Princess:Knight

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Knight

Lvl	Class Features
1	Knight's Challenge(Ex) Fighting Challenge, Endurance feat
2	Shield Ally(Ex) 1, Shield Block(Ex) +1
3	Bulwark of Defence(Ex), Armour Mastery(Ex) Medium
4	Bonus feat, Armour Training(Ex) +1
5	Knight's Challenge(Ex) Test of Mettle, Vigilant Defender(Ex)
6	Shield Ally(Ex) 2, Shield Block(Ex) +2
7	Mettle(Ex), Armour Mastery(Ex) Heavy
8	Bonus Feat, Armour Training(Ex) +2
9	Knight's Challenge(Ex) Call to Battle, Mettle
10	Shield Ally(Ex) 3, Shield Block(Ex) +3
11	Armour Mastery(Ex) AC
12	Bonus Feat, Armour Training(Ex) +3
13	Knight's Challenge(Ex) Daunting Challenge, Shield Training(Ex)
14	Improved Shield Ally(Ex), Shield Block(Ex) +4
15	Armour Mastery(Ex) Touch, Improved Bulwark of Defence(Ex)
16	Bonus feat, Armour Training(Ex) +4
17	Knight's Challenge(Ex) Bond of Loyalty, Shield Mastery(Ex)
18	Shield Block(Ex) +5, Greater Shield Ally(Ex)
19	Knight Challenge(Ex) Loyal Beyound Death, Armour Mastery(Ex) Resistance
20	Armour Training(Ex) +5, Knight of Sages(Ex)

Class Features

Knight's Challenge(Ex): 1/2 Knight +Cha times per day.

  • Fighting Challenge(Ex): At=s, Knight receive morale bonus on attack and damage rolls equal half his level or Charisma modifier, whichever is less (minimum 1), against one opponent.
  • Test of Mettle(Ex): AT=s, R=12. Any enemy that fail his saving throw receives a penalty equal to Knight's Charisma bonus on all attack rolls directed not on knight.
  • Call to Battle(Ex): AT=s, all Knight allies that can see and hear Knight may reroll failed fear saving throw. If Knight spends two uses of his Knight's Challenge while activating this ability, then reroll is made with bonus equal Knight's Charisma modifier.
  • Daunting Challenge(Ex): AT=s, all enemies with HD less than Knight x 2 within 12 shaken. This is fear mind-affecting effect.
  • Bonds of Loyalty(Ex): AT=f, reroll a failed WC save, if spend 2 uses of Knight's Challenge the reroll is made with bonus equal Knight's Charisma modifier.
  • Loyal Beyond Death(Ex): AT=f, may act in any negative hit points, cannot die from hit point loss until start of his next turn.

Shield Block(Ex): your shield bonus is increased by indicated value.

Shield Ally(Ex): AT=i D=1r, may absorb half damage from physical attack against indicated number of adjacent allies.

  • Improved(Ex): AT=i D=1r, may absorb all physical damage from attacks received by indicated number of adjacent allies.
    • Greater (Ex): AT=i D=1r, may absorb all damage from attacks received by indicated number of adjacent allies, damage you receive via this ability is halved.

Armour Mastery(Ex): Indicated armour do not reduce movement speed.

  • AC: Armour add to AC and flat-footed AC.
    • Touch: Armour add to touch AC as well.
      • Resistance: Armour DR also protects from any attacks damage including force, untyped energy etc.

Bonus Feat: Also, add any feats that are related to mounted combat, shield and armour use and weapon training to list of the bonus feats. Subject to DM's approval.

Bulwark of Defence(Ex): All area that is threatened by you is counted as a difficult terrain to your enemies. You may activate and deactivate this ability at any time. This ability affects even flying creatures.

  • Improved(Ex): Enemies in your threatened area must squeeze. You may activate and deactivate this ability at any time.

Vigilant Defender(Ex): Add your Knight level to your Tactics roll to opposed Acrobatics rolls to avoid AoO from you.

Mettle(Ex):

Training(Ex): You receive your shield bonus to AC even from flanks and rear directions. You may share Shield Block AC with adjacent allies.

  • Mastery(Ex): While wielding a shield you receive DR/- equal your shield bonus.

Knight of Sages(Ex): When affected by any effect you may delay it for a number of rounds equal your Charisma modifier. Only one effect can be delayed, but Knight may choose to select a new effect at the time he affected by it. For example, a Knight with Charisma 22 is affected by stun and activates this ability. Stunning effect is delayed by 6 rounds. If after 3 rounds he is affected by Disintegrate spell he may choose to delay Disintegrate instead. In this case Stun effect immediately takes place and Disintegrate is delayed by up to 6 rounds. Any delayed effect is counted as an ongoing and can be dispelled or removed by appropriate means.