Results 1 to 5 of 5
  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    No where out there <-->

    Default Knight/Aristocrat

    The Highborn
    Requirements:
    Any lawful alignment
    Feats: Mounted combat, weapon focus (lance),
    Skills: Ride 8 ranks, knowledge (royalty and nobility) 4 ranks, handle animal 4 ranks
    BAB +5
    Special: Must have been knighted by a ruler of a nation.

    Skills per level: 4+Intelligence modifier
    Class skills: Bluff (Cha), Diplomacy (Cha), Gather information (Cha), Handle animal (Cha), knowledge (history, local, geography, nobiliy and royalty) (Int), Ride (Dex), sense motive (Wis),
    The Highborn
    Level Base Attack Bonus Will Save Ref Save Fort Save Special
    1st +1 +0 +2 +2 Knighted, Auras, leadership
    2nd +2 +0 +3 +3 Poison resistance
    3rd +3 +1 +3 +3 Ride by Attack
    4th +4 +1 +4 +4 Master Director
    5th +5 +1 +4 +4 Unbroken charge
    6th +6 +2 +5 +5 Spirited Charge
    7th +7 +2 +5 +5 General’s Tactics
    8th +8 +2 +6 +6 Horse Masrer’s Charge
    9th +9 +3 +6 +6 Call to arms, trample
    10th +10 +3 +7 +7 Champion of the Realm, Once more onto the breach
    Knighted: A Highborn gains a circumstance bonus equal to his level on diplomacy, sense motive, and bluff checks with non-nobility and ˝ his level with nobles. Commoners respect him and look up to the Highborn while nobles tend to see them as upstarts. They also gain a small land grant, although it may be up to the [class name] to make it safe.
    Auras: The Highborn can project his determination and force of will to help himself and allies. He learns new auras at higher levels. A 1st level the Highborn can project one aura, and at 10th he can project 2. The range for the auras of the Highborn is 60’. Activating an aura is a swift Action and it remains active until he uses either a free action to stop it or a swift action to change it.
    1. Fearless: At first level the Highborn and any allies in range gain a bonus against fear effects equal to the [class name]’s level plus charisma modifier
    2. Master tactician: At fifth level the Highborn and allies in range gain a competence bonus to attack rolls and damage when flanking equal to ˝ the [class name]’s level plus his charisma bonus
    3. Watchful Guard: At tenth level the Highborn and allies in range gain a competence bonus to AC equal to ˝ his level plus charisma bonus
    4. Stop at nothing: At fifteenth level the Highborn and allies in range gain DR/- equal to ˝ his level+his charisma modifier
    5. Deathstrike commander: At 20th level the Highborn can use the deathstrike commander aura. Any creature within his aura that scores a critical hit on the enemy may make an additional attack, using the same attack bonus. A creature can not benefit more then once per round from this ability


    Leadership: The Highborn gains leadership as a bonus feat, even if he does not meet the prerequisites.

    Poison Resistance: A Highborn has rapidly adjusted to some of the ‘toys’ used by the nobility. He gains a bonus on saves against poison equal to twice his level.

    Ride By Attack: A Highborn gets ride by attack as a bonus feat.

    Master Director: A Highborn using the aid another action gives a bonus equal to his class level instead of the normal +2

    Unbroken charge: a mounted Highborn can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check.

    Spirited Charge: A Highborn gains spirited charge as a bonus feat.

    General’s Tactics: The Highborn gains the ability to use a few spell like abilities 1/day, vaster level equal to ECL. Spells: Reverse gravity, benign transposition1, incite1, inhibit1, baleful transposition1

    Horse Master’s Charge: A Highborn can make a full attack at the end of a mounted charge. He can only use this ability while mounted.

    Call to arms: A Highborn's legends have spread across the world, bringing him many new allies. From now on his cohort's level can be at level -1 instead of -2, and he multiplies his number of followers by 1.5, and adds 1/2 his class level to his leadership score

    Trample: A Highborn gains trample as a bonus feat.

    Champion of the realm: At 10th level a Highborn is one of the best her kingdom has to offer. He gains a circumstance bonus to skill checks equal to his level dealing with members of his kingdom and allies. Also, these NPC’s are automatically friendly to the Highborn. Dealing with enemies of his kingdom he suffers a penalty equal to his [class name] level (excluding intimidate). Also their starting attitudes are one worse.

    Once more onto the breach: A Highborn's will and sense of self is so strong that they gain a +2 to charisma, and once per encounter they may rally their troops. This requires a swift action, and grants temporary HP equal to (2+charisma modifier)*class level.

    Special: A paladin that takes levels in this class may continue advancing as a Paladin.

    1Miniatures Handbook
    Last edited by Westhart; 2017-04-18 at 11:47 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

    Extended Signature

    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Knight/Aristocrat

    yeah the capstone is a bit much, being basically mass true resurrection.

    Id change it to be something like {CLASS] gains a +2 bonus to Charisma, Additionally once per encounter [CLASS} may as a swift action grant allies a number of temporary hit points equal to (2+Charisma modifier)*[CLASS] level.


    A good name for the class could be Patrician or Highborn Knight

  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    No where out there <-->

    Default Re: Knight/Aristocrat

    Quote Originally Posted by ngilop View Post
    yeah the capstone is a bit much, being basically mass true resurrection.

    Id change it to be something like {CLASS] gains a +2 bonus to Charisma, Additionally once per encounter [CLASS} may as a swift action grant allies a number of temporary hit points equal to (2+Charisma modifier)*[CLASS] level.


    A good name for the class could be Patrician or Highborn Knight
    Thanks
    Think I will go with highborn knight... although that gives them the impression that they were born to the nobility...
    Last edited by Westhart; 2017-04-18 at 10:00 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

    Extended Signature

    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Caelestion's Avatar

    Join Date
    Jan 2005
    Location
    Baator (aka Britain)
    Gender
    Male

    Default Re: Knight/Aristocrat

    Just a suggestion, but drop "knight". "Highborn" by itself seems like a worthwhile adjective to convert into a noun.

  5. - Top - End - #5
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    No where out there <-->

    Default Re: Knight/Aristocrat

    That does sound better
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

    Extended Signature

    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •