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    Default Re: Base Class Challenge IV - Tipping the Scale

    The Mechanus Knights

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    "Sins may be forgiven, but crimes must be punished." - Operative Alpha 4,
    A Mechanus Knight

    The Knights of Mechanus are the result of displeasure with the poor quality of law keeping with regards to the balance of reality. Paladins and Solars and other Good beings were bound by petty things such as "Morality" and "The Good of Others" while Devils and Tyrants made a mockery of law and twisted it into a symbol of hate for the many adventurers who became Chaotic like the despised Slaad and Demons. And so the Forge Elders of the Inevitables, who wrought the interplanar police, did decreed;
    "NO MORE"
    And such, the Mechanus Knights were born. Paladins of the absolute of law, put in place to bring balance where the Inevitable's jurisdiction would not allow, they are typically wanderers, going where ever the Elders will them to go.

    Adventures: Typically, The Mechanus Knights' adventures tend to be grander than most, as they are not sent out for any old chaos. Mobs and tyrants? That's what Paladins are for. No. The Knights are sent to curb planar rifts to Limbo, fight back the wretched Far Realms beings, and to bring balance to a chaotic multiverse.

    Characteristics: The Mechanus Knights are typically front line fighters, using their abilities to crush the lawbreakers.

    Alignment: Strictly Lawful Neutral. There is no toleration for deviation. You must be devoted to Law Absolute, not Law tainted by moralities like Good or Evil.

    Religion: The Knights have too little time to devote any major worship to Gods, but a few prayers to Primus or another lawful neutral god isn't uncommon.

    Background: There is a strict process in how on joins the Knights of Mechanus. First, an available Inevitable is sent to scout out a possible Knight, and he returns with his findings. If they are satisfactory, a different Inevitable is sent to apprehend the person and offer him a place. If they accept, they are taken to Mechanus and trained. If not, their minds are blanked and they are relocated to a new dwelling just in case.

    Races: All races are free to join The Knights, provided they meet the requirements set by the Forge Elders at the time, although there is a higher percentage of more lawful races such as Dwarfs, and some races like the Limbo dwelling Neraphs are almost unheard of.

    Other Classes: The Mechanus Knights tolerate many people, understanding that people can follow laws by personality, and not always by their choice of skills. Monks are liked because they can relate with their Lawful Nature, although the Knights find the Monks odd for devoting their lives to using their body when a sword will do fine, and the Monks find the Knights too restrictive. Normal Knights and Samurai can also relate to the Mechanus Knights, as they are lawful people that serve with honour, but Knights and Samurai find the Mechanus Knight's harshness deeply unsettling. Barbarians and Bards are despised for their disposition to Chaos, but will be kept around if useful.

    Role: The Mechanus Knights is a protector, morally protecting the balance of Law, and in practice, protecting the weaker members of your group. Your abilities allow for absorbing damage and rerouting it, but don't overdo it, as you are no bulwark of HP.

    Adaptation: The only limitation you might find with this class is if your cosmology doesn't have the Plane of Mechanus. If not, you could theme it about a devotion to law, or channeling the worship of Law.

    GAME RULE INFORMATION
    The Mechanus Knights have the following game statistics.
    Abilities: As a fighter, CON and STR are useful to you. WIS determins the power of your special abilities. INT is useful for skills and CHA is good for social skills. DEX is mildly useful, but you need to take hits to charge some abilities.
    Alignment: Lawful Neutral only. Any Mechanus Knight whoes alignment changes from LN cannot take any more levels in the Mechanus Knight class, as per the Code of Law (See below)
    Hit Die: d10
    Starting Age: As Cleric
    Starting Gold: As Fighter

    Class Skills:
    The Mechanus Knight's class skills (and the key ability for each skill) are
    Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Code of Law, Detect Disorder, Order's Wrath, Logical Defence

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Judgemental Strikes

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Steely Will

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Impartial Judge

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Sanction of Emotion

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Working Like Clockwork

    7th|
    +5
    |
    +5
    |
    +2
    |
    +
    |Balanced Smite

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Judging the Masses

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Unbending Will

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Tipping the Scale

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Give and Take

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Overwhelming Law

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Loophole Attack

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Mechanized Flesh

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Automated Wrath

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Balanced Double

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Seal the Planes

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Crush the Unruly Arcane

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Lawkeeper Infinitus

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Ultimate Jurisdiction[/table]

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

    Weapon and Armor Proficiencies: The Mechanus Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (Including tower shields).

    Code of Law: You are held to a high standard as a Mechanus Knight, and such must limit your impules. You are required to be Lawful Neutral, so as to dismiss any overbearing morality that might affect your mind, and you must not knowingly break any laws unless you are sure that the laws you are breaking are impeding your duty as a Mechanus Knight, to uphold the balance of law and reality (DM's call) or if you are sure that you are in a tyranny that is making a mockery of the law, something that you should learn to hate (Knowledge (Local) check - DC 10 to find out from your DM if a nation/city/town/village/similar dwelling is a tyranny). Also, you must not willingly disrupt the balance of reality or law - nature, morality, and life do not come under this, only lawful fairness and balance. This is a two sided coin - If you limit others by imposing your laws unfairly, you are ignoring that person's right to lawful choice. YOU chose to be a Mechanus Knight, not them. Also, Chaotic acts are not always Lawbreaking acts. You are empowered to punish the latter, not the former. The laws have been made to be as flexible as possible, and so failure to uphold said code to the best of your ability, or becoming any alignment other than Lawful Neutral will result in you losing all class abilities granted by this class, until an Atonement is made.

