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(Purple Dragon) Knight: Difference between revisions

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


====Class Abilities====
====Arelith Changes====
Prerequisites: 1 BAB, any alignment.<br />
Prerequisites: Base Attack Bonus 6 BAB, Skill Focus: Discipline, any alignment.<br />  
BAB progression: 1/1 <br />
The maximum level for this class is 10, instead of 5.  
Class skills: Craft Armor, Craft Trap, Craft Weapon, Discipline, Intimidate, Lore, Persuade, Ride<br />
Skill points: 2+INT mod <br />
Preferred save: Fortitude<br />
Notes: unlike base NWN, you are limited to 10 levels in this class, not 5. PDK abilities are not spells, so [[kensai]] can use all class abilities.


{|class="wikitable"
{|class="wikitable"
! Ability
! Ability
! Level
! Level
! Uses per day
! Cooldown
! Duration
! Type
! Description
! Description
|-
|-
| Rallying Cry
| Heroic Shield
| 1
| 1
| 3 (unlimited for Protector)
| 6 turns
| Immediately diverts all NPC enemies in a 10m radius to target the Knight. May not be used when Silenced, and does not affect Deaf or Silenced targets. PCs in the area that are not in the middle of an action make a contested Concentration check vs the PDK's Intimidate, and if they fail they attack the PDK instead. Instant effect.
| 6 turns
| Standard Action/Targeted
| The Knight designates a friendly target as a Ward. 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.
|-
|-
| Heroic Shield
| Rallying Cry
| 1
| 1
| Unlimited
| 3 turns (1.5 turns for Valiant)
| Grants an ally a Discipline skill bonus equal to the Knight's class level, and gives them an attack bonus equal to the difference between their BAB and the Knight's. Knights Valiant also grant Haste to the shielded ally. Free action that lasts 1 hour, but applying it to a new target will remove the effects from your last target.
| 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.
(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
| Inspire Courage
| 2
| 2
| 1/day (+1 day/level for Valiant)
| 3 Turns (1.5 Turns for Protector)
| Grants all allies, including the Knight, a save bonus equal to the Knight's Charisma modifier, and +1 Attack and Damage.  Lasts 10 rounds, duration improves with Lingering Song or Lasting Inspiration feats.  May not be used when Silenced.
| 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.
(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
| Fear
| 3
| 3
| 1/day (+1 day/level for Vanguard)
| 3 Turns (1.5 for Vanguard)
| All nearby enemies must pass an opposed Concentration check vs the Knight's Intimidate or be Shaken (-1 to AB/AC/saves/skills and 5% ASF per two class levels on the main server, or per class level on the Fixed Level server).  Lasts 10 rounds, duration improves with Lingering Song or Lasting Inspiration feats.
| Immediate
|-
| Standard Action/Large Area
| Inspire Courage
| 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. The debuff lasts one turn.
| 4
(Vanguard 7): At class level 7, these penalties are doubled for the first three rounds.
| +1
| An additional use of Inspire Courage per day.
|-
|-
| Oath of Wrath
| Oath of Wrath
| 4
| 4
| 1/day
| 3 Turns
| Target loses AC equal to the Knight's current (modified) INT modifier for 1 round per class level. For 1 hour per class level, Knights Vanguard get a bonus equal to their base INT modifier to attack and damage against all creatures with the same race as the target.
| Immediate
| Instant Action/Targeted Ability
| A targeted enemy loses 2 AC for 1 turn. 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.
(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
| Final Stand
| 5
| 5
| 1/day (+1 day/level for Protector)
| 3 Turns
| May only be used if the PDK is below half health. The PDK and all allies within 10m restore 50% of their lost hitpoints, plus 5% for every two PDK class levels.  In addition, all targets get 2 temporary HP per Knight class level. Lasts 10 rounds, duration improves with Lingering Song or Lasting Inspiration feats.
| Immediate
| 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.
|}
|}

Revision as of 02:55, 7 November 2017


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.

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.

Arelith Changes

Prerequisites: Base Attack Bonus 6 BAB, Skill Focus: Discipline, any alignment.
The maximum level for this class is 10, instead of 5.

Ability Level Cooldown Duration Type Description
Heroic Shield 1 6 turns 6 turns Standard Action/Targeted The Knight designates a friendly target as a Ward. 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.
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.

(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.

(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) Immediate 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. The debuff lasts one turn.

(Vanguard 7): At class level 7, these penalties are doubled for the first three rounds.

Oath of Wrath 4 3 Turns Immediate Instant Action/Targeted Ability A targeted enemy loses 2 AC for 1 turn. 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. (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 Turns Immediate 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.