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Knight, Tome (3.5e Class)

2,539 bytes added, 10:14, 25 December 2019
grammar fix: "use poisons" => "use of poisons"
<noinclude>:''This article is about the Tome Knight. You may be looking for the Knight in the [[Publication:Player's Handbook II|Player's Handbook II]].''{{author
|author_name=Frank and K
|date_created=|adopter=|date_adopted= 2006
|status=Complete
|editing=Spelling and grammar only
|balance=Rogue
|isnotuser=true
|img=Knight, Tome resized.jpg
}}
<div class="blank">{{3.5e Class Semantic|description#set:Summary=A 10-level Base Class designed to carry the Knight from his spurs, all the way to joining a prestigious Knightly Order. Heavily focused on defending others.|Length=10|Minimum Level=1|Base Attack Bonus Progression=Good|Fortitude Save Progression=Poor|Reflex Save Progression=Poor|Will Save Progression=Good|Class Ability=Other|Class Ability Progression=Other
}}
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}</div>
==Knight==</noinclude><includeonly>===Knight===</includeonly>
{{quote|Do you hear me you big lizard? You unhand that young man this instant!}}
Knights are more than a social position, in fact many knights don't have any social standing at all. These knight errants knights-errant uphold the values of honor, and make a name for themselves adventuring.
<noinclude>===Playing a Knight===</noinclude><includeonly>====Playing a Knight====</includeonly>
A Knight knight has the potential to dish out tremendous damage to a single opponent, and it is tempting to think of them as monster killers. HoweverIt is, however, it is best to realize in advance that the Knight knight does not often realize their tremendous damage output. The threat of the Knightknight's Designate Opponent ability is just that – a threat. A Knight knight excels at defensive tasks, and attacking a Knight knight is often one of the least effective options an opponent might exercise.
So by By making it be a logical combat action for your opponents to attack your party's defensive expert, you've really contributed a lot to the party. A Knight knight can take a lot of the heat off the rest of the party. So , so don't get frustrated if enemies constantly interrupt your Designate Opponent action – that's the whole point. A Knightknight's role is to protect others, and the best way you can do that is to provide a legitimate threat to your opponents.
'''Iconic Knight:''' In examples, we will always use the Lady Vayn, the Iconic iconic Goblin Knight.
<noinclude>
===Some Base Classes are Short===
Some characters can go on forever within the same milieu. A wizard can continue mastering more and more powerful magics, poring over strange and cryptic books and learning the arcane secrets of the universe without end and still be basically the same person he was when he was a bumbling apprentice whose spells dazzled and delayed onrushing orcs to buy his compatriots some time. A Monk monk can master more and more impressive Kung Fu kung fu indefinitely off into Epic level epic levels and still be the same unruly child from the Shaolin monastery. But some characters really can't do that. By the time a Knight knight hits 10th level, he's already probably riding around on a winged steed and wielding a sword made out of fire, and let's be honest – he's barely recognizable as the ogre challenging lancer from the beginning of the campaign. And that's fine, but it means that writing levels of Knight knight past that point is an exercise in futility. We can't really predict what your Knight knight will be doing at 10th level , so it would be folly to pretend that there was a "normal" line of advancement for a Knight knight after that point. Characters need to get level -appropriate abilities from 11th level on, but the D&D gameworld game world does not actually have any 13th level Knights knights in it. It has [[Death KnightsKnight (3.5e Prestige Class)|death knights]], and [[Dragon RidersLancer (3.5e Prestige Class)|dragon riders]], and Knights of the Chalice, and Brazen Serpent Knights, and a whole bunch of other things that have Knight knight levels and are CR 13+, but every one of them has a Prestige Classprestige class. That's no accident, by . By the time you get to that point in your character's life, the direction your character is going to take should be fairly clear, and you will take a Prestige Classprestige class. That's fine, and for the short classes we encourage that sort of behavior.
