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| rampant09-08-07, 04:38 PM | Blue knights are students of a discipline of Incarnum use based on the teachings of a figure known to history as the Blue sage. A generation ago this Sage began teaching people how to use incarnum to better themselves. Even the lowest commoners could with some effort learn to harness the magical techniques of the blue sage. The sage's students compiled all these techniques into a vast library. Today the library has branches all over the realm and carries books and scrolls on every subject. Those who dedicate themselves to the knowledge contained in the heart of these libraries are called Blue knights. Blue knights can be of any race or class, the libraries turn away no-one who seeks to learn the techniques of the Blue Sage. That said Soulborn, are amongst the most common because it is very easy for them to qualify. All other classes have about the same chance of being able to meet the requirements. Blue knights (especially those who did not posses much in the way mystic power before they began this path) are often seen as a half-way point between "regular folk" and "them crazy supernatural misfits". As such they often end up as the organizational backbone of adventuring guilds, making sure adventurers don't get out of hand, while maintaining a steady stream of employment. Rumors circulate of places where no adventuring party without a Blue Knight sponsor risks severe blacklisting. Blue Knight Requirments: Essentia pool: 3+ BaB: 3+ Skills: Know Arcana 4 ranks, Know History 4 ranks BaB: 3/4 HD: d8 Saves: G/p/G Skills: 4+int Class skills: Know (history/arcana/nobility/planes), Climb, concentration, craft, profession, handle animal, heal, jump, profession, ride, spellcraft, swim, diplomacy, bluff, intimidate, gather information, and four additional class skills chosen at 1st level. Proficiency: Gain Simple and martial weapons and shield, not including tower shields. Level Special 1 Blue knight technique, Azure Knighthood, Class skills 2 Increased Essentia 3 Blue Knight technique 4 Improved Essentia capacity 5 Blue Knight technique Azure Knighthood: Several abilities of the Blue knight class are linked to their progression in an advanced discipline of the blue knights. This is represented by abilities keyed to the azure knighthood ability. Read other abilities to see the specific affects. Class Skills: You choose four skills, from now on these skills count as class skills for any class you take levels in, as long as that class has the Azure Knighthood ability. Increased Essentia: The blue knight gains additional essentia points equal to half its total levels in the Blue Knight PrC and all other PrCs with the Azure Knighthood ability. Improved Capacity: The Blue Knight gains this feat as a bonus feat. In addition to improving the essentia capacity of any Incarnum feats the Blue Knight posses, this feat also applies to any Blue knight Abilities the BK may have. Blue knight techniques: The blue knight may select a Special ability from the list of blue knight special abilities below or gain a bonus incarnum feat (the blue knight must meet all prerequisites of the feat selected). Blue Knight Special abilities: Beam: Once per day you can invest essentia into this ability. Once the amount of essentia is invested it cannot be altered, and remains invested for 24 hours. You gain 1 point of essentia. As a standard action that does not provoke an attack of oppurtunity you can fire a beam of incarnum energy at an opponent within 60ft. Treat this as a ranged touch attack that deals 2d4 damage per point of essentia invested in this ability. This damage is pure incarnum energy and thu bypasses all forms of energy resistance and immunity. The beam has a critical range of 20, and deals x2 damage on a confirmed critical. Presence: Once per day you can invest essentia into this ability. Once the amount of essentia is invested it cannot be altered, and remains invested for 24 hours. You gain 1 point of essentia. You gain an aura of 5 ft per essentia invested in this ability. Every foe withn this aura takes a penalty on saving throws against mind-influencing affects you use equal to the number of essentia invested in this ability. In addition you gain a bonus on Diplomacy and intimidate checks equal to twice the essentia invested in this ability. Eye: Once per day you can invest essentia into this ability. Once the amount of essentia is invested it cannot be altered, and remains invested for 24 hours. You gain 1 point of essentia. You gain a bonus on spot, and search checks equal to twice the number of essentia invested in this ability. In addition the range increment of any weapon you use is increased by 10 ft per point of essentia invested in this ability. Swift: Once per day you can invest essentia into this ability. Once the amount of essentia is invested it cannot be altered, and remains invested for 24 hours. You gain 1 point of essentia. As a swift action you can move 5ft per point of essentia invested in this ability. This movement must be a straight line, does not count for abilities with minimum movement rates (skirmish, charge, spring attack), and does not draw attacks of oppurtunity. Force: Once per day you can invest essentia into this ability. Once the amount of essentia is invested it cannot be altered, and remains invested for 24 hours. You gain 1 point of essentia. Whenever you threaten a critical hit, regardless of confirmation, the attack deals an extra 1d6 damage per point of essentia invested in this ability. New incarnum feats here http://forums.gleemax.com/showthread.php?t=904877 Questions? Comments? Outraged screams of inarticulate rage? |