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View Full Version : [D&D 3.5] Two Simple Knight PrCs [PEACH]



Feliks878
2010-12-19, 11:09 PM
Authors Note: Below are two simple PrCs I've done for the Knight class from the PHBII. I like the flavor (and some of the mechanics) of the class, but I feel it gets very little support both in and out of the PHBII. What I've created are two divine themed classes - one for Heironeous, one for Hextor - that are designed to give the Knight a slightly different set of powers. It's basically options. What I'd like is ideas for different powers, or criticism on ones I've written if they seem too boring/good/bad/etc.

Knight of the Invincible


All Knights follow a code. Some are to a lord, others to a cause, and some to themselves. The strict adherence to this code serves as a focus to their abilities and allows them a measure of power not available to those who have a less strict approach to life. This personal belief system varies from individual to individual, but is always rooted in the honorable life a Knight leads.

Some Knights choose to dedicate their life to a holy power instead. Like their Paladin kindred, these individuals follow the codes of Good as well as Law. Heironeous is especially fond of Lawful Good Knights, and he occasionally grants them a special boon of his power – these select few become the Knights of the Invincible. They continue to gain some abilities common to all Knights, but gain certain divine abilities granted by their god as well.

Like a Knight, Strength, Constitution, and Charisma are the key stats of a Knight of the Invincible. They rely on Strength to strike their foes, constitution to stay standing, and Charisma to regulate their Knight's Challenge.
Hit Die:d12.

Requirements:
To qualify to become an Knight of the Invincible, a character must fulfill the following criteria.
Alignment: Lawful Good
Base Attack Bonus: +5.
Feats: True Believer, Weapon Focus(Longsword).
Special: Knight's Challenge class feature.

Class Skills:
The Knight of the Invincible's class skills (and the key ability for each skill) are Climb (Str), Diplomacy, (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge(religion) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Knight of the Invincible
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Code of Conduct, Knight's Challenge, Weapon of the Deity

2nd|
+2|
+3|
+0|
+3|Foe of the Scourge +1/+0

3rd|
+3|
+3|
+1|
+3|Strike of Purity

4th|
+4|
+4|
+1|
+4|Foe of the Scourge +2/+1

5th|
+5|
+4|
+1|
+4|Armor Mastery (Heavy)

6th|
+6|
+5|
+2|
+5|Foe of the Scourge +3/+2

7th|
+7|
+5|
+2|
+5|Know the Scourge, Join the Fray

8th|
+8|
+6|
+2|
+6|Foe of the Scourge +4/+3

9th|
+9|
+6|
+3|
+6|Ever Vigilant

10th|
+10|
+7|
+3|
+7|Implaccable, Foe of the Scourge +5/+4[/table]

Class Features:
All of the following are class features of the Knight of the Invincible prestige class.

Weapon and Armor Proficiency:
A Knight of the Invincible gains no armor or weapon proficiency.

Knight's Challenge: Levels in Knight of the Invincible stack with levels in Knight for determining any level dependent abilities of your Knight's Challenge class feature, as well as determining when you earn new types of challenges. For example, Lady Amelia, a Knight 5/Knight of the Invincible 3 can use the Call to Battle Knight's Challenge ability as if she were an 8th level Knight.

Code of Conduct: A Knight of the Invincible must follow The Knight's Code just as a Knight must, with the same requirements and penalties, adding the following bullet-points.
-A Knight of the Invincible may not speak ill of Heironeous. Should she do so, in addition to losing one use of her Knight's Challenge for that day, her special weapon (see Weapon of the Deity, below) loses all bonuses granted by this class for the rest of the day.
-A Knight of the Invincible must battle the followers of Hextor whenever they meet. Should a Knight of the Invincible willingly work with a known follower of Hextor, she may not use her Knight's Challenge ability during this time, nor does she gain the benefits of her special weapon.
-Should the Knight of the Invincible ever cease worshiping Heironeous or should her alignment change from Lawful Good, she loses all the benefits of her class features except for Armor Mastery (Heavy).

Weapon of the Deity (Su): Upon their ascension to a Knight of the Invincible, these select few are granted a special bonus to their longsword as an embodiment of Heironeous's will. As long as the longsword has at least a +1 enchantment, a Knight of the Invincible can spend 24 hours and 1 vial of
Holy Water in a special ceremony that anoints the blade with divine might. The weapon gains the holy enhancement, but only when wielded by this character. Should the weapon be lost or destroyed, a new ceremony must be undertaken with a new longsword to gain the effect. This enhancement does not modify the cost to upgrade the weapon.

Foe of the Scourge (Ex): A Knight of the Invincible is required to battle the followers of Hextor whenever they meet, a proxy of their gods endless duel. A Knight of the Invincible receives a +1 divine attack bonus against foes she knows to worship Hextor. A foe which claims to worship Hextor but does not is not subject to this bonus – Heironeous will not grant the benefit, for he knows the truth. Should the Knight face a foe who worships Hextor the Knight must know of this worship in order to gain the bonus.