</noinclude>
<noinclude>===Making a Knight===</noinclude><includeonly>====Making a Knight====</includeonly>
'''Alignment:''' Many Knights knights are Lawful. But , but not all of themare. You have to maintain your code of conduct, but plenty of Chaotic creatures can do that too.
'''Races:''' Knights require a fairly social background to receive their training. After all, a solitary creature generally has little use for honor. As such, while Knights knights often spend tremendous amounts of time far from civilization, they are almost exclusively recruited from the ranks of races that are highly urban in nature.
'''Starting Gold:''' 6d6 x 10 gp (210 gold).
|10th||class="left" | +10/+5 || +3 || +3 || +7
| class="left" | [[#Knightly Order|Knightly Order]]
|- class="noalt"|-colspan="41" class="skill" |'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]), {{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]), {{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]), {{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]), {{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]), {{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]), {{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Geography, History, and Nobility) ([[SRD:Intelligence|Int]]), {{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]){{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]), {{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]), {{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), {{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]), {{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]).
|}
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
The Knight's class skills (and the key ability for each skill) are [[Climb]] ([[Str]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Handle Animal]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (History, Nobility, and Geography) ([[Int]]), [[Listen]] ([[Wis]]), [[Perform]] ([[Cha]]), [[Ride]] ([[Dex]]), [[Sense Motive]] ([[Wis]]), [[Spot]] ([[Wis]]), and [[Swim]] ([[Str]]).
<noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly>
All of the following are class features of the Knightknight.
'''Weapon and Armor Proficiency:''' Knights are proficient with all [[SRD:Simple Weapon|simple weapons ]] and [[SRD:Martial WeaponsWeapon|martial weapons]]. Knights are proficient with [[SRD:LightArmor|light]], [[SRD:MediumArmor|medium]], and [[SRD:Heavy Armor|heavy armor]], [[SRD:Shields |shields]] and Great Shields[[SRD:Tower Shield|great shields]].
'''{{Anchor|Designate Opponent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a Swift Actionswift action, a Knight knight may mark an opponent as their primary foe. This foe must be within medium range and be able to hear the Knightknight's challenge. If the target creature inflicts any damage on the Knight knight before the Knightknight's next turn, the attempt fails. Otherwise, any attacks the Knight knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight knight levelshe possesses. This effect ends at the end of her the knight's next turn, or when she has struck her opponent a number of times equal to the number of attacks normally allotted to her by her Base Attack Bonus.
*''Example: Vayn is a 6th 6<sup>th</sup> level Knight knight presently benefiting from a [[SRD:Haste|haste ]] spell, granting her an extra attack during a [[SRD:Full Attack -Round_Actions#Full_Attack|full attack]] action. On her turn she designates an [[SRD:Ettin |ettin]] as her primary opponent, and the Ettin ettin declines to attack her during the ensuing turn. When her Vayn's next turn comes up, she uses a Full Attack full attack and attacks 3 times. The first two hits inflict an extra 6d6 of damage, and then she designates the Ettin ettin as her opponent again. It won't soon ignore heragain!''
'''{{Anchor|Mounted Combat}}:''' A Knight knight gains [[Races of War (3.5e Sourcebook)/Warriors with Style#Mounted Combat|Mounted Combat]] as a bonus feat at 1st level. If she already has Mounted Combat, she may gain any [[Races_of_War_(3.5e_Sourcebook)/Warriors_with_Style#The_New_Combat_Ready_Feats|Combat feat ]] she meets the prerequisites for instead.'''
'''{{Anchor|Code of Conduct}}:''' A Knight knight must fight with honor even when her opponents do not. Indeed, a Knight knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Actions which even hint at the appearance of impropriety are anathema to the Knightknight:
*A Knight knight must not accept undo undue assistance from allies even in combat. A Knight knight must refuse bonuses from [[SRD:Aid Another |aid another]] actions.*A Knight knight must refrain from the use of poisons of any kind, even normally acceptable poisons such as blade toxins.*A Knight knight may not voluntarily change shape, whether she is impersonating a specific creature or not.*A Knight knight may not sell Magic Itemsmagic items.
