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    Default The Knight Eternal likes Peaches too.


    A Knight Eternal with Ascendant, Elemental (Electricity), and Balanced Traits (at least. Probably multiple Electric and Ascendant traits).

    The Knight Eternal

    Alignment:
    Any good alignment.

    Hit Die:
    d10

    Class Skills:
    The Knight Eternal's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Int).

    Skill Points at 1st Level:
    (4 + Int modifier) ◊4.

    Skill Points at Each Additional Level:
    4 + Int modifier.

    {table=head]{colsp=6}Table: The Knight Eternal |{colsp=4}Blessings
    Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|
    1
    | 2 | 3 | 4

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Aura of Good, Exotic Blade, Smite Evil 1+Int/day|
    2
    |{colsp=3}
    -
    |

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Divine Grace, Blessed Sight at will|
    2
    |{colsp=3}
    -

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Exotic Blade|
    3
    |{colsp=3}
    -

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Aura of Courage, Smite Evil 2+Int/day|
    3
    |{colsp=3}
    -

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Divine Health, Exotic Blade|
    4
    |
    2
    |{colsp=2}
    -

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Divine Form Lesser|
    4
    |
    2
    |{colsp=2}
    -
    |

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Exotic Blade, Mettle|
    5
    |
    3
    |{colsp=2}
    -
    |

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Smite Evil 3+Int/day|
    5
    |
    3
    |{colsp=2}
    -
    |

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Exotic Blade|
    5
    |
    4
    |{colsp=2}
    -
    |

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Bless Mount|
    5
    |
    4
    |
    2
    |
    -
    |

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Exotic Blade|
    5
    |
    5
    |
    2
    |
    -

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Divine Form, Smite Evil 4+Int/day|
    5
    |
    5
    |
    3
    |
    -

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Exotic Blade|
    5
    |
    5
    |
    3
    |
    -

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Improved Mettle|
    5
    |
    5
    |
    4
    |
    -


    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Exotic Blade|
    5
    |
    5
    |
    4
    |
    2

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Smite Evil 5+Int/day|
    5
    |
    5
    |
    5
    |
    2

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Exotic Blade|
    5
    |
    5
    |
    5
    |
    3
    |

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Divine Form, Greater|
    5
    |
    5
    |
    5
    |
    3

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Exotic Blade|
    5
    |
    5
    |
    5
    |
    4

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Smite Evil At Will, Initiate|
    5
    |
    5
    |
    5
    |
    4

    [/table]




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

    Weapon and Armor Proficiency
    Knight Eternals are proficient with all simple and martial weapons, and their own Exotic Sword. And with Medium or Light armors, and all shields except tower. Even if they acquire feats to gain proficiency, the Knight Eternal looses their Divine Grace when in Heavy Armor or using a Tower Shield.

    Exotic Sword:
    Each Knight Eternal begins with a sword unique to them. You may design this sword however you like. Your sword is considered a versatile weapon. The base damage is 1d10 with a critical range of 19-20/x2, like a bastard sword.
    Your sword is an exotic weapon in anyone else's hands, but you gain proficiency with it when you first summon it. Your sword is a gift from your deity, if you turn against your deity you lose your sword, but another deity may grant you a new one. When ever you hit a level as shown on the Table, your sword glows to signify your deity has been pleased with your progress and has granted a new Trait at every other level.
    No trait may be placed on a sword more than once unless otherwise stated, and no Exotic Sword may be enchanted. Infusions work on the Exotic Sword normally, but cannot be made permanent by any means short of divine intervention. The Hammer trait may be taken at first level for free.

