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<blockquote data-quote="Dog Moon" data-source="post: 2775552" data-attributes="member: 23023"><p><strong>Order of Zevstoven</strong></p><p></p><p>The Order of Zevstoven is a group of Knights who sell themselves to the highest bidder in their ever-present goal of becoming more knowledge about and proficient in war as a leader and tactician. While some are content to stay back and watch the soldiers fight their battles, most take the words of Wyrre to heart that battle is the most important thing and stand up with the front lines and fight.</p><p></p><p>The Order has no problems taking money from both sides of a conflict and in fact, most members actually prefer it because nowhere else are they able to truly put their skills to the test against another Knight of the Order. While they may practice with small numbers or with games, it does not have the same feel when their lives and those of their allies are on the line. While most Knights have an agreement to not actually come to blows against another Knight, this is not a law, but a gentleman's agreement. However, not all Knights consider themselves as gentlemen.</p><p></p><p></p><p>Prerequisites:</p><p></p><p><span style="color: DarkOliveGreen">BA</span> +5</p><p><span style="color: DarkOliveGreen">Skills:</span> Knowledge Geography +8, Spot +8</p><p><span style="color: DarkOliveGreen">Feats:</span> Blessing of Wyrre, Combat Reflexes, Vexing Flanker</p><p></p><p></p><p><span style="color: DarkOliveGreen">HD:</span> 1d10</p><p><span style="color: DarkOliveGreen">Skills:</span> 2 + Int modifier.</p><p><span style="color: DarkOliveGreen">Skills:</span> Climb, Gather Information, Jump, Knowledge (Geography), Knowledge (Nobility/Royalty), Ride, Search, Spot, Tumble</p><p></p><p>[CODE][U]Level BAB Fort Ref Will Special[/U]</p><p>1st +0 +2 +2 +0 See the Battlefield</p><p>2nd +1 +3 +3 +0 Taking Advantage</p><p>3rd +2 +3 +3 +1 Flanking Bonus</p><p>4th +3 +4 +4 +1 </p><p>5th +3 +4 +4 +1 Avoiding a Charge</p><p>6th +4 +5 +5 +2 Free Movement</p><p>7th +5 +5 +5 +2 Battlefield Positions</p><p>8th +6 +6 +6 +2 </p><p>9th +6 +6 +6 +3 Avoidance</p><p>10th +7 +7 +7 +3 Provoke[/CODE]</p><p></p><p>Knights are trained to survey a battlefield within an instant and determine the best positions for allies and where the enemy would best position itself and then to use everything in the battlefield to his advantage as best as possible. Knights do a great variety of tasks and have learned that virtually any location could potentially be a battlefield, whether is an actual battlefield, or if it's the inside of a tavern or upon the streets. Enemies are lurking everywhere and he must be ready to use everything to his advantage when fighting.</p><p></p><p><span style="color: DarkOliveGreen">Taking Advantage (Ex): </span>Knights are always ready to take advantage of when foes leave themselves open. When they take an Attack of Opportunity against an opponent, they add their Knight level on damage rolls if they successfully hit their target.</p><p></p><p><span style="color: DarkOliveGreen">See the Battlefield (Ex): </span>Knights excel at positioning themselves and their enemies. They also enjoying using every advantage they have available to them, such as maneuvers like Tripping and Bull Rushing. When attempting these maneuvers, they use what the enemy may [hopefully] not even be aware such as a branch sticking out of the ground, a crack in the street, etc. This grants them a +1 circumstance bonus on Tripping and Bull Rush attempts. This improves to +2 at 5th level and +3 at 8th level.</p><p></p><p><span style="color: DarkOliveGreen">Flanking Bonus (Ex): </span>Flanking is a useful tactical maneuver, and the Knights have learned to use this to their advantage. They gain an additional +2 bonus on attack rolls when flanking. At 8th level, the Knight also gains +2 damage against a flanked opponent.</p><p></p><p><span style="color: DarkOliveGreen">Avoiding a Charge (Ex): </span>Enemies charging forward is a dangerous thing and the Knights are trained that the best defense against such attacks is to straight up avoid them. As an Immediate Action, they may take a 5' step [which does not provoke Attacks of Opportunity] out of the way to avoid an enemy when they are using the Charge Action, Bull Rush Action or Trample Action. In cases where they are unable to completely escape such an attack [for example, if the enemy has a long reach], their sudden motion grants them a +4 bonus on their Armor Class or Reflex Save to avoid the hit or trample, respectively.</p><p></p><p><span style="color: DarkOliveGreen">Free Movement (Ex): </span>The ground can be tricky or slippery. This can slow movement down and while the Knights prefer the enemies to suffer from such penalties, the Knights themselves do not. They can move freely upon the ground without being forced to make Balance checks to stand or taking movement penalties for difficult ground. This does not allow them to walk on objects they are normally unable to walk on, however, such as water, nor does it grant them any bonus in Balance checks if they are attempting to balance on a narrow ledge or wire.