second Dawn follow a less strict moral and ethical code than paladins. The Order of the Second Dawn’s purpose is to hunt out and slay evil. A Knight of the Second Dawn who ceases to be good loses all Knight of the Second Dawn abilities. The Lunar Plate becomes standard full plate, and loses all etchings. Knights of the Second Dawn cannot associate with known evil unless it is to stop a greater evil, and this is done grudgingly. Whenever a Knight of the Second Dawn finds an evil purpose or organization, they must determine whether it is worth their time to destroy. If it will cause extreme distress and hindrance to them and others to try to destroy it, or greatly delay a far more important quest, they may pass on without interfering, but will report it to the Order for the dispatch of less busy Knights.