Knightwarrior (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: this class has higher than normal attack advancement, spells, all the bonus feats of a normal fighter and a grab bag of abilities. needs serious tweaking to bring it in line with the rest of standard format.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing a few areas.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: The spell list is not formatted right.


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

Recycle.png This page was marked as abandoned on 03:16, 4 May 2012 (MDT)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be deleted.

Edit this Page | All abandoned pages

Recycle.png This page was proposed for deletion on 01:23, 14 May 2013 (MDT) because: Abandoned for 1 year, still horrible. (discuss).

Need a page deleted immediately? Use {{needsadmin}} instead!

If it is obvious that this page should not be deleted or if this page has been fixed since this template was added, please remove this template. However please do not remove this template from pages you have created yourself. Instead, please discuss whether changes made to this page are sufficient to warrant removal of this template. Why is my article up for deletion?
Administrators remember to check if anything links here and the page history (last edit) before deleting

Edit this Page | Articles which may get deleted

Contents

[edit] Knight-warrior

There are 2 types of knight-warriors light and dark. A light knight-warrior is like a paladin and a dark knight-warrior is like a death knight.

[edit] Making a Knight-warrior

The Knight-warrior is a versatile combatant who is able to actively disrupt the activities of his enemies. Knight-warriors represent plucky heroes and grizzled veterans, but they always appear to surmount impossible odds. Which means in retrospect that the odds weren't all that impossible. At least, not for someone with a Knight-warrior's talents. So by making it be a logical combat action for your opponents to attack your party's defensive expert, you've really contributed a lot to the party. A Knight-warrior can take a lot of the heat off the rest of the party. So don't get frustrated if enemies constantly interrupt your Designate Opponent action – that's the whole point. A Knight-warrior's role is to protect others, or to harm others, and the best way you can do that is to provide a legitimate threat to your opponents.

Abilities: A Knight-warrior needs Strength, Constitution, Charisma, and Wisdom.

Races: The likelihood of various races to join the light knight-warriors are Dwarves, Half-Elves, Half-Orcs, Humans, and Half-Giants. The likelihood of various races to join the dark knight-warriors are Dwarves, Half-Orcs, Humans, Half-Giants, and Xephs.

Alignment: A light knight-warrior must be Lawful Good. A dark knight-warrior must be Lawful Evil.

Starting Gold: 8d4×10 gp.

Starting Age: Moderate

Table: The Knight-warrior

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +2 +2 Aura of Good or Evil, Bonus Feat, Combat Focus, Detect Evil or Detect Good, Fast Movement, Rage 1/day, Smite Evil or Smite good 1/day, Weapons Training
2nd +2 +3 +3 +3 Bonus Feat, Divine Grace, Lay on Hands, Negative Energy Healing {Dark Knight-warrior only}, Uncanny Dodge
3rd +3 +3 +3 +3 Aura of Courage or Cowardice, Divine Health, Intimidation Specialization {Dark Knight-warrior only}, Pack Mule, Problem Solver, Trap Sense +1
4th +4 +4 +4 +4 Bonus Feat, Rage 2/day, Turn or Rebuke Undead 0
5th +5 +4 +4 +4 Active Assault, Logistics Mastery, Improved Uncanny Dodge, Smite Evil or good 2/day, Special Mount 0
6th +6/+1 +5 +5 +5 Bonus Feat Remove or Inflict Disease 1/week, Trap Sense +2 1
7th +7/+2 +5 +5 +5 Damage Reduction 1/—, Forge Lore, Improved Delay 1
8th +8/+3 +6 +6 +6 Bonus Feat Rage 3/day 1 0
9th +9/+4 +6 +6 +6 Foil Action, Remove or Inflict Disease 2/week, Trap Sense +3 1 0
10th +10/+5/+5 +7 +7 +7 Bonus Feat, Damage Reduction 2/—, Smite Evil or good 3/day 1 1
11th +11/+6/+6 +7 +7 +7 Greater Rage, Lunging Attacks, 1 1 0
12th +12/+7/+7 +8 +8 +8 Bonus Feat Rage 4/day, Remove or Inflict Disease 3/week, Trap Sense +4 1 1 1
13th +13/+8/+8 +8 +8 +8 Array of Stunts, Damage Reduction 3/— 1 1 1
14th +14/+9/+9 +9 +9 +9 Bonus Feat, Indomitable Will 2 1 1 0
15th +15/+10/+10 +9 +9 +9 Greater Combat Focus, Remove or Inflict Disease 4/week, Smite Evil or good 4/day, Trap Sense +5 2 1 1 1
16th +16/+11/+11/+11 +10 +10 +10 Bonus Feat, Damage Reduction 4/—, Rage 5/day 2 2 1 1
17th +17/+12/+12/+12 +10 +10 +10 Improved Foil Action, Tireless Rage 2 2 2 1
18th +18/+13/+13/+13 +11 +11 +11 Bonus Feat, Remove or Inflict Disease 5/week, Trap Sense +6 3 2 2 1
19th +19/+14/+14/+14 +11 +11 +11 Damage Reduction 5/—, Intense Combat Focus, Supreme Combat Focus 3 3 3 2
20th +20/+15/+15/+15 +12 +12 +12 Bonus Feat, Mighty Rage, Rage 6/day, Smite Evil or good 5/day 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration Balance (Dex), Bluff (Cha), Climb (Str), (Con), Craft Escape Artist (Dex), (Int), Diplomacy (Cha), Handle Animal (Cha), Listen (Wis), Move Silently (Dex), Profession (Wis), Heal (Wis), Knowledge (nobility and royalty) (Int), Spot (Wis), Survival (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) Use Rope (Dex).

