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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Knitted Knight

    Would you be a dear and die! - Elder Cathy the Comforting before defeating the hooligan youth Daran the Disruptive.

    A knitted knight is a self equipping martial class, with the ability to create magical garments and weapons for itself as well as a few helpful constructs.

    Adventures: Knitted Knights seek to show off their latest creation, whether it be a simple scarf or an animated woolen construct. They are always on the lookout for new and rare patterns.

    Characteristics: A woolen knight is a capable fighter, and has a small following of minions and a companion to command. Their limited magical capabilities allow them to destroy and create constructs easily.

    Alignment: Good aligned Knitted Knights seek to warm the world because it's chilly outside. Evil Knitted Knights want to clothe people in scratchy wool, so that they have to put up with an itchy sweater. Lawful Knighted Knights have nicely patterned creations while those who are chaotic have colours and stitching change throughout their design.

    Religion: Mystra goddess of the weave is typically followed by Knitted Knights.

    Background: Typically a Knitted Knight is taken in as a Squire and trains until they become of age and can begin their own journey.

    Races: Knitted Knights are most common among races that have grandmas, and those in colder climates. Although any race or age can become a Knitted Knight if the have a knack for knitting.

    Other Classes: A knitted knight can work with any class.

    Role: Knitted Knights are strong front line fighters.

    Adaptation: In a campaign more seriously focused, A knitted knight might be an Armour Smith with a penchant for creating constructs.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: Dexterity and Constitution are important as a Knitted Knight is a light weapon front line fighter and very good at using her hands for finicky tasks for a long time. Wisdom is important as it helps improve her creations and give sage advice.
    Alignment: Knitted knights can be of any alignment
    Hit Die: d10
    Starting Age: Knitted Knights are typically elderly, but could be younger if taught at a young age from and elder.
    Starting Gold: As cleric

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +2
    Basic Needle Combat, Basic Armoured Weave, Sage Wisdom
    2nd
    +2
    +0
    +3
    +3
    Woolen Familiar
    3rd
    +3
    +1
    +3
    +3
    Basic Magic of the Weave, Magical Knit
    4th
    +4
    +1
    +4
    +4
    Woolen Homunculus
    5th
    +5
    +1
    +4
    +4
    Lesser Armoured Weave
    6th
    +6/+1
    +2
    +5
    +5
    Lesser Needle Combat
    7th
    +7/+2
    +2
    +5
    +5
    Woolen Squire
    8th
    +8/+3
    +2
    +6
    +6
    Lesser Magic of the Weave
    9th
    +9/+4
    +3
    +6
    +6
    Woolen Warrior
    10th
    +10/+5
    +3
    +7
    +7
    Improved Armoured Weave
    11th
    +11/+6/+1
    +3
    +7
    +7
    Improved Needle Combat
    12th
    +12/+7/+2
    +4
    +8
    +8
    Woolen Fighter
    13th
    +13/+8/+3
    +4
    +8
    +8
    Improved Magic of the Weave
    14th
    +14/+9/+4
    +4
    +9
    +9
    Woolen Knight
    15th
    +15/+10/+5
    +5
    +9
    +9
    Greater Armoured Weave
    16th
    +16/+11/+6/+1
    +5
    +10
    +10
    Greater Needle Combat
    17th
    +17/+12/+7/+2
    +5
    +10
    +10
    Woolen Sentinel
    18th
    +18/+13/+8/+3
    +6
    +11
    +11
    Greater Magic of the Weave
    19th
    +19/+14/+9/+4
    +6
    +11
    +11
    Woolen Champion
    20th
    +20/+15/+10/+5
    +6
    +12
    +12
    Perfect Armoured Weave, Perfect Needle Combat, Perfect Magic of the Weave

    Class Features
    All of the following are class features of the Knitted Knight.

    Weapon and Armor Proficiencies: A Knitted Knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). They are also proficient with any needle and any armour they create.

    Basic Needle Combat
    A Knitted Knight may create and wield two Needles. Treat these as exotic light weapons with the same statistics as a Rapier. A Knitted Knight is considered to have the Weapon Finesse feat when wielding at least one Needle and the Two-Weapon Fighting feat when wielding two. A Knitted Knight may create Needles with special materials or with enchantments for the same price as a Rapier.

    Basic Armoured Weave
    A Knitted Knight may create a set of armour for herself, made of wool to protect her and keep her warm. While wearing the Armoured Weave the Knitted Knight gains Armour Bonus equal to half her level rounded down, minimum 1. In addition she gains Cold resistance 5.

    Sage Wisdom
    This ability functions identically to the Bard feature Bardic knowledge with the following exceptions.