    Traits List:
    Spoiler
    Show

    • Absorbing: Your sword is able to store any liquid item with limited uses, such as a potion of healing, even alchemical fire. You can pour a vial of the liquid onto your blade which absorbs it and takes on its coloration. The contents are released upon a successful strike for three attacks of your choice. After three uses the blade returns to normal and another liquid can be absorbed. If you wish, you can switch, the former substance dissolves and is wasted.
      This can be used with the Covert trait; each bolt counts as 1 use. A Fragmentable sword holds 1 use in each blade. An Oversized or Dual bladed sword can hold two vials (same substance) which can be used for six attacks. A Fragmentable and Oversized sword holds 3 uses in each blade. Only contact effects can be used with the Hammer trait.
    • Adamantine : Your sword is made out of Adamantine and gains all of the benefits (DMG 283). If you choose this trait you cannot use the Alchemical Silver, Byeshk, Cold Iron, or Wraithiron traits.
    • Alchemical Silver : Your sword is made out of Alchemical Silver and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Adamantine, Byeshk, Cold Iron, or Wraithiron traits.
    • Ascendant: Your sword can control another, larger blade from a distance. The larger sword takes traits just as your Exotic sword can. You use Traits on this larger sword separately, but for each Trait you spend on the Ascendant sword you can select two different traits, otherwise it shares traits on the base blade. The Ascendant sword is one size category larger then the owner is for each time you select this trait. The Ascendant sword deals 2d12 damage, +2d12 per size. The power behind the sword is as if from a strength of 25, +5 per time you select this trait. The larger sword can only be used if there is room for it, and if you can see it (Though you don't need to actually be looking at it. so long as if you turn, you can see it). Calling the sword takes a full round action, and lasts for ten rounds before it returns to the plane it came from. You can call the Ascendant blade once at first, and once more every five levels you acquire afterwards. The Ascendant Blade has Hit Points equal to your class levels x10, and can be destroyed it has a hardness equal to your class levels.
      Ascendant blade can only be taken by an Epic level Knight Eternal. Ascendant works just as well with Hammer or Lance.
    • Aurorum : Your blade gleams with hues of pink and indigo. If your weapon is sundered, you can repair it simply by holding the broken pieces together (a full round action). The repair is flawless and seamless.
    • Balanced : The blade is exceptionally balanced, allowing you to hold the blade in one hand instead of two.
    • Bewitched : A slight magical aura surrounds your blade. It counts as magical for the purpose of overcoming damage reduction.
    • Black* : Your blade seems to absorb light. It counts as evil for the purposes of overcoming damage reduction.
    • Blessed : When smiting with this weapon, you deal an extra 1d4 damage.
    • Bonded : While wielding this weapon, you gain a +1 bonus to caster checks and you gain the effects of the still spell feat.
    • Bouyant : While this sword is in your possession, you gain a +5 bonus to swim checks.
    • Broad : You can use your sword to help you defend yourself thanks to it's width. When wielding your sword, you gain a +2 shield bonus to AC.
    • Byeshk: Your weapon is made of the Byeshk material. This weapon now overcomes the DR of the daelkyr of Eberron. If you choose this trait you cannot use the Adamantine, Alchemical Silver, Cold Iron, or Wraithiron traits.
    • Calculated : The blade of your sword was measured and cut exactly according to plan. This weapon is considered lawful for purposes of overcoming damage reduction. This cannot be taken with the Irregular trait.
    • Channeling : You can store a spell or power of third level or lower in your blade until your blade makes contact with a target. The spell or power must be cast or manifested into the blade as a full round action and it takes effect when you strike your target. The spell or power must have a range of touch. If you take this trait again, you can store the spell as a standard action. Again, and you can do so as a swift action.
    • Cold Iron : Your sword is made out of Cold Iron and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Adamantine, Alchemical Silver, Byeshk, or Wraithiron traits.
    • Covert : Your sword has a hollow in the middle of the sword which bolts can be shot out of. There is a trigger on the handle of the sword, essentially making it a light crossbow. Your sword can only hold clips of 5 bolts at a time. If your sword has the Oversized trait, it can hold 10 bolts and it works as a heavy crossbow. If you have the dual-bladed trait you may double how many bolts you store and may fire them from either end. Any applicable traits you have on your sword apply to your ammunition. You cannot use this trait with the fragmentable trait.
    • Crystal : Your sword has crystal shards imbedded in it that doubles the time that infusions affect it.
    • Dual-Bladed : Your sword has two blades attached to the handle. The second blade does the same base damage as the first. You are considered to have the Two Weapon Fighting feat when wielding this sword.
    • Eager : You gain a +2 bonus to initiative rolls as long as you hold your sword. You may also use the Quick Draw feat with your Exotic Sword.
    • Elemental: Your blade gains an elemental property, dealing 1d6 of the chosen element. Fire. Frost. Electric. or Sonic. This can be taken multiple times, a new or the same element each time. For every Elemental trait you take of the same element, you can project that element out at a range of 50ft, +25ft per Elemental Trait, but at one die lower then if melee.
    • Ferocious : Whenever you enter rage while holding this weapon, you gain an extra 4 STR.
    • Fluid : Light flows off your blade in a mesmerizing manner giving you a +4 bonus to feinting attempts.
    • Fragmentable : Your sword can be split into two smaller blades, each being considered a light one-handed weapon. The base damage for each is one die size lower than the normal base. If you choose the Oversized trait in addition to this trait, then the smaller blades are no longer light. You are considered to have the Two Weapon Fighting feat when weilding your fragmented blades. You cannot use this trait with the Hammer or Lance traits.
