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LordErebus12
2013-03-27, 09:38 PM
They will be known as Hammerhold Knights.

Im imagining a tabard featuring a tower shield with a heavy warhammer. The group will be non-mounted, heavily armored in magical mountain plate and will most likely favor the warhammer and tower shield. They will be trained to slay orcs and kobolds that raid the region and city they defend. They will have a defender type roll, while the constructs in the army (built by the Gnomes) will perform much of the extreme damage in battle.

LordErebus12
2013-03-27, 09:39 PM
The Hammerhold Knight
http://i.imgur.com/WU4MYjA.jpg

Trained to be walking bastions of defense, the Hammerhold Knights are taught to become one with their defenses, and to become a pillar of hope, both for their allies in combat and for a future of peace. In the mean time, the Hammerhold Knights will be there, defending those less fortunate from the raiding Orcs, Kobolds and other creatures that threaten their charges.

At first the Hammerhold Knights were Dwarves that were trained to guard the city of Hammerhold, and its trade routes. However, many other races have since joined the ranks of the Hammerhold Knights as the populations of refugees swelled within Hammerhold. The main front of the war effort is heavily supported by Hammerhold Knights.

Favored Abilities: Con, Str, and Cha

Alignment: Any
Hit Die: d12

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier


{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0| Iron Grip, Resplendent Power (1st)
2nd|+2|+3|+0|+0| Burst Barrier +1, Wheeling Charge
3rd|+3|+3|+1|+1| Resplendent Power (2nd), Shield and Plate I
4th|+4|+4|+1|+1| Armored Advance, Tower Shield Specialist
5th|+5|+4|+1|+1| Resplendent Power (3rd)

6th|+6/+1|+5|+2|+2| Burst Barrier +2, Tremendous Charge
7th|+7/+2|+5|+2|+2| Resplendent Power (4th), Shield and Plate II
8th|+8/+3|+6|+2|+2| Tower Shield Defense
9th|+9/+4|+6|+3|+3| Resplendent Power (5th)
10th|+10/+5|+7|+3|+3| Burst Barrier +3, Shielded Charge

11th|+11/+6/+1|+7|+3|+3| Resplendent Power (6th), Shield and Plate III
12th|+12/+7/+2|+8|+4|+4| Immediate Repositioning
13th|+13/+8/+3|+8|+4|+4| Resplendent Power (7th)
14th|+14/+9/+4|+9|+4|+4| Burst Barrier +4, Spell Block
15th|+15/+10/+5|+9|+5|+5| Resplendent Power (8th), Shield and Plate IV

16th|+16/+11/+6/+1|+10|+5|+5| Tower Shield Evasion
17th|+17/+12/+7/+2|+10|+5|+5| Resplendent Power (9th)
18th|+18/+13/+8/+3|+11|+6|+6| Burst Barrier +5, Fearless
19th|+19/+14/+9/+4|+11|+6|+6| Resplendent Power (10th)
20th|+20/+15/+10/+5|+12|+6|+6| Improved Tower Shield Evasion
[/table]

Class Features
All of the following are class features of the Hammerhold Knight.

Weapon and Armor Proficiency
A Hammerhold Knight is proficient with all simple, martial weapons, one exotic weapon and with all armor (heavy, medium, and light) and shields (including tower shields).

Most Hammerhold Knights favor the Warhammer as a weapon, although it varies depending on race and preference.

Iron Grip (Ex)
At 1st level, Hammerhold Knight adds a bonus equal to half his Hammerhold Knight level to his checks when defending against opponents’ attempts to disarm or sunder his held weapons and shield.

Resplendent Power
A Hammerhold Knight is able to harness his powerful resolve to strengthen himself, inspire his allies, and dismay his foes. A Hammerhold Knight initially has access to one resplendent power and gains an additional power every odd level. A Hammerhold Knight can use his resplendent powers for a number of rounds per day equal to 4 + his Cha modifier.

