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Old 01-26-2012, 10:48 PM   Top  -  End  -  #1
Cipherthe3vil
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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: The Knight Eternal Blessings
LevelBase Attack BonusFort SaveRef SaveWill SaveClass Features
1
2 3 4
1st
+1
+2
+0
+2
Aura of Good, Exotic Blade, Smite Evil 1+Int/day
2
-
2nd
+2
+3
+0
+3
Divine Grace, Blessed Sight at will
2
-
3rd
+3
+3
+1
+3
Exotic Blade
3
-
4th
+4
+4
+1
+4
Aura of Courage, Smite Evil 2+Int/day
3
-
5th
+5
+4
+1
+4
Divine Health, Exotic Blade
4
2
-
6th
+6/+1
+5
+2
+5
Divine Form Lesser
4
2
-
7th
+7/+2
+5
+2
+5
Exotic Blade, Mettle
5
3
-
8th
+8/+3
+6
+2
+6
Smite Evil 3+Int/day
5
3
-
9th
+9/+4
+6
+3
+6
Exotic Blade
5
4
-
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




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


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:

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

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 : 02-10-2012 at 04:57 PM.
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Old 01-26-2012, 11:00 PM   Top  -  End  -  #2
Cipherthe3vil
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Default Re: The Knight Eternal likes Peaches too.

Reserved and Stuff.


Shameless advert:
Learn to make your own incredibly sexy tables HERE!

Blessing List

Spoiler

Last edited by Cipherthe3vil : 06-03-2012 at 03:45 PM.
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Old 01-26-2012, 11:08 PM   Top  -  End  -  #3
TravelLog
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Default Re: The Knight Eternal likes Peaches too.

Nice so far. Limit Knight.

Needs a real capstone though.
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Old 01-26-2012, 11:26 PM   Top  -  End  -  #4
Cipherthe3vil
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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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Old 01-26-2012, 11:26 PM   Top  -  End  -  #5
Kenneth
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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


Spoiler
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Old 01-26-2012, 11:29 PM   Top  -  End  -  #6
Cipherthe3vil
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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.

Quote:
Spoiler


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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Old 01-26-2012, 11:33 PM   Top  -  End  -  #7
Kenneth
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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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Old 01-26-2012, 11:40 PM   Top  -  End  -  #8
Cipherthe3vil
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Default Re: The Knight Eternal likes Peaches too.

Added Initiate.
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Old 01-27-2012, 12:47 AM   Top  -  End  -  #9
Cipherthe3vil
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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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Old 01-28-2012, 04:39 AM   Top  -  End  -  #10
Cipherthe3vil
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Default Re: The Knight Eternal likes Peaches too.

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 : 01-28-2012 at 04:41 AM.
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Old 01-28-2012, 11:43 AM   Top  -  End  -  #11
Ernir
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Default Re: The Knight Eternal likes Peaches too.

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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Old 01-28-2012, 08:47 PM   Top  -  End  -  #12
Cipherthe3vil
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Default Re: The Knight Eternal likes Peaches too.

Fix'd ( ? )
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Old 01-28-2012, 11:41 PM   Top  -  End  -  #13
eftexar
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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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Old 01-29-2012, 02:43 AM   Top  -  End  -  #14
Cipherthe3vil
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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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Old 02-10-2012, 03:26 PM   Top  -  End  -  #15
silphael
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Default Re: The Knight Eternal likes Peaches too.

Can you do an epic progression for it? I'm planning to use it in a 34th level game ><
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Old 02-10-2012, 04:57 PM   Top  -  End  -  #16
Cipherthe3vil
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Default Re: The Knight Eternal likes Peaches too.

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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Old 02-12-2012, 08:47 AM   Top  -  End  -  #17
silphael
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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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Old 02-13-2012, 02:53 AM   Top  -  End  -  #18
Just to Browse
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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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