[edit] Class Features

All of the following are class features of the Knight-warrior.

Weapon and Armor Proficiency: Knight-warriors are proficient with all simple and martial weapons. Knight-warriors are proficient with light, medium, and heavy armor, and with shields and great shields (including tower shields).

Aura of Good or Evil (Ex): The power of a light Knight-warrior’s aura of good (see the detect good spell) is equal to his Knight-warrior level. Or a dark Knight-warrior's aura of evil (see the detect evil spell) is equal to his Knight-warrior level.

Bonus Feats: At 1st level, a knight-warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Knight-warrior gains an additional bonus feat at 2nd level and every two Knight-warrior levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Knight-warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Knight-warrior is not limited to the list of Knight-warrior bonus feats when choosing these feats.

Combat Focus (Ex): A Knight-warrior is at his best when the chips are down and everything is going to hell in a breadbasket. When the world is on fire, a Knight-warrior keeps his head better than anyone. If the Knight-warrior is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a swift action to gain Combat Focus. A Knight-warrior may end his Combat Focus at any time to re-roll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus.

Detect Evil or good (Sp): At will, a light Knight-warrior can use detect evil, as the spell. and a dark Knight-warrior can use detect good, as the spell.

Fast Movement (Ex): A Knight-warrior’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Knight-warrior’s speed because of any load carried or armor worn.

Rage (Ex): A Knight-warrior can fly into a rage a certain number of times per day. In a rage, a Knight-warrior temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Knight-warrior’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Knight-warrior cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Knight-warrior may prematurely end his rage. At the end of the rage, the Knight-warrior loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Knight-warrior, at which point this limitation no longer applies; see below).

A Knight-warrior can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Knight-warrior can do it only during his action, not in response to someone else's action.

Smite Evil or good (Su): Once per day, a light Knight-warrior may attempt to smite evil with one normal melee attack. And a dark Knight-warrior may attempt to smite good with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Knight-warrior level. If the light Knight-warrior accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. And If the dark Knight-warrior accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the Knight-warrior may smite evil or evil one additional time per day, as indicated on Table: The Knight-warrior, to a maximum of five times per day at 20th level.

Weapons Training (Ex): Knight-warriors train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon he is not proficient with for a day, a Knight-warrior may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check).

Divine Grace (Su): At 2nd level, a Knight-warrior gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a light Knight-warrior with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Knight-warrior level × his Charisma bonus. A Knight-warrior may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. And a dark Knight-warrior lay on hands ability functions similarly to the light Knight-warrior skill of the same name, except that instead of channeling positive energy, an dark Knight-warrior channels negative energy, which heals creatures such as undead that have Negative Energy Healing, and harms creatures that are healed by positive energy. Alternatively, a light Knight-warrior can use any or all of this healing power to deal damage to undead creatures. Or a dark Knight-warrior can use any or all of this healing power to deal damage to living creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Knight-warrior decides how many of his daily allotment of points to use as damage after successfully touching an undead or living creature.

