Some of this was borrowed and the rest was made up becuase I couldn't find the class that I borrowed it from to begin with. So I needed a PrC for a knight and went ahead and tried to do it from memory and the rest is things I kinda wanted to see in the class.
Please let me know if it is too much and what and how to fix it.
I am worried that the formatting will get messed up.
Knight Champion Prestige Class
Their martial strength and skill untouchable, knight
champions are unparalleled warriors, masters of the
battlefield, and defenders of any just cause. Knight
Champions work well with other classes when following the
same goals. Paladins may multi-class freely with this class.
Monks may not be well suited to adapt to this class.
Hit Die: d10
Requirements:
To become a knight champion, a character must meet all the
following requirements:
Alignment: Any lawful
Base Attack Bonus: +6
Feats: Armor Proficiency (heavy), Shield Proficiency,
Cleave, Great Cleave, Mounted Combat, Power Attack, Weapon Focus (any
melee martial weapon or melee exotic weapon except for
double weapons)
Race: Any except monster races
Skills: Diplomacy 4 ranks, Knowledge (Heraldry) 2 ranks, Ride 6 ranks
Class Skills:
The knight champion’s class skills (and key abilities)
are Animal handling, Climb (Str), Craft, Diplomacy (Cha),
Gather Info. (Int), Intimidate (Cha), Jump (Str), Knowledge
(Nobility and Royalty) (Int), Knowledge (Heraldry) (Int),
Profession, Ride (Dex), Search (Int), Sense Motive (Wis),
and Spot (Dex). See Skills in the Player’s Handbook for all
descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
The following are class features of the knight champions.
Weapon and Armor Proficiency: Knight champions
are proficient in all simple and martial weapons, all armor,
and shields.
Knights Vengeance (Ex): Once per day, a knight
champion can let loose a great, tremendous strike at any
opponent that has damaged the knight champion in the same
encounter that he wants to use this ability. This strike
inflicts maximum damage. At 5th level he gets a +1 to hit
against this opponent, at 7th level he gets a +2 to hit and at
10th level he gets +4 to hit.
Courage (Su): Beginning at 1st level, a knight
champion is immune to fear (magical or otherwise).
Second Skin (Ex): When wearing medium armor or
heavy armor, a 1st level or higher knight champion’s
maximum Dexterity bonus is increased by 1, his armor
check penalty is reduced by 1, and the knight champion can
don or remove the armor in 75% of the time as normal. He
must select only 1 armor type and another type every 3
levels (i.e. breastplate at 1st, full plate at 4th, ½ plate at 7th
etc.).
Battle Focus (Ex): At 2nd level the knight
champion is a skilled adversary in battle. So skilled that he
never leaves himself open for attacks from wild swings or
deadly charges. The knight champion keeps his normal AC
during a charge (normally you lose -2 AC during a charge).
Furthermore he gains the Mobility feat for free even if he doesn't meet the prerequisites.
Fatal Blow (Ex): When an 5th level or greater knight
champion fights wielding one melee weapon that he’s taken
the Weapon Focus feat with, he increases his weapons threat
range and critical multiplier by 1. The knight must select
only one weapon and only that weapon type get this bonus
no matter how many Weapon Focus feats he has. This
ability can be used 1/day every 5 levels of the knight
champion for a total of 1 round per use.
Knights Rush (Ex): When using the charge action a 3rd
level knight champion can continue moving after his attack
as long as he does not exceed twice his speed and if he can
continue to move in a straight line. This can draw Attacks of
Opportunity if he moves through threatened spaces. The
knight must stop when he threatens a new opponent and can
make a cleave attack against this one provided he has
dropped his previously charged opponent. This ability can
be used 1/day.
TABLE: THE KNIGHT CHAMPION
Lvl- BAB- Fort- Ref- Will- Special Abilities:
1 +1 +2 +0 +2 - Second Skin, Courage
2 +2 +3 +0 +3 - Battle Focus
3 +3 +3 +1 +3 - Knights Rush
4 +4 +4 +1 +4 - Fatal Blow
5 +5 +4 +1 +4 - Knights Vengeance +1 to hit
6 +6 +5 +2 +5 -
7 +7 +5 +2 +5 - Knights Vengeance +2 to hit
8 +8 +6 +2 +6 -
9 +9 +6 +3 +6 -
10 +10 +7 +3 +7 - Knights Vengeance +4 to hit
Please let me know if it is too much and what and how to fix it.
