The Knight Exemplar
Only those who are truly worthy can rise to the lofty ranks of the Knights Exemplar. These are powerful momentum-users who can channel their momentum directly into their strikes or use it to defend themselves and their allies.
The Knight ExemplarPrerequisite: Must be proficient in medium armour and shields and be capable of using them during combos.
Level BAB Fort Ref Will Special Combos/Finishing Moves 1st +1 +2 +0 +2 Armoured Assault, Tireless Strike +1 level of existing Combo class 2nd +2 +3 +0 +3 Momentous Defence +1 level of existing Combo class 3rd +3 +3 +1 +3 Momentous Assault +1 level of existing Combo class 4th +4 +4 +1 +4 Moment of Calm +1 level of existing Combo class 5th +5 +4 +1 +4 Zero Moment +1 level of existing Combo class
Prerequisite: Must be able to execute finishing moves during attacks of opportunity.
Prerequisite: Must be capable of performing fifth-level combos.
Hit Die: 1d10
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex), Psicraft (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device are class skills of the knight exemplar.
Skill Points at Each Level: 6 + Int modifier
Weapon and Armour Proficiency
The Knight Exemplar is proficient in all armour and shields, including tower shields.
The knight exemplar, unlike other momentum-using classes, can still perform combos and execute finishing moves while using any kind of armour or shield, even a tower shield.
The knight exemplar can wield a two-handed weapon one-handed, but only with his main hand (ambidextrous knights exemplar can still only wield one weapon in this manner at a time). This does not stack with effects such as monkey's grip, nor can he wield a bastard sword or dwarven waraxe one-handed if they are too large, even if he is proficient with them, and he certainly cannot ever wield a bow in one hand
Any melee weapon he wields in his main hand is treated as being wielded as a two-handed weapon, meaning that if it is not light it gains extra benefits from a high strength bonus and from feats such as power attack.
He may replace feats such as Monkey's Grip, Improved Monkey's Grip, and Exotic Weapon Proficiency (Bastard Sword and Dwarven Waraxe) with other feats for which he would have qualified at the time, but if he wishes to do this he must do so immediately when he gains the level. He is still considered to have these feats for the purposes of prerequisites, even if he never had them in the first place.
From second level, the knight exemplar may use his momentum to defend himself when he is struck. If he would take damage, he may choose to lose one point of momentum per point of damage to negate the damage, or part of the damage. He may lose momentum of any combo available to him.
No action is needed to do this, but the choice is made as the damage is taken. Any amount of momentum may be sacrificed to prevent an equivalent amount of damage. This ability does not work outside of combat, but the knight exemplar takes half damage out of combat.
If the knight exemplar already has momentous defence from another source, he gains the next level of it, as the relevant guardian immortal ability.
From third level, so long as the knight exemplar is in combat, he may sacrifice any number of points of momentum to increase the damage of a single attack by the same number. This is counted as precision damage, and also does not cause momentum gain for obvious reasons. This does not take an action and the knight exemplar makes his decision when he makes the attack roll.
If the knight exemplar already has momentous assault from another source, he gains the next level of it, as the relevant paragon militant ability.
Moment of Calm
Once per round from fourth level, the knight exemplar may take a swift action even if he has no swift action to use. To do this, he must give up 25 momentum. He may also take a five foot step once per round even if he has already moved, including another five foot step. This also costs him 25 momentum.
The knight exemplar may, at fifth level, cause a zero moment once per encounter. The zero moment does not take an action but instead causes anything, action or otherwise, to use no momentum - he can choose to spend an amount of momentum equal to or less than the maximum momentum (usually 420) for any finishing move, and may use any of his other abilities (With the exception of a Momentous Assault costing more than 420 momentum) without actually spending momentum on it.