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(Purple Dragon) Knight: Difference between revisions

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===Introduction===
===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.
====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===
===Arelith Changes===

Revision as of 03:04, 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.

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.