Goldmoon
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THE EVERWATCH KNIGHT
Among the faithful of Helm, exist a group of elite bodyguards trained from birth. They are known as the Everwatch Knights. Sometimes loaned out by the church, sometimes assigned to a single charge for life, these Knights devote their entire existence to the protection of those entrusted to their care. This life requires great sacrifices on the part of the Knight, for they are frequently on the road and almost always in life threatening danger. This is one of the highest callings of the church of Helm and those who answer it are respected throughout the ranks of the church.
ALIGNMENT: Lawful Neutral
HIT DIE: d12.
CLASS SKILLS: The Everwatch Knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex),Search (Int), Sense Motive (Wis), Spot (Wis) and Swim (Str).
SKILL POINTS AT 1ST LEVEL: (4 + Int modifier) X 4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4 + Int modifier
Level BAB Fort Reflex Will Special
Save Save Save
1 +1 +2 +2 +2 Defensive State 1/day, Harm's way
2 +2 +3 +3 +3 Defensive Strike
3 +3 +3 +3 +3 Deflect Attack +1,
4 +4 +4 +4 +4 Uncanny Dodge
5 +5 +4 +4 +4 Defensive State 2/day
6 +6/+1 +5 +5 +5 Defensive Strike +1, Everbright
7 +7/+2 +5 +5 +5 Deflect Attack +2
8 +8/+3 +6 +6 +6 Improved Uncanny Dodge
9 +9/+4 +6 +6 +6 Defensive State 3/day
10 +10/+5 +7 +7 +7 Defensive Strike +2,
11 +11/+6/+1 +7 +7 +7 Deflect Attack +3
12 +12/+7/+2 +8 +8 +8 Defensive Care
13 +13/+8/+3 +8 +8 +8 Defensive State 4/day
14 +14/+9/+4 +9 +9 +9 Defensive Strike +3
15 +15/+10/+5 +9 +9 +9 Deflect Attack +4,
16 +16/+11/+6/+1 +10 +10 +10 Improved Defensive Care
17 +17/+12/+7/+2 +10 +10 +10 Defensive State 5/day
18 +18/+13/+8/+3 +11 +11 +11 Defensive Strike +4
19 +19/+14/+9/+4 +11 +11 +11 Deflect Attack +5
20 +20/+15/+10/+5 +12 +12 +12 Defensive State 6/day
CLASS FEATURES
WEAPON AND ARMOR PROFICIENCY: The Everwatch Knight is proficient with all simple and martial weapons as well as all types of armor and all shields. He is also proficient with the Bastard Sword as an exotic weapon.
DEFENSIVE CARE: Beginning at 12th level the Everwatch Knight gains the supernatural ability to take some of the damage done to his charge. Once per day, at the beginning of any round, he may elect to activate this ability. He then takes half the damage done to his charge for a number of rounds equal to half his level, rounded down. Once activated, this
ability may not be canceled until the Everwatch Knight or his charge dies, or the appropriate number of rounds has elapsed. At 16th level the Everwatch Knight may elect to take 100% of the damage done to his charge instead.
DEFENSIVE STATE: When defending his charge and within 5 feet on him, an Everwatch Knight becomes very formidable indeed. In his Defensive State he gains a +2 to Strength, +4 to Constitution, A +2 bonus to all saving throws and a +4 State bonus to AC. At 10th and again at 20th level, the Strength bonus increases by 2, the Constitution bonus
increases by 2, the Saving throw bonus increases by 1 and the AC bonus increases by 1. While in the Defensive State, the Everwatch Knight cannot move more than 5 feet from his charge or the state immediately ends. This Distance increases by 5 feet at 5th, 10th, 15th, and 20th level. The Stance lasts a number of levels equal to the Everwatch Knights (newly modified) Constitution Modifier. At the end of this state, the Everwatch Knight is winded
and suffers a -2 penalty to Strength for the remainder of the encounter. Using the Defensive State is a free action.
DEFENSIVE STRIKE: The Everwatch Knight can make an attack of opportunity against any adjacent opponent who attacks his charge in melee He gains a bonus to this attack as indicated on the chart. The number of attacks of opportunity he can make in a round with this ability is equal to his Dexterity bonus. More than one attack of opportunity can be made against each opponent per round
DEFLECT ATTACK: The Everwatch Knight can attempt to parry a melee attack against his charge. He must be within 5 feet of his charge and holding a melee weapon or shield. Once per round when your charge would normally be hit by a melee attack, you may make a Reflex save against DC 20. (If the melee weapon has a magical bonus, increase the DC by that amount) You gain a competence bonus to your roll as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack and not flat footed. Starting at 10th level you may attempt to deflect missile attacks in this manner as well.
EVERBRIGHT: Beginning at 6th level, any suit of metal armor the Everwatch Knight wears functions as if it had the Everbright ability.
HARM'S WAY: The Everwatch Knight may elect to place himself in danger in order to protect his single charge. Anytime he is within 5 feet of his charge and his charge suffers an attack he can switch places with his charge and take the attack instead as a free action. He must declare this before the attack roll is made.
IMPROVED UNCANNY DODGE: Starting at 8th level, an Everwatch Knight can no longer be flanked since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use flank attacks to sneak attack the Everwatch Knight. Only a Rogue at least 4 levels higher than the Everwatch Knight can sneak attack him.
UNCANNY DODGE: Starting at 4th level, an Everwatch Knight can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus and class AC bonus even if he is caught flat footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized.