For example, Lady Amelia is facing three foes. The first is a known worshiper of Hextor, and she gains the bonus against him. The second claims to be a worshiper, but is really a worshiper of Vecna attempting to deceive the Knight, and Lady Amelia gains no bonuses against him because of this. The third is a worshiper of Hextor, but Lady Amelia is unaware of this, and she gains no bonus against him either.

This bonus increases to +1 at every even numbered level beyond 2nd Additionally, the Knight of the Invincible gains +1 divine bonus to damage against these foes starting a 4th level and increasing every even numbered level after that.

Strike of Purity (Su): Starting at 3rd level, a Knight of the Invincible can strike incorporeal foes as if their weapon had the ghost touch property. This only functions with a weapon the Knight has declared with her Weapon of the Deity class feature.

Armor Mastery (Heavy) (Ex): The Knight may ignore the speed reduction for wearing heavy armor. This is identical to the Knight class feature of the same name. Should a character possess both of these class features, they reduce the armor check penalty any heavy armor they wear by 50% (round the remaining penalty down).

Know the Scourge (Sp): As a swift action, a Knight can study a foe within 30 feet. Should she choose to do so at the end of the study she knows if that person is a worshiper of Hextor. Any creature immune to detect thoughts is immune to this ability.

Join the Fray (Sp): Once per day as a move action, the Knight can teleport a distance up to her speed, as if with a form of the Dimension Door spell, except as noted. At the end of this movement she can make a full attack as if she had not taken a move action this turn. Should this movement end her adjacent to a known worshiper of Hextor who she then hits with an attack this use is not expended.

Ever Vigilant (Ex): A Knight of the Invincible is a beacon against darkness and subterfuge, empowered by her deity to watch over he allies. The Knight no longer needs to sleep, eat, or breathe, rendering her immune to inhaled toxins and drowning. Should the Knight need to recover spells she must still rest for 8 hours.

Implacable (Ex): Upon reaching 10th level, a Knight of the Invincible has gained incredible defensive and offensive abilities. The Knight gains Damage Reduction 10/evil and a +1 divine bonus to all saving throws. Their weapons automatically confirm hits against evil enemies. Additionally, the Knight gains the following Knight's Challenge ability.
Aura of the Implacable (Ex): As a swift action the Knight of the Invincible can expend one use of her Knight's Challenge to grant all allies with 30 feet of her Damage Reduction 5/evil and a +1 divine bonus to all saving throws. This effect lasts for a number of rounds equal to 3+the Knight's charisma modifier.

---

Hextor version and notes in the second post.

Feliks878
2010-12-19, 11:11 PM
Knight of the Scourge


All Knights follow a code. Some are to a lord, others to a cause, and some to themselves. The strict adherence to this code serves as a focus to their abilities and allows them a measure of power not available to those who have a less strict approach to life. This personal belief system varies from
individual to individual, but is always rooted in the honorable life a Knight leads, even if it supports a regime of tyranny and hatred.

Some Knights see Hextor and an example to themselves and strive to emulate him.. The dark god is especially fond of Lawful Evil Knights, and he occasionally grants them a special boon of his power – these select few become the Knights of the Scourge. They continue to gain some abilities
common to all Knights, but gain certain divine abilities granted by their god as well.

Like a Knight, Strength, Constitution, and Charisma are the key stats of a Knight of the Scourge. They rely on Strength to strike their foes, Constitution to stay standing, and Charisma to regulate their Knight's Challenge.
Hit Die:d12.

Requirements:
To qualify to become an Knight of the Scourge, a character must fulfill the following criteria.
Alignment: Lawful Evil
Base Attack Bonus: +5.
Feats: True Believer, Weapon Focus(Flail).
Special: Knight's Challenge class feature.

Class Skills:
The Knight of the Invincible's class skills (and the key ability for each skill) are Climb (Str), Diplomacy, (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge(religion) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Knight of the Scourge
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Code of Conduct, Knight's Challenge, Weapon of the Deity

2nd|
+2|
+3|
+0|
+3|Foe of the Invincible +1/+0

3rd|
+3|
+3|
+1|
+3|Strike of Corruption

4th|
+4|
+4|
+1|
+4|Foe of the Invincible +2/+1

5th|
+5|
+4|
+1|
+4|Armor Mastery (Heavy)

6th|
+6|
+5|
+2|
+5|Foe of the Invincible +3/+2

7th|
+7|
+5|
+2|
+5|Know the Invincible, Join the Fray

8th|
+8|
+6|
+2|
+6|Foe of the Invincible +4/+3

9th|
+9|
+6|
+3|
+6|Ever Vigilant

10th|
+10|
+7|
+3|
+7|Implaccable, Foe of the Invincible +5/+4[/table]

Class Features:
All of the following are class features of the Knight of the Scourge prestige class.

Weapon and Armor Proficiency:
A Knight of the Scourge gains no armor or weapon proficiency.

