Sqwonk
First Post
As I sit bored her at work, I figured I would work on an idea. I have always like the the Forsaker PrC from Masters of the Wild, but it did not seem very party friendly. But the idea of a Paladin/Knight who was anti-magic sounded cool. He destroys magic because of his code.
I also felt it would be better as an alternative class rather than a PrC. The character starts out coming out of his knightly trainging with the code as his beliefs.
First, I need a name for the brotherhood that produces these knights.
Please comment on my new class.
Skills: Fighter plus Knowledge Arcana and Spellcraft
BAB: Fighter
Saves: Good Fort and Will
Magic Sense- The knight has a 50% (+5% per Knight level) to detect any magical item or effect within (5 + knight level feet). If he holds/touches an item – he automatically he gains info as Detect Magic spell.
Auto-Stabilize – The Knight will automatically stabilize once falling below 0 hit points.
Tough Defense – The Knight gains a natural armor bonus equal to his Con bonus
Slippery Mind – second chance on saves against enchantment spells.
Aura of Invulnerabilty – per the spell Globe of Invulnerability
Magic Destruction – The knight gains some of his abilities through the destruction of magic. For each 200 gp value of the magic item destroyed- the Knight is juiced up for 1 day. If he runs out of juice – he loses SR and Damage reduction.
Thanks for your help
I also felt it would be better as an alternative class rather than a PrC. The character starts out coming out of his knightly trainging with the code as his beliefs.
First, I need a name for the brotherhood that produces these knights.
Please comment on my new class.
Skills: Fighter plus Knowledge Arcana and Spellcraft
BAB: Fighter
Saves: Good Fort and Will
- Ability Bonus +1, Forsake Magic, Magic Sense
- Fast Healing (1/rnd-10 per day) Lighting Reflexes, SR11
- Ability Bonus +1, Iron Will
- Fast Healing (1/rnd-20 per day), Great Fortitude
- Ability Bonus, SR 12, Auto-Stabilize
- Fast Healing (2/rnd-30 per day), Tough Defense
- Ability Bonus +1, SR13
- Fast Healing (2/rnd-40 per day)
- Ability Bonus +1, SR 14
- Fast healing (3/rnd – 50 per day), Slippery Mind
- Ability Bonus +1, SR15
- Fast healing (3/rnd – 60 per day)
- Ability Bonus +1, SR 16
- Fast Healing (4/rnd – 60 per day)
- Ability Bonus +1, SR 17
- Fast Healing (4/rnd – 70 per day)
- Ability Bonus +1, SR 18
- Fast Healing (5/rnd – 80 per day)
- Ability Bonus +1, SR 19
- Aura of Invulnerability
Magic Sense- The knight has a 50% (+5% per Knight level) to detect any magical item or effect within (5 + knight level feet). If he holds/touches an item – he automatically he gains info as Detect Magic spell.
Auto-Stabilize – The Knight will automatically stabilize once falling below 0 hit points.
Tough Defense – The Knight gains a natural armor bonus equal to his Con bonus
Slippery Mind – second chance on saves against enchantment spells.
Aura of Invulnerabilty – per the spell Globe of Invulnerability
Magic Destruction – The knight gains some of his abilities through the destruction of magic. For each 200 gp value of the magic item destroyed- the Knight is juiced up for 1 day. If he runs out of juice – he loses SR and Damage reduction.
Thanks for your help
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