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2011-09-09, 01:43 AM

I have yet to play with a group who likes how the knight was done..so lets see how I can do.

if something is confusing, see this (http://www.giantitp.com/forums/showthread.php?p=11811877#post11811877)

Knight

Hit dice: D12

Alignment: any non-nuetral

Skills at level one: (int +4) x 4

Skills after: 4+int mod

Important stats: strength, constitution, charisma

{table=head]Level|Base attack bonus|Fort|Ref|Will|Specials|

1|+1| +2|+0|+0|Valor/1 day, powerful strike, improved unarmed strike|

2|+2| +3|+0|+0|Defend ally, parry, +2 armor|

3|+3|+3|+1|+1| improved grapple,Martyr|

4|+4|+4|+1|+1| Valor /2,+2 armor,divine grace|

5|+5|+4|+1|+1|Greater improved grapple|

6|+6/+1|+5|+2|+2|augmented critical(choice),+2 armor|

7|+7/+2|+5|+2|+ 2|augmented critical (choice),DR 2/-|

8|+8/+3|+6|+2|+ 2| valor/3 day, +2 armor|

9|+9/+4|+6|+3|+3| |

10|+10/+5|+7|+3|+3|DR 4/-,+2 armor|

11|+11/+6/+1|+7|+3|+3|Great valor|

12|+12/+7/+2|+8|+4|+4|valor/4 day, +2 armor|

13|+13/+8/+3|+8|+4|+4| DR 6/-|

14|+14/+9/+4|+9|+4|+4|+2 armor|

15|+15/+10/+5|+9|+5|+5|Greater parry|

16|+16/+11/+6/+1|+10|+5|+5|+2 armor, DR 8/-, valor/5 day|

17|+17/+12/+7/+2|+10|+5|+5|tireless valor|

18|+18/+13/+8/+3|+11|+6|+6|+2 armor,armor mastery|

19|+19/+14/+9/+4|+11|+6|+6|DR 10/-|

20|+20/+15/+10/+5|+12|+6|+6|+2 armor, Mighty valor, Valor/6 day|

[/table]

Valor: a knight draws on the power of his spirit and devotion to good, he adds his cha modifier to his strength and constitution. It functions similarly to barbarian rage. He gains a +2 to will and a -2 to ac

Powerful strike: a knight can destroy even the hardiest of evil doers with his strong sword arm. A knight add ½ his str mod to damage with one handed weapons. He also doubles the str mod use for damage when wielding a two handed weapon( 3 times his strength mod). As the knight continues to build his skill, his body hardens and his strikes become more sure, every four levels grants the knight a +2(+3 2handed)or on a full attack action +4(+6 with two-handed weapons) to damage rolls, these bonuses stack. At level 10, a knight gains an additional ½ bonus to damage on each hand. He now use four times the strength mod he would use on two handed weapons. At level 10, all his damage bonuses upgrade from +2(+3) to +3(+4) and when he uses a full round attack option he gets +6(+9). at level 20, the damage bonuses increase one last time to +4(+5) on single attacks and +8(+12) when he goes in for a full attack option.

Defend ally: a knight may use his block strike action to defend any allies within reach.

Great armor: a knight is a warrior trained to fight in even the heaviest of armors and defensive items, gaining as much as possible from their use. A Knight gains a +2 to his soak while wearing any form of protective item(s). His armor check penalty also takes a -2, his speed penalty lessens by 20ft and his max dexterity bonus to his armor class gains a +2 . The second enhancement grants an additional enhancement: knight can also sleep in any armor with no penalties the next day and his speed and he carries his armor so well that it only counts for ¾ it’s normal weight when determining how much it counts against the knight’s loads. A knight also gains an AC bonus equal to 1/5 his soak bonus from this class feature. He also gains fortification +15% every 10 levels and gains a +1 bonus to his efficiency ranges at lvl 5 and every 5 lvls after that

Parry: a knight is a great martial combatant and can make opponents suffer for their lack of skill. When a knight uses a block strike, should his attack roll exceed his opponent, he may trip or disarm his foe as a free action. The opponent can’t react fast enough to try to trip or disarm the knight.

Great parry: a knight may also attack an opponent they trip or disarm as a result of a block strike.