{{#Negative Energy Healing}} (Ex): After attaining second level, an dark Knight-warrior is healed with negative energy such as from an inflict light wounds spell, and is damaged by positive energy such as from a cure light wounds spell.

Uncanny Dodge (Ex): At 2nd level, a Knight-warrior retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Knight-warrior already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Aura of Courage or Fear (Su): Beginning at 3rd level, a Knight-warrior is immune to fear (magical or otherwise). Each ally within 10 feet of the light Knight-warrior gains a +4 morale bonus on saving throws against fear effects. And each opponent within 10 feet of the drak Knight-warrior takes a -4 penalty on saving throws against fear effects and opposed checks from the Intimidate skill. This ability functions while the Knight-warrior is conscious, but not if he is unconscious or dead.

Divine Health (Ex): At 3rd level, a Knight-warrior gains immunity to all diseases, including supernatural and magical diseases.

{{#Intimidation Specialization}} (Su): After attaining third level, when an dark Knight-warrior uses the Intimidate skill to demoralize an opponent in combat (see Intimidate skill), it takes only a move action.

Problem Solver (Ex):A Knight-warrior of 3rd level can draw upon his intense and diverse training to respond to almost any situation. As a Swift action, he may choose any [Combat] feat he meets the prerequisites for and use it for a number of rounds equal to his base attack bonus. This ability may be used once per hour.

Trap Sense (Ex): Starting at 3rd level, a Knight-warrior gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Knight-warrior levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Spells: Beginning at 4th level, a light Knight-warrior gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A dark Knight-warrior gains the ability to cast a small number of divine spells, which are drawn from the anti-paladin spell list (see below). A Knight-warrior must choose and prepare his spells in advance. To prepare or cast a spell, a Knight-warrior must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Knight-warrior’s spell is 10 + the spell level + the Knight-warrior’s Wisdom modifier. Like other spellcasters, a Knight-warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Knight-warrior indicates that the Knight-warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on her Wisdom score for that spell level The Knight-warrior does not have access to any domain spells or granted powers, as a cleric does. A Knight-warrior prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Knight-warrior may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Knight-warrior has no caster level. At 4th level and higher, her caster level is one-half his Knight-warrior level.

Turn or Rebuke Undead (Su): When a light Knight-warrior reaches 4th level, he gains the supernatural ability to turn undead. And a dark Knight-warrior reaches 4th level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns or rebukes undead as a cleric of three levels lower would.

Active Assault (Ex):A 5th level a Knight-warrior can flawlessly place himself where he is most needed in combat. He may take a 5 foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5 foot step.

Logistics Mastery (Ex):Knight-warriors are excellent and efficient logisticians. When a Knight-warrior reaches 5th level, he gains a bonus to his Command Rating equal to one third his Knight-warrior Level.

Improved Uncanny Dodge (Ex): At 5th level and higher, a Knight-warrior can no longer be flanked. This defense denies a rogue the ability to sneak attack the Knight-warrior by flanking him, unless the attacker has at least four more rogue levels than the target has Knight-warrior levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Special Mount (Sp): Upon reaching 5th level, a Knight-warrior gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil or good (see below). This mount is usually a heavy warhorse (for a Medium Knight-warrior) or a warpony (for a Small Knight-warrior). Once per day, as a full-round action, a Knight-warrior may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Knight-warrior’s level. The mount immediately appears adjacent to the Knight-warrior and remains for 2 hours per Knight-warrior level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Knight-warrior may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the Knight-warrior’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Knight-warrior may not summon another mount for thirty days or until he gains a Knight-warrior level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Knight-warrior takes a –1 penalty on attack and weapon damage rolls.

Remove or Inflict Disease (Sp): At 6th level, a light Knight-warrior can produce a remove disease effect, as the spell, once per week. And a dark Knight-warrior can produce a inflict disease effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Damage Reduction (Ex): At 7th level, a Knight-warrior gains Damage Reduction. Subtract 1 from the damage the Knight-warrior takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Knight-warrior levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Forge Lore (Ex): A 7th level Knight-warrior can produce magical weapons and equipment as if he had a Caster Level equal to his ranks in Craft.

