Difference between revisions of "Knight Protector"
Line 28: | Line 28: | ||
| Reflex = High | | Reflex = High | ||
| Will = High | | Will = High | ||
− | | Special1 = [[Protective Aura]] | + | | Special1 = [[Protective Aura I]] |
− | | Special2 = [[Guarding the Lord]] | + | | Special2 = [[Guarding the Lord]] x3/day |
| Special3 = [[Frantic Reactions]] | | Special3 = [[Frantic Reactions]] | ||
− | | Special4 = | + | | Special4 = [[Protective Aura II]] |
| Special5 = [[All-Out Assault]] | | Special5 = [[All-Out Assault]] | ||
| Special6 = [[Poison Resistance III]] | | Special6 = [[Poison Resistance III]] |
Revision as of 21:51, 9 November 2017
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Knight Protector | |
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Hit Die | d8 |
Skills | 4 + INT |
Proficiencies | None |
Class Skills | Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (Local), Knowledge (Nobility), Listen, Parry, Ride, Search, Sense Motive, Spot, Swim |
Requirements | |
Feats | Feint, Two Weapon Fighting, Weapon Focus in Dagger or Kukri |
Skills | Bluff 8, Sense Motive 6 |
Other | The candidate must defeat an opponent with a CR equal to his character level in single combat using one or more daggers, kukris, or punching daggers in any combination as his only weapons. |
Source: Complete Warrior, p. 55 |
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- "Invisible Blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible Blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal. Thus, invisible blades are rarely impressed by how mighty their opponents appear. An invisible blade specializes in fighting with the dagger, kukri, or punching dagger. He is not penalized for using other weapons with which he is proficient, but every class ability he possesses is tied into using one of these three weapons." -- Complete Warrior
Class Features
Level | BAB | Fortitude | Reflex | Will | Special |
---|---|---|---|---|---|
1 | +1 | +0 | +2 | +2 | Protective Aura I |
2 | +2 | +0 | +3 | +3 | Guarding the Lord x3/day |
3 | +3 | +1 | +3 | +3 | Frantic Reactions |
4 | +4 | +1 | +4 | +4 | Protective Aura II |
5 | +5 | +1 | +4 | +4 | All-Out Assault |
Protective Aura
At 1st level, the Protector gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Protector, only to their allies. At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.
Guarding the Lord
Beginning at 2nd level, the Protector can protect one selected ally within 30 feet. This protection acts as the Shield Other spell cast at the Protector’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Protector takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.
Frantic Reactions
At 3rd level, the Protector can rush across the battlefield and defeat the enemies plaguing their allies. This translates to a 10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.
All-Out Assault
At 5th level, the Protector can concentrate for a round and focus their strength, making all of their melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Protector takes 10 points of damage from the incredible strain. This ability can be used once per day.
The 10 points of damage are Magical, so a damage reduction of 10 Magical will prevent this 30 points of damage. Only some damage modifiers are maximized: Physical damage modifiers (additional bludgeoning, piercing, and slashing) are maximised. non-Physical damage modifiers (e.g. Cold, Magical, Acid) are not maximised. Sneak attack damage is not maximised.