| Post/Author/DateTime | Post |
|---|---|
| Mordin09-09-07, 01:42 PM | Knight’s of the Chosen Requirements: Alignment: Any lawful Base Attack Bonus: +5 Skills: Diplomacy or Intimidate 2 ranks, Ride 8 ranks, Handle Animal 4 ranks, Knowledge (religion) 2 ranks. Feats: Honor-Bound*, Endurance, Mounted Combat, Power Attack, Armor Proficiency (heavy) and Weapon Proficiency (martial). *Found in the Dragonlance Campaign Setting. Special: Must be accepted by an ordained leader of the knighthood and knighted by one chosen by the knighthood. Class Features: BAB: Good (as a fighter). Good Saves: Fort Poor Save: Reflex and Will Hit Dice: 1d10 Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty), Knowledge (religion), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str). Skill Points at Each Level: 2+ Int modifier. LEVEL ABILITIES: 1. Ride bonus (+1), rallying cry, special mount. 2. Aura of courage, demoralize or daunting presence. 3. Divine grace, ride bonus (+2). 4. Fighter feat, fight to the death. 5. Wrath of the chosen, ride bonus (+3). 6. Armored mobility. 7. Divine favor, ride bonus (+4). 8. Fighter feat. 9. Valiant fury, ride bonus (+5). 10. Final stand. Weapon and Armor Proficiency: A knight of the chosen gains no additional weapon and armor proficiencies. Special Mount (Sp): A knight of the chosen’s gains a special mount (see pages 44 & 45 of the Player’s Handbook). If a knight of the chosen already has levels in a class that grants a special mount (such as paladin) his/her class level(s) stack with his/her knight of the chosen level(s) to determining the characteristics of the special mount. Ride Bonus (Ex): A knight of the chosen receives a +1 bonus to all ride checks at 1st level and every odd level there after to a maximum of +5 at 9th level. Rallying Cry (Su): Beginning at 1st level, a knight of the chosen may, as a free action, utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their base speed by 5 feet on their next action. Rallying cry is a mind-affecting ability that may be used up to 3/day. It affects only allies who can hear the knight of the chosen’s cry. Aura of Courage (Su): Beginning at 2nd level, a knight of the chosen is immune to fear (magical or otherwise). Each ally within 10 feet of him/her gains a +4 moral bonus on saving throws against fear effects. This ability functions while the knight is conscious, but not if he/she is unconscious or dead. If a knight of the chosen has this ability from another class (such as paladin) its effects do not stack. Demoralize (Ex): Starting at 2nd level (if evil), a knight of the chosen gains a +2 profane bonus on Intimidate checks made to demoralize an opponent in combat. If the knight’s check is successful, the target is shaken for 1 round per class level of the knight. If the check is used outside of combat (to change someone’s attitude) the target is intimidated for 1 hour per class level of the knight afterwards. After this time the target default attitude towards you immediately shifts to hostile. Normal: The effect lasts for 1d6x10 minutes afterwards. After this time the target’s default attitude towards you shifts to unfriendly (or, if normally unfriendly, to hostile). Or Daunting Presence (Ex): Starting at 2nd level (if good), a knight of the chosen gains a +2 sacred bonus on sense motive checks. If the check is successful during combat (to avoid a feint or similar tactic) the target can not perform another feint attempt for 1 round per class level of the knight. If the check is used outside of combat (someone trying to lie) the target receives a penalty equal to the knight’s class level to all bluff checks while in sight of the knight. A lawful neutral knight must choose between demoralize or daunting presence but may not change his/her decision later. Divine Grace (Su): At 3rd level, a knight of the chosen gains a bonus equal to his/her charisma bonus (if any) on all saving throws. If a character already has this ability from another class (such as paladin) its affects do not stack. Fighter Feat: At 4th level and again at 8th level a knight of the chosen may choose any one feat except weapon specialization from the fighter bonus feat list (see Table 5-1, page 90 of the Player’s Handbook). Fight to the Death (Ex): At 4th level, a knight of the chosen gains the Diehard feat as a bonus feat. Wrath of the Chosen (Su): Once per day as a free action, a knight of 5th level or higher can select a single opponent within 60 feet and swear an oath to defeat him/her. For the duration of the encounter, the knight has a morale bonus equal to one half his/her class level on all melee attack rolls, weapon damage rolls, saving throws and skill checks made against the challenged target. For example, an 8th level knight of the chosen using this ability would have a +4 bonus on all melee attack rolls, weapon damage rolls, saving throws and skill checks made against the challenged target. However during this time anyone flanking the knight receives a +3 bonus rather than the normal +2 bonus. The effect is negated immediately if the knight uses a full-round action to move away from the challenged opponent. If a knight of the chosen retreats from a fight after using this ability he/she may not use this ability again for one week. Armored Mobility (Ex): At 6th level, a knight of the chosen treats heavy armor as medium armor and medium armor as light armor for all purposes, including running speed. In addition his/her armor check penalty when wearing armor is reduced by -1. This benefit stacks with the armor check penalty reduction granted by masterwork armor. Divine Favor (Su): At 7th level, a knight of the chosen is the virtual embodiment of his/her alignment. Any melee weapon the knight wields is considered to have his/her alignment for purposes of bypassing the damage reduction of certain creatures. In addition, the weapon gains the Axiomatic weapon property (see page’s 223-224 of the Dungeon Master’s Guide). The weapon loses both properties as soon as the knight of the chosen stops touching it. Valiant Fury (Sp): At 9th level a knight of the chose can use Valiant Fury (Complete Warriors page, 118) on him/her self as a spell-like ability 3/day, using his/her character level as the caster level. Final Stand (Su): Once per day, a 10th level a knight of the chose can inspire troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gains 2d10 temporary hit points. This ability affect a number of creatures equal to the knight’s class level + his Charisma modifier and lasts an equal number of rounds. |