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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4604833" data-attributes="member: 81333"><p><strong>Knight</strong></p><p></p><p>I kept the names of the abilities, but changed them to simply augment the sunder feat/combat option. I'm considering making them specialize sunder per item as in FFT. Let me know what you think.<strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Knight (FFT)</strong></p><p><em>Cadets, ready your swords!</em></p><p></p><p>Knights are a powerful class. They are able to use most weapons and armor to augment their powerful training.</p><p></p><p>BECOMING A KNIGHT</p><p>Most knights start as squires, although Fighters, Rangers, and other Martial Classes can become a knight.</p><p></p><p>ENTRY REQUIREMENTS</p><p>: Ride 5</p><p>: Handle Animal 5</p><p></p><p>Class Skills</p><p>The Knight's class skills are Craft, Diplomacy, Handle Animal, Intimidate, Knowledge: Nobility and royalty, Listen, Ride, and Spot </p><p></p><p>Skills Points at Each Level: 2 + int</p><p></p><p>Hit Dice: d10</p><p></p><p>Level: BAB: Fort: Ref: Will: Abilities</p><p>1 - 1 - 2 - 0 - 0 - Weapon Guard</p><p>2 - 2 - 3 - 0 - 0 - Equip Shield, Equip Light Armor</p><p>3 - 3 - 3 - 1 - 1 - Head Break</p><p>4 - 4 - 4 - 1 - 1 - Shield Break</p><p>5 - 5 - 4 - 1 - 1 - Armor Break, Equip Medium Armor</p><p>6 - 6 - 5 - 2- 2 - Weapon Break</p><p>7 - 7 - 5 - 2 - 2 - Equip Sword</p><p>8 - 8 - 6 - 2 - 2 - Equip Heavy Armor</p><p>9 - 9 - 6 - 3 - 3 - Magic Break, Speed Break</p><p>10 - 10 - 7 - 3 - 3 - Power Break, Mind Break</p><p></p><p>Weapon Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy Armors and Sheilds</p><p></p><p>CLASS ABILITIES</p><p>Weapon Guard: Gain bonus equal to 1 + the to hit modifier of your weapon (+1 if for each additional weapon wielded) as a shield bonus that stacks with other shield bonuses (Defender weapons count x2)</p><p> Equip Shield: As Squire's "Equip Axe" for all shields</p><p> Head Break: Improved Sunder Feat</p><p> Shield Break: +2 to hit and damage for sunder</p><p> Armor Break: +4 total to hit and damage for sunder</p><p> Weapon Break: Ignore 10 pts of hardness for sunder attempts</p><p> Equip Sword: As Squire's "Equip Axe" for all swords (including exotic), but not katanas</p><p> Equip Light Armor: As Squire's "Equip Axe" for light armor</p><p> Equip Medium Armor: As Squire's "Equip Axe" for medium armor</p><p> Equip Heavy Armor: As Squire's "Equip Axe" for heavy armor</p><p> Magic Break: Standard action to cause special ability damage. Reduce DC of all spells cast by the target by 1d4.</p><p> Speed Break: Standard action, (1d4+str) as ability damage against initiative</p><p> Power Break: Standard action, (1d4+str) Str ability damage</p><p> Mind Break: Standard action, (base weapon damage+str) Damage to Mp or Pp. Also converted to remove spells and spell-like abilities (converted from Mp/Pp)</p><p></p><p></p><p>PLAYING A KNIGHT</p><p>A Knights battle skill is quite valuable. It can even be used with ranged weapons. Equip Armor enables Knights to cast spells without armor failure.</p><p>Combat: Knights are front line fighters and their skills can hamper important targets</p><p>Advancement: Most Knights choose to further their battle skills with martial classes although some augment their abilities with magical abilities.</p><p>----</p></blockquote><p></p>
[QUOTE="killtr, post: 4604833, member: 81333"] [b]Knight[/b] I kept the names of the abilities, but changed them to simply augment the sunder feat/combat option. I'm considering making them specialize sunder per item as in FFT. Let me know what you think.[B] [/B] [B] [/B] [B]Knight (FFT)[/B] [I]Cadets, ready your swords![/I] Knights are a powerful class. They are able to use most weapons and armor to augment their powerful training. BECOMING A KNIGHT Most knights start as squires, although Fighters, Rangers, and other Martial Classes can become a knight. ENTRY REQUIREMENTS : Ride 5 : Handle Animal 5 Class Skills The Knight's class skills are Craft, Diplomacy, Handle Animal, Intimidate, Knowledge: Nobility and royalty, Listen, Ride, and Spot Skills Points at Each Level: 2 + int Hit Dice: d10 Level: BAB: Fort: Ref: Will: Abilities 1 - 1 - 2 - 0 - 0 - Weapon Guard 2 - 2 - 3 - 0 - 0 - Equip Shield, Equip Light Armor 3 - 3 - 3 - 1 - 1 - Head Break 4 - 4 - 4 - 1 - 1 - Shield Break 5 - 5 - 4 - 1 - 1 - Armor Break, Equip Medium Armor 6 - 6 - 5 - 2- 2 - Weapon Break 7 - 7 - 5 - 2 - 2 - Equip Sword 8 - 8 - 6 - 2 - 2 - Equip Heavy Armor 9 - 9 - 6 - 3 - 3 - Magic Break, Speed Break 10 - 10 - 7 - 3 - 3 - Power Break, Mind Break Weapon Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy Armors and Sheilds CLASS ABILITIES Weapon Guard: Gain bonus equal to 1 + the to hit modifier of your weapon (+1 if for each additional weapon wielded) as a shield bonus that stacks with other shield bonuses (Defender weapons count x2) Equip Shield: As Squire's "Equip Axe" for all shields Head Break: Improved Sunder Feat Shield Break: +2 to hit and damage for sunder Armor Break: +4 total to hit and damage for sunder Weapon Break: Ignore 10 pts of hardness for sunder attempts Equip Sword: As Squire's "Equip Axe" for all swords (including exotic), but not katanas Equip Light Armor: As Squire's "Equip Axe" for light armor Equip Medium Armor: As Squire's "Equip Axe" for medium armor Equip Heavy Armor: As Squire's "Equip Axe" for heavy armor Magic Break: Standard action to cause special ability damage. Reduce DC of all spells cast by the target by 1d4. Speed Break: Standard action, (1d4+str) as ability damage against initiative Power Break: Standard action, (1d4+str) Str ability damage Mind Break: Standard action, (base weapon damage+str) Damage to Mp or Pp. Also converted to remove spells and spell-like abilities (converted from Mp/Pp) PLAYING A KNIGHT A Knights battle skill is quite valuable. It can even be used with ranged weapons. Equip Armor enables Knights to cast spells without armor failure. Combat: Knights are front line fighters and their skills can hamper important targets Advancement: Most Knights choose to further their battle skills with martial classes although some augment their abilities with magical abilities. ---- [/QUOTE]
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