I am worried that the formatting will get messed up.
Knight Champion Prestige Class
Their martial strength and skill untouchable, knight
champions are unparalleled warriors, masters of the
battlefield, and defenders of any just cause. Knight
Champions work well with other classes when following the
same goals. Paladins may multi-class freely with this class.
Monks may not be well suited to adapt to this class.
Hit Die: d10
Requirements:
To become a knight champion, a character must meet all the
following requirements:
Alignment: Any lawful
Base Attack Bonus: +6
Feats: Armor Proficiency (heavy), Shield Proficiency,
Cleave, Great Cleave, Mounted Combat, Power Attack, Weapon Focus (any
melee martial weapon or melee exotic weapon except for
double weapons)
Race: Any except monster races
Skills: Diplomacy 4 ranks, Knowledge (Heraldry) 2 ranks, Ride 6 ranks
Class Skills:
The knight champion’s class skills (and key abilities)
are Animal handling, Climb (Str), Craft, Diplomacy (Cha),
Gather Info. (Int), Intimidate (Cha), Jump (Str), Knowledge
(Nobility and Royalty) (Int), Knowledge (Heraldry) (Int),
Profession, Ride (Dex), Search (Int), Sense Motive (Wis),
and Spot (Dex). See Skills in the Player’s Handbook for all
descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
The following are class features of the knight champions.
Weapon and Armor Proficiency: Knight champions
are proficient in all simple and martial weapons, all armor,
and shields.
Knights Vengeance (Ex): Once per day, a knight
champion can let loose a great, tremendous strike at any
opponent that has damaged the knight champion in the same
encounter that he wants to use this ability. This strike
inflicts maximum damage. At 5th level he gets a +1 to hit
against this opponent, at 7th level he gets a +2 to hit and at
10th level he gets +4 to hit.
Courage (Su): Beginning at 1st level, a knight
champion is immune to fear (magical or otherwise).
Second Skin (Ex): When wearing medium armor or
heavy armor, a 1st level or higher knight champion’s
maximum Dexterity bonus is increased by 1, his armor
check penalty is reduced by 1, and the knight champion can
don or remove the armor in 75% of the time as normal. He
must select only 1 armor type and another type every 3
levels (i.e. breastplate at 1st, full plate at 4th, ½ plate at 7th
etc.).
Battle Focus (Ex): At 2nd level the knight
champion is a skilled adversary in battle. So skilled that he
never leaves himself open for attacks from wild swings or
deadly charges. The knight champion keeps his normal AC
during a charge (normally you lose -2 AC during a charge).
Furthermore he gains the Mobility feat for free even if he doesn't meet the prerequisites.
Fatal Blow (Ex): When an 5th level or greater knight
champion fights wielding one melee weapon that he’s taken
the Weapon Focus feat with, he increases his weapons threat
range and critical multiplier by 1. The knight must select
only one weapon and only that weapon type get this bonus
no matter how many Weapon Focus feats he has. This
ability can be used 1/day every 5 levels of the knight
champion for a total of 1 round per use.
Knights Rush (Ex): When using the charge action a 3rd
level knight champion can continue moving after his attack
as long as he does not exceed twice his speed and if he can
continue to move in a straight line. This can draw Attacks of
Opportunity if he moves through threatened spaces. The
knight must stop when he threatens a new opponent and can
make a cleave attack against this one provided he has
dropped his previously charged opponent. This ability can
be used 1/day.
TABLE: THE KNIGHT CHAMPION
Lvl- BAB- Fort- Ref- Will- Special Abilities:
1 +1 +2 +0 +2 - Second Skin, Courage
2 +2 +3 +0 +3 - Battle Focus
3 +3 +3 +1 +3 - Knights Rush
4 +4 +4 +1 +4 - Fatal Blow
5 +5 +4 +1 +4 - Knights Vengeance +1 to hit
6 +6 +5 +2 +5 -
7 +7 +5 +2 +5 - Knights Vengeance +2 to hit
8 +8 +6 +2 +6 -
9 +9 +6 +3 +6 -
10 +10 +7 +3 +7 - Knights Vengeance +4 to hit
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