Improved Delay (Ex): A Knight-warrior of 7th level may delay his action in one round without compromising his Initiative in the next round. In addition, a Knight-warrior may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand).

Foil Action (Ex):: A 9th level Knight-warrior may attempt to monkey wrench any action an opponent is taking. The Knight-warrior may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Knight-warrior must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Knight-warrior may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Knight-warrior may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range. At 17th level, Foil Action may be used at up to 60 feet.

Greater Rage (Ex): At 11th level, a Knight-warrior’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and 11th level Knight-warriors are expected to hold off Elder Elementals, Hydrous, and Hamatulas. Knight-warriors of this level may add 5 feet to the reach of any of their weapons

Array of Stunts (Ex): A 13th level Knight-warrior may take one extra Immediate Action between his turns without sacrificing a Swift action during his next turn.

Indomitable Will (Ex): While in a rage, a Knight-warrior of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Greater Combat Focus (Ex): At 15th level, a Knight-warrior may voluntarily expend his Combat Focus as a non-action to suppress any status effect or ongoing spell effect on himself for his Base Attack Bonus in rounds.

Tireless Rage (Ex): At 17th level and higher, a Knight-warrior no longer becomes fatigued at the end of his rage.

Intense Focus (Ex): A 19th level Knight-warrior may take an extra Swift Action each round (in addition to the extra Immediate Action he can take from Array of Stunts).

Supreme Combat Focus (Ex): A 19th level Knight-warrior may expend his Combat Focus as a non-action to take 20 on any die roll. He must elect to use Supreme Combat Focus before rolling the die.

Mighty Rage (Ex): At 20th level, a Knight-warrior’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Code of Conduct: A light Knight-warrior must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act. An dark Knight-warrior must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act (exceptions made for minor good acts such as aiding a party member, etc. The DM must exercise his discretion when determining if an act is too good for an dark Knight-warrior). Additionally, a light Knight-warrior’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. an dark Knight-warrior’s code requires that he respect the authority of his order or other ruling body, actively thwart the efforts of good, assist those belonging to his order (provided they do not use the help for good or chaotic ends), and punish those who stand in the way of his dark Knight-warrior order.

Associates: While a light Knight-warrior may adventure with characters of any good or neutral alignment, a light Knight-warrior will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A light Knight-warrior may accept only henchmen, followers, or cohorts who are lawful good. While a dark Knight-warrior may adventure with characters of any evil or neutral alignment, a dark Knight-warrior will never knowingly associate with good characters, nor will he continue an association with someone who consistently offends his order's code. A dark Knight-warrior may accept only henchmen, followers, or cohorts who are lawful evil.

[edit] Dark Knight-warrior Spell List

1st-level Dark Knight-warrior Spells Anarchic Water, Bane, Cause Fear, Clear Mind, Curse Water, Deafening Clang, Inflict Light Wounds, Detect Poison, Detect Undead, Divine Favor, Divine Sacrifice, Endure Elements, Lesser Energized Shield, Find Temple, Golden Barding, Grave Strike, Know Greatest Enemy, Lionheart, Moment of Clarity, Lesser One Mind, Resist Planar Alignment, Magic Weapon, Protection From Chaos/Good, Read Magic, Resistance, Resurgence, Rhino's Rush, Second Wind, Silverbeard, Sticky Saddle, Strategic Charge, Traveler's Mount, Vision of Glory, Warning Shout, Restoration, Lesser, Virtue.

2nd-level Dark Knight-warrior Spells Aura of Glory, Bull's Strength, Cloak of Bravery, Darkness, Divine Insight, Divine Protection, Energized Shield, Fell the Greatest Foe, Flame of Faith, Hand of Divinity, Unholy Mount, Knight's Move, Loyal Vassal, One Mind, Quick March, Shield of Warding, Spiritual Chariot, Strength of Stone, Death Knell, Delay Poison, Eagle's Splendor, Owl's Wisdom, Ghoul Touch, Resist Energy, Undetectable Alignment.

