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    Default Re: GITP Monster Competition LIV - Achilles Heel

    Knight of the Golden Court

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    The Knight,
    with somber step,
    feet so light,
    voice lost of pep.

    He sings of the trees
    his blue eyes seethe,
    the dreaming ones are never appeased,
    while he watches them slowly breathe.

    They command and shape,
    kill and rape,
    and crimes, drape,
    over his gentle form.

    He looks to the west,
    to the tall gleaming cities,
    and temples so blessed.

    He went through the towns,
    and found crime and death,
    slaves in dirty gowns,
    sadness that tore at his breath.

    So he looked to the east,
    to the lands of the steel,
    the lords at the feast,
    but before he set down one fell heel,
    He knew it was the same as the west.

    So he looked to the north,
    the cold and utterly burned,
    and before he even set forth,
    his gaze slowly turned,
    to the south.

    And in the south,
    he found lavish and adorned,
    the kings, with open mouth,
    his head, so horned,
    hung low.

    He stayed,
    with the dreaming maids.

    Forever to watch over,
    their silent forms.



    Medium Fey
    Hit Dice: 13d6+26 (71 hp)
    Initiative: +9
    Speed: 40 (8 squares)
    Armor Class: 21 (+5 Dex, +6 nat), touch 15, flat-footed 16
    Base Attack/Grapple: +6/+10
    Attack: Feyblade +15 melee (2d6+6, x3)
    Full Attack: Feyblade +15/+10 melee (2d6+6, x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Feyblade, Strength of the Court, Smite the Improper, Honorable Strike +3d6
    Special Qualities: Noble Oath, Bane of Iron, Feysteed, Fey Knowledge, Armor of the Court
    Saves: Fort +6, Ref +13, Will +11
    Abilities Str 19, Dex 21, Con 15, Int 16, Wis 14, Cha 16
    Skills: Knowledge (Nobility and Royalty) +19, Diplomacy +19, Intimidate +19, Sense Motive +18, Gather Information +19, Knowledge (Nature) +23, Heal +18, Concentration +18, Handle Animal +23
    Feats: Improved Initiative, Dodge, Force of Personality, Goad, Danger Sense
    Environment: Temperate Forests
    Organization: Solitary, Pair, Squadron (3-6).
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Lawful Neutral
    Advancement:

    The Knights of the Golden Court are the overseers and protectors of the Seelie and Unseelie court. They are the original keepers of the Dreaming Ones, and among the first fey to walk the earth. The Knights wear green armor, adorned with images of leaves and branches, and they keep a horse with them at all times. The horse and Knight are never separated.

    The Knights may never enter a house or home that is currently occupied unless they have the express permission, with full understanding of who is to enter the house, from all occupants. This is a hold over from the honor of which the Knights still hold some small vestiges of, which could not be beaten out of them by their dreaming masters. They also have a fear of steel and iron, for those metals were used to make the weapons of the first fey wars. The weapons were forged with iron from the cradle of the Mother, dewdrops from a freshly picked lily-of-the-valley, mothers milk, and the blood of a newborn. Those fearsome blades killed many a fey from the Unseelie and Seelie Courts, and the Knights have never forgotten of the first wars.

    The Knights were the first creations of the Mother, and they walked the earth before any of the more powerful fey. They loved the forests, sang to the birds, and played with the animals before the other fey, and they never knew any allegiances to the Courts. Only after the Lovers Two, the Lovers Blue created the Courts did the Knights choose which side to take. The Dreaming Ones, who fight for both sides as well, forced the Knights into servitude. By the time the Knights realized that they might not want to work for the Dreaming Ones, they were too late. The mortals had already sprung up all around the Knights, and there was no where left to go. The Knights despised corruption and pointlessness, those things which nature abhorred, and that which the Courts represented absolutely. The Knights had no alternatives, and had to live out their tortured existence working for the other fey, as servants, soldiers and protectors. But there was one thing that the Knights would never, ever, under any circumstances do. The Knights absolutely refused to fight other fey. The Knights take specific pains to avoid harming fey, and will run away from or avoid any fights with fey that are not absolutely necessary. The Knights are often the only fey that do not partake in the constant wars that over take the Courts.