At each level after 1st, a Hammerhold Knight can use his qualities for an additional 2 rounds per day. The Hammerhold Knight can have only one resplendent power active at a time. Once each round, the Hammerhold Knight can initiate the use of a resplendent power as a free action. Resplendent powers end automatically if the Hammerhold Knight is killed or knocked unconscious.

A Hammerhold Knight cannot use a resplendent power in the same round he makes a dishonorable attack. If he makes a dishonorable attack, his resplendent power automatically ends. A dishonorable attacks is defined as an attack against an opponent who is surprised or helpless, who cannot see the attacker due to total concealment, involves poison, is a ranged attack against a foe who has no ranged weapon or special abilities, or uses lethal force against an opponent who cannot respond in kind (lacking a weapon, natural weapon, or other credible ability such as spellcasting or a monk's unarmed abilities).

All resplendent powers that grant a morale bonus or cause fear are mind-affecting.


Honorable Might (Ex): The Hammerhold Knight gains a +4 bonus to Strength.

Noble Splendor (Ex): The Hammerhold Knight gains a +4 bonus to Charisma.

Rallying Cry (Ex): The Hammerhold Knight and all allies within 30 feet who can see or hear the Hammerhold Knight gain a +1 morale bonus on attack rolls and saving throws against fear effects.

Valorous Smite (Ex): The Hammerhold Knight gains ½ his level as a morale bonus on damage rolls.

Aura of Courage (Su): The Hammerhold Knight becomes immune to fear and all allies within 10 feet receive a +4 morale bonus on saving throws against fear effects.

Aura of Resolve (Su): The Hammerhold Knight is immune to charm spells and spell-like abilities. Each ally within 10 feet of the Hammerhold Knight gains a +4 morale bonus on saving throws against charm effects.

Heroic Action (Ex): The Hammerhold Knight gains a +2 morale bonus on attack rolls, saves, and skill checks. Prerequisite: Hammerhold Knight level 5th.

Inspire Heroism (Ex): The Hammerhold Knight and all allies within 30 feet who can see or hear the Hammerhold Knight gain a +2 morale bonus on attacks rolls, saves, and skill checks. Prerequisites: Rallying cry and heroic action.

Cause Fear (Ex): The Hammerhold Knight causes all foes within 30 feet to become frightened. They may make a save versus Will with a DC of 10 + ½ the Hammerhold Knight's level + the Hammerhold Knight's Cha modifier. If they make the save, they are shaken instead of frightened. This ability has no effect on frightened creatures. Foes with more HD than the Hammerhold Knight's level are unaffected.

Deathless Resolve (Su): The Hammerhold Knight does not die or fall unconscious while this ability is active, however low his hit point total becomes. While this ability is active, the Hammerhold Knight is staggered. This power can be activated immediately if the Hammerhold Knight's hit points drop to below 0, consuming one round of use. If this effect ends, the Hammerhold Knight has the option of activating the feat Diehard if it would normally apply. Prerequisite: 11th level.

Scorn Cowardice (Ex): The Hammerhold Knight gains DR X/honorable equal to half his level, maximum 10. An honorable attack is any attack that is not dishonorable. Thus, the Hammerhold Knight takes less damage from sneak attacks, ranged attacks when not similarly armed, and so forth. This ability may be activated as an immediate action in response to an attack, consuming one round of use.

Inspiring Words (Ex): The Hammerhold Knight can grant vigor to one ally within 30 feet who can see or hear him. As a standard action, the Hammerhold Knight can grant the ally 1d8 + ½ the Hammerhold Knight's level (maximum 10) temporary hit points. The effect ends if the recipient makes a dishonorable attack.

Only Blood (Ex): As a standard action, the Hammerhold Knight can heal 1 hit point to every ally within 30 feet who can see or hear him. This ability has no effect on anyone who has a bleeding condition or has less than 0 hit points.

Swift Victory (Ex): The Hammerhold Knight and allies within 30 feet who can see or hear him gain a +10 feet enhancement bonus to the base land speed.

