KutuluKultist
2011-11-28, 01:27 PM
The idea here is to have a class that picks up the buffing role of the bard, while using a different mechanic. Unlike the bard it is neither a skill monkey, nor a magic user, but squarely a martial class. None of the class feature really impact the combat prowess of the character himself, but in general only affect others in a variety of ways. The main class feature is designed to advance quickly in opening up more options, but more slowly in regards to power. The bonus granted is a morale bonus and modeled after the bard's inspire courage ability. At higher levels, the class gives the ability to use aid another as a move action and at a higher bonus, which opens up the option of using some of the feats that work off of aid another. There is also some debuffing (in the shape of demoralize) and some healing.
I'm not overly happy with the name, in part due to the fact that there is a 3.5 class with the same name but very different mechanics. I'm considering Lord or Warlord.
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http://images.epilogue.net/users/kizalon/aleksander_the_great_08.jpg
Knight
Many know how to fight, but some stand out on the field of battle and inspire those around them to give their all and give more than they thought they had. These are the knights, inspiring exemplars of both prowess in battle and correct conduct, whichever philosophy they have taken as their own.
Role: Knights are warriors which inspire their allies both on and off the battlefield. The are not the strongest individual combatants, instead relying on their allies while infusing them with greater power.
Alignment: Any.
Hit Die: d10
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills:
The knight's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (engineering) (Int), Ride (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str)
Skill Ranks per Level: 4 + Int modifier.
Table: The Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Inspirational Example, Back to the front
2nd|
+2|
+3|
+0|
+3|Inspirational Example, Shouted Orders
3rd|
+3|
+3|
+1|
+3|Inspiring presence
4th|
+4|
+4|
+1|
+4|Inspirational Example
5th|
+5|
+4|
+1|
+4|Intimidating Command
6th|
+6|
+5|
+2|
+5|Inspirational Example
7th|
+7|
+5|
+2|
+5|Enduring Inspiration, Leadership
8th|
+8|
+6|
+2|
+6|Inspirational Example
9th|
+9|
+6|
+3|
+6|Shouted Orders (move action)
10th|
+10|
+7|
+3|
+7|Inspirational Example, Snap Out of It! (will)
11th|
+11|
+7|
+3|
+7|Shouted Orders +3
12th|
+12|
+8|
+4|
+8|Inspirational Example
13th|
+13|
+8|
+4|
+8|Snap Out of It! (fort)
14th|
+14|
+9|
+4|
+9|Inspirational Example
15th|
+15|
+9|
+5|
+9|Shouted Orders +4
16th|
+16|
+10|
+5|
+10|Inspirational Example
17th|
+17|
+10|
+5|
+10|Improved Intimidating Command
18th|
+18|
+11|
+6|
+11|Inspirational Example, Undying Fervor
19th|
+19|
+11|
+6|
+11|Shouted Orders (free action)
20th|
+20|
+12|
+6|
+12|Persistent Inspiration[/table]
Class Features:
Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons, light, medium and heavy armor, and with shields (but not tower shields).
Inspirational Example (Ex):
The knight's actions on the battlefield serve to inspire his allies. Under certain conditions, he can grant his allies advantages in combat. If he grants a bonus to a roll or to armor class, this bonus is a morale bonus and is +1 at first level and improves by +1 at level five and every five levels thereafter, to a maximum of +5 at level twenty. At first level, second level and every two levels thereafter, the knight can pick a new way in which to inspire his allies up a maximum of 10 at level 18. He can pick from the following inspirational examples:
Once more into the breach
If the knight is at zero negative hit points and is healed back to a positive amount of hit points, as an immediate action, the knight can heal all allies who can see or hear him and who have half their maximum hit points or less an amount of hit points equal to the knight's level.
Inspiring evasion
If the knight and one or more of her allies are subject to the same spell or effect requiring a saving throw, the knight can, as an immediate action, grant any allies who can see or hear him a bonus to this saving throw if he succeeds at her own saving throw.
Inspiring strike
If the knight successfully hits an opponent, he can spend an immediate action to grant all allies that can see or hear him an attack or damage bonus until the beginning of her next turn. Each affected ally chooses whether to receive a bonus to attack or damage.
Turn the tide
If the knight drops an opponent to negative hit points, she can spend a swift action to allow one adjecent ally to spend an immediate action to make a melee attack.
Inspiring defense
If the knight uses the fight defensively or full defense options or uses the combat expertise feat, he can spend an immediate action to grant all allies who can see or hear him an AC bonus until the beginning of his next turn.
Furious vengeance
If the knight is reduced to negative or zero hit points, all allies within 30 ft gain a bonus to attack rolls and weapon damage for 1 round per 4 knight levels plus his charisma bonus.
Served on a plate
If the knight succeeds at a saving thrown againt a spell cast by an opponent, she can spend an immediate action to grant one ally a bonus to spell penetration rolls against that particular opponent until the beginning of the knights next turn.