    • Hammer : Your exotic weapon is a large two-handed hammer instead of a sword. You may only take this at first level in addition to another trait. The damage and critical range are the same, but your weapon does bludgeoning damage as opposed to slashing. Also change your martial proficiencies from slashing to bludgeoning. If you take the Keen trait, call it Impact, though it essentially works the same.
    • Heavy : Your sword has a heavier blade. You gain a +2 bonus on damage rolls.
    • Hooked : A hooked blade allows your sword to be used when making trip attempts. You can drop your sword to avoid being tripped.
    • Iconic : While this sword is visible, the wielder gains a +5 bonus to intimidate checks.
    • Impervious : Your weapon gains an extra 40 HP.
    • Incarnum : Incarnum flows through your blade. When you wield this weapon you gain an extra 2 points of essentia.
    • Inspiring : While this weapon is in the hands of a bard, all bardic music effects last for an extra round. You also gain a +2 bonus on bardic knowledge checks.
    • Intelligent: The weapon becomes an intelligent item, with the same alignment as the knight. The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains the power of speech, 120-ft. vision and hearing, and two primary abilities (rolled randomly). See Intelligent Items in the Dungeon Masterís Guide.
    • Irregular : It looks as though your blade is a large scrap of metal you found. It counts as chaotic for the purposes of overcoming damage reduction. This cannot be taken with the Calculated trait.
    • Keen : The blade of your sword can pierce even the best defenses. Your sword's critical range becomes 17-20/x2.
    • Lance : Your exotic weapon is a lance instead of a sword. You may only take this at first level in addition to another trait. The damage is the same and the critical range changes to x3. Your weapon now does piercing damage as opposed to slashing and is a reach weapon. Also change your martial proficiencies from slashing to piercing. This is a reach weapon as described in the PHB. If you take the Reach trait, call it Short Haft and you may attack adjacent foes normally. You may not take the Dual-Bladed or Fragmentable traits in addition to this one.
    • Legendary : Your sword is as legendary as you are and now overcomes Epic damage reduction. You may only take this trait once you're an epic-level Knight Eternal
    • Linked : You always know where your weapon is. Make a Concentration check (DC 15) to know the direction and distance. If your weapon is across the planes make a Knowledge(Planes) check (DC 15) to know which plane it's on.
    • Loyal: If anyone other than you tries to hold your sword, they take 2d6 points of damage every round. They must willingly be trying to hold it. If you force it in their hands, it will do no damage unless they take hold of it themselves. Additionally, you may designate someone as the new owner of the sword, which will prevent it from harming them but will make the sword harm you.
    • Lucky : Your superstitions that this blade is lucky may be true. Once per session (or 20 pbp posts) you may reroll a failed attack roll.
    • Merciful : You may deal nonlethal damage with your weapon without taking the normal -4 penalty to your attack roll.
    • Monastic : You may use this weapon as a monk weapon.
    • Oversized : Your sword is unusually larger than most swords. The base damage increases to 2d8. You are considered to have the Monkey Grip feat when wielding this weapon. You may not take this trait in addition to the Thin or Dual-Bladed traits. (for information on Monkey Grip, see spoiler at end of post)
    • Penetrating : Your sword is able to pierce through most types of defense. You gain a +1 bonus to all attack rolls made with this weapon.
    • Psi-influenced : You may store your psionic focus within your sword. While psionically focused the sword counts as psionic for the purposes of overcoming damage reduction. You may not take this trait if you already have a Psicrystal.
    • Pure : While wielding this weapon, you gain an additional daily use of a turn undead attempt. This does not grant you the ability if you don't already have it.
    • Reach : Your sword reaches out to ten feet. You may still attack adjacent opponents, though at a -2 attack penalty.
    • Serated : Your sword has serated edges. If you take this trait, all base damage die rolls are increased by one die size.
    • Shifting : If the wielder of this blade changes form, the sword changes with them. Their natural attacks count as having all the same applicable traits as the Exotic Sword.
    • Shiny : Your weapon never tanishes and is immune to corrosive attacks, such as the attacks of a rust monster or similar effects.
    • Sneaky : When you deliver a successful sneak attack with this weapon, you deal an additional 1d6 points of damage.
    • Spiteful : Chose a type of creature when you create your sword with this trait. From now on, whenever striking a foe of that type you deal an extra 1d6 damage. This trait can be taken multiple times, each time adding 1d6 to the same creature or adding 1d6 to a different creature.
    • Sturdy : This trait increases the sword's hardness by 5.
    • Superior : This sword proves it's might against other weapons, providing a +2 bonus to all damage rolls when attempting to sunder a weapon.
    • Surging : You can draw up to 10 power points from your blade throughout a 24 hour period. This doesn't let you use more power points than you're allowed in any given round.
    • Thin : Your sword is thinner than most weapons it's size. You may apply the Weapon Finesse feat to this weapon. You cannot take this trait with the Hammer or Oversized traits.
    • Wealthy: Your sword can absorb a large amount of coins that can be recalled at any point by the wielder. When a coin (regardless of material, as long as it's recognized as a coin with worth) touches the sword and you will it to, it will absorb the coin into a pocket dimension. Your sword can handle up to 500,000 coins in this manner. Recalling coins from the sword is a move action, and it will release up to 1,000 coins each round (of your choosing).
    • White* : Your sword is extraordinarily white. It counts as a good-aligned weapon for the purposes of overcoming damage reduction.
    • Wonky : You gain a +2 bonus to disarming attempts made with your sword.


