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[[Category:Classes]]
#REDIRECT [[Knight]]
 
===Introduction===
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.
 
===Arelith Changes===
Prerequisites: Base Attack Bonus of 6, Any Weapon Focus, Skill Focus: Discipline<br />
The maximum level for this class is 10, instead of 5.
 
====Knightly Traditions====
 
There are three traditions of Knight, that focus on different aspects of the class.  You will be asked to select your Tradition shortly after taking your first level in Knight.
* 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.
 
 
{|class="wikitable"
! Ability
! Level
! Cooldown
! Duration
! Type
! Description
|-
| Heroic Shield
| 1
| 1 Hour
| 12 Hours
| Instant Action/Targeted
| The Knight designates a friendly target as a Ward, automatically applying a [[Console_command#-guard|-guard]] to them. The Ward gains 5% + 1% per Knight Level damage immunity to all damage types, as well as 1/+1 DR. Additionally, the designated Ward benefits more from the knightly abilities described below.last target. Choosing a different ally before the duration runs will remove the buffs of the old Ward.
|-
| Rallying Cry
| 1
| 3 turns (1.5 turns for '''Valiant''')
| Immediate
| Instant Action/Colossal Area
| The Knight and all nearby allies gain +1 AB and +1 Damage for 1 turn. The Ward, if within range, gains an additional +2 damage.<br>
'''(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 Turns (1.5 Turns for '''Protector''')
| Immediate
| Standard Action/Colossal Area
| The Knight removes fear effects from all allies in range. All affected allies gain a +2 bonus to all saving throws for 1 turn. If the Ward is within range, the Ward has one negative status effect removed.<br>
'''(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 Turns (1.5 for '''Vanguard''')
| 1 Turn
| Standard Action/Large Area
| Nearby enemies must make a Will save versus Fear. The DC of this save is 10 + Knight Class Levels + Intimidate / 3. Enemies who fail this saving throw suffer a -1 penalty per 4 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.<br>
'''(Vanguard 7)''': At class level 7, these penalties are doubled for the first three rounds.
|-
| Oath of Wrath
| 4
| 3 Turns
| 1 Turn
| Instant Action/Targeted Ability
| A targeted enemy loses 2 AC and is provoked, forcing them to switch target to the PDK. In addition,
'''(Valiant)''': all allies within a colossal radius gain +1 magic damage, plus 1 per five PDK levels, against the target's racial type.<br>
'''(Vanguard)''': the target incurs 5% vulnerability to all damage types, + 1% per Knight level.<br>
'''(Protector)''': the target loses 1 AB per five Knight levels and gains 2% Spell Failure chance per Knight level.
|-
| Final Stand
| 5
| 3 Turns
| 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.<br>
'''(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.<br>
'''(Vanguard 10)''': at ten class levels, enemies within the area of effect are immobilized for one round with no saving throw.
|}
 
 
===Notes===
*All the abilities of the Knight are considered extraordinary effects, and thus immune to dispels.

Latest revision as of 00:53, 25 July 2020

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