User:Ghostwheel/Astral Knight
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Astral Knight[edit]
<-general description->.
Making an Astral Knight[edit]
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: <-alignments allowed for this class, or write "Any"->.
Starting Gold: 5d6×10 gp (average 175 gp)
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | ||
---|---|---|---|---|---|
Fort | Ref | Will | |||
1st | +1 | +2 | +0 | +2 | Astral Connection, Prime Connection |
2nd | +2 | +3 | +0 | +3 | Astral Power |
3rd | +3 | +3 | +1 | +3 | |
4th | +4 | +4 | +1 | +4 | Astral Power |
5th | +5 | +4 | +1 | +4 | |
6th | +6/+1 | +5 | +2 | +5 | Astral Power |
7th | +7/+2 | +5 | +2 | +5 | |
8th | +8/+3 | +6 | +2 | +6 | Astral Power |
9th | +9/+4 | +6 | +3 | +6 | |
10th | +10/+5 | +7 | +3 | +7 | Astral Power |
11th | +11/+6/+1 | +7 | +3 | +7 | |
12th | +12/+7/+2 | +8 | +4 | +8 | Astral Power |
13th | +13/+8/+3 | +8 | +4 | +8 | |
14th | +14/+9/+4 | +9 | +4 | +9 | Astral Power |
15th | +15/+10/+5 | +9 | +5 | +9 | |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Astral Power |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Astral Power |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Astral Power |
Skill points per level: 4 + Int modifier
Class Skills: Acrobatics (Dexterity), Climb (Strength), Craft (Intelligence), Diplomacy (Charisma), Heal (Wis), Intimidate (Charisma), Knowledge (Arcana) (Intelligence), Knowledge (Nature) (Intelligence), Knowledge (Planes) (Intelligence), Perception (Wisdom), Profession (Wisdom), Ride (Dexterity), Sense Motive (Wisdom), Stealth (Dexterity), Survival (Wisdom), Swim (Strength)
Class Features[edit]
All of the following are class features of the astral knight.
Weapon and Armor Proficiency: Astral knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Astral Connection: Astral knights have a special connection to the heavenly bodies, even when distant from a sky that possesses stars or moons. They have a special repository into which they can tap to power their abilities, allowing them to activate their various power to their full potential. At first level, you have a pool of Astral Points equal to one-half your level plus your Charisma modifier. Astral Points recharge to their maximum after one minute of no stressful activity taking place.
Prime Connection (Su): Each astral knight feels a strong connection to one of the heavenly bodies from which they draw their power. At first level, choose one of the following: earth, moon, stars, sun, or void. You get the following ability depending on which you chose:
- Earth: Gain DR 1/—. This DR stacks with any other form of DR you possess.
As an Immediate action, you may spend an Astral Point to double the amount of DR you gain from this ability for one round. - Moon: A number of times per day equal to your Charisma modifier, you may touch a creature as a Standard action to grant them fast healing equal to one-half your level (minimum one) for three rounds. You may use this ability on yourself as a Swift action.
When activating this ability, you may spend an Astral Point to double the amount of fast healing from this ability. - Stars: Upon taking no strenuous action for one minute, you gain a number of temporary hit points equal to your level. These temporary hit points stack with any other temporary hit points you might possess.
You may spend an Astral Point as a Swift action to gain half the number of temporary hit points (minimum one), though these temporary hit points do not stack with themselves or this ability. - Sun: You gain energy resist 5 against fire damage. This stacks with any other form of Energy Resistance you possess.
As an Immediate action, you may spend an Astral Point to double the amount of energy resist granted by this ability - Void: You gain Energy Resistance 5 against cold damage. This stacks with any other form of Energy Resistance you possess.
As an Immediate action, you may spend an Astral Point to double the amount of energy resist granted by this ability
<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->
<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->
<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->
<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-Lather, rinse...->
<-... repeat as necessary.->
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