    You can recall your sword as a swift action if you ever lose it, even if it is in someone else's hands. This is like the Calling property, but you can't send the item elsewhere, only call it to your location. If it is destroyed you can re-summon it after 24 hours as a full round action.
    *If you choose the black and white traits together (which can be done), the colors form a pattern of your choosing on the blade.



    Blessing:
    The Knight Eternal is gifted for their faith, as listed on the table the Knight Eternal gains new Blessings, Blessings function as Invocations however at any time they may sacrifice a Smite Evil attempt in order to use the blessing without any components. Once a Blessing is taken, you can't reselect that slot until you would gain a new level of Blessings, at which time you can reselect up to half your intelligence modifier. You can use a slot of a higher level to hold a Blessing of a Lower level, but not vice versa.
    Blessings are included in the next post.
    Blessings are divine in nature, and as divine spells do not suffer arcane spell failure neither do Blessings.


    Aura of Good (Ex)
    The power of a Knight Eternal's aura of good (see the detect good spell) is equal to her Knight Eternal level.

    Smite Evil (Su)
    As listed, a Knight Eternal gains the ability to Smite Evil a number of times per day as displayed on the Table, which is 1 at first, 2 at fourth, 3 at eighth, 4 at twelfth, 5 at sixteenth, plus her Intelligence modifier.
    When the Knight Eternal chooses to use Smite, she gains a bonus to attack rolls equal to her intelligence modifier, and damage rolls equal to her class levels + Intelligence modifier. At 20th level, any attack against an evil aligned creature is counted as a Smite.

    Divine Grace (Su)
    At 2nd level, a Knight Eternal gains a bonus equal to her Intelligence bonus (if any) on all saving throws. If she is not wearing Heavy armor or using a Tower shield, she also gains this bonus as untyped damage reduction.

    Blessed Sight (Su)
    Starting at 2nd level, a knight can use the spell detect evil at will, with the following exceptions. As a swift action, she can toggle this ability on or off. She does not have to concentrate to keep it active, although unless she does she can only detect the presence or absence of evil. She can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.

    Aura of Courage (Su)
    Beginning at 4rd level, a Knight Eternal is immune to fear (magical or otherwise). Each ally within 10 feet of her gains 4 + the Knight Eternal's charisma modifier as a morale bonus on saving throws against fear effects.

    This ability functions while the Knight Eternal is conscious, but not if she is unconscious or dead.

    Divine Health (Ex)
    At 5rd level, a Knight Eternal gains immunity to all diseases, including supernatural and magical diseases, and gains her class level as bonus to any saves against poisoning.

    Divine Form (Su/Ex)
    Divine Form, The Knight Eternal can ascend the path of apotheosis. It is Supernatural to use, but once used and in that divine form it is Extraordinary, though even in an Antimagic field once the time limit runs out you still revert to normal, you just can't assume the form again within the field.

    • Divine Form, Lesser grants the Knight Eternal a pair of feathery wings (Of one color determined when you acquire the ability.), with a Fly speed equal to your Land Speed +40ft, at Average maneuverability. You have a +2 to your physical stats in this form, and a +4 Sacred bonus to AC.
      Your Aura of Good is as if 5 levels higher.
      Assuming this form is a Standard action, it lasts for ten rounds.
      This ability is usable once per day.
    • Divine Form grants the user the same as lesser, but an increased +20 Fly speed, Good maneuverability, +3 to the physical stats rather then +2, and a +6 sacred bonus. Land Speed gains a +10ft bonus. Your size increases by +1 category. You are immune to Sleep and Fatigue effects, including natural need for sleep. 4 hours of meditation can regain your casting, or eight hours of non-strenuous activity.
      Your Aura of Good is as if 10 levels higher.
      Assuming this form is a movement-equivalent action, it lasts for ten rounds.
      This ability is usable once per day.
      Lesser Divine Form is now at will with no time limit (As you could just reactivate it anyway), though you deactivate and reactivate the ability as a swift action.
    • Divine Form, Greater grants the same but an increased +20 fly speed yet again. Perfect maneuverability, +4 to the physical stats rather then +3, and a +8 sacred bonus to AC. Land speed gains a +20ft bonus. Your size increases two steps. You gain a Spell Resistance equal to your class levels x1.5 (so 30SR at level twenty), and a DR -/epic equal half your class levels.
      Your Aura of Good is as if 15 levels higher, and you are considered an Outsider (Native), though it does not change your HD or Skills (as its just a temporary change).
      Assuming this form is a swift action, it lasts for ten rounds. (Epic note: at level 24, the Knight Eternal can sustain Greater Divine Form indefinitely).
      This ability is usable once per day.
      Divine Form is now at will with no time limit (As you could just reactivate it anyway), though you deactivate and reactivate the ability as a swift action.