Improved grapple: in addition to great martial power with his strikes, a knight is a superb wrestler. He gains improved grapple as a bonus feat. If he already has it, he gains greater improved grapple

DR: a knight can shrug off the blows of combat

Great valor: the charisma mod is now 50% more potent . +3 to will, -2 to ac

Greater improved grapple: a knight now is a master of the wrestling ring. he can take 10, can maintain as a swift action, and is considered one size category larger for grappling limits. he gains a bonus to grapple checks equal to 1/4 his knight levels.

Divine Grace: the knight adds his charisma mod to his saves.

Martyr:lvl 3, a knight throws himself into the fray defending his partners, by becoming the main target using a free action to activate it while he has valor turned on, he grants his partners a bonus to ac equal to his charisma mod and he gains a bonus to his attack rolls, and damage rolls equal and a bonus his AC equal to his charisma mod. Every round also increases the number of rounds he could be in valor by one round. once the encounter ends, the knight is exhausted. The knight may also transfer any damage dealt to an ally to himself and may make a fortitude save for an ally. Foes must make a will save DC(10+1/2 the knight levels+the knights charisma modifier) or be forced to attack the knight.

Tireless valor: the knight is no longer tired by his valor use. martyr now only fatigues the knight.

Mighty valor: double the charisma used in valor. +4 to will. +2 ac.

Armor Mastery: a knight adds 5 to his DR when wearing armor.

he's based on the real life knightly combat records, they were pretty much just mainland answers to barbarians and the sort, so they're training involved learning to kill with everything possible (hands included), they were also tough as all hell, so yeah. I kept the concept of most of his powers being based on charisma, keeping in spirit with the the heroic and charismatic juggernaut. I've ran this class, it plays very much like a damn tankasaurus rex.

now with some standard izing for 3.5(next is pathfinder)

{table=head]Level|Base attack bonus|Fort|Ref|Will|Specials|

1|+1| +2|+0|+0|Valor/1 day, powerful strike, improved unarmed strike|

2|+2| +3|+0|+0|Defend ally, parry|

3|+3|+3|+1|+1| Martyr, improved grapple|

4|+4|+4|+1|+1| Valor /2,divine grace|

5|+5|+4|+1|+1|Greater improved grapple|

6|+6/+1|+5|+2|+2|augmented critical(choice)|

7|+7/+2|+5|+2|+ 2|augmented critical (choice),DR 2/-|

8|+8/+3|+6|+2|+ 2| valor/3 day|

9|+9/+4|+6|+3|+3| |

10|+10/+5|+7|+3|+3|DR 4/-|

11|+11/+6/+1|+7|+3|+3|Great valor|

12|+12/+7/+2|+8|+4|+4|valor/4 day|

13|+13/+8/+3|+8|+4|+4| DR 6/-|

14|+14/+9/+4|+9|+4|+4||

15|+15/+10/+5|+9|+5|+5|Greater parry|

16|+16/+11/+6/+1|+10|+5|+5|DR 8/-, valor/5 day|

17|+17/+12/+7/+2|+10|+5|+5|tireless valor|

18|+18/+13/+8/+3|+11|+6|+6||

19|+19/+14/+9/+4|+11|+6|+6|Martyr,DR 10/-|

20|+20/+15/+10/+5|+12|+6|+6|Mighty valor, Valor/6 day|

[/table]

Valor: a knight draws on the power of his spirit and devotion to good, he adds his cha modifier to his strength and constitution. It functions similarly to barbarian rage. He gains a +2 to will and a -2 to ac

Powerful strike: a knight can destroy even the hardiest of evil doers with his strong sword arm. A knight add ½ his str mod to damage with one handed weapons. He also doubles the str mod use for damage when wielding a two handed weapon( 3 times his strength mod). As the knight continues to build his skill, his body hardens and his strikes become more sure, every four levels grants the knight a +2(+3 2handed)or on a full attack action +4(+6 with two-handed weapons) to damage rolls, these bonuses stack. At level 10, a knight gains an additional ½ bonus to damage on each hand. He now use four times the strength mod he would use on two handed weapons. At level 10, all his damage bonuses upgrade from +2(+3) to +3(+4) and when he uses a full round attack option he gets +6(+9). at level 20, the damage bonuses increase one last time to +4(+5) on single attacks and +8(+12) when he goes in for a full attack option.