    A Knitted Knight may make a special knowledge check with a bonus equal to her Kintted Knight level + her Wisdom modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Knitted Knight has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

    Woolen Familiar
    This ability functions identically to the Sorcerer feature Familiar with the following exceptions.

    At second level a Knitted Knight can create a familiar out of wool. Doing so takes 24 hours and uses up magical materials that cost 100 gp. The Woolen Familiar has the same stats as a sorcerer familiar but is considered a construct and takes on construct traits.

    If the familiar dies or is deconstructed by the Knitted Knight, it cannot be resurrected, but a new one may be created with 24 hours time and 100gp of material. The Knitted Knight doesn't loose any experience points for the familiars death.

    A Woolen Familiar may be enchanted the same as magical armour using the magical weave ability.

    Basic Magic of the Weave (SP)
    A Knitted Knights knowledge of how weaves are constructed gives it insight into how the Weave was made.
    She can cast mending 3 times per day, using her Knitted Knight level as the caster level to repair damaged objects. In addition, she can cause extra damage to objects and construct creatures when striking them with a melee attack. Objects and constructs take an additional 1d6 points of damage. This attack bypasses an amount of damage reduction and hardness equal to her Knitted Knight level. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.

    Magical Knit
    A Knitted Knight of third level may create magical armour and wondrous items that you wear in the Arm, Body, Feet, Hand, Head, Shoulder, Torso, and Waist slot, out of wool. She is considered to have a caster level equal to her knitted knight level and must be of an appropriate level to know the spell if she had taken a different class. She is considered to have any item creation feat required to create these items. She doesn't need to cast the spell but rather ingrains an image into the weave that represents what spell was used. For example, Boots of Levitation may have an image of a man floating above the ground woven into the side of the shoes. This allows anyone who views the item a DC 15 Knowledge (arcana) check to recognize the item and the bonus it confers. If the person has the appropriate Item creation feat they get a +5 bonus to this check. She must still pay the regular cost in material to create the item.

    Woolen Homunculus
    A Knitted Knight of 4th level can make a Homunculus out of wool. Doing so takes 24 hours and uses up magical materials that cost 1000 gp. The Woolen Homunculus has the same statistics as a regular Homunculus minus the Poison special attack.

    These creations are weak combatants but make effective spies, messengers, and scouts. A Homunculus’s creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus cannot speak, but the process of creating one links it telepathically with its creator.

    It knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. A homunculus never travels beyond this range willingly, though it can be removed forcibly. If this occurs, the creature does everything in its power to regain contact with its master. If the creature’s master is slain, the homunculus also dies, and its body swiftly unravels into a pile of tangled wool.

    For every 4th level you have after level 4 the Homunculus has an additional hit die. A Woolen Homunculus may be enchanted the same as magical armour using the magical weave ability. A Knitted Knight may have a number of homunculus under her control, equal to her character level divided by 4 rounded down.

    Lesser Armoured Weave
    A small amount of Adamantine thread is woven into the Armoured Weave. This increases its hit points to 15 and gives it a hardness of 10. The Armoured Weave is now considered Masterwork Light armour where beneficial and grants its wearer damage reduction of 1/-, but still imposes no disadvantage. The Armoured Weave now grants cold resistance 10.

    Lesser Needle Combat
    At 6th level a Knitted Knight is considered to have the Weapon Focus (Needle) feat when wielding at least one Needle and the Two-Weapon Defense feat when wielding two.

    Woolen Squire
    The Knitted Knight can upgrade one of her Homunculus to create a squire for herself. The Woolen Squire is a Small construct that is more humanoid in shape. It has hit die equal to the Knitted Knights level minus two. It gains an extra skill point per hit die and is proficient with simple weapons. See bellow for statistics for a Small Homunculus

    Lesser Magic of the Weave
    At 8th level a Knitted Knight can cast Animate Rope 3 times per day, animating a length of wool, or rope made from a wool knit. In addition you can now use your Basic Magic at will. Her ability to deal extra damage to objects and constructs increases to 2d6.

    Woolen Warrior
    The Woolen squire can now be further upgraded to become a Woolen Warrior. The Woolen Warrior gains a base attack bonus equal to its hit dice. In addition it gains proficiency in one martial weapon.

    Improved Armoured Weave
    Additional Adamantine thread is woven into the Armoured Weave. This increases its hit points to 20 and gives it a hardness of 15. The Armoured Weave is now considered Masterwork Medium armour where beneficial and grants its wearer damage reduction of 2/-, but still imposes no disadvantage. It also gains the benefits of Light Fortification, although this is not a magical effect. The Armoured Weave now grants cold resistance 15.