</p><p></p><p><span style="color: DarkOliveGreen">Battlefield Positions (Su): </span>Sometimes, allies are just not in a good position, such as one who has inadvertently let himself be surrounded. Or, the Knight needs an ally in a better position, such as when attempting to flank, but there is no one there. Enemies also frequently tend to put themselves into annoying positions, such as archers in trees or leave themselves open for a good shove but no one else is around, such as when they stand a little too close to an open pit. As a Move Action, he may move an ally or enemy up to that creature's movement. This is a Command that the Knight makes to which is immediately followed out. The creature uses it's fastest/easiest mode of movement to move to where it is Commanded, though they cannot go through a creature or object unless the creature is somehow able to. If a creature cannot move to a specific spot, it moves to that stop to the best ability using the movement is has. Despite moving, the creature does not provoke attacks of opportunity.</p><p></p><p>This is usable a number of times per day equal to 1 + the Knight's Intelligence modifier. Those targeted may make Will saves [DC 10 + Knight's level + Int modifier] to avoid being pulled into the new square. Soldiers under the direct command of the Knight suffer a -2 penalty on this save, though few soldiers should willingly go against their officer's will.</p><p></p><p><span style="color: DarkOliveGreen">Avoidance (Su): </span>This ability works as the Evasion ability except that the Knight can use this ability no matter what type of armor they are wearing. When attempting to Avoid a spell, the Knight may move up to 5' per two Knight levels in any direction only if there is something to hide behind [This does not provoke attacks of opportunity despite moving through threatening squares, though the Knight still cannot pass through the physical square an enemy is occupying. For a Medium creature, the object to hide behind must be Medium or Larger or a creature Large or Larger. If there is nothing of the sort, the Knight is unable to avoid the attack.</p><p></p><p><span style="color: DarkOliveGreen">Provoke (Ex): </span>As a Full-round action, the Knight may strike an opponent just right to open an opponent for attack. This can be to knock him off-balance slightly, lower his shield, anything. The effect of this attack is that it causes the opponent to provoke attacks of opportunity for all allies within 5 feet of the enemy.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2775552, member: 23023"] [b]Order of Zevstoven[/b] The Order of Zevstoven is a group of Knights who sell themselves to the highest bidder in their ever-present goal of becoming more knowledge about and proficient in war as a leader and tactician. While some are content to stay back and watch the soldiers fight their battles, most take the words of Wyrre to heart that battle is the most important thing and stand up with the front lines and fight. The Order has no problems taking money from both sides of a conflict and in fact, most members actually prefer it because nowhere else are they able to truly put their skills to the test against another Knight of the Order. While they may practice with small numbers or with games, it does not have the same feel when their lives and those of their allies are on the line. While most Knights have an agreement to not actually come to blows against another Knight, this is not a law, but a gentleman's agreement. However, not all Knights consider themselves as gentlemen. Prerequisites: [COLOR=DarkOliveGreen]BA[/COLOR] +5 [COLOR=DarkOliveGreen]Skills:[/COLOR] Knowledge Geography +8, Spot +8 [COLOR=DarkOliveGreen]Feats:[/COLOR] Blessing of Wyrre, Combat Reflexes, Vexing Flanker [COLOR=DarkOliveGreen]HD:[/COLOR] 1d10 [COLOR=DarkOliveGreen]Skills:[/COLOR] 2 + Int modifier. [COLOR=DarkOliveGreen]Skills:[/COLOR] Climb, Gather Information, Jump, Knowledge (Geography), Knowledge (Nobility/Royalty), Ride, Search, Spot, Tumble [CODE][U]Level BAB Fort Ref Will Special[/U] 1st +0 +2 +2 +0 See the Battlefield 2nd +1 +3 +3 +0 Taking Advantage 3rd +2 +3 +3 +1 Flanking Bonus 4th +3 +4 +4 +1 5th +3 +4 +4 +1 Avoiding a Charge 6th +4 +5 +5 +2 Free Movement 7th +5 +5 +5 +2 Battlefield Positions 8th +6 +6 +6 +2 9th +6 +6 +6 +3 Avoidance 10th +7 +7 +7 +3 Provoke[/CODE] Knights are trained to survey a battlefield within an instant and determine the best positions for allies and where the enemy would best position itself and then to use everything in the battlefield to his advantage as best as possible. Knights do a great variety of tasks and have learned that virtually any location could potentially be a battlefield, whether is an actual battlefield, or if it's the inside of a tavern or upon the streets. Enemies are lurking everywhere and he must be ready to use everything to his advantage when fighting. [COLOR=DarkOliveGreen]Taking Advantage (Ex): [/COLOR]Knights are always ready to take advantage of when foes leave themselves open. When they take an Attack of Opportunity against an opponent, they add their Knight level on damage rolls if they successfully hit their target. [COLOR=DarkOliveGreen]See the Battlefield (Ex): [/COLOR]Knights excel at positioning themselves and their enemies. They also enjoying using every advantage they have available to them, such as maneuvers like Tripping and Bull Rushing. When attempting these maneuvers, they use what the enemy may [hopefully] not even be aware such as a branch sticking out of the ground, a crack in the street, etc. This grants them a +1 circumstance bonus on Tripping and Bull Rush attempts. This improves to +2 at 5th level and +3 at 8th level. [COLOR=DarkOliveGreen]Flanking Bonus (Ex): [/COLOR]Flanking is a useful tactical maneuver, and the Knights have learned to use this to their advantage. They gain an additional +2 bonus on attack rolls when flanking. At 8th level, the Knight also gains +2 damage against a flanked opponent. [COLOR=DarkOliveGreen]Avoiding a Charge (Ex): [/COLOR]Enemies charging forward is a dangerous thing and the Knights are trained that the best defense against such attacks is to straight up avoid them. As an Immediate Action, they may take a 5' step [which does not provoke Attacks of Opportunity] out of the way to avoid an enemy when they are using the Charge Action, Bull Rush Action or Trample Action. In cases where they are unable to completely escape such an attack [for example, if the enemy has a long reach], their sudden motion grants them a +4 bonus on their Armor Class or Reflex Save to avoid the hit or trample, respectively. [COLOR=DarkOliveGreen]Free Movement (Ex): [/COLOR]The ground can be tricky or slippery. This can slow movement down and while the Knights prefer the enemies to suffer from such penalties, the Knights themselves do not. They can move freely upon the ground without being forced to make Balance checks to stand or taking movement penalties for difficult ground. This does not allow them to walk on objects they are normally unable to walk on, however, such as water, nor does it grant them any bonus in Balance checks if they are attempting to balance on a narrow ledge or wire. [COLOR=DarkOliveGreen]Battlefield Positions (Su): [/COLOR]Sometimes, allies are just not in a good position, such as one who has inadvertently let himself be surrounded. Or, the Knight needs an ally in a better position, such as when attempting to flank, but there is no one there. Enemies also frequently tend to put themselves into annoying positions, such as archers in trees or leave themselves open for a good shove but no one else is around, such as when they stand a little too close to an open pit. As a Move Action, he may move an ally or enemy up to that creature's movement. This is a Command that the Knight makes to which is immediately followed out. The creature uses it's fastest/easiest mode of movement to move to where it is Commanded, though they cannot go through a creature or object unless the creature is somehow able to. If a creature cannot move to a specific spot, it moves to that stop to the best ability using the movement is has. Despite moving, the creature does not provoke attacks of opportunity. This is usable a number of times per day equal to 1 + the Knight's Intelligence modifier. Those targeted may make Will saves [DC 10 + Knight's level + Int modifier] to avoid being pulled into the new square. Soldiers under the direct command of the Knight suffer a -2 penalty on this save, though few soldiers should willingly go against their officer's will. [COLOR=DarkOliveGreen]Avoidance (Su): [/COLOR]This ability works as the Evasion ability except that the Knight can use this ability no matter what type of armor they are wearing. When attempting to Avoid a spell, the Knight may move up to 5' per two Knight levels in any direction only if there is something to hide behind [This does not provoke attacks of opportunity despite moving through threatening squares, though the Knight still cannot pass through the physical square an enemy is occupying. For a Medium creature, the object to hide behind must be Medium or Larger or a creature Large or Larger. If there is nothing of the sort, the Knight is unable to avoid the attack. [COLOR=DarkOliveGreen]Provoke (Ex): [/COLOR]As a Full-round action, the Knight may strike an opponent just right to open an opponent for attack. This can be to knock him off-balance slightly, lower his shield, anything. The effect of this attack is that it causes the opponent to provoke attacks of opportunity for all allies within 5 feet of the enemy. [/QUOTE]
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