Stay Death (Ex): The Hammerhold Knight gains a +10 circumstance bonus on Heal checks to perform first aid. Additionally, if an ally has been killed by damage within the last round, the Hammerhold Knight may attempt to perform first aid with a DC of 15 + (the number of hit points below 0) in order to revive them to -10 hit points and stable. Prerequisite: 7th level.

Holy Blow (Su): The Hammerhold Knight's attacks count as good-aligned. Prerequisite: Non-evil alignment, 11th level.

Unholy Blow (Su): The Hammerhold Knight's attacks count as evil-aligned. Prerequisite: Non-good alignment, 11th level.

Axiomatic Blow (Su): The Hammerhold Knight's attacks count as lawful-aligned. Prerequisite: Non-chaotic alignment, 11th level.

Anarchic Blow (Su): The Hammerhold Knight's attacks count as chaotic-aligned. Prerequisite: Non-lawful alignment, 11th level.

Spiritual Crusader (Su): The Hammerhold Knight chooses one of the following powers, which he must have as a power: holy blow, unholy blow, axiomatic blow, anarchic blow. The effects apply to allies within 30 feet who can see or hear the Hammerhold Knight and meet the alignment prerequisites. Prerequisite: 13th level.


Burst Barrier (Ex)
At 2nd level, a Hammerhold Knight can use his shield to screen himself from burst, line or cone spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

Wheeling Charge (Ex)
Starting at 2nd level, when on-foot and using a charge action, the Hammerhold Knight can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. The Hammerhold Knight may make an attack during any part of this move. The Hammerhold Knight’s total movement for the round can’t exceed double his normal speed. Allied creatures do not impede the Hammerhold Knight’s charge, though the Hammerhold Knight cannot attack from or end his move in an ally’s space.

Shield and Plate (Ex)
Starting at 3rd level, a Hammerhold Knight gains advanced armor and shield training, learning to be more maneuverable while wearing armor and while he employs a tower shield. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. The armor check penalty for wearing a tower shield is reduced by 2 and the maximum Dexterity bonus allowed by his shield increases by 2.

Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, a Hammerhold Knight can also move at his normal speed while wearing medium armor. At 7th level, a Hammerhold Knight can move at his normal speed while wearing heavy armor.

Armored Advance (Ex)
At 4th level, Hammerhold Knights no longer provoke attacks of opportunity with making 10 ft. movements, just like a 5 ft. step. This is still a move action, unlike a 5 ft. step. This ability only functions while wearing heavy armor and using a tower shield. Speed bonuses from abilities or magic do not increase this distance.

Tower Shield Specialist (Ex)
At 4th level, when a Hammerhold Knight employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield’s encumbrance.

Tremendous Charge (Ex)
At 6th level, when using the tower shield to provide total cover, the Hammerhold Knight can perform a shield-covered charge that deals 2d6 points of bludgeoning damage with the tower shield on a successful attack, ignoring the normal rule that tower shields cannot be used in attacks. In addition, the Hammerhold Knight may make a free bull rush attempt, which provokes no attack of opportunity.

Tower Shield Defense (Ex)
At 8th level, while using a tower shield, a Hammerhold Knight gains his shield bonus (including enhancement bonus) against touch attacks.

Shielded Charge (Su)
At 10th level, The Hammerhold Knight's Tremendous Charge improves, the Hammerhold Knight can now perform a Tremendous Charge at any moment, without the need to be in Total Cover behind his tower shield.

The Hammerhold Knight radiates a faint aura of power after declaring a charge and is now a force to be reckoned with, breaking down physical barriers such as doors or walls with extreme efficiency and becoming immune to any movement-hampering effects or devices such as Slow, Web spell, fishnets, etc.

The Shielded Charge deals 4d6 points of force damage with the tower shield on a successful attack, ignoring the normal rule that tower shields cannot be used in attacks. This attack ignores hardness and overcomes all damage reduction, as well as incorporeal miss chance. This is a force effect.