    Mettle (Su)
    A Knight Eternal's divine capability allows her to shrug off magical effects that would otherwise harm her. If a Knight Eternal makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial", "Fortitude Half," or similar entries can be negated through this ability.
    • Improved Mettle (Su)
      Improved Mettle is like Improved Evasion, for Mettle. The Knight Eternal now only suffers the halved effect, even if they failed the check.


    Bless Mount (Sp)
    The Knight Eternal can't always walk (or Fly, by level 12) everywhere. A Knight Eternal can grant any friendly animal that they would normally be able to Ride on, such as a horse, with all the benefits of the Special Mount paladin ability. However, should this mount die you do not suffer penalty. The Blessed Mount looses these benefits when it does not come within 5ft of you for 24 hours. You can bless a number of mounts equal to 1/4th your class levels.

    Initiate (Ex)
    The Knight eternal can initiate others into her cause. The Knight Eternal can spend a week with a character to grant them one level of Knight Eternal, replacing any one level they previously had or giving the one if they did not have a level.
    The Initiation rite requires the initiate to become loyal, if they turn against you they lose class features.
    The Initiation can go on, one week per level to be traded. Initiate cannot grant more then one level (In which case a character with no levels is granted the one level).
    The Knight Eternal can train up to her Class Levels in Initiates at one time, if she completely dedicates her time to the training, she can increase this amount by x1.5.


    Code of Conduct:
    The Knight Eternal is a divine-fueled warrior for a god, championing their cause and following their orders. To a limited degree. Knights Eternal rely on their own judgement to determine what they must do, they go about life trying to do their best to please their patron deity.
    They aren't tied to a holy order, and receive no direct communication from their god or goddess.
    Blind Faith.
    There are ground rules however.
    • They cannot lie to, steal from, cheat, or kill anyone who is not of Evil alignment.
    • If they willingly kill an innocent non-evil, they loose their Exotic Sword and Spellcasting for 24 hours.
    • If they lie to, steal, or cheat a non-evil, they take penalties by -4 to all rolls for 12 hours.
    • If they allow others to lie, steel, or cheat a non-evil, they take -1 to all rolls for 24 hours.
    • If they allow others to kill a non-evil, they loose all spellcasting and take a -2 to all rolls for 24 hours.

    These penalties are cumulative.

    However, they are not without benefit. If they prevent someone from doing so, they gain the opposite.

    • If they stop, or catch someone and correct the problem of someone else telling lies, stealing, or cheating a non-evil they gain a +1 to all rolls for six hours.
    • If they stop someone or something from killing an innocent, they gain a +2 to all rolls for six hours.

    These bonuses do not stack, but refresh how long it lasts.
    As such, through trial and error, the Knight Eternal tends to get a pretty good idea as to what it is their deity desires of them.

    Rare is the occasion when a Knight Eternal actually receives communication from their deity. This leads many to wonder if the Knight Eternal actually HAS a deity, or if it is their own imagination fueling untapped arcane power that conjures this silly reality of theirs into being.
    They gain powers of the Domain, yes. In effect, you could say the Knight Eternal serves the domain in general, rather then a deity. (though they can serve a normal deity just fine).




    Epic Progression:

    {table=head]Level | Special
    21 | Exotic Blade
    22 |
    23 | Exotic Blade
    24 | Divine Form, Epic
    25 | Exotic Blade
    26 |
    27 | Exotic Blade
    28 |
    29 | Exotic Blade
    30 | Divine Form, Legendary
    31 | Exotic Blade
    32 |
    33 | Exotic Blade
    34 |
    35 | Exotic Blade
    36 |
    37 | Exotic Blade
    38 |
    39 | Exotic Blade
    40 | Divine Form, Grande
    [/table]

    Features:

    Exotic Blade:
    The Knight Eternal continues to gain Exotic Blade as normal.