He's all yours
If the knight successfully deals weapon damage to an opponent, she can spend an immediate action to grant one ally a bonus on attack rolls and damage rolls against this opponent until this opponent is defeated. This effect ends and that opponent becomes immune to this ability for 24 hours if you attack this opponent or use this ability on another opponent.
Inspiring Maneuver
If the knight successfully performs a combat maneuver against an opponent, she can spend an immediate action to grant one ally a bonus on combat maneuver rolls and the ability to attempt the same maneuver without provoking attacks of opportunity until the beginning of his next turn.
Call to Arms
If the knight can act in the surprise round, he can grant a bonus to initiative to one ally. That ally can act in the surprise round, even he normally could not.
Back To The Front (Ex):
Any ally who rests in the same camp or building as the knight heals an extra hit point per level during resting.
Shouted Orders (Ex):
Starting at second level, a knight can use aid another on any ally that can hear him. At eleventh level, whenever the knight uses aid another, he grants a +3 bonus, at fifteenth level, the bonus becomes +4. At ninth level, he can use aid another as a move action if he shouts his orders. At nineteenth level he can use aid another as a free action but he cannot use it more than once per round.
Inspiring Presence (Ex):
Starting at third level, allies of the knight gain a +2 bonus on saves against fear as long as they can see or hear him.
Intimidating Command (Ex):
Starting at fifth level, whenever the knight uses the inspirational example ability, until the end of his next turn, he can make an attempt to demoralize an adjacent enemy as a move action. He can only use this ability to make one demoralizing attempt per use of inspirational example.
Enduring Inspiration (Ex):
Starting at seventh level, a knight's inspiring examples last for one aditional round.
Leadership (Ex):
At seventh level, the knight gains leadership as a bonus feat. If the leadership feat is not allowed in your campaign, the knight can instead select any combat feat as a bonus feat.
Snap Out of It! (Ex):
At tenth level, the knight can use a standard action to allow an ally who can hear him to instantly make a save against any effects affecting him, which normally allow a will save. If the save is successful, the effect ends. He can use this ability a number of times per day equal to two plus his charisma modifier. At thirteenth level, the knight can use this ability to help an ally break an effect, which allows a fort save. At fifteenth level and every five levels after that, he can use this ability one additional time per day.
Improved Intimidating Command (Ex):
Starting at seventeenth level, the knight's intimidating command ability affects all enemies within 10 ft.
Undying Fervor (Ex):
As a full round action, the knight can grant an ally who is at zero or negative hit points 100 temporary hit points for 10 rounds. He can use this ability twice per day.
Persistent Inspiration (Ex):
When he reaches level twenty, the knight chooses either armor class, attack rolls, damage or saving throws. He now permanently grants a +5 morale bonus to the roll or feature he chose to all allies within 30 ft who can hear or see him. Once this choice is made, it is permanent.
I'm not overly happy with the name, in part due to the fact that there is a 3.5 class with the same name but very different mechanics. I'm considering Lord or Warlord.
------------------------
http://images.epilogue.net/users/kizalon/aleksander_the_great_08.jpg
Knight
Many know how to fight, but some stand out on the field of battle and inspire those around them to give their all and give more than they thought they had. These are the knights, inspiring exemplars of both prowess in battle and correct conduct, whichever philosophy they have taken as their own.
Role: Knights are warriors which inspire their allies both on and off the battlefield. The are not the strongest individual combatants, instead relying on their allies while infusing them with greater power.
Alignment: Any.
Hit Die: d10
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills:
The knight's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (engineering) (Int), Ride (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str)
Skill Ranks per Level: 4 + Int modifier.
Table: The Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Inspirational Example, Back to the front
2nd|
+2|
+3|
+0|
+3|Inspirational Example, Shouted Orders
3rd|
+3|
+3|
+1|
+3|Inspiring presence
4th|
+4|
+4|
+1|
+4|Inspirational Example
5th|
+5|
+4|
+1|
+4|Intimidating Command
6th|
+6|
+5|
+2|
+5|Inspirational Example
7th|
+7|
+5|
+2|
+5|Enduring Inspiration, Leadership
8th|
+8|
+6|
+2|
+6|Inspirational Example
9th|
+9|
+6|
+3|
+6|Shouted Orders (move action)
10th|
+10|
+7|
+3|
+7|Inspirational Example, Snap Out of It! (will)
11th|
+11|
+7|
+3|
+7|Shouted Orders +3
12th|
+12|
+8|
+4|
+8|Inspirational Example
13th|
+13|
+8|
+4|
+8|Snap Out of It! (fort)
14th|
+14|
+9|
+4|
+9|Inspirational Example
15th|
+15|
+9|
+5|
+9|Shouted Orders +4
16th|
+16|
+10|
+5|
+10|Inspirational Example
17th|
+17|
+10|
+5|
+10|Improved Intimidating Command
18th|
+18|
+11|
+6|
+11|Inspirational Example, Undying Fervor
19th|
+19|
+11|
+6|
+11|Shouted Orders (free action)
20th|
+20|
+12|
+6|
+12|Persistent Inspiration[/table]
Class Features:
Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons, light, medium and heavy armor, and with shields (but not tower shields).
