Knight of Dramore
These knight are the first line of defense for dramore usually they are all dromore needs in a fight but they can and might need to bring in other forces (when they do the opponent best watch out). Since when they come not many opponents are left standing when there done.
Hit Die: d10
Requirements
To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria.
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +4
Skills: Concentration 2 ranks, Intimidate 2 ranks, Jump 5 ranks.
Feats: Endurance, Iron Will, Power Attack, Toughness, and Remain Conscious
Special: Membership in the knights of dramore
Knight of Dramore
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Rallying Cry, sudden action
2nd +2 +3 +3 +0 Bonus Feat
3rd +3 +3 +3 +1 No Thought
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Final Stand
Class Skills
The knights of Dramore’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player’s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill.
Skill points at each level: 2 + Int modifier.
Class Features
All the following are class features of the knight of dramore prestige class.
Weapon and Armor Proficiency: A knight of dramore is proficient with all-simple weapons, light armor, medium armor, and shields.
Rallying Cry (Su): The knight can utter a powerful shout (typically “For Dramore, charge!”) That causes all allies within 60 feet to gain a +1 moral bonus on their on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. This mind-affecting ability may be used up to three times per day.
Sudden Action: Once per day, a knight of dramore can focus his Ki to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat.
Bonus Feat: The knight of dramore can choose a Feat from the fighter bonus feat list at 2nd and 4th level (except weapon specializon).
No Thought (Ex): Knight’s of Dramore add their wisdom modifier, if positive, to their attack and damage rolls.
Final Stand (Su): Once per day, a knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight’s class level + his charisma modifier and lasts an equal number
This one seems realy on the level but as ushel any help will be nice.
These knight are the first line of defense for dramore usually they are all dromore needs in a fight but they can and might need to bring in other forces (when they do the opponent best watch out). Since when they come not many opponents are left standing when there done.
Hit Die: d10
Requirements
To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria.
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +4
Skills: Concentration 2 ranks, Intimidate 2 ranks, Jump 5 ranks.
Feats: Endurance, Iron Will, Power Attack, Toughness, and Remain Conscious
Special: Membership in the knights of dramore
Knight of Dramore
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Rallying Cry, sudden action
2nd +2 +3 +3 +0 Bonus Feat
3rd +3 +3 +3 +1 No Thought
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Final Stand
Class Skills
The knights of Dramore’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player’s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill.
Skill points at each level: 2 + Int modifier.
Class Features
All the following are class features of the knight of dramore prestige class.
Weapon and Armor Proficiency: A knight of dramore is proficient with all-simple weapons, light armor, medium armor, and shields.
Rallying Cry (Su): The knight can utter a powerful shout (typically “For Dramore, charge!”) That causes all allies within 60 feet to gain a +1 moral bonus on their on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. This mind-affecting ability may be used up to three times per day.
Sudden Action: Once per day, a knight of dramore can focus his Ki to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat.
Bonus Feat: The knight of dramore can choose a Feat from the fighter bonus feat list at 2nd and 4th level (except weapon specializon).
No Thought (Ex): Knight’s of Dramore add their wisdom modifier, if positive, to their attack and damage rolls.
Final Stand (Su): Once per day, a knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight’s class level + his charisma modifier and lasts an equal number
This one seems realy on the level but as ushel any help will be nice.