Knight's Challenge: Levels in Knight of the Scourge stack with levels in Knight for determining any level dependent abilities of your Knight's Challenge class feature, as well as determining when you earn new types of challenges. For example, Lady Victoria, a Knight 5/Knight of the Scourge 3 can use the Call to Battle Knight's Challenge ability as if she were an 8th level Knight.

Code of Conduct: A Knight of the Scourge must follow The Knight's Code just as a Knight must, with the same requirements and penalties, adding the following bullet-points.
-A Knight of the Scourge may not speak ill of Hextor. Should she do so, in addition to losing one use of her Knight's Challenge for that day, her special weapon (see Weapon of the Deity, below) loses all bonuses granted by this class for the rest of the day.
-A Knight of the Scourge must battle the followers of Heironeous whenever they meet. Should a Knight of the Scourge willingly work with a known follower of Heironeous, she may not use her Knight's Challenge ability during this time, nor does she gain the benefits of her special weapon.
-Should the Knight of the Scourge ever cease worshiping Hextor or should her alignment change from Lawful Evil, she loses all the benefits of her class features except for Armor Mastery (Heavy).

Weapon of the Deity (Su): Upon their ascension to a Knight of the Scourge, these select few are granted a special bonus to their flail as an embodiment of Hextor's will. As long as the flail has at least a +1 enchantment, a Knight of the Scourge can spend 24 hours and 1 vial of
Unholy Water in a special ceremony that anoints the blade with profane might. The weapon gains the unholy enhancement, but only when wielded by this character. Should the weapon be lost or destroyed, a new ceremony must be undertaken with a new flail to gain the effect. This enhancement does not modify the cost to upgrade the weapon.

Foe of the Invincible (Ex): A Knight of the Scourge is required to battle the followers of Heironeous whenever they meet, a proxy of their gods endless duel. A Knight of the Scourge receives a +1 profane attack bonus against foes she knows to worship Heironeous. A foe which claims to worship Heironeous but does not is not subject to this bonus – Hextor will not grant the benefit, for he knows the truth. Should the Knight face a foe who worships Heironeous the Knight must know of this worship in order to gain the bonus.

For example, Lady Victoria is facing three foes. The first is a known worshiper of Heironeous, and she gains the bonus against him. The second claims to be a worshiper, but is really a worshiper of Olidimarra attempting to deceive the Knight, and Lady Victoria gains no bonuses against him because of this. The third is a worshiper of Heironeous, but Lady Victoria is unaware of this, and she gains no bonus against him either.

This bonus increases to +1 at every even numbered level beyond 2nd Additionally, the Knight of the Scourge gains +1 profane bonus to damage against these foes starting a 4th level and increasing every even numbered level after that.

Strike of Corruption (Su): Starting at 3rd level, a Knight of the Scourge can strike incorporeal foes as if their weapon had the ghost touch property. This only functions with a weapon the Knight has declared with her Weapon of the Deity class feature.

Armor Mastery (Heavy) (Ex): The Knight may ignore the speed reduction for wearing heavy armor. This is identical to the Knight class feature of the same name. Should a character possess both of these class features, they reduce the armor check penalty any heavy armor they wear by 50% (round the remaining penalty down).

Know the Invincible (Sp): As a swift action, a Knight can study a foe within 30 feet. Should she choose to do so at the end of the study she knows if that person is a worshiper of Heironeous. Any creature immune to detect thoughts is immune to this ability.

Join the Fray (Sp): Once per day as a move action, the Knight can teleport a distance up to her speed, as if with a form of the Dimension Door spell, except as noted. At the end of this movement she can make a full attack as if she had not taken a move action this turn. Should this movement end her adjacent to a known worshiper of Heironeous who she then hits with an attack this use is not expended.

Ever Vigilant (Ex): A Knight of the Scourge is a being of true darkness who roams the world constantly looking for battle. The Knight no longer needs to sleep, eat, or breathe, rendering her immune to inhaled toxins and drowning. Should the Knight need to recover spells she must still rest for 8 hours.

Implacable (Ex): Upon reaching 10th level, a Knight of the Scourge has gained incredible defensive and offensive abilities. The Knight gains Damage Reduction 10/good and a +1 profane bonus to all saving throws. Their weapons automatically confirm hits against good enemies. Additionally, the Knight gains the following Knight's Challenge ability.
Aura of the Implacable (Ex): As a swift action the Knight of the Scourge can expend one use of her Knight's Challenge to grant all allies with 30 feet of her Damage Reduction 5/good and a +1 profane bonus to all saving throws. This effect lasts for a number of rounds equal to 3+the Knight's charisma modifier.

---

More notes: Bleh, sorry that took up so much space. The two classes are mechanically almost identical, except for a few small things (i.e., the use of flails vs longswords, profane bonuses vs divine). I'd love to know what people think.

To see pdfs of the classes, check the links below. The PDFs each include a sample encounter, if you're interested.
Knight of the Invincible (http://comiclinkshomepage.angelfire.com/Knight_of_the_Invincible.pdf)
Knight of the Scourge (http://comiclinkshomepage.angelfire.com/Knight_of_the_Scourge.pdf)