A Knight knight who fails to abide by her code of conduct loses the ability to use any of her Knightly knightly abilities which require actions until she atones. (See see [[Races of War (3.5e Sourcebook)#Fighting with Honor|Fighting with Honor]] for more about codes of honor in D&D).)
'''{{Anchor|Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Knight knight trains to suffer the unbearable with chivalry and grace. At 2nd 2<sup>nd</sup> level, she gains [[SRD:Damage Reduction |damage reduction]] of X/-, where X is half her Knight knight level, rounded down.
'''{{Anchor| Energy Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Knight knight may protect herself from energy types that she expects. As a Swift Actionswift action, a 3rd 3<sup>rd</sup> level Knight knight may grant herself Energy Resistance [[SRD:Resistance_to_Energy|energy resistance]] against any energy type she chooses equal to her Knight Level knight level plus her Shield Bonusshield bonus. This energy resistance lasts until she spends a Swift Action swift action to choose another Energy energy type or her Shield shield bonus is reduced.
'''{{Anchor| Speak to Animals}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Knight knight can make herself understood by beasts. Her steed always seems to be able to catch the thrust of anything she says. A 3rd 3<sup>rd</sup> level Knight knight gains a bonus to any of her [[SRD:Ride Skill|Ride]] and [[SRD:Handle Animal Skill|Handle Animal ]] checks equal to half her Knight Levelknight level. In addition, there is no limit to how many tricks she can teach a creature, and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know.
'''{{Anchor|Immunity to Fear}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th 4<sup>th</sup> level, a Knight knight becomes immune to <nowiki>[</nowiki>[[SRD:FearEffect|Fear]]<nowiki>] </nowiki> effects.
'''{{Anchor|Knightly Spirit}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a Move Equivalent Actionmove-equivalent action, a 4th 4<sup>th</sup> level Knight knight may restore any amount of [[SRD:Ability_Damage|attribute damage or drain ]] that she has suffered.
'''{{Anchor|Command}}:''' A Knight knight gains [[Command (3.5e Feat)|Command]] as a bonus feat at level 5.
'''{{Anchor|Defend Others}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 6th 6<sup>th</sup> level Knight knight may use her own body to defend others. Any ally adjacent to the Knight knight gains [[SRD:Evasion|evasion]], though she does not.
'''{{Anchor|Quick Recovery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a 6th 6<sup>th</sup> level Knight knight is [[SRD:Stunned|stunned ]] or [[SRD:Dazed|dazed ]] during her turn, that condition ends at the end of that turn.
*''Example: Vayn is hit by a mindblast ''[[SRD:Psionic Blast|mind blast]]'' and would be stunned for 7 turns. She misses her next action and then shakes off the condition ready to fight.''
'''{{Anchor|Bastion of Defense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th 7<sup>th</sup> level Knight knight can defend others with great facility. All adjacent allies except the Knight knight gain a +2 Dodge dodge bonus to their Armor Class and Reflex Savessaves.
'''{{Anchor|Draw Fire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th 7<sup>th</sup> level Knight knight can exploit the weaknesses of unintelligent opponents. With a Swift Actionswift action, she may pique the interest of any mindless opponent within [[SRD:Range (Spell Descriptor)#Medium Range|medium range]]. That creature must make a Willpower Save Will save (DC 10 + ½ knight's Hit Dice + knight's Constitution Modifiermodifier) or spend all of its actions moving towards or attacking the Knightknight. This effect ends after a number of rounds equal to the Knightknight's class level.
'''{{Anchor| Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 8th 8<sup>th</sup> level Knight knight who succeeds at a Fortitude Partial or Willpower Will Partial save takes no effect as if she had immunity.
*''For example, if Vayn was hit with an ''[[SRD:Inflict Critical Wounds|inflict wounds ]]'' spell and made her saving throw, she would take no damage instead of the partial effect in the spell description (half damage in this case).''