    Improved Needle Combat
    At 11th level a Knitted Knight is considered to have the Weapon Specialization (Needle) feat when wielding at least one Needle and the Improved Two-Weapon Fighting feat when wielding two.

    Woolen Fighter
    Further improvement of the Woolen Warrior allows it to become a Woolen Fighter. It becomes a medium construct and is now proficient in martial weapons. In addition it gains two bonus feats selected from the Fighter-bonus feat list. See bellow for statistics for a medium Homunculus

    Improved Magic of the Weave
    A 13th level Knitted Knight can cast Protection from Energy for the Cold energy type 3 times per day. In addition you can now use your Lesser Magic at will. Her ability to deal extra damage to objects and constructs increases to 3d6.

    Woolen Knight
    A Knitted Knight may now upgrade her Woolen Fighter into a Woolen Knight. The Woolen Knight gains proficiency in all armor and shields and gains another fighter bonus feat. In addition the Knitted Knight can create an armored weave for the Woolen Knight. Its bonuses are based on the Knitted Knights level and improve as she does.

    Greater Armoured Weave
    A large amount Adamantine thread is woven into the Armoured Weave. The Armoured Weave is now considered Masterwork Heavy armour where beneficial and grants its wearer damage reduction of 3/-, but still imposes no disadvantage. It also gains the benefits of Medium Fortification, although this is not a magical effect. The Armoured Weave now grants cold resistance 20.

    Greater Needle Combat
    At 16th level a Knitted Knight is considered to have the Greater Weapon Focus (Needle) feat when wielding at least one Needle and the Improved Critical (Needle) feat when wielding two.

    Woolen Sentinel
    A Knitted Knight may upgrade her Woolen Knight into a Woolen Sentinel. When the Woolen Sentinel takes the total defense action it provides a +4 dodge bonus to an adjacent allies AC for 1 round. It may also attack once when using total defense. In addition it gains a Fighter bonus feat.

    Greater Magic of the Weave
    At 18th level you can cast Minor Creation 3 times per day. Your creation must be made of wool instead of vegetable matter. In addition you can now use your Improved Magic at will. Her ability to deal extra damage to objects and constructs increases to 4d6.

    Woolen Champion
    A Knitted Knight may upgrade her Woolen Sentinel into a Woolen Champion. The Woolen Champion has the powerful build trait. It may make a second attack at -5 when using total defense. In addition it gains a Fighter bonus feat.

    Perfect Armoured Weave
    The Armoured Weave is now made from pure Adamantine thread. It gains the benefits of Heavy Fortification, although this is not a magical effect. The Armoured Weave now grants Immunity to cold damage.

    Perfect Needle Combat
    At 20th level a Knitted Knight is considered to have the Greater Weapon Specialization (Needle) feat when wielding at least one Needle and the Greater Two-Weapon Fighting feat when wielding two.

    Perfect Magic of the Weave
    At 20th level, as a standard action, you can give life to inanimate object made of wool. This ability functions as animate objects using your Knitted Knight level as the caster level. You can use this ability three times per day. In addition you can now use your Greater Magic at will. Her ability to deal extra damage to objects and constructs increases to 5d6.

    Alternative Class Feature: Crochet Champion
    Basic Crochet Combat
    Replaces: Basic Needle Combat
    A Crochet Champion may create and wield a Hook. Treat this as an exotic two handed weapon with the same statistics as a Greataxe. You can use a Hook to make trip attacks. If you are tripped during your own trip attempt, you can drop the Hook to avoid being tripped. Crochet Champion is considered to have the Improved Trip and Power Attack feats when wielding the Hook. A Crochet Champion may create Hooks with special materials or with enchantments for the same price as a Greataxe.

    Lesser Crochet Combat
    Replaces: Lesser Needle Combat,
    At 6th level a Crochet Champion is considered to have the Weapon Focus (Hook) and the Cleave feat when wielding a Hook.

    Improved Crochet Combat
    Replaces: Improved Needle Combat,
    At 11th level a Crochet Champion is considered to have the Weapon Specialization (Hook) and the Knock-Down feat when wielding a Hook.

    Greater Crochet Combat
    Replaces: Greater Needle Combat,
    At 16th level a Crochet Champion is considered to have the Greater Weapon Focus (Hook) and the Improved Critical (Hook) feat when wielding a Hook.

    Perfect Crochet Combat
    Replaces: Perfect Needle Combat,
    At 20th level a Crochet Champion is considered to have the Greater Weapon Specialization (Hook) and the Great Cleave feat when wielding a Hook.
    Last edited by Mangles; 2017-07-22 at 10:37 PM.