3rd-level Dark Knight-warrior Spells Inflict Moderate Wounds, Deeper Darkness, Dispel Magic, Heal Mount, Magic Circle Against Chaos, Magic Circle Against Good, Greater Magic Weapon, Prayer, Blindness/Deafness, Bestow Curse

4th-level Dark Knight-warrior Spells Claws of the Savage, Inflict Serious Wounds, Dispel Chaos/Good, Unholy Weapon, Break Enchantment, Death Ward, Draconic Might, Winged Mount

[edit] Ex-Knight-warriors

A light Knight-warrior who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all light Knight-warrior spells and abilities (including the service of the Knight-warrior’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a light Knight-warrior. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate. A dark Knight-warrior who ceases to be lawful evil, who willfully commits an act that is severely out of step with his alignment, or who grossly violates the code of conduct loses all anti-paladin spells and abilities (including the service of the anti-paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as an anti-paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate. Like a member of any other class, a Knight-warrior may be a multiclass character, but multiclass Knight-warrior face a special restriction. A Knight-warrior who gains a level in any class other than Knight-warrior may never again raise his Knight-warrior level, though he retains all his Knight-warrior abilities.

[edit] Epic Knight-warrior

Table: The Epic Knight-warrior

Hit Die: d<-Die size for Hit Die->

Level Special
21st Remove or Inflict Disease 6/week, Trap Sense +7
22nd Bonus Feat, Damage Reduction 6/—
23rd Bonus Feat
24th Bonus Feat, Rage 7/day, Remove or Inflict Disease 7/week, Trap Sense +8
25th Damage Reduction 7/—, Smite Evil or good 6/day
26th Bonus Feat,
27th Remove or Inflict Disease 8/week, Trap Sense +9
28th Bonus Feat, Damage Reduction 8/—, Rage 8/day,
29th Bonus Feat
30th Trap Sense +10

4 + Int modifier skill points per level.

Knight-warrior Rage: The epic Knight-warrior gains one use of rage per day every four levels after 20th.

Trap Sense (Ex): The epic Knight-warrior’s bonus increases by +1 every three levels higher than 18th.

Damage Reduction (Ex): The epic Knight-warrior’s damage reduction increases by 1 point every three levels higher than 19th.

Lay on Hands (Su): Each day a Knight-warrior can cure or cause a total number of hit points equal to his Charisma bonus (if any) times his class level, as normal.

Smite Evil or good (Su): The epic Knight-warrior adds his class level to damage with any smite evil or good attack, as normal. He can smite one additional time per day for every five levels higher than 20th.

Turn Undead: The Knight-warrior turns or rebuks undead as a cleric of three levels lower, as normal.

Spells: The Knight-warrior’s caster level is equal to one-half his class level, as normal. The Knight-warrior’s number of spells per day does not increase after 20th level.

Special Mount: The epic Knight-warrior’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the Knight-warrior’s class level + 5.

Remove Disease (Sp): The epic Knight-warrior can use remove disease one additional time per week for every three levels higher than 18th.

Bonus Feats: The epic Knight-warrior gains a bonus feat (selected from the list of epic Knight-warrior feats) every three levels higher than 20th. And every four levels higher than 20th.

Epic Knight-warrior Bonus Feat List: Armor Skin, Devastating Critical, Chaotic Rage, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Leadership, Epic Prowess, Epic Reputation, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing,Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Incite Rage, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Ruinous Rage, Terrifying Rage, Thundering Rage Spectral Strike, Spontaneous Spell, Widen Aura of Courage.


[edit] Human Knight-warrior Starting Package

Weapons: Greataxe, Shortbow, Dagger, Bastard Sword, Longsword,

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 (Str) -1
Heal 4 (Wis) "—"
Jump 4 (Str) -1
Listen 4 (Wis) "—"
Ride 4 (Dex) "—"
Search 2 (Int) "—"
Spot 2 (Wis) "—"
Swim 4 (Str) "—"

Feat: Weapon Focus (any).

Bonus Feats: Improved Initiative. Gear: Backpack, Waterskin, Bedroll, Flint and steel, Holy symbol, wooden.

Gold: 8d4×10 gp.

[edit] Campaign Information

[edit] Playing a Knight-warrior

This section needs a more complete description. For more information please look here

Religion: A light Knight-warrior worships Heironeous god of Valor. And a dark Knight-warrior worships Hextor god of Tyranny.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

This section needs a more complete description. For more information please look here
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

This section needs a more complete description. For more information please look here

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

This section needs a more complete description. For more information please look here

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area