'''{{Anchor|Spell Shield}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 8th 8<sup>th</sup> level Knight knight gains [[SRD:Spell Resistance and Spell Immunity|spell resistance]] of 5 + her character level. This Spell Resistance spell resistance is increased by her shield bonus to AC if she has one.
'''{{Anchor|Sacrifice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As an immediate action, a 9th 9<sup>th</sup> level Knight knight may make herself the target of an attack or targeted effect that targets any creature within her reach.
'''{{Anchor|Knightly Order}}:''' What is a powerful Knight knight without a descriptive adjective? Upon reaching 10th 10<sup>th</sup> level, a Knight knight must join or found a Knightly knightly order. From this point on, she may ignore one of the prerequisites for joining a Knightly Order prestige class. In addition, becoming a member of an order has special meaning for a 10th 10<sup>th</sup> level Knightknight, and she gains an ability related to the order she joins. Some sample orders are listed below:
*'''Angelic Knight''' The Angelic Knights are a transformational order that attempts to live by the precepts of the upper planes. An Angelic Knight gains wings that allow her to fly at double her normal speed with perfect maneuverability. Also , an Angelic Knight benefits from ''[[SRD:Protection from Evil|protection from evil]]'' at all times.
*'''Bane Knight''' The Bane Knights stand for running around burning the countryside with extreme burning. Bane Knights are immune to fire and do not have to breathe. In addition, a Bane Knight may set any unattended object on fire with a Swift Action at up to Medium Range.
*'''Chaos Knight''' Chaos Knights stand for madness and Giant Frog. With the powers of Giant Frog, they can Giant Frog. Also their natural armor bonus increases by +5 and they are immune to sleep effects.
*'''Dragon Knight''' Dedicated to the Platinum Dragon, the Dragon Knights serve love and justice in equal measure as dishes to those who need them. A Dragon Knight gains a +5 bonus to [[SRD:Sense Motive Skill|Sense Motive]] and any armor she wears has its enhancement bonus increased to +5 (it also gains a platinum sheen in the process, and as a side effect a Dragon Knight is never dirty for more than a few seconds).*'''Elemental Knight''' The Elemental Knights may be dedicated to a particular element, or somehow dedicated to all of them. An Elemental Knight can ''[[SRD:Plane Shift|plane shift]]'' at will to any Inner inner plane or the Prime Material planePlane. Also, she is immune to stunning and always benefits from ''attune form'' when on any Inner Plane.*'''Fey Knight''' Using the powers of the Spritessprites, the Fey Knight has many fairy strengths. Firstly, she gains DR 10/Iron. Also, any of her attacks may do non-lethal [[SRD:Nonlethal Damage|nonlethal damage ]] at any time if this is desired. Also , she never ages and does not need to drink.*'''Great Knight''' Clad in opulent armor, the Great Knight cares only for her own power. The Great Knight gains a +4 bonus on [[SRD:Disarm |Disarm]] or [[SRD:Sunder|Sunder ]] tests, and gains a +4 Profane bonus to her Strength.*'''Hell Knight''' Forged in the sulphurous clouds of Baator, the Hell Knight is bathed in an evil radiance. In addition to being granted a ceremonial weapon made of green steel, a Hell Knight gains the coveted ''see in darkness'' ability of the [[SRD:Devil Subtype|Baatorians]]. Also, she has an inherent ability to know what every creature within 60' of finds most repugnant.*'''Imperial Knight''' The great Empire needs champions able to unswervingly support its interests, and the Imperial Knight is one of the best. She may impose a ''[[SRD:Zone of Truth|Zone zone of Truthtruth]] '' at will as a Supernatural ability, and all of her attacks are Lawfully aligned. Also, she continuously benefits from ''[[SRD:Magic Circle against Chaos|magic circle against chaos]]''.
<noinclude>
[[Category:Class]]
[[Category:Base Class]]
[[Category:Grimoire]]
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