    Divine Form, Epic:
    Greater Divine Form is now at-will, and can be left on without a time limit.
    You gain an Epic divine form:
    Another increase of +20ft to your Fly speed.
    +8 to the physical stats rather then +4. +15 Sacred bonus to AC
    Landspeed gains an increase in +60ft total.
    Your size increases by three steps.
    SR Equal to your class levels x1.5, as Greater form.
    DR Equal to your class levels that can only be surpassed by Cold Iron weapons with a +5 enhancement bonus.
    Your Aura of Good is as if 20 levels higher, and you are considered an Outsider (Native), though it does not change your HD or Skills (as its just a temporary change).
    This form can be assumed once per day for 10 rounds as a Free action.

    Divine Form, Legendary:
    Epic Divine Form is now at-will, and can be left on without a time limit.
    You gain a Legendary divine form:
    Another increase of +20ft to your Fly speed.
    +12 to the physical stats rather then +8. +18 Sacred bonus to AC
    Landspeed gains an increase in +70ft total.
    Your size increases by Four steps.
    SR Equal to your class levels x1.5, as Greater form.
    DR Equal to your class levels that can only be surpassed by Cold Iron weapons with a +5 enhancement bonus.
    Your Aura of Good is as if 25 levels higher, and you are considered an Outsider (Native), though it does not change your HD or Skills (as its just a temporary change).
    This form can be assumed once per day for 10 rounds as a Free action.

    Divine Form, Grande:
    The Knight Eternal gains Divine Rank 0 and all it entails.
    Last edited by Cipherthe3vil; 2012-02-10 at 04:57 PM.

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    Blessing List

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    Thanks to Dragoon Wraith for the invocation list.
    1 Originally printed as a Warlock Invocation in Complete Arcane.
    2 Originally printed as a Warlock Invocation in Complete Mage.
    3 Originally printed as a Warlock Invocation in Dragon Magic.
    4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
    N New Invocation described below.

    In addition to any "Blessing" found here, the Knight Eternal may select a spell from the Cleric spell list and use it as a Blessing.
    Minor: 1-2
    Blessing: 3-4
    Greater: 5-6
    Greatest: 7-9
    Where the number is the spell level of the cleric spell you wish to take.

    Minor Blessings
    • All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
    • Aquatic Adaptation4 - Breathe underwater; gain swim speed.
    • Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
    • BlessN - Use Bless, Bless Water, or Divine Favor, as the spells.
    • Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
    • Consecration N - Use Consecrate, as the spells.
    • Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
    • Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    • Faith HealingN - Use a Cure Light Wounds that is coupled with a Virtue and Resistance, as the spells.
    • ImbueN - Use Magic Stone, Magic Weapon, or Align Weapon, as the spells.
    • Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
    • LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
    • Magic CoatingN - Use Grease or Sticky Floor, as the spells.
    • Magic Insight4 - Detect magical auras; identify magic items.
    • Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
    • Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
    • Mystic MissileN - Use Magic Missile, as the spell, and be able to launch a single missile as an immediate action once per round.
    • OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
    • OrisonN - Use any one Orison from the Cleric spell list.
    • PeaceN - Use Sanctuary, as the spell. Plus penalties if someone breaks through.
    • See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
    • TranspositionN - Use Baleful Transposition, as the spell.
    • Words of Power, LeastN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.



    Blessings
    • BlindesightN - Gain blindsight 60 feet, replaces normal vision.
    • Charm1, 4 - Cause a single creature to regard you as a friend.
    • Enthralling Voice4 - Make nearby creatures fascinated.
    • Faith Healing:N Use Cure Serious Wounds coupled with lesser restoration.
    • Falling DreamN - Use Illusory Pit, as the spell.
    • Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
    • Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
    • Frightful Presence4 - Make nearby creatures shaken.
    • InsightN - Use Augury, as the spell.
    • Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
    • ArrowbaneN - Gain a +10 AC against ranged attacks, and +10 DR/untyped that only functions against ranged attacks (Any attack at a range greater then 30ft) Spells that do not require an attack roll are not included in this. Once this has prevented 1/4th the users HP in negated damage, the effect ends.
    • Relentless Dispelling2 - A targeted Dispel Magic, with additional targeted Dispel Magic the next turn.
    • Soul's Notice1, 4 - Gain the effects of Deathwatch, Speak with Dead, and a blindsense of 30ft.
    • Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
    • Walk Unseen1, 4 - Use Invisibility (self only) as the spell.
    • Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
    • Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.



    Greater Blessings
    • Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
    • Baleful Geas1 - A single creature becomes your servant, but slowly sickens and dies.
    • CallingN - Use Sending as the spell.
    • Devour Magic4 - Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
    • Request SoulN - Use Raise Dead, as the spell.
    • Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
    • Painful Slumber of Ages2 - Creature falls asleep, takes damage when awakened.
    • Words of Power, GreaterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.