Defend ally: a knight may use his block strike action to defend any allies within reach.

Armor training: a knight is a warrior trained to fight in even the heaviest of armors and defensive items, gaining as much as possible from their use.every four levels grants a +2 to AC. His armor check penalty also takes a -2 every four levels, his speed penalty lessens by 20ft and his max dexterity bonus to his armor class gains a +2 every four levels . At lvl four, knight can also sleep in any armor with no penalties the next day and his speed and he carries his armor so well that it only counts for ¾ it’s normal weight when determining how much it counts against the knight’s loads.

Parry:a knight can sacrifice an attack and gains two uses per round. he can make an attack roll against anyone who attacks him, if his roll exceeds his foes, the attack is negated. The knight can add a shield's AC bonus to this roll.

Great parry: a knight may now disarm or trip anyone they successfully parry.

Improved grapple: in addition to great martial power with his strikes, a knight is a superb wrestler. He gains improved grapple as a bonus feat. If he already has it, he gains greater improved grapple

DR: a knight can shrug off the blows of combat

Great valor: the charisma mod is now 50% more potent . +3 to will, -2 to ac

Greater improved grapple: a knight now is a master of the wrestling ring. he can take 10, can maintain as a swift action, and is considered one size category larger for grappling limits. he gains a bonus to grapple checks equal to 1/4 his knight levels.

Martyr:lvl 3, a knight throws himself into the fray defending his partners, by becoming the main target using a free action to activate it while he has valor turned on, he grants his partners a bonus to ac equal to his charisma mod and he gains a bonus to his attack rolls, and damage rolls equal and a bonus his AC equal to his charisma mod. Every round also increases the number of rounds he could be in valor by one round. once the encounter ends, the knight is exhausted. The knight may also transfer any damage dealt to an ally to himself and may make a fortitude save for an ally. Foes must make a will save DC(10+1/2 the knight levels+the knights charisma modifier) or be forced to attack the knight.

Tireless valor: the knight is no longer tired by his valor use. martyr now only fatigues the knight.

Mighty valor: double the charisma used in valor. +4 to will. +2 ac.

Divine Grace: a knight adds his charisma to his saves

Armor Mastery: a knight adds 5 to his DR when wearing armor.

if something is confusing, see this (http://www.giantitp.com/forums/showthread.php?p=11811877#post11811877)

Knight

Hit dice: D12

Alignment: any non-nuetral

Skills at level one: (int +4) x 4

Skills after: 4+int mod

Important stats: strength, constitution, charisma

{table=head]Level|Base attack bonus|Fort|Ref|Will|Specials|

1|+1| +2|+0|+0|Valor/1 day, powerful strike, improved unarmed strike|

2|+2| +3|+0|+0|Defend ally, parry, +2 armor|

3|+3|+3|+1|+1| improved grapple,Martyr|

4|+4|+4|+1|+1| Valor /2,+2 armor,divine grace|

5|+5|+4|+1|+1|Greater improved grapple|

6|+6/+1|+5|+2|+2|augmented critical(choice),+2 armor|

7|+7/+2|+5|+2|+ 2|augmented critical (choice),DR 2/-|

8|+8/+3|+6|+2|+ 2| valor/3 day, +2 armor|

9|+9/+4|+6|+3|+3| |

10|+10/+5|+7|+3|+3|DR 4/-,+2 armor|

11|+11/+6/+1|+7|+3|+3|Great valor|

12|+12/+7/+2|+8|+4|+4|valor/4 day, +2 armor|

13|+13/+8/+3|+8|+4|+4| DR 6/-|

14|+14/+9/+4|+9|+4|+4|+2 armor|

15|+15/+10/+5|+9|+5|+5|Greater parry|

16|+16/+11/+6/+1|+10|+5|+5|+2 armor, DR 8/-, valor/5 day|

17|+17/+12/+7/+2|+10|+5|+5|tireless valor|

18|+18/+13/+8/+3|+11|+6|+6|+2 armor,armor mastery|

19|+19/+14/+9/+4|+11|+6|+6|DR 10/-|

20|+20/+15/+10/+5|+12|+6|+6|+2 armor, Mighty valor, Valor/6 day|

[/table]

Valor: a knight draws on the power of his spirit and devotion to good, he adds his cha modifier to his strength and constitution. It functions similarly to barbarian rage. He gains a +2 to will and a -2 to ac