Immediate Repositioning (Ex)
At 12th level, as an immediate action, a Hammerhold Knight can reposition his tower shield to another facing, but he cannot use this ability to interrupt an attack.

Spell Block (Su)
Beginning at 14th level, as an immediate action a Hammerhold Knight can attempt to block certain spells with his tower shield. This is treated as though the Hammerhold Knight was using a quickened dispel magic as a counterspell (see the dispel magic spell description). Only spells that directly target the Hammerhold Knight can be blocked in this way.

The Hammerhold Knight must make a dispel check (1d20 + caster level) with a DC equal to 11 + the caster level of the spell being blocked. If the check fails, the spell effects are resolved as normal against the Hammerhold Knight. If the check is successful, the spell has no effect on the Hammerhold Knight, although it could still affect others if they were also targets of the spell. The Hammerhold Knight may use this ability a number of times per day equal to 3 + his Charisma modifier.

Tower Shield Evasion (Ex)
At 16th level, while using a tower shield, the Hammerhold Knight gains evasion, as the rogue class ability.

Fearless (Ex)
At 19th level, Hammerhold knights are immune to fear of any sort.

Improved Tower Shield Evasion (Ex)
At 20th level, while using a tower shield, the Hammerhold Knight gains improved evasion, as the rogue class ability.

umbrapolaris
2013-03-27, 11:02 PM
maybe a class feature that will make them able to charge and immune to movement-hampering effects (slow, etc..)

imagine the scene:

"a small full plated humanoid with a heavy warhammer and tower shield still charging furiously toward a confused wizard that had foolishly casted a Slow spell"

:smallbiggrin:

LordErebus12
2013-03-27, 11:31 PM
maybe a class feature that will make them able to charge and immune to movement-hampering effects (slow, etc..)

imagine the scene:

"a small full plated humanoid with a heavy warhammer and tower shield still charging furiously toward a confused wizard that had foolishly casted a Slow spell"

:smallbiggrin:

flat immunity, or only while charging?

umbrapolaris
2013-03-28, 12:11 AM
During charging will be good enough and accessible quite early; there is no valid reason that he has flat immunity.

Also you can create a "Shielded Charge" class feature "a la Juggernaut (X-men)" (for extra speed & damage via the tower shield); traditional Knights were charging mounted, using the mount for extra damage with their lance, since yours is a foot-based combatant, this "charge" feature could emulate it.

LordErebus12
2013-03-28, 12:52 AM
During charging will be good enough and accessible quite early; there is no valid reason that he has flat immunity.

Also you can create a "Shielded Charge" class feature "a la Juggernaut (X-men)" (for extra speed & damage via the tower shield); traditional Knights were charging mounted, using the mount for extra damage with their lance, since yours is a foot-based combatant, this "charge" feature could emulate it.

something like that could work...

any other ideas?

LordErebus12
2013-03-28, 01:59 AM
Well, if you could help me with the wording, the shielded charge can be added in at 6th level.

Edit: 10th level, not 6th.

umbrapolaris
2013-03-28, 03:30 AM
I like the direction you took with this class , look like a pretty good tank ^^




Shielded Charge (Ex)
At 10th level, The Hammerhold Knight's Tremendous Charge improves, he is now a force to be reckoned with.

The Hammerhold Knight can now perform a Tremendous Charge at any moment discarding the need to be in Total Cover.

The Shielded Charge deals xxx points of damage with the tower shield on a successful attack, ignoring the normal rule that tower shields cannot be used in attacks.

In addition, upon declaration of this charge, the Hammerhold Knight radiates a golden aura of power and becomes immune to any movement-hampering effects or devices such as Slow, Web spell, fishnets, etc..


maybe at higher level the charge may break walls/doors/barriers like a bathering ram.

i let you decice ^^

LordErebus12
2013-03-28, 03:42 AM
I like the direction you took with this class , look like a pretty good tank ^^

maybe at higher level the charge may break walls/doors/barriers like a bathering ram.

i let you decice ^^

Shielded Charge (Su)
At 10th level, The Hammerhold Knight's Tremendous Charge improves, the Hammerhold Knight can now perform a Tremendous Charge at any moment, without the need to be in Total Cover behind his tower shield.

