Page 1 of 1
Knightly Orders
Posted: Sun Jul 27, 2008 3:29 pm
by Maxus
In light of my writing up the probably-overdone Knight of the Iron Glacier, I've decided I'm going to take a crack at some others. Here's a couple of knightly orders I could see right now. Here they are.
Green Knight
You're green, the color of robust vitality! Fast Healing equal to half-character level plus your Con bonus. Also, your green blood turns out to be a natural healing liquid. By inflicting a cut on yourself (1 damage), you may yield up a lick of blood for someone, which heals an amount equal to your Fast Healing value--This is a standard action. (Also, anything that successfully bites you gets healed for your Fast Healing value.
Inspiring Knights
You're very impressive, and get a +2 bonus to charisma as you come to accept just how awesome you are. Also, any morale penalty or bonus you hand out has its value increased by 2.
Knight of the Iron Glacier
You're one cold motherfucker. In fact, you're so cold, any armor or clothing you wear gains the special properties of a Rime Hauberk and ices over, gaining an additional 3 AC at the price of 1 point of Armor Check and Armor Stealth penalty. The ice also lets you float in water.
You also get either a magic Ice Aegis, or a Freezing weapon (Book of Gears property) as a badge of office. You're also immune to cold, even if you're stripped naked and dumped out in the arctic.
Re: Knightly Orders
Posted: Mon Jul 28, 2008 3:06 pm
by Bigode
Maxus wrote:-Inspiring Knights: Ideally, what you'd take before you branch out into Marshall or Paladin. I'm thinking of any morale bonus or penalty they hand out being doubled. Or maybe going up by 2. Whatever.
Going up by 2 - it's not even negotiable.
Re: Knightly Orders
Posted: Mon Jul 28, 2008 5:17 pm
by Maxus
Bigode wrote:Maxus wrote:-Inspiring Knights: Ideally, what you'd take before you branch out into Marshall or Paladin. I'm thinking of any morale bonus or penalty they hand out being doubled. Or maybe going up by 2. Whatever.
Going up by 2 - it's not even negotiable.
Well, I did toy with the idea of them being increased by the Knight's Charisma bonus, but, as the Jagerkin say, hokay.
Re: Knightly Orders
Posted: Tue Jul 29, 2008 12:15 am
by Cynic
Bigode wrote:Maxus wrote:-Inspiring Knights: Ideally, what you'd take before you branch out into Marshall or Paladin. I'm thinking of any morale bonus or penalty they hand out being doubled. Or maybe going up by 2. Whatever.
Going up by 2 - it's not even negotiable.
Not even for a whole apple?
Re: Knightly Orders
Posted: Tue Jul 29, 2008 1:22 pm
by Bigode
A_Cynic wrote:Bigode wrote:Maxus wrote:-Inspiring Knights: Ideally, what you'd take before you branch out into Marshall or Paladin. I'm thinking of any morale bonus or penalty they hand out being doubled. Or maybe going up by 2. Whatever.
Going up by 2 - it's not even negotiable.
Not even for a whole apple?
I'm afraid the joke needs explanation.

Re: Knightly Orders
Posted: Wed Jul 30, 2008 1:54 am
by Cynic
Bigode wrote:A_Cynic wrote:Bigode wrote:Going up by 2 - it's not even negotiable.
Not even for a whole apple?
I'm afraid the joke needs explanation.

(shrug) It was a poor Joke. You said it wasn't even negotiable and I tried to think of the silliest thing that I could come up with as a negotiating tool for leverage. My daughter was probably eating an apple?
Re: Knightly Orders
Posted: Wed Jul 30, 2008 2:08 am
by Maxus
A_Cynic wrote:Bigode wrote:A_Cynic wrote:
Not even for a whole apple?
I'm afraid the joke needs explanation.

(shrug) It was a poor Joke. You said it wasn't even negotiable and I tried to think of the silliest thing that I could come up with as a negotiating tool for leverage. My daughter was probably eating an apple?
In those situations, I usually offer a dollar.
Posted: Wed Jul 30, 2008 2:21 am
by JonSetanta
Offer pictures of fat people with colon cancer, fat, colostromy bags, fat, and more fat and say "This is what happens to people that never eat fruit or vegetables."
Posted: Wed Jul 30, 2008 4:40 pm
by Bigode
Cynic: you have a daughter? Always surprising to see someone on an RPG forum have a life.
Sigma: I still prefer smokers avoiding the "this causes sexual impotence" packs.
Posted: Wed Jul 30, 2008 7:21 pm
by Cynic
Bigode wrote:Cynic: you have a daughter? Always surprising to see someone on an RPG forum have a life.
(laughs) As my wife suggests, no, no, I have a daughter ergo I do not have a life.