Among the faithful of Helm, exist a group of elite bodyguards trained from birth. They are known as the Everwatch Knights. Sometimes loaned out by the church, sometimes assigned to a single charge for life, these Knights devote their entire existence to the protection of those entrusted to their care. This life requires great sacrifices on the part of the Knight, for they are frequently on the road and almost always in life threatening danger. This is one of the highest callings of the church of Helm and those who answer it are respected throughout the ranks of the church.
ALIGNMENT: Lawful Neutral
HIT DIE: d12.
CLASS SKILLS: The Everwatch Knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex),Search (Int), Sense Motive (Wis), Spot (Wis) and Swim (Str).
SKILL POINTS AT 1ST LEVEL: (4 + Int modifier) X 4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4 + Int modifier
Level BAB Fort Reflex Will Special
Save Save Save
1 +1 +2 +2 +2 Defensive State 1/day, Harm's way
2 +2 +3 +3 +3 Defensive Strike
3 +3 +3 +3 +3 Deflect Attack +1,
4 +4 +4 +4 +4 Uncanny Dodge
5 +5 +4 +4 +4 Defensive State 2/day
6 +6/+1 +5 +5 +5 Defensive Strike +1, Everbright
7 +7/+2 +5 +5 +5 Deflect Attack +2
8 +8/+3 +6 +6 +6 Improved Uncanny Dodge
9 +9/+4 +6 +6 +6 Defensive State 3/day
10 +10/+5 +7 +7 +7 Defensive Strike +2,
11 +11/+6/+1 +7 +7 +7 Deflect Attack +3
12 +12/+7/+2 +8 +8 +8 Defensive Care
13 +13/+8/+3 +8 +8 +8 Defensive State 4/day
14 +14/+9/+4 +9 +9 +9 Defensive Strike +3
15 +15/+10/+5 +9 +9 +9 Deflect Attack +4,
16 +16/+11/+6/+1 +10 +10 +10 Improved Defensive Care
17 +17/+12/+7/+2 +10 +10 +10 Defensive State 5/day
18 +18/+13/+8/+3 +11 +11 +11 Defensive Strike +4
19 +19/+14/+9/+4 +11 +11 +11 Deflect Attack +5
20 +20/+15/+10/+5 +12 +12 +12 Defensive State 6/day
CLASS FEATURES
WEAPON AND ARMOR PROFICIENCY: The Everwatch Knight is proficient with all simple and martial weapons as well as all types of armor and all shields. He is also proficient with the Bastard Sword as an exotic weapon.
DEFENSIVE CARE: Beginning at 12th level the Everwatch Knight gains the supernatural ability to take some of the damage done to his charge. Once per day, at the beginning of any round, he may elect to activate this ability. He then takes half the damage done to his charge for a number of rounds equal to half his level, rounded down. Once activated, this
ability may not be canceled until the Everwatch Knight or his charge dies, or the appropriate number of rounds has elapsed. At 16th level the Everwatch Knight may elect to take 100% of the damage done to his charge instead.
DEFENSIVE STATE: When defending his charge and within 5 feet on him, an Everwatch Knight becomes very formidable indeed. In his Defensive State he gains a +2 to Strength, +4 to Constitution, A +2 bonus to all saving throws and a +4 State bonus to AC. At 10th and again at 20th level, the Strength bonus increases by 2, the Constitution bonus
increases by 2, the Saving throw bonus increases by 1 and the AC bonus increases by 1. While in the Defensive State, the Everwatch Knight cannot move more than 5 feet from his charge or the state immediately ends. This Distance increases by 5 feet at 5th, 10th, 15th, and 20th level. The Stance lasts a number of levels equal to the Everwatch Knights (newly modified) Constitution Modifier. At the end of this state, the Everwatch Knight is winded
and suffers a -2 penalty to Strength for the remainder of the encounter. Using the Defensive State is a free action.
DEFENSIVE STRIKE: The Everwatch Knight can make an attack of opportunity against any adjacent opponent who attacks his charge in melee He gains a bonus to this attack as indicated on the chart. The number of attacks of opportunity he can make in a round with this ability is equal to his Dexterity bonus. More than one attack of opportunity can be made against each opponent per round
DEFLECT ATTACK: The Everwatch Knight can attempt to parry a melee attack against his charge. He must be within 5 feet of his charge and holding a melee weapon or shield. Once per round when your charge would normally be hit by a melee attack, you may make a Reflex save against DC 20. (If the melee weapon has a magical bonus, increase the DC by that amount) You gain a competence bonus to your roll as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack and not flat footed. Starting at 10th level you may attempt to deflect missile attacks in this manner as well.
EVERBRIGHT: Beginning at 6th level, any suit of metal armor the Everwatch Knight wears functions as if it had the Everbright ability.
HARM'S WAY: The Everwatch Knight may elect to place himself in danger in order to protect his single charge. Anytime he is within 5 feet of his charge and his charge suffers an attack he can switch places with his charge and take the attack instead as a free action. He must declare this before the attack roll is made.
IMPROVED UNCANNY DODGE: Starting at 8th level, an Everwatch Knight can no longer be flanked since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use flank attacks to sneak attack the Everwatch Knight. Only a Rogue at least 4 levels higher than the Everwatch Knight can sneak attack him.
UNCANNY DODGE: Starting at 4th level, an Everwatch Knight can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus and class AC bonus even if he is caught flat footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized.