Knight

From Paradox Haze

Contents

[edit] The Knight

Alignment: Any Lawful.

Hit Die: d10.

[edit] Class Skills

The knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

[edit] Progression

Table: The Knight
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Knight Talent Point
2nd+2+3+0+0 Knight Talent Point
3rd+3+3+1+1 Knight Talent Point
4th+4+4+1+1 Knight Talent Point
5th+5+4+1+1 Knight Talent Point
6th+6/+1+5+2+2 Knight Talent Point
7th+7/+2+5+2+2 Knight Talent Point
8th+8/+3+6+2+2 Knight Talent Point
9th+9/+4+6+3+3 Knight Talent Point
10th+10/+5+7+3+3 Knight Talent Point
11th+11/+6/+1+7+3+3 Knight Talent Point
12th+12/+7/+2+8+4+4 Knight Talent Point
13th+13/+8/+3+8+4+4 Knight Talent Point
14th+14/+9/+4+9+4+4 Knight Talent Point
15th+15/+10/+5+9+5+5 Knight Talent Point
16th+16/+11/+6/+1+10+5+5 Knight Talent Point
17th+17/+12/+7/+2+10+5+5 Knight Talent Point
18th+18/+13/+8/+3+11+6+6 Knight Talent Point
19th+19/+14/+9/+4+11+6+6 Knight Talent Point
20th+20/+15/+10/+5+12+6+6 Knight Talent Point

[edit] Knight Talent Trees

This chart details the maximum number of readied maneuvers per level. Maneuvers Readied:

[edit] Maneuvers Readied

Level Maneuvers Readied
Lvl 1 1
Lvl 2 1
Lvl 3 2
Lvl 4 2
Lvl 5 2
Lvl 6 2
Lvl 7 3
Lvl 8 3
Lvl 9 3
Lvl 10 3
Lvl 11 3
Lvl 12 3
Lvl 13 4
Lvl 14 4
Lvl 15 4
Lvl 16 4
Lvl 17 5
Lvl 18 5
Lvl 19 5
Lvl 20 6


[edit] Sword and Shield Combat

Resolute Stance -
Stance
Level: Knight 1
Prerequisite: None
Initiation: Stance
Effects: In turns in which you do not take a move action, you gain Damage Reduction equal to your shield's AC bonus. You must be wielding a shield for this stance to work.


Crusader's Stance -
Stance
Level: Knight 1
Prerequisite: None
Initiation: Stance
Effects: You gain a +2 competence bonus on damage rolls. You must be wielding a shield and a 1 handed weapon for this stance to work.


Shield Block -
Maneuver (Resolute Stance)
Level: Knight 2
Prerequisite: None
Initiation: Stance
Effects: As an immediate action, you can grant an AC bonus to an adjacent ally equal to your shield's AC bonus + 4. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes his attack roll, but must do so before you know whether the attack was a success or a failure.


Crusader's Strike -
Maneuver (Crusader's Stance)
Level: Knight 2
Prerequisite: Crusader's Stance
Initiation: 1 standard action
Effects: As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If you attack hits, you or an ally within 10 feet of you heals 1d6 points of damage, +1 point per initiator level.


Foehammer -
Maneuver (Crusader's Stance)
Level: Knight 6
Prerequisite: None
Initiation: Stance
Effects: When you use this maneuver, you make a melee attack against a single foe. This attack automatically overcomes the opponent's damage reduction and deals an extra 2d6 damage.



Resolute Defense -
Stance Boost (Resolute Stance)
Level: Knight 8
Prerequisite: None
Initiation: --
Effects: While in your Resolute Stance, you gain a bonus to fighting defensively; you gain +2 additional AC.


Crusader's Mettle 1 -
Stance Boost (Crusader's Stance)
Level: Knight 8
Prerequisite: None
Initiation: --
Effects: You gain a +2 bonus to your attack rolls and damage rolls while in your Crusader's Stance



Aura of Triumph -
Stance Boost (Crusader's Stance)
Level: Knight 12
Prerequisite: Foehammer, Crusader's Stance
Initiation: --
Effects: While in the Crusader's Stance, you and an ally within 10 feet of you both heal 5 points of damage on each successful melee attack either of you makes against an evil target.


Aura of Perfect Order -
Stance Boost (Resolute Stance)
Level: Knight 12
Prerequisite: Resolute Stance
Initiation: --
Effects: This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simple decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check.


Shield Counter -
Maneuver (Resolute Stance)
Level: Knight 14
Prerequisite:
Initiation: 1 immediate action
Effects: As an immediate action, you can attempt a shield bash against an opponent you threaten. This attack is made with a -2 penalty. If you shield's attack hits, your target's next attack automatically misses. You can use this maneuver immediately after an opponent declares an attack, but you must do so before the attack's result has been determined.

Crusader's Fury -
Stance Boost (Crusader's Stance)
Level: Knight 14
Prerequisite: None
Initiation: --
Effects: Whenever an ally within 30 feet of you takes damage, you gain 5 health.


Resolution -
Stance Boost (Resolute Stance)
Level: Knight 16
Prerequisite: None
Initiation: --
Effects: In turns in which you do not take a move action, you gain Damage Reduction equal to your Armor's AC bonus while in your resolute stance.


Crusader's Mettle -
Stance Boost (Crusader's Stance)
Level: Knight 16
Prerequisite: None
Initiation: --
Effects: You gain a +4 competence bonus on attack and damage rolls while in your Crusader's Stance



[edit] Inspiration

Valiant Stance -
Stance
Level: Knight 1
Prerequisite: None
Initiation: Stance
Effects: Allies (Including Self) gain a +1 inspiration bonus to attack and damage rolls while in this stance.


Leading the Attack
Maneuver (Valiant Stance)
Level: Knight 1
Prerequisite: None
Initiation: 1 Standard Action
Effects: As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.


Aura of Courage
Boost (Valiant Stance)
Level: Knight 2
Prerequisite: Valiant Stance
Initiation: Stance Boost
Effects: You are immune to fear effects while in your Valiant Stance. Allies within 30 feet gain a +4 bonus to resist fear effects.


Iron Guard's Glare
Stance Boost (Valiant Stance)
Level: Knight 4
Prerequisite: Valiant Stance, Aura of Courage
Initiation: Stance Boost
Effects: Enemies you threaten take a -4 penalty on attacks against your allies while in your Valiant Stance.


Inspire Courage 1
Stance Boost (Valiant Stance)
Level: 6
Prerequisite: Valiant Stance
Initiation: Stance Boost
Effects: The inspiration bonus from Valiant Stance is raised to +2


Valiant Strike
Maneuver (Valiant Stance)
Level: Knight 8
Prerequisite: Valiant Stance
Initiation: 1 Standard Action.
Effects: As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 3d6 damage, and the target is considered flat-footed until the start of his next turn.


Inspire Courage 2
Stance Boost (Valiant Stance)
Level: 10
Prerequisite: Valiant Stance, Inspire Courage 1
Initiation: Stance Boost
Effects: The inspiration bonus from Valiant Stance is raised to +3


Valiant Hammer
Stance Boost (Valiant Stance)
Level: Knight 12
Prerequisite: Valiant Stance
Initiation: Stance Boost
Effects: As part of this maneuver, you make a single, devastating strike against an opponent. The raw force of this blow knocks him senseless. Your attack deals an extra 5d6 Damage and stuns the target for 1 round.


Clarion Call
Maneuver (Valiant Stance)
Level: Knight 14
Prerequisite:
Initiation: 1 Swift Action
Effects:If you reduce an opponent to 0 hit points or lower, you can initiate this maneuver. Once it is initiated, all allies within range can immediately either make one melee attack at their highest attack bonus or take a single move action. These allies must be able to see and hear you. These attacks are not attacks of opportunity.


Inspire Courage 3
Stance Boost (Valiant Stance)
Level: 16
Prerequisite: Valiant Stance, Inspire Courage 2
Initiation: Stance Boost
Effects: The inspiration bonus from Valiant Stance is raised to +4


War Master's Charge
Maneuver (Valiant Stance)
Level: Knight 18
Prerequisite: Valiant Stance
Initiation: 1 Full Round Action
Effects: As part of this maneuver, you charge an opponent. In addition, all allies within 30 feet of you at the beginning of your turn can also charge this target as an immediate action. You and allied creatures do not block each other when determining if you can charge. Your charge attack deals an extra 50 points of damage, and those of allies each deal an extra 25 points of damage. For each ally who charges, counting yourself, your charge attack and those of your allies are made with a cumulative +3 bonus (in addition to the normal bonus provided by charging). An opponent struck by you and at least one other ally is stunned for 1 round. You and your allies do not provoke attacks of opportunity for moving as part of this charge.

[edit] Mounted Combat

Special Mount
Ability
Level: 1
Prerequisite: None
Initiation: --
Effects: You get a special mount; as Paladin's Special Mount

Mounted Weapon Bonus: Lance + 1
Ability
Level: 2
Prerequisite: Special Mount
Initiation: --
Effects: You gain a competence bonus on attack rolls while using the indicated weapon while mounted.


Mounted Weapon Bonus: Sword
Ability
Level: 4
Prerequisite: Special Mount
Initiation: --
Effects: The inspiration bonus from Valiant Stance is raised to +4


Deadly Charge
Ability
Level: 6
Prerequisite: Mounted Weapon Bonus: Lance, or Mounted Weapon Bonus: Sword.
Initiation: Charge Attack
Effects: When mounted and using the charge action, a Knight may declare a deadly charge attack before making his attack roll (thus, a failed attack ruins the attempt.) If he hits, he deals double damage with a melee weapon or lance. This ability can be used once per day.


Deadly Charge 2
Ability
Level: 10
Prerequisite: Mounted Weapon Bonus: Lance, or Mounted Weapon Bonus: Sword.
Initiation: Charge Attack
Effects: Raises the damage done by Deadly Charge to Triple damage.


Deadly Charge 3
Ability
Level: 14
Prerequisite: Mounted Weapon Bonus: Lance, or Mounted Weapon Bonus: Sword, Deadly Charge 2
Initiation: Stance Boost
Effects: The Deadly Charge Ability can now be used twice per per day.


Deadly Charge 4
Ability
Level: 18
Prerequisite: Mounted Weapon Bonus: Lance, or Mounted Weapon Bonus: Sword, Deadly Charge 3
Initiation: Stance Boost
Effects: The Deadly Charge Ability can now be used three times per per day.

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