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[[Category:Classes]]
[[Category:Classes]]


===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.
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.


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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.


====Arelith Changes====
===Prerequisites===
Prerequisites: Base Attack Bonus 6 BAB, Skill Focus: Discipline, any alignment.<br />  
Prerequisites: Base Attack Bonus 6 BAB, Skill Focus: Discipline, any alignment.<br />  
The maximum level for this class is 10, instead of 5.  
The maximum level for this class is 10, instead of 5.  
===Abilities===


{|class="wikitable"
{|class="wikitable"
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| Rallying Cry
| Rallying Cry
| 1
| 1
| 3 turns (1.5 turns for Valiant)
| 3 turns (1.5 turns for '''Valiant''')
| Immediate
| Immediate
| Instant Action/Colossal Area
| 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.
| 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.
'''(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
| 3 Turns (1.5 Turns for Protector)
| 3 Turns (1.5 Turns for '''Protector''')
| Immediate
| Immediate
| Standard Action/Colossal Area
| 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.
| 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.
'''(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
| 3 Turns (1.5 for Vanguard)
| 3 Turns (1.5 for '''Vanguard''')
| Immediate
| Immediate
| Standard Action/Large Area
| 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.
| 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.<br>
(Vanguard 7): At class level 7, these penalties are doubled for the first three rounds.
'''(Vanguard 7)''': At class level 7, these penalties are doubled for the first three rounds.
|-
|-
| Oath of Wrath
| Oath of Wrath
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| Instant Action/Targeted Ability
| Instant Action/Targeted Ability
| A targeted enemy loses 2 AC for 1 turn. In addition,
| 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.
'''(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.
'''(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.
'''(Protector)''': the target loses 1 AB per five Knight levels and gains 2% Spell Failure chance per Knight level.
|-
|-
| Final Stand
| Final Stand
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| Standard Action/Large Area
| 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,
| 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.
'''(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.
'''(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.
'''(Vanguard 10)''': at ten class levels, enemies within the area of effect are immobilized for one round with no saving throw.
|}
|}

Revision as of 03:02, 7 November 2017


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.

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.

Prerequisites

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

Abilities

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.