Grey Knight PrC (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
KailRamien

10-03-07, 03:06 PM
I am new to the boards but I have been playing D&D 3.5 since it was released. I have always loved the flavor of the Grey Knights in Warhammer and I think that Psionics are great. I hope you like the class, sorry if the formating is a little wonky, I will take any constructive help in either the fromatting or for the class it self.

Grey Knight
By Kail Ramien

Level BAB Fort Ref Will Special PowersKnown
1 +0 +2 +0 +2 Psychic Blast -
2 +1 +3 +0 +3 Breach Hunter (+1/+1d6) +1 Existing
3 +2 +3 +1 +3 Invest Armor - 4 +3 +4 +1 +4 Nemesis Hammer +1 Existing
5 +3 +4 +1 +4 Breach Hunter (+2/+2d6) -
6 +4 +5 +2 +5 Armor Bound +1 Existing
7 +5 +5 +2 +5 TurnOutsider -
8 +6 +6 +2 +6 Hollow Mind +1 Existing
9 +7 +6 +3 +6 Breach Hunter (+3/+3d6) -
10 +7 +7 +3 +7 Nemesis Monolith +1 Existing


Hit Dice: d8
Skill Points: 2+ Int modifier
Class Skills: Climb, Concentration, Craft, Intimidate, Knowledge (Psionics), Knowledge (The Planes), Survival, Swim.

Weapon and Armor Proficiencies: The Grey Knight gains no new weapon or armor proficiencies.

Prerequisites:
BAB: + 3
Skills: Knowledge (Psionics) 8 ranks, Knowledge (The Planes) 2 ranks
Feats: Weapon Focus (War hammer), Psionic Weapon
Psionics: Able to manifest 1st level powers.
Alignment: Any Good

Class Description: All sentient life is in danger. The Grey Knights know this all too well; evil outsiders constantly vie for more influence and power on the Prime Material plane. The Order of Malleus sends its forces against all evil outsiders that threaten the Prime Material. The Grey Knights are the vanguard fist of the Order, fighting tirelessly to protect all the innocents, ignorant to the outsider threat.


Class Abilities:

Powers Known: At every other level the Grey Knight gains additional Power points per day and access to new as if he had gained a level in whatever manifesting class he belonged to before adding this prestige class. He does not, however, gain any other benefit the class would have gained. If the character had more than one manifesting class before becoming a Grey Knight, the player must choose to which class this ability applies.

Psychic Blast: (Ps) Grey Knights learn early in their careers that they face a daunting task, usually alone, and they can no longer rely on resting and regaining power points. Therefore beginning at first level the Grey Knight can draw on psychic reserves to blast his enemies. At 3rd level the Grey Knight can, as long as he has at least one power point remaining, as a standard action, fire a roaring blast of semi-solid volatile ectoplasm at a foe as a ranged touch attack with a range of 10 feet per class level. A Grey Knight’s Psychic Blast deals 1d6 per class level. At 5th level the Psychic Blast increases in power, and may affect a 10 ft radius centered on the target. At 9th level the Psychic Blast reaches its pinnacle of destructive force; by expending his psionic focus the Grey Knight may fire Psychic Blast as a 15 ft. radius around the target, dealing its full damage, The blast also lingers for a number of rounds equal to 1/3 the Grey Knight’s Con modifier, minimum of 1 round. For each round the target is in the Psychic Storm, it takes half the original Psychic Blast damage, rounded down.

Breach Hunter: Grey Knights fight extra-planar threats on a daily basis. At second level Grey Knights gain a +1 competence bonus on attack and +1d6 on damage roles against Evil Outsiders, as well as a +2 competence bonus on Diplomacy, Intimidate, Bluff, and Survival skill checks against Evil Outsiders. These bonuses double at 5th level and triple at 9th.

Invest Armor: As the feat.

Nemesis Hammer: (Ps) Grey Knights learn quickly that extra-planar foes have strong damage reduction, leading them to find ways to smash through that damage reduction. At 4th level, the Grey Knight can, while psionically focused, as a move action, imbue his war hammer with Psionic might, allowing all attacks with his war hammer, for a number of rounds equal to ½ his class level, bypass the damage reduction of any evil outsider he faces. If the Grey Knight releases his hold on the weapon or loses his Psionic focus, the Nemesis effect ends immediately.

Armor Bound: (Ex) A Grey Knight must remain ever vigilant in the war against evil outsiders, and must be armored at all times. The Grey Knight gains the ability to sleep or rest in his armor with no penalty. This ability also lowers the armor check penalty of any armor the Grey Knight wears by 2, to a minimum of 0.

Turn Outsider: (Su) Grey Knights are tenacious defenders of their home plane and can turn away outsiders with their mere presence. At 7th level the Grey Knight turns evil outsiders as a Cleric turns undead. This functions exactly as the Cleric class feature except replace undead with outsider (Evil). A Grey Knight with 5 or more ranks in the Knowledge (The Planes) gets a +2 competence bonus to turning checks.





Hollow Mind: (Ps) Emptying his mind of extraneous thoughts, the Grey Knight steels himself against mental intrusions. At 8th level or higher the can expend his Psionic focus as an immediate action to gain an insight bonus equal to his constitution bonus to his Will saving throw against mind-affecting spells or powers until the end of that round. He must choose whether or not to expend his Psionic focus before the Will save is rolled.

Nemesis Monolith: Grey Knights always seek the help of others in their battle against evil outsiders. At 10th level the Grey Knight may bestow the Nemesis power onto any melee bludgeoning weapons adjacent allies are holding as part of the action to imbue it on his own war hammer. Bludgeoning weapons released after the initial imbuing lose the Nemesis power just like if the Grey Knight himself had released it. Separately, the Grey Knight gains DR 10/evil.
Xerj

10-03-07, 09:48 PM
Very few Grey Knights use hammers, as far as I am aware. Most of the models use swords or halberds (especially Nemesis Force Weapons).