SableWyvern
Mongoose
I've just started work on converting Fire on the Water for my next session, and decided to throw together a Knight of the White Mountain class. (BTW, to those waiting on Flight from the Dark -- just needs to be PDFed, and it will be enroute).
I haven't put much thought into balance or anything like that yet -- it's pretty much just been compiled train-of-thought over an hour or so.
Comments, questions, criticisms welcome.
Knight of the White Mountain
Endurance Die: d10
Base Speed: 30’
Class Skills
Athletics (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history, nobility and royalty, warfare) (Int), Ride (Dex) and Sense Motive (Wis).
Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier
Class Features
Armour and Weapon Proficiency: All melee weapons, armour and shields.
Born to the Sword: As per Sommlending Knight
Indomitable Will: At 2nd level, the Knight of the White Mountain becomes immune to Tier I Mindblast effects. Additionally, the Knight gains a +2 bonus to resist all magical mind-effecting magic, such the Brotherhood spell Mind Charm. Immunity to Mind Blast increases by one Tier at levels 4, 6, 8 and 10.
Saddlemastery: As per Sommlending Knight regarding the use of Ride skill. However, no warhorse is automatically gained.
Oathsworn: As per Sommlending Knight. Additionally, the Knight vows to never utter an untruth, no matter the consequences. Being such a student of the truth, the Knight gains a +2 bonus to his sense Motive checks.Should the Knight ever lie, he may never again advance in the class. Additionally, all benefits gained from Indomitable Will and Fortress of the Mind are lost. If a Knight of the White Mountain does choose to forsake his order and tell a falsehood, any Sense Motive checks made by characters who are aware of the Knight's class will suffer a -10 penalty. This penalty remains in effect for as long as the character using Sense Motive believes the Knight is a member of the order.
Psychic Awareness: At fourth level, the Knight gains access to the Raise a Shield option in Psychic Combat. At eighth level the Knight automatically raises a shield in Psychic Combat.
Willpower: At fourth level, the Knight gains a Willpower stat. This has a starting value equal to half his Wisdom score (rounded down), and increases by a value equal to his Wis modifier +1 (minimum of +2) each level thereafter.
Parry: At fifth level, the Knight learns how to use his strength to turn aside the enemy’s blows. When fighting defensively or engaging in total defence, the Knight may add his Strength modifier to his Armour Class versus any melee attack. At eleventh level, the Knight learns to use his parrying skills even when attacking. By taking a move-equivalent action, he may add his Strength bonus to his AC versus all melee attacks, even if he is not fighting defensively or engaging in total defence. At fifteenth level, the Knight’s parrying skill becomes such that his parrying is a free action, and the Knight automatically adds his strength bonus to his AC versus all melee attacks unless he is flat-footed or denied his dexterity bonus to AC.
Force of Arms: As per Sommlending Knight
Sundering Blow: At ninth level, the Knight can learns to direct his strength into blows that smash through shields and shatter weapons. He gains a +2 modifier on the opposed check to Sunder, and any damage dealt in the attempt is doubled. At thirteenth level the Knight becomes more adept at focusing this strength. As a full-attack action, he may make a single Sunder attempt, and if he wins the opposed check may ignore the object’s hardness (any part of an object’s hardness due entirely to magic cannot be ignored in this fashion). At nineteenth level, even hardness due to magical enchantment is ignored.
Focus: At tenth level, the Knight gains the ability to Focus once per day. This increases to twice per day at level fifteen, and three times per day at level twenty.
Address the Troops: As per Sommlending Knight
Fortress of the Mind: At twelfth level, the Knight learns to further defend his presence of mind. He becomes completely immune to all magical charming effects, and adds his Charisma modifier (if positive) to his Will save. Additionally, he becomes immune to Tier I Psisurge effects. This Psisurge immunity increases by one Tier at levels fourteen, sixteen, eighteen and twenty.
Cleaving Blow: As per Sommlending Knight
Many-Felling Strike: As per Sommlending Knight
Sundering Parry: At twentieth level, the Knight learns the greatest art of his order, the Sundering Parry. This feat of strength and skill allows the knight to render a host of his enemies harmless. When taking the full defence action, the knight may make an opposed roll versus every melee attack made against him that round. If he beats his opponent’s attack roll, he may roll damage against that opponent’s weapon in an attempt to sunder it. If his opposed roll equals or exceeds his foes attack roll, the attack automatically misses (regardless of whether or not the weapon is sundered). Versus unarmed attacks, the knight deals 1d4 damage plus his strength bonus to the target, if his roll exceeds the target’s attack roll. Note that the knight gains his +2 bonus to sunder attempts when using Sundering Parry.