    Greatest Blessings
    • Discorporation4 (as Dark Discorporation) - Gain many benefits of the Swarm subtype.
    • Flight, Greater4 (as Greater Draconic Flight) - Fly at perfect maneuverability; gain overland speed.
    • Impenetrable Barrier3 - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
    • Instill Vulnerability1 - Remove resistances and immunities.
    • Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
    • Master of PhysicsN - Use Telekinetic Sphere, as the spell.
    • Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
    • Retributive Invisibility1 - Use Greater Invisibility as the spell (self only) that deals damage in a burst if dispelled.
    • Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if casting Greater Dispel Magic.
    • Steal Summoning2 - Take control of another caster's summoned monster.
    • Word of Changing1 - Use Baleful Polymorph as the spell, but the effect could become permanent.
    • Words of Power, GreatestN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.
    • Void MagicN - Use Antimagic Field at range, but only as long as you concentrate.




    New Minor Blessings
    (Ignore all invocations that are not listed above, just use as a reference if you want an invocation marked with "N")
    Spoiler
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    Body Augmentation
    Least; 2nd
    AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

    Lorecall
    Least; 1st
    AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses. Lasts 24 hours.

    Magic Coating
    Least; 1st
    AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.

    Mind Augmentation
    Least; 2nd
    AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed. Lasts for 24 hours, during which you can switch active enhancement.

    Mystic Missile
    Least; 1st
    AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an immediate action once per round.

    Omen
    Least; 2nd
    AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the invocation.

    Transposition
    Least; 2nd
    AAAAYou can use Baleful TranspositionSC, as the spell.

    Words of Power, Least
    Least; 3rd
    AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.



    New Blessings


    Spoiler
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    Blindsight
    Lesser; 4th
    AAAAYou gain a blindsight out to 60ft using means stated when you take this blessing. Replaces normal vision when active.



    Words of Power, Lesser
    Lesser; 4th
    AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.



    New Greater Blessings
    Spoiler
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    Calling
    Greater; 5th
    AAAAYou can use Sending, as the spell.


    Falling Dream
    Greater; 6th
    AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.

    Words of Power, Greater
    Greater; 6th
    AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.


    New Greatest Blessings
    Spoiler
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    Master of Physics
    Greatest; 8th
    AAAAYou can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.

    Spellcaster's Bane
    Greatest; 7th
    AAAAYou may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Greater Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).

    Words of Power, Greatest
    Greatest; 9th
    AAAAYou can use Power Word: KillPHB, Power Word: PetrifyRotD, and Power Word: StunPHB, as the spells.

    Void Magic
    Greatest; 9th
    AAAAYou can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.
    Last edited by Cipherthe3vil; 2012-06-03 at 03:45 PM.

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    Nice so far. Limit Knight.

    Needs a real capstone though.
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    Default Re: The Knight Eternal likes Peaches too.

    Finished.

    The Capstone isn't good enough? Any attack against an evil creature is considered a Smite at lv 20 :/

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    Default Re: The Knight Eternal likes Peaches too.

    SO this is your real paladin and the wandeirng paladin was just a test? SO COFNUSED!!

    i like the class, but really anything i need to stop evil' based class is pro in my book I have 1 thing to ask though, the the blood elf paladinw ith thunderfury angers me becuase thunderfury wass sooo much harder to get before those dang belfs came along....


    Just one question


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    ლ(ಠ益ಠლ Y U NO CAPSTONE!?

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    Default Re: The Knight Eternal likes Peaches too.

    Quote Originally Posted by Kenneth View Post
    SO this is your real paladin and the wandeirng paladin was just a test? SO COFNUSED!!
    The other Paladin was just the CORE Paladin made to not totally suck, just a Tweak really.

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    ლ(ಠ益ಠლ Y U NO CAPSTONE!?


    I thought any attack against evil being counted as a Smite was a pretty good Cap'er.

    I can find something though :P

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    Default Re: The Knight Eternal likes Peaches too.

    FOr me limiteless smite is not so much of a captstone becuase by that time you should have enough smites to smite a LOT of times.

    capstone should be something about being totally bass arse and defensive in my opinion becuase the rest of the class ahs focused on offensive power.. time to whip out some super awesome defensive ability!

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    Default Re: The Knight Eternal likes Peaches too.

    Added Initiate.

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    Default Re: The Knight Eternal likes Peaches too.

    Edited a description to the image, Like I use to. It details how you can make a character as depicted to show that the Image isn't a bluff to make the class look better, but it can actually do that.


    No Peaches?

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    Pregnancy gets more peaches

    Traded spell casting for invocations, I'm going to go through and add/remove invocations "blessings" as needed to create the divine feel better. Probably mostly just removing things like bestowing curses or gloom walls in favor of cleric spells made invocation, with minor edits as needed. Until then though, thisis playable. Just don't go around with things that Evilish mmkay? Mmk.
    Accepting ideas for new invocations.
    Last edited by Cipherthe3vil; 2012-01-28 at 04:41 AM.