The Hammerhold Knight radiates a faint aura of power after declaring a charge and is now a force to be reckoned with, breaking down physical barriers such as doors or walls with extreme efficiency and becoming immune to any movement-hampering effects or devices such as Slow, Web spell, fishnets, etc.

The Shielded Charge deals 4d6 points of force damage with the tower shield on a successful attack, ignoring the normal rule that tower shields cannot be used in attacks. This attack ignores hardness and overcomes all damage reduction, as well as incorporeal miss chance. This is a force effect.

umbrapolaris
2013-03-28, 03:47 AM
Well done ^^

LordErebus12
2013-03-28, 03:48 AM
Well done ^^

couldnt do it without some help :smallsmile:

umbrapolaris
2013-03-28, 04:16 AM
What about an High level class feature (or capstone) called "Implacable Advance" where the Knight can advance towards a chosen target at low pace in Total Cover ignoring all attacks (or reducing their damages) from other enemies.
Then he may be able to attack and push back the target via powerful shield bashes.

maybe overpowered :p

in a role playing situation , the knight and his allies are stuck in a cave in a bad position surrounded by enemies, the exit is blocked by a dragon, so the knight decide to use Implacable Advance to repel the dragon and to free the exit.

maybe overpowered :p

LordErebus12
2013-03-28, 04:22 AM
What about an High level class feature (or capstone) called "Implacable Advance" where the Knight can advance towards a chosen target at low pace in Total Cover ignoring all attacks (or reducing their damages) from other enemies.
Then he may be able to attack and push back the target via powerful shield bashes.

maybe overpowered :p

i like it, but i feel it would be a bit overpowered with an attack. Plus i would have to ditch improved evasion at 20th.

how about a lower level ability that grants the ability to take a 10 ft. step? effectively granting the hammerhold knight the ability to advance slowly without provoking attacks of opportunity for the first 2 squares of movement. This is considered a move action, not a 5 ft. step, for the purposes of actions in a round.

simple, you can still attack (although not full attack) and you can get around the battlefield a bit faster than normal, while being defensive.

Edit: im thinking 4th level, as all you gain at that level is the ability to ignore that -2 penalty on attack rolls because of shield encumbrance.

umbrapolaris
2013-03-28, 04:32 AM
I edited the post above


your idea is good too and more accessible.

anyway, The goal is to move protected without suffering too much damage.

LordErebus12
2013-03-28, 04:34 AM
I edited the post above


your idea is good too and more accessible.

anyway, The goal is to move protected without suffering too much damage.

well this way you can move 10 ft. without suffering AoOs, like with a standard 5 ft. step.

Armored Advance (Ex)
At 4th level, Hammerhold Knights no longer provoke attacks of opportunity with making 10 ft. movements, just like a 5 ft. step. This is still a move action, unlike a 5 ft. step. This ability only functions while wearing heavy armor and using a tower shield. Speed bonuses from abilities or magic do not increase this distance.

umbrapolaris
2013-03-28, 04:48 AM
i think the class is quite complete now ^^

LordErebus12
2013-03-28, 04:53 AM
i think the class is quite complete now ^^

any more and the table will break from awesome :smallcool:

LordErebus12
2013-03-28, 05:28 AM
"a small full plated humanoid with a heavy warhammer and tower shield still charging furiously toward a confused wizard that had foolishly casted a Slow spell"

:smallbiggrin:

Can wizards conjure wheelchairs? im seeing a smashed kneecap in that wizard's future.

umbrapolaris
2013-03-28, 05:43 AM
Can wizards conjure wheelchairs? im seeing a smashed kneecap in that wizard's future.

he will have no more hands to do anything :smallbiggrin:

LordErebus12
2013-03-28, 05:54 AM
he will have no more hands to do anything :smallbiggrin:

he wont need them where he's going.