    Detect Disorder(Ex): You can detect chaotic beings at will, as per Detect Chaos.

    Order's Wrath(Ex): When you deal successfully deal damage during an attack, you may deal an extra amount of damage equal to your Mechanus Knight level (minimum 1), but only to Chaotic creatures.

    Logical Defence(Ex): You add your WIS bonus to your AC instead of your DEX bonus.

    Judgemental Strikes(Su): WIS Mod times per day, you may target someone with in your lne of sight, by making a sucessful Knowledge (Local) check (as a swift action at no penalty) to determine what laws (if any) they have broken. The DC is 20, and a successful check means every time you deal damage to the targeted person, you deal extra damage equal to 1/4 your Mechanus Knight levels, every time you damage them. This effect lasts for 24 hours, is known as having Jurisdiction over that person and is specific to one creature. There is no limit to how many creatures you may have under your Jurisdiction at one time. Having Jurisdiction over someone opens up a greater pool of options, as set out below. If you fail a check, that is because that person you targeted has not broken any laws you can think of or has some sort of diplomatic immunity you cannot overrule, and so you may not make another check against that person for 5 rounds.

    Steely Will(Ex): You gain a bonus to your Will saves equal to your Mechanus Knight levels.

    Impartial Judge(Ex): WIS Mod times per day, you may grant yourself immunity to having your attitude changed by Diplomacy checks for one round, as an immediate action.

    Sanction of Emotion(Su): You gain a continual Calm Emotions effect on your person. You may also cast Calm Emotions as an SLA, WIS Mod times per day.

    Working Like Clockwork(Su): You now only require 2 hours sleep (but 8 hours calm rest to regain Spells/PP etc) per day, and you do not require food or drink, but may still injest it if you wish.

    Balanced Smite(Su): When you sucessfully gain Jurisdiction on someone, you gain a secondary effect. Whenever someone that you have Jurisdiction over deals damage to you, you may add a number of Smite Points to a Smite Pool equal to the damage done. After, when you successfully hit and damage an opponent you have Jurisdiction over, you may spend Smite Points in said Smite Pool (Immediate Action to do so) to increase the damage by the number of points spent.
    These points stay in the Smite Pool until spent, no matter how much time has passed.

    Example:
    You are dealt 5 damage, so you add 5 points to the pool. Next attack, you spend 3 points to increase a successful hit's damage by 3 points. This leave you with 2 points which you can use later.


    Judging the Masses(Su): When you would make a Knowledge (Local) check to try and gain Jurisdiction over a creature within your line of sight, you may increase the DC to 25 to gain Jurisdiction over every creature within your line of sight. However, if you fail the check, you cannot attempt any checks to gain Jurisdiction over any creature for 5 rounds.

    Unbending Will(Su): If you would be under an Enchantment, Charm or Compulsion effect, you may make a Will Save every round you are under the effect to throw off the controlling influence.

    Tipping the Scale(Su): Once per day, when someone within 50ft of you under your Jurisdiction would make a successful dice roll, you may make them reroll that roll at a -10 penalty, and take that roll as if it were the first roll, no matter the result. At 20th level, the penalty becomes -20 instead.

    Give and Take(Su): As an at-will immediate action, you may heal a creature (alive or not) a number of hit points up to to your own hitpoint maximum+10. If you do, you take damage equal to how much the creature was healed or spend that many Smite Points. You must take the damage or pay up in Points in order for the taget to be healed.

    Overwhelming Law(Su): Any melee attacks you make are treated as being Lawfully Aligned. At 16th level, your melee attacks also count as being made of Cold Iron.

    Loophole Attack(Su): [WIS Mod/2] times per day, you may ignore half of a target's AC when you make an attack roll, if they are under your Jurisdiction.

    Mechanized Flesh(Ex): You gain the Construct Type, or lose the Living Construct subtype if you are a Living Construct, and you also gain the Lawful subtype.

    Automated Wrath(Su): You may now make the Knowledge (Local) check to try and gain Jurisdiction over a creature as a free action.

    Balanced Double(Su): Whenever you would gain Smite Points, you gain twice as many Smite Points as your normally would

    Example: If you were dealt 16 points of damage, normally, you would gain 16 Smite Points. However, if you have the Balanced Double class ability, you gain 32 points instead.

    Seal the Planes(Su): You may close any planar rifts, or dispel any Gate spells automatically as a full round action that requires concentration. Also, you gain Dimensional Anchor as an at will SLA.

    Crush the Unruly Magic(Su): When you successfully strike someone you have Jurisdiction over with a melee attack, that person may be affected by a Disjunction effect (CL=Knight Levels) if you so wish to as an immediate action.

    Lawkeeper Infinitus(Su): Once per month, when you would be killed, you may come back to life as per True Ressurection one week later, in the forges of Mechanus, just like an Inevitable. The Forge Elder stationed at the forge of your rebirth will normally Plane Shift you to any of your companions locations, unless this is not possible or there is a lawful reason why you could not go to them. If for some reason you could not be Ressurected (Soul Gem, controlled via Animate Dead, ect.), this effect retries to ressurect you every week until success.

    Ultimate Jurisdiction(Su): Once per Week, by sucessfully hitting a target that you have Jurisdiction over, you may eradicate your opponent's being by overruling the laws of reality that keeps your target in existance. The target hit must immediately make a Will Save (DC=Character Level + WIS Mod) or die instantly, their body wiped out, their minds shattered and their existance eradicated. Nothing may bring them back, not even a Wish. If they DO make the save, they survive but take 10d10 damage anyway, from the disruption of their existance.
    Last edited by TheGeckoKing; 2011-01-30 at 10:07 AM.