Powerful strike: a knight can destroy even the hardiest of evil doers with his strong sword arm. A knight add ½ his str mod to damage with one handed weapons. He also doubles the str mod use for damage when wielding a two handed weapon( 3 times his strength mod). As the knight continues to build his skill, his body hardens and his strikes become more sure, every four levels grants the knight a +2(+3 2handed)or on a full attack action +4(+6 with two-handed weapons) to damage rolls, these bonuses stack. At level 10, a knight gains an additional ½ bonus to damage on each hand. He now use four times the strength mod he would use on two handed weapons. At level 10, all his damage bonuses upgrade from +2(+3) to +3(+4) and when he uses a full round attack option he gets +6(+9). at level 20, the damage bonuses increase one last time to +4(+5) on single attacks and +8(+12) when he goes in for a full attack option.

Defend ally: a knight may use his block strike action to defend any allies within reach.

Great armor: a knight is a warrior trained to fight in even the heaviest of armors and defensive items, gaining as much as possible from their use. A Knight gains a +2 to his soak while wearing any form of protective item(s). His armor check penalty also takes a -2, his speed penalty lessens by 20ft and his max dexterity bonus to his armor class gains a +2 . The second enhancement grants an additional enhancement: knight can also sleep in any armor with no penalties the next day and his speed and he carries his armor so well that it only counts for ¾ it’s normal weight when determining how much it counts against the knight’s loads. A knight also gains an AC bonus equal to 1/5 his soak bonus from this class feature. He also gains fortification +15% every 10 levels and gains a +1 bonus to his efficiency ranges at lvl 5 and every 5 lvls after that

Parry: a knight is a great martial combatant and can make opponents suffer for their lack of skill. When a knight uses a block strike, should his attack roll exceed his opponent, he may trip or disarm his foe as a free action. The opponent can’t react fast enough to try to trip or disarm the knight.

Great parry: a knight may also attack an opponent they trip or disarm as a result of a block strike.

Improved grapple: in addition to great martial power with his strikes, a knight is a superb wrestler. He gains improved grapple as a bonus feat. If he already has it, he gains greater improved grapple

DR: a knight can shrug off the blows of combat

Great valor: the charisma mod is now 50% more potent . +3 to will, -2 to ac

Greater improved grapple: a knight now is a master of the wrestling ring. he can take 10, can maintain as a swift action, and is considered one size category larger for grappling limits. he gains a bonus to grapple checks equal to 1/4 his knight levels.

Divine Grace: the knight adds his charisma mod to his saves.

Martyr:lvl 3, a knight throws himself into the fray defending his partners, by becoming the main target using a free action to activate it while he has valor turned on, he grants his partners a bonus to ac equal to his charisma mod and he gains a bonus to his attack rolls, and damage rolls equal and a bonus his AC equal to his charisma mod. Every round also increases the number of rounds he could be in valor by one round. once the encounter ends, the knight is exhausted. The knight may also transfer any damage dealt to an ally to himself and may make a fortitude save for an ally. Foes must make a will save DC(10+1/2 the knight levels+the knights charisma modifier) or be forced to attack the knight.

Tireless valor: the knight is no longer tired by his valor use. martyr now only fatigues the knight.

Mighty valor: double the charisma used in valor. +4 to will. +2 ac.

Armor Mastery: a knight adds 5 to his DR when wearing armor.

he's based on the real life knightly combat records, they were pretty much just mainland answers to barbarians and the sort, so they're training involved learning to kill with everything possible (hands included), they were also tough as all hell, so yeah. I kept the concept of most of his powers being based on charisma, keeping in spirit with the the heroic and charismatic juggernaut. I've ran this class, it plays very much like a damn tankasaurus rex.

now with some standard izing for 3.5(next is pathfinder)