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    Peaches, you say?

    Exotic Sword - Took me a while to figure out at what levels the sword gains new traits, especially since the table entries simply say "Exotic Sword". Referencing the table should not be required to understand the class. I suggest you explain it in words as well.
    Also, how long does it take to create/recreate the sword? Are we talking about something measured in actions (summoning it again), or days/weeks (reforging it)?
    "if you turn against your deity you loose your sword" - I think you mean "lose". Loosening it is something you do before battle.

    Blessings. I assume the 1-2-3-4 columns in the table refer to Minor Blessings, Blessings, Greater Blessings and Greatest Blessings, respectively?
    "Blessings function as Invocations however at any time they may sacrifice a Smite Evil attempt in order to manifest the blessing without any components" - Invocations are "used", they are not manifested.
    Also, invocations do not have slots. Do you mean that you could, for example, learn a Minor Blessing in place of a Blessing?
    Invocations suffer arcane spell failure. Is this intentional?
    I have not gone over the invocations themselves yet.

    Smite Evil - the ability description does not mention how many times per day it can be used. The table entry reads "Smite Evil 1+Int/day", without specifying whether you are referring to the intelligence modifier or the intelligence score. It is not immediately obvious that you gain more uses of smite/day as you level.

    Divine Form. "though even in an Antimagic field one the time limit runs out" - this sentence looks off. Should that be "once"?
    "Usable once per day." - this would be better as "This ability is usable once per day.", or at least as a sentence.
    "Divine Form grants the user the same, but +20 more Fly speed," - the same as what? As Lesser Divine Form, I assume? Also, speeds are generally "increased", rather than given "more" of.
    "Your size increases to Large, or simply by +1 category." - which one is it?
    "Lesser Divine Form is now at will, or always active." - again, which is it?
    "You gain a Spell Resistance equal to your class levels" - this is really bad spell resistance. You may want to add something like 10 to that number.

    Improved Mettle. This heading is not bolded, as the others are.



    Pretty good, so far.
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    Fix'd ( ? )

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    Default Re: The Knight Eternal likes Peaches too.

    This is the first time I've seen the code of conduct do something besides "lose all class abilities." It also makes it better than "my friend casts atone."
    Initiate is nice and flavorful. If you have the time, I would suggest creating a different class for the ability, sort of how knights in real life would create squires. Though it definitely isn't necessary.
    The bonuses from smite evil are a little high. The bonus to damage rolls is fine, but a +20 to attack rolls is insane. Maybe just int mod or half level?
    At will divine form needs a deactivation method.
    I was worried when I saw what looked like 9th level spells, but it doesn't look like anything too abusable so I guess it should be fine. Some of the power words make me a little leary though.

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    Default Re: The Knight Eternal likes Peaches too.

    Quote Originally Posted by eftexar View Post
    This is the first time I've seen the code of conduct do something besides "lose all class abilities." It also makes it better than "my friend casts atone."
    Initiate is nice and flavorful. If you have the time, I would suggest creating a different class for the ability, sort of how knights in real life would create squires. Though it definitely isn't necessary.
    The bonuses from smite evil are a little high. The bonus to damage rolls is fine, but a +20 to attack rolls is insane. Maybe just int mod or half level?
    At will divine form needs a deactivation method.
    I was worried when I saw what looked like 9th level spells, but it doesn't look like anything too abusable so I guess it should be fine. Some of the power words make me a little leary though.
    I'll consider a squire-esque mini-class of some sort.

    The bonuses from smite evil are a little high.
    Fix'd.

    At will divine form needs a deactivation method.
    Fix'd.

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    Can you do an epic progression for it? I'm planning to use it in a 34th level game ><

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    Quote Originally Posted by silphael View Post
    Can you do an epic progression for it? I'm planning to use it in a 34th level game ><
    I gave it a go.

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    No bonus feats? I mean, all spellcasters have it, and they still receive the same bonuses as every other epic characters.

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    Default Re: The Knight Eternal likes Peaches too.

    Adamantine weapon =/= Disarm bonus. Those abilities you have are crazily varied, all over the place. Am I missing level caps? And if not, would you mind going through and tossing some in.

    EDIT: Also, those bonuses and penalties in the Code of Conduct bother me. I play a lot of campaigns where I don't help neutral characters out at all, and I've had players (good-aligned) take on and kill celestials that were getting out of hand. I don't want my character to take enormous penalties because of the motion of the plot. In other news, "an innocent" could be a rat, and prevention could be triggered off of a party member trying to stab the rat and the Eternal Sword stopping them (BAAAAG OF RAAAATS). Also, the whole thing is just a lot of bookkeeping I don't want to do.

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