New Class - The Knight-errant

Ishmayl said:
I love this ability! It would work extremely well with the concept of the class. I'm assuming the damage that the KNE would take would be subdual??

So, after yours and John's advice, and several other peopel I've talked to, I will be increasing his hit die to d12. Also, what rate should the will saves increase so that it's not perfect, but it's not the lowest progression?

There's just two save progressions in D&D. You could go the route of the Swashbuckler and give an increasing, unnamed bonus to Will saves -- NOT base will saves -- called "Centered Mind" or whatever. The bonus should be +1 at 1st level, +2 at 5th level, +3 at 9th level, etc.

My proposal would be that the K-E could lend his life force -- actual HP, not subdual -- and that he'd heal actual HP every hour, too. The fast healing makes for an excellent fighter or martyr-figure.

If you have no clerics in your setting, consider allowing him some clerical spell-like abilities, especially shield other.

-- N
 

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Tuzenbach said:
Hmmmmmm. To be honest, this seems rather "Paladin-ish" or "Cleric-y". It feels like a Divine spell-like ability, something a diety would grant to a devote follower of the faith. Seeing as how the write-up gives off a "powers derived from being good" rather than a "powers derived from worshipping a specific diety" thing, this doesn't jive well with me. I realize that it's your creation but, if/when I were to create my own KNE character I'd work it so that, yes, the KNE would have to be situated at least within a reasonable proximity between his comrade and the creature/thing doing the damage. Advances in level would determine the amount of damage the KNE would be able to "absorb" on behalf of his comrade. How about 1/3 of the KNE's hit die type per level? I.e., 4 points of damage per level (assumes a d12 for the KNE). I'm thinking that would be good. Or 6 perhaps? You see, my concern with "half the damage gets taken by the KNE" is that that amount of damage may actually KILL the KNE. However, if the amount of damage taken by the KNE is based upon a sliding scale governed by the KNE's hit points, then it would be safer for all parties concerned, as a dead KNE is of little use to anyone.

Now see, the above is a classic example of me using my @ss for a brain. The alternative I've suggested in no way guarantees the KNE's safety from death anymore than the original method. How about the damage taken is based upon the *current* amount of hit points possessed by the KNE? From levels 5-9 it could be up to "1/4 of the KNE's hit points", from levels 10-14 up to "1/2 the KNE's hit points", from levels 15-19 up to "3/4 of the KNE's hit points", and from levels 20 and up all but 1d4 of the KNE's hit points. All fractions rounded up to favor the comrade's safety. This is why I don't design classes.....I'm FAR too detail oriented!
 

BTW, in terms of Martyrdom's proximity, how's this? It's 1 foot per level rounded up to increments of "5". So at 5th level, the KNE can move no more than 5 feet (1 square) to enact a sort of saving intervention between his comrade and the danger the comrade is faced with. At 6th level, this goes to 10 feet and remains there until 11th level when it goes to 15 feet, etc. *This* is something that I personally would find much more believable. However, it would of course entitle the KNE to an extra move (assuming he already moved earlier in the round) for that round putting himself between the danger and his friend. Hey, I'm just looking for a way to remove the magic from the act of sheer goodness and will on the part of the Knight-errant. Is it so wrong? :-)
 

Hey,
THanks for the replies again. I'll give a more in-depth reply later this afternoon after I get off work, but for the time being, let me just say that there are supernatural abilities in the world that don't come from the gods. The abilities of Martyrdom could easily be presented as arcane, psychic, or elemental powers of some sort; Thus far, I'm still leaning towards the supernatural for that ability, just as his Bonding ability and the Healing ability I'm going to give him.

Cheers for now!
-Ishmayl
 

Hey guys,
I updated the class and have posted the class in its entirety on the first post on this thread to make it easier for people to get to.

I have added a few of the abilities that were recommended me, but I have not taken away "Improved Critical" and have not lessened the ability "Martyrdom." Martyrdom, I think, works as it is, and I just haven't quite decided yet on the Improved Critical.

Cheers!
-Brandon
 

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