{table=head]Level|Base attack bonus|Fort|Ref|Will|Specials|

1|+1| +2|+0|+0|Valor/1 day, powerful strike, improved unarmed strike|

2|+2| +3|+0|+0|Defend ally, parry|

3|+3|+3|+1|+1| Martyr, improved grapple|

4|+4|+4|+1|+1| Valor /2,divine grace|

5|+5|+4|+1|+1|Greater improved grapple|

6|+6/+1|+5|+2|+2|augmented critical(choice)|

7|+7/+2|+5|+2|+ 2|augmented critical (choice),DR 2/-|

8|+8/+3|+6|+2|+ 2| valor/3 day|

9|+9/+4|+6|+3|+3| |

10|+10/+5|+7|+3|+3|DR 4/-|

11|+11/+6/+1|+7|+3|+3|Great valor|

12|+12/+7/+2|+8|+4|+4|valor/4 day|

13|+13/+8/+3|+8|+4|+4| DR 6/-|

14|+14/+9/+4|+9|+4|+4||

15|+15/+10/+5|+9|+5|+5|Greater parry|

16|+16/+11/+6/+1|+10|+5|+5|DR 8/-, valor/5 day|

17|+17/+12/+7/+2|+10|+5|+5|tireless valor|

18|+18/+13/+8/+3|+11|+6|+6||

19|+19/+14/+9/+4|+11|+6|+6|Martyr,DR 10/-|

20|+20/+15/+10/+5|+12|+6|+6|Mighty valor, Valor/6 day|

[/table]

Valor: a knight draws on the power of his spirit and devotion to good, he adds his cha modifier to his strength and constitution. It functions similarly to barbarian rage. He gains a +2 to will and a -2 to ac

Powerful strike: a knight can destroy even the hardiest of evil doers with his strong sword arm. A knight add ½ his str mod to damage with one handed weapons. He also doubles the str mod use for damage when wielding a two handed weapon( 3 times his strength mod). As the knight continues to build his skill, his body hardens and his strikes become more sure, every four levels grants the knight a +2(+3 2handed)or on a full attack action +4(+6 with two-handed weapons) to damage rolls, these bonuses stack. At level 10, a knight gains an additional ½ bonus to damage on each hand. He now use four times the strength mod he would use on two handed weapons. At level 10, all his damage bonuses upgrade from +2(+3) to +3(+4) and when he uses a full round attack option he gets +6(+9). at level 20, the damage bonuses increase one last time to +4(+5) on single attacks and +8(+12) when he goes in for a full attack option.

Defend ally: a knight may use his block strike action to defend any allies within reach.

Armor training: a knight is a warrior trained to fight in even the heaviest of armors and defensive items, gaining as much as possible from their use.every four levels grants a +2 to AC. His armor check penalty also takes a -2 every four levels, his speed penalty lessens by 20ft and his max dexterity bonus to his armor class gains a +2 every four levels . At lvl four, knight can also sleep in any armor with no penalties the next day and his speed and he carries his armor so well that it only counts for ¾ it’s normal weight when determining how much it counts against the knight’s loads.

Parry:a knight can sacrifice an attack and gains two uses per round. he can make an attack roll against anyone who attacks him, if his roll exceeds his foes, the attack is negated. The knight can add a shield's AC bonus to this roll.

Great parry: a knight may now disarm or trip anyone they successfully parry.

Improved grapple: in addition to great martial power with his strikes, a knight is a superb wrestler. He gains improved grapple as a bonus feat. If he already has it, he gains greater improved grapple

DR: a knight can shrug off the blows of combat

Great valor: the charisma mod is now 50% more potent . +3 to will, -2 to ac

Greater improved grapple: a knight now is a master of the wrestling ring. he can take 10, can maintain as a swift action, and is considered one size category larger for grappling limits. he gains a bonus to grapple checks equal to 1/4 his knight levels.

Martyr:lvl 3, a knight throws himself into the fray defending his partners, by becoming the main target using a free action to activate it while he has valor turned on, he grants his partners a bonus to ac equal to his charisma mod and he gains a bonus to his attack rolls, and damage rolls equal and a bonus his AC equal to his charisma mod. Every round also increases the number of rounds he could be in valor by one round. once the encounter ends, the knight is exhausted. The knight may also transfer any damage dealt to an ally to himself and may make a fortitude save for an ally. Foes must make a will save DC(10+1/2 the knight levels+the knights charisma modifier) or be forced to attack the knight.

Tireless valor: the knight is no longer tired by his valor use. martyr now only fatigues the knight.

Mighty valor: double the charisma used in valor. +4 to will. +2 ac.

Divine Grace: a knight adds his charisma to his saves

Armor Mastery: a knight adds 5 to his DR when wearing armor.