    The Golden Court of their name does not represent the Seelie or Unseelie Court, but the original Court of the mother, in her cradle, deep in the earth. The name is a throwback to the days of the first fey, and the days to which the Knights long to return.

    Knights of the Golden Court speak Sylvan, Terran, Aquan, Ignan, and Auran. The Knight is naturally proficient with his Feyblade, but is not proficient with any other weapons or armor.

    Combat
    Knights will fight as honorably as possible, attacking enemies in single combat whenever possible. They take especial pains to attack and kill foes who are impolite or improper, taking that aspect from that Courts that they work for.

    Feyblade (Su): The Knight of the Golden Court may, as a free action, create a blade from the breeze, or the leaves, or a branch. This blade is a ghostly golden color, and shimmers in the light. It seems almost custom made for the knight. The blade is a two handed weapon that deals a base 2d6 damage, and the knight may add both his dexterity and strength modifiers to any attack roll made with the blade. If the blade leaves the knight’s possession for any reason, it unforms. The knight may reform it as a free action at any point in time, even on an opponents turn.

    Strength of the Court (Ex): As a standard action, the Knight of the Golden Court may fill his veins with primal strength, increasing his Strength and Dexterity scores by +4 for a number of rounds equal to his Constitution modifier. He must wait 1d4 rounds after this effect ends before using the ability again.

    Smite the Improper (Ex): As a standard action, the Knight of the Golden Court may make a single attack roll against an opponent within melee range. If he hits, they make opposed Diplomacy or Knowledge (Nobility) checks, the knights choice of which skill to use. If the Knight beats the opponents check, he adds his Charisma modifier to the damage roll, and the opponent take a -2 penalty to all attack and damage rolls made against the knight for the rest of the encounter. This ability does not stack with itself. If the opponent beats the knight’s check, the knight takes a -2 penalty to all attack and damage rolls made against that opponent for the rest of the encounter. This ability does not stack with itself. After using this ability, the knight must wait 1d4 rounds before using it again.

    Honourable Strike (Ex): Whenever the Knight of the Golden Court attacks an opponent who is not being flanked, who retains their dexterity bonus to armor class, or who is not flatfooted, or while the knight is currently flanked, he deals an additional 3d6 damage on all melee and ranged attacks.

    Noble Oath: The Knight of the Golden Court has sworn an oath, swearing to never act ignobly. He may never enter a house or home that is currently occupied with non-fey without the express permission, with full understanding of who is to enter the house, from all occupants. If he attempts to so enter the house or home, he cannot. He may move up to the house, and around it, but may not enter.

    Bane of Iron: The Knight of the Golden Court may not hold iron. If he does, he must make a Fortitude save (DC 19) each round, or take 3d6 points of cold damage. He may make a Reflex save (DC 19) upon picking up the iron in order to drop it immediately without taking any damage. Those saves are Charisma based. If the Knight of the Golden Court is struck by cold iron, he must make a Fortitude save (DC 19), or take 6d6 points of cold damage, and be stunned for 2d4 rounds. Consecutive strikes from Cold Iron do not increase the duration of the stun.

    Feysteed: The Knight of the Golden Court owns a mount, the equivalent of the Paladins mount. For the effects of the mount, the knight is a paladin of thirteenth level, but the knight may summon the mount as a swift action, at will.

    Fey Knowledge (Ex): The Knight of the Golden Court gains a +4 bonus to all Handle Animal and Knowledge (Nature) checks. The knight also gains use of the Wild Empathy class feature of the druid, using his hit dice instead of class levels.

    Armor of the Court (Ex): The Knight of the Golden Court's skin may turn to leaf-like armor as a free action. This grants the knight a +6 natural armor bonus, but does not impede movement speed or provide any Armor Check Penalty. The knight may return to normal as a free action.
    Last edited by unosarta; 2011-02-21 at 02:07 PM.
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