Posted: Sat Aug 02, 2008 2:28 am
by Maxus
Might as well put this in here, just to keep things neat...
Posted: Wed Sep 17, 2008 7:53 pm
by Maxus
Deathless Knight
You become an undying champion of some noble cause, always ready to wake up if you're ever needed. Must be Good-aligned.
Benefit: You become a Spirit Knight (see below). In addtion to those qualities, you gain the following bonuses and abilities:
Immunity to Turning: As it says.
Aura of Light: You shed bright light as a daylight effect (caster level equal to character level). Any non-good Undead or evil outsiders who enter the radius of this effect take 1d6 + Cha modifier a round. You may suppress or renew this as a swift action.
Undeath to Death: A Deathless Knight has compassion for other Undead. He may use Undeath to Death as a spell-like ability (DC=10 + 1/2 Character Level + Cha bonus) a number of times a day equal to his Charisma bonus, and may select who it targets within the range. The DM is allowed to interpose his hand to save story-important undead, as dramatically appropriate.
Spirit Knight
"I have sacrificed the pleasures of the flesh and postponed my celestial reward, all in the name of my cause. It is a heavy price, but I pay it gladly."
The Spirit Knights are champions of good who undergo a ritual to transform their living flesh into pure Positive Energy. This ritual takes a Miracle (which aren't impossible to come by). Sometimes, though, an adventurer with an unusual devotion to duty and the will to fight on despite death, are just transformed into Spirit Knights upon dying, probably by whatever Celestials or deities who are paying attention to him. They resembles skeletons surrounded by the ghostly image of their living selves. Some of them--especially strong ones and their Paragons--glow with a light that can vary from the light of a torch, to the blaze of the sun.
Type: The character's type changes to Undead and the character's type becomes a subtype with the 'Augmented' modifier. The character also gains the Dark Minded subtype.
Hit Dice: The character's current hit points are unchanged, but all future Hit dice are d12s.
Ability Scores: The character gets a +2 increase to Charisma.
Special Attacks:
Lay on Hands: Each day, the Spirit Knight can touch someone to transfer some of positive energy into them which can heal a number of hit points equal to the Spirit Knight's Charisma modifier times twice his character level. He may choose how much Positive energy he deals out at his discretion, but is still limited by his daily pool of it.
Turn Undead: As a cleric of the Spirit Knight's character level.
Special Qualities: Usual Undead trait, with the following exceptions: The Spirit Knight is still healed by Positive energy and harmed by Negative Energy, and still regains hits points by resting. He has Turn Resistance +4. He is immune to fire and has Cold Resistance 10. He is considered to have a Constitution modifier of +0 for the purposes of Fort Saves, but still technically has no Con score to be increased (although he can buff his saves with save-increasing magic items and feats).
Minimum Character Level: 7
Spirit Knight Paragon
d12 HD (duh)
Good BAB
Good Fort and Will.
Skill Points: 4 + Int Modifier
Skills: Balance, Concentration, Climb, Diplomacy, Heal, Jump, Knowledges (Religion, planes, arcana, nobility, history), Listen, Ride, Sense Motive, Spot, Swim
1 Healing Touch, Searing Light, +1 Caster Level
2 Blade of Light, +1 Caster Level
3 Blaze of Life, +1 Caster Level.
Healing Touch: Any healing effect the Spirit Knight Paragon hands out is treated as if it were under the maximize metamagic, with no increase in spell level. Also, when he successfully uses the Heal skill on someone, they gain 1d6 + 1 HP per character level of the Spirit Knight Paragon.
Searing Light: As a the spell, at will.
Blade of Light: Any weapon the Spirit Knight Paragon wields is infused with light, dealing an additional 2d8 Light damage upon a successful hit, 4d8 to to undead and evil outsiders. This extra damage is not multiplied on a critical hit.
Blaze of Life: The Spirit Knight Paragon is a storehouse of Positive Energy. He directs this fierce blaze contained within him to heal and even to revive the dead.
As a medium-ranged touch attack usable every 1d4 + 1 rounds, he may shoot a ray of positive energy, which heals 12 HP/character level. This ray is so intense and does such a complete job of repairing a character, it may even revive a recently-deceased character, as per a Raise Dead effect simply by restoring HP. At character level 14, the Spirit Knight Paragon's Blaze of Life may provide an effect similar to a Resurrection, but can only be used to this extent once a week. After using Blaze of Life to resurrect someone, it can't be used at all for a week.
Posted: Wed Sep 17, 2008 9:56 pm
by Maxus
Cavalier
"Leeeeerooooyyyy Jeeeenkiiiinnns!"
Any knight worth his spurs is totally unafraid of anything, but most of them still practice reasonable caution. Cavaliers, however, gladly charge headlong and ignore the very real possibility of loss of limb, life, and property. Often from the back of a mount.
Benefits: Cavaliers get +3 to Ride checks, and their mounts are immune to fear. Also, Cavaliers are THE chargers. They have the following options and bonuses when charging:
-His maximum charge distance is triple his or his mount's movement, rather than double.
-A charge attack made with any weapon does double damage upon a successful hit. No, this doesn't stack with double damage already done by using a lance while mounted.
-Gains the Whirlwind combat feat, to be used when running through a crowd of enemies. Not only that, his use of it improves; For the Whirlwind +1, +6, and +16 benefits, and may do one of the following, at his option:
-Roll his attack twice and take the higher result.
-Do triple damage on a succesful hit.
-Trip attempt on anyone he hits.
-When doing the +6 or +16 maneuvers, he may move an additional move increment. So for the +6, he may move double his movement, and for the +16, he may move triple (as he would during a normal (for him) charge).
Posted: Wed Sep 17, 2008 10:44 pm
by Cynic
Maxus wrote:SPIRIT KNIGHT other stuff
Special Qualities: He is considered to have a Constitution modifier of +0 for the purposes of Fort Saves.
Does that mean that a lv/3 con item modifies their con score by whatever?
~
Cavalier's WHirlwind bonus feat. Does that mean he can move basically four times as much if he wants at lv +16?
So technically the typical horse which moves 80 will be able to move 240 and then another 360, when it's carrying it's Cavalier? Jeebus?
~
BTW: I just noticed something about whirlwind. According to the tomes, It can be done with a bow.
Posted: Wed Sep 17, 2008 11:18 pm
by Maxus
Okay, tried to clarify stuff.
It's been a looooong day...
Bonus: