Thursday, 20 August 2015

Standing Knights (Prestige Class)

Standing Knights

Adventure: These professional warriors are elite soldiers known for their  determination in protecting borderlands and areas overrun by chaos. Many work exclusively with local armies and serve a mundane men-at-arms role but when the need is great enough they organize to overcome the greatest threats to the land. Their name comes from the legend that a standing knight is the very last on the field of battle to fall.

Characteristics: Outside of battle, standing knights have few similarities with each other. Some are serious, others drunkards, some religious, others blasphemers, but in battle  they share the same ruthless determination to overcome every obstacle. They are leaders who prefer to get involved in the action and lead by example.  Despite their enduring popularity, there are no armies of Standing Knights, they are soldiers who are involved with other Lawful Groups but more dedicated to the purpose.

Requirements:
Diplomacy +4, Ride: +7, Sense Motive +3
Any two of the following feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes
Alignment: LG, NG or LN
Special: Fallen but not died in battle with an enemy. In their awakening, they help to win the day and become something more than they were before.

Class Benefits:

Hit Die: D10

Class Skills: Climb, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (local and nobility), Perception, Ride, Sense Motive, Survival, Swim

Skill Points: 4 + int modifier

Weapon and Armor Proficiency: Knights gain no new weapon or armor proficiencies.

BAB: Good
Will Save: Good, Fort Save: Good, Reflex Save: Bad

1st     Toe-to-toe, Stand-Tall
2nd     Last to Fall, Tough-as-nails
3rd     Freedom (1/day)
4th     Extra Five Foot Step
5th     Call-to-arms
6th     Freedom (3/day)
7th     Sprint
8th     Death Charge
9th     To-the-finish
10th    Freedom

Toe-to-toe: Standing Knights gain +1 / level on tactical or improved attacks for their defense, such as trip, grapple, strength checks, etc as long as they are   not the one initiating the attack

Stand-Tall going from a prone to standing position is a free action, unless they provoke attack of opportunity, in which case, it's a standard action but preventsthe attack of opportunity

Last to Fall: As per the Diehard Feat

Tough-as-Nails: Gains dmg reduction / class level to non-lethal force.

Freedom: At 4th level, a standing knight gains the use of Freedom of Movement effect for one minute. At 6th level they can activate this effect three times a day.  At 10th level they have a continual Freedom of Movement effect in place. While it can be dispelled; a Standing Knight can reactivate it as a standard action next round.

Extra Five Foot Step: A Standing Knight take an extra five-foot step at the end  of their turn; they may not take two five foot steps in a row. Thus they must take the first at the start of the round and the second at the end of their round

Call-to-Arms: Can request aid from low level characters when making a public declaration. The total HD that will arrive is their total class level + charisma bonus X 4.

Sprint: Gain +30 movement for 1 / day per standing knight level. Does not work  in conjunction with any other speed or movement enhancing magic. (DM's decision.)

Death Charge: Gain +4 on the charge attack, inflicting double damage for one round, to pay for this, they take -2 on attacks due to exhaustion for the next 5 rounds  unless curative magics are used.

To-the-Finish: Standing knights are perhaps the most determined people in existence, after more then three rounds in battle vs the same foe, no magic can sway them from their task. Magical coersion (charm, compulsion, emotion or fear)  has no effect on them in relation to changing their course of action.

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