Knight

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Knight is a default prestige class with Arelith specific changes.


Introduction

Arelith Knights enjoy many changes that benefit their leadership and martial aspects. The #Knightly Traditions are 3 different paths for the class. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: None

Feat: Skill Focus: Concentration OR Skill Focus: Discipline OR Skill Focus: Intimidate OR Skill Focus: Leadership OR Skill Focus: Perform OR Skill Focus: Ride OR Skill Focus: Taunt

Class Features

Hit die: d10

Proficiencies: armor (light, medium, heavy), shield, weapon (simple, martial)

Skill points: 4 + int modifier

Class Skills: concentration, craft mastery, discipline, heal, intimidate, leadership, listen, lore, parry, sail, spot, taunt, ride

Unavailable feats: scribe scroll, craft wand, weapon specialization

Primary saving throw(s): fortitude

Base attack bonus: +1/level

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Ref Will Feats HP
1st +1 +2 +0 +0 rallying cry, heroic shield 10
2nd +2 +3 +0 +0 inspire courage 20
3rd +3 +3 +1 +1 fear 30
4th +4 +4 +1 +1 oath of wrath 40
5th +5 +4 +1 +1 final stand 50
6th +6/+1 +5 +2 +2 60
7th +7/+2 +5 +2 +2 Valiant/Protector/Vanguard bonuses 70
8th +8/+3 +6 +2 +2 80
9th +9/+4 +6 +3 +3 90
10th +10/+5 +7 +3 +3 Valiant/Protector/Vanguard bonuses 100

Arelith Changes

Change Level Description
Class skills - Knights gains Concentration, Heal, Listen, Parry, Sail, Spot and Taunt.
Name - Arelith has renamed the Purple Dragon Knight to Knight.
Knight Abilities - All the abilities of the Knight are considered extraordinary effects, and thus immune to dispels.
Knightly Tradition - Use the -path command to select your Knightly Tradition.
Maximum level - The maximum level for this class is 10, instead of 5.
Requirements - Requirements are changed to allow any alignment and only requires Skill Focus: Discipline.

Knightly Traditions


Upon taking your first Knight level, you may use the -path command to select your Knightly Tradition. Once selected, the tradition may not be changed.

There are three traditions of Knight, that focus on different aspects of the class.

  • Knight Vanguard. The Knight Vanguard is the scourge of his enemies, scattering all before her.
  • Knight Protector. The Knight Protector is the defender of the weak, and stalwart comrade-at-arms.
  • Knight Valiant. The Knight Valiant inspires all around her to feats of heroism.

The Tradition of your Order will determine which Knightly abilities improve.

Ability Level Cooldown (Baseline) Cooldown (Adjusted) Duration Type Description
Heroic Shield 1 6 Minutes
(6 Turns)
N/A 72 Minutes
(72 Turns)
Instant Action/Targeted The Knight designates a friendly target as a Ward, automatically applying a -guard to them. The Ward gains 5% + 1% per 2 Knight Levels (10% at level 10) damage immunity to all damage types, as well as 1/+1 DR. Additionally, the designated Ward benefits more from the knightly abilities described below. Using the ability on a different ally before the duration ends will remove the buffs and guard from the previous Ward. Using the ability on the Ward again, before the effect expires, (12 IG Hours) will disable guard on the target, but leave the DR and DI active. This is the only ability that can guard NPCs.
Rallying Cry 1 3 Minutes
(3 Turns)
1.5 Minutes
(1.5 Turns)
for Valiant
1 Minute
(1 Turn)
Instant Action/Colossal Area The Knight and all nearby allies gain +1 AB and +1 Damage. The Ward, if within range, gains an additional +2 damage.

(Valiant 7): At class level 7, the Knight Valiant increases these bonuses to +2. At class level 10, the Knight Valiant increases these bonuses to +3. These bonuses cannot exceed the Knight Valiant's Charisma modifier, but have a minimum value of +1. An affected Ward's +2 damage is added on top of this increased bonus.

Inspire Courage 2 3 Minutes
(3 Turns)
1.5 Minutes
(1.5 Turns)
for Protector
1 Minute
(1 Turn)
Standard Action/Colossal Area The Knight removes fear effects from all allies in range. The knight and all affected allies gain a +2 bonus to all saving throws. If the Ward is within range, the Ward has one negative status effect removed.

(Protector 7): At class level 7, the Knight Protector removes all negative status effects from all affected allies (as per the Restoration spell). The saving throw bonus is increased to +4. For one turn, the Ward's defensive bonuses from Heroic Shield is doubled.

Fear 3 3 Minutes
(3 Turns)
1.5 Minutes
(1.5 Turns)
for Vanguard
1 Minute
(1 Turn)
Standard Action/Large Area Nearby enemies must make a Will save versus Fear. The DC of this save is 15 + Knight Class Levels + (The highest of Leadership or Intimidate) / 3. Enemies who fail this saving throw suffer a -1 penalty, improving to -2 at 8 Knight levels, to AC, AB, and Saving Throws, and a 5% Spell Failure chance per 4 Knight levels. The minimum penalty is -1. Mind-protecting spells do not block this effect. Being attacked while casting Fear will not trigger any Concentration checks.

(Vanguard 7): At class level 7, these penalties are doubled.

Oath of Wrath 4 3 Minutes
(3 Turns)
N/A 1 Minute
(1 Turn)
Instant Action/Targeted Ability A targeted enemy loses 2 AC and is provoked, forcing them to switch target to the Knight. In addition,

(Valiant): the Knight Valiant and all allies within a colossal radius gain +1 magic damage, plus 1 per five Knight levels, against the target's racial type (Ex. 3 Magic Damage vs. Giants)
(Vanguard): the target incurs 5% vulnerability to all damage types, + 1% per Knight level.
(Protector): the target loses 1 AB per five Knight levels and gains 2% Spell Failure chance per Knight level.

Final Stand 5 3 Minutes
(3 Turns)
N/A Immediate/Special Standard Action/Large Area Each nearby ally is healed for 1d8 HP per Knight level, and an additional 1d8 HP per 5% missing health on that ally. Healing on the Ward is empowered (150% of normal). Additionally,

(Valiant 10): at ten class levels, the Knight Valiant and all affected allies gain 10 Regeneration per round for 1 Turn.
(Protector 10): at ten class levels, the Knight Protector and all affected allies gain 20% immunity to elemental damage types and 5/+10 DR for 1 turn.
(Vanguard 10): at ten class levels, enemies within the area of effect are immobilized for one round with no saving throw, leaving them Flat-Footed.

Roleplay Tips

The Knight is a paragon of martial discipline. Inspiring those around her and using her superior knowledge of tactics and strategy, she masters the battlefield.

External Links

Information about default NWN class are available on NWNWiki.