Level...Base Combat Skill...Fort....Ref....Will....Special
1st.....+1..........................+2.........+0..........+2..........Born to the Sword
2nd.....+2.........................+3.........+0..........+2..........Indomitable Will, Saddlemastery
3rd.....+3.........................+3.........+1..........+3..........Oathsworn
4th.....+4.........................+4.........+1..........+4..........Indomitable Will, Psychic Awarenss (Erect a Shield), Willpower
5th.....+5.........................+4.........+1..........+4..........Parry
6th.....+6/+1...................+5.........+2..........+5..........Indomitable Will
7th.....+7/+2...................+5.........+2..........+5..........Force of Arms
8th.....+8/+3...................+6.........+2..........+6..........Indomitable Will, Psychic Awareness (Instinctive Shield)
9th.....+9/+4..................+6.........+3..........+6..........Sundering Blow
10th....+10/+5...............+7.........+3..........+7..........Indomitable Will, Focus 1/day
11th....+11/+6/+1...........+7.........+3..........+7..........Parry
12th....+12/+7/+2...........+8.........+4..........+8..........Address the Troops, Fortress of the Mind
13th....+13/+8/+3...........+8.........+4..........+8..........Sundering Blow
14th....+14/+9/+4...........+9.........+4..........+9..........Fortress of the Mind, Cleaving Blow
15th....+15/+10/+5..........+9.........+5..........+9..........Parry, Focus 2/day
16th....+16/+11/+6/+1......+10.........+5..........+10.........Fortress of the Mind
17th....+17/+12/+7/+2......+10.........+5..........+10.........Many-Felling Strike
18th....+18/+13/+8/+3......+11.........+6..........+11.........Fortress of the Mind
19th....+19/+14/+9/+4......+11.........+6..........+11.........Sundering Blow
20th....+20/+15/+10/+5.....+12.........+6..........+12.........Fortress of the Mind, Sundering Parry
I haven't put much thought into balance or anything like that yet -- it's pretty much just been compiled train-of-thought over an hour or so.
Comments, questions, criticisms welcome.
Knight of the White Mountain
Endurance Die: d10
Base Speed: 30’
Class Skills
Athletics (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history, nobility and royalty, warfare) (Int), Ride (Dex) and Sense Motive (Wis).
Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier
Class Features
Armour and Weapon Proficiency: All melee weapons, armour and shields.
Born to the Sword: As per Sommlending Knight
Indomitable Will: At 2nd level, the Knight of the White Mountain becomes immune to Tier I Mindblast effects. Additionally, the Knight gains a +2 bonus to resist all magical mind-effecting magic, such the Brotherhood spell Mind Charm. Immunity to Mind Blast increases by one Tier at levels 4, 6, 8 and 10.
Saddlemastery: As per Sommlending Knight regarding the use of Ride skill. However, no warhorse is automatically gained.
Oathsworn: As per Sommlending Knight. Additionally, the Knight vows to never utter an untruth, no matter the consequences. Being such a student of the truth, the Knight gains a +2 bonus to his sense Motive checks.Should the Knight ever lie, he may never again advance in the class. Additionally, all benefits gained from Indomitable Will and Fortress of the Mind are lost. If a Knight of the White Mountain does choose to forsake his order and tell a falsehood, any Sense Motive checks made by characters who are aware of the Knight's class will suffer a -10 penalty. This penalty remains in effect for as long as the character using Sense Motive believes the Knight is a member of the order.
Psychic Awareness: At fourth level, the Knight gains access to the Raise a Shield option in Psychic Combat. At eighth level the Knight automatically raises a shield in Psychic Combat.
Willpower: At fourth level, the Knight gains a Willpower stat. This has a starting value equal to half his Wisdom score (rounded down), and increases by a value equal to his Wis modifier +1 (minimum of +2) each level thereafter.
Parry: At fifth level, the Knight learns how to use his strength to turn aside the enemy’s blows. When fighting defensively or engaging in total defence, the Knight may add his Strength modifier to his Armour Class versus any melee attack. At eleventh level, the Knight learns to use his parrying skills even when attacking. By taking a move-equivalent action, he may add his Strength bonus to his AC versus all melee attacks, even if he is not fighting defensively or engaging in total defence. At fifteenth level, the Knight’s parrying skill becomes such that his parrying is a free action, and the Knight automatically adds his strength bonus to his AC versus all melee attacks unless he is flat-footed or denied his dexterity bonus to AC.
Force of Arms: As per Sommlending Knight
Sundering Blow: At ninth level, the Knight can learns to direct his strength into blows that smash through shields and shatter weapons. He gains a +2 modifier on the opposed check to Sunder, and any damage dealt in the attempt is doubled. At thirteenth level the Knight becomes more adept at focusing this strength. As a full-attack action, he may make a single Sunder attempt, and if he wins the opposed check may ignore the object’s hardness (any part of an object’s hardness due entirely to magic cannot be ignored in this fashion). At nineteenth level, even hardness due to magical enchantment is ignored.
Focus: At tenth level, the Knight gains the ability to Focus once per day. This increases to twice per day at level fifteen, and three times per day at level twenty.
Address the Troops: As per Sommlending Knight
Fortress of the Mind: At twelfth level, the Knight learns to further defend his presence of mind. He becomes completely immune to all magical charming effects, and adds his Charisma modifier (if positive) to his Will save. Additionally, he becomes immune to Tier I Psisurge effects. This Psisurge immunity increases by one Tier at levels fourteen, sixteen, eighteen and twenty.
Cleaving Blow: As per Sommlending Knight
Many-Felling Strike: As per Sommlending Knight
Sundering Parry: At twentieth level, the Knight learns the greatest art of his order, the Sundering Parry. This feat of strength and skill allows the knight to render a host of his enemies harmless. When taking the full defence action, the knight may make an opposed roll versus every melee attack made against him that round. If he beats his opponent’s attack roll, he may roll damage against that opponent’s weapon in an attempt to sunder it. If his opposed roll equals or exceeds his foes attack roll, the attack automatically misses (regardless of whether or not the weapon is sundered). Versus unarmed attacks, the knight deals 1d4 damage plus his strength bonus to the target, if his roll exceeds the target’s attack roll. Note that the knight gains his +2 bonus to sunder attempts when using Sundering Parry.
Level...Base Combat Skill...Fort....Ref....Will....Special
1st.....+1..........................+2.........+0..........+2..........Born to the Sword
2nd.....+2.........................+3.........+0..........+2..........Indomitable Will, Saddlemastery
3rd.....+3.........................+3.........+1..........+3..........Oathsworn
4th.....+4.........................+4.........+1..........+4..........Indomitable Will, Psychic Awarenss (Erect a Shield), Willpower
5th.....+5.........................+4.........+1..........+4..........Parry
6th.....+6/+1...................+5.........+2..........+5..........Indomitable Will
7th.....+7/+2...................+5.........+2..........+5..........Force of Arms
8th.....+8/+3...................+6.........+2..........+6..........Indomitable Will, Psychic Awareness (Instinctive Shield)
9th.....+9/+4..................+6.........+3..........+6..........Sundering Blow
10th....+10/+5...............+7.........+3..........+7..........Indomitable Will, Focus 1/day
11th....+11/+6/+1...........+7.........+3..........+7..........Parry
12th....+12/+7/+2...........+8.........+4..........+8..........Address the Troops, Fortress of the Mind
13th....+13/+8/+3...........+8.........+4..........+8..........Sundering Blow
14th....+14/+9/+4...........+9.........+4..........+9..........Fortress of the Mind, Cleaving Blow
15th....+15/+10/+5..........+9.........+5..........+9..........Parry, Focus 2/day
16th....+16/+11/+6/+1......+10.........+5..........+10.........Fortress of the Mind
17th....+17/+12/+7/+2......+10.........+5..........+10.........Many-Felling Strike
18th....+18/+13/+8/+3......+11.........+6..........+11.........Fortress of the Mind
19th....+19/+14/+9/+4......+11.........+6..........+11.........Sundering Blow
20th....+20/+15/+10/+5.....+12.........+6..........+12.........Fortress of the Mind, Sundering Parry