Inspirational Example (Ex):
The knight's actions on the battlefield serve to inspire his allies. Under certain conditions, he can grant his allies advantages in combat. If he grants a bonus to a roll or to armor class, this bonus is a morale bonus and is +1 at first level and improves by +1 at level five and every five levels thereafter, to a maximum of +5 at level twenty. At first level, second level and every two levels thereafter, the knight can pick a new way in which to inspire his allies up a maximum of 10 at level 18. He can pick from the following inspirational examples:
Once more into the breach
If the knight is at zero negative hit points and is healed back to a positive amount of hit points, as an immediate action, the knight can heal all allies who can see or hear him and who have half their maximum hit points or less an amount of hit points equal to the knight's level.
Inspiring evasion
If the knight and one or more of her allies are subject to the same spell or effect requiring a saving throw, the knight can, as an immediate action, grant any allies who can see or hear him a bonus to this saving throw if he succeeds at her own saving throw.
Inspiring strike
If the knight successfully hits an opponent, he can spend an immediate action to grant all allies that can see or hear him an attack or damage bonus until the beginning of her next turn. Each affected ally chooses whether to receive a bonus to attack or damage.
Turn the tide
If the knight drops an opponent to negative hit points, she can spend a swift action to allow one adjecent ally to spend an immediate action to make a melee attack.
Inspiring defense
If the knight uses the fight defensively or full defense options or uses the combat expertise feat, he can spend an immediate action to grant all allies who can see or hear him an AC bonus until the beginning of his next turn.
Furious vengeance
If the knight is reduced to negative or zero hit points, all allies within 30 ft gain a bonus to attack rolls and weapon damage for 1 round per 4 knight levels plus his charisma bonus.
Served on a plate
If the knight succeeds at a saving thrown againt a spell cast by an opponent, she can spend an immediate action to grant one ally a bonus to spell penetration rolls against that particular opponent until the beginning of the knights next turn.
He's all yours
If the knight successfully deals weapon damage to an opponent, she can spend an immediate action to grant one ally a bonus on attack rolls and damage rolls against this opponent until this opponent is defeated. This effect ends and that opponent becomes immune to this ability for 24 hours if you attack this opponent or use this ability on another opponent.
Inspiring Maneuver
If the knight successfully performs a combat maneuver against an opponent, she can spend an immediate action to grant one ally a bonus on combat maneuver rolls and the ability to attempt the same maneuver without provoking attacks of opportunity until the beginning of his next turn.
Call to Arms
If the knight can act in the surprise round, he can grant a bonus to initiative to one ally. That ally can act in the surprise round, even he normally could not.
Back To The Front (Ex):
Any ally who rests in the same camp or building as the knight heals an extra hit point per level during resting.
Shouted Orders (Ex):
Starting at second level, a knight can use aid another on any ally that can hear him. At eleventh level, whenever the knight uses aid another, he grants a +3 bonus, at fifteenth level, the bonus becomes +4. At ninth level, he can use aid another as a move action if he shouts his orders. At nineteenth level he can use aid another as a free action but he cannot use it more than once per round.
Inspiring Presence (Ex):
Starting at third level, allies of the knight gain a +2 bonus on saves against fear as long as they can see or hear him.
Intimidating Command (Ex):
Starting at fifth level, whenever the knight uses the inspirational example ability, until the end of his next turn, he can make an attempt to demoralize an adjacent enemy as a move action. He can only use this ability to make one demoralizing attempt per use of inspirational example.
Enduring Inspiration (Ex):
Starting at seventh level, a knight's inspiring examples last for one aditional round.
Leadership (Ex):
At seventh level, the knight gains leadership as a bonus feat. If the leadership feat is not allowed in your campaign, the knight can instead select any combat feat as a bonus feat.
Snap Out of It! (Ex):
At tenth level, the knight can use a standard action to allow an ally who can hear him to instantly make a save against any effects affecting him, which normally allow a will save. If the save is successful, the effect ends. He can use this ability a number of times per day equal to two plus his charisma modifier. At thirteenth level, the knight can use this ability to help an ally break an effect, which allows a fort save. At fifteenth level and every five levels after that, he can use this ability one additional time per day.
Improved Intimidating Command (Ex):
Starting at seventeenth level, the knight's intimidating command ability affects all enemies within 10 ft.
Undying Fervor (Ex):
As a full round action, the knight can grant an ally who is at zero or negative hit points 100 temporary hit points for 10 rounds. He can use this ability twice per day.
Persistent Inspiration (Ex):
When he reaches level twenty, the knight chooses either armor class, attack rolls, damage or saving throws. He now permanently grants a +5 morale bonus to the roll or feature he chose to all allies within 30 ft who can hear or see him. Once this choice is made, it is permanent.