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PostSubject: Local Hell Knight   Thu Sep 27, 2012 8:35 pm



Cyryir Male Sulis Caviler/Hell Knight Order of the Nail Paralictor Lv 13 6 cav/7 Hell
Lawful Good Medium humanoid
Init 3; Senses Low-Light Vision Perception +7
Defense-
AC 29, touch 16, flat-footed 26 (+11 armor, + 3Dex, +2 shield, Bracers +3) DR 3
Resolute: convert 2 points of lethal to non-lethal damage
Energy Resistance 5: Sulis have resistance to acid 10, cold 5, electricity 5, and fire 5.
hp 134 (13d10+32)
Fort +9, Ref +4, Will +4
Offense
Speed 30 ft.
Melee +19/14/9
Ranged +16/11/6
Special Attacks- Magical Racial Traits Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Disciplines-
Onslaught (Su; Order of the Nail): Once per day as a free action, a Hellknight increases his base speed by +10 feet and gains a +4 bonus to his Strength for 1 round. If the Hellknight is mounted, these bonuses also apply to his mount.
Fearsomeness (Ex; any order): A Hellknight who uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.
Challenge (Ex) Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Order of the Shield-Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

Challenge: Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Resolute (Ex) At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Cavalier’s Charge (Ex) At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Expert Trainer (Ex) At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Banner (Ex) At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Spell-Like Abilties (CL th; concentration +)
Aura of Law (Ex) The power of a Hellknight’s aura of law (see the detect law spell) is equal to his total character level.
Detect Chaos (Sp) This ability functions like a paladin's detect evil ability, save that it detects chaos.
Smite Chaos (Su) This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Discern Lies (Sp) At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Hellknight Armor (Ex) At 2nd level, a Hellknight earns the right to wear Hellknight armor (below). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.
Force of Will (Ex) At 3rd level, a Hellknight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm. At 6th level, the Hellknight chooses another subschool or descriptor to gain a +2 bonus on his Will save against, and the bonus provided by his first selection increases to +4.
Lawbringer (Ex) At 7th level, a Hellknight’s attacks are treated as lawful for overcoming damage reduction.
Tactics

Statistics
Str 24 , Dex 16 , Con 14 , Int 12, Wis 10, Cha 10
Base Atk +13/8/3; CMB +5; CMD 17
Feats Boon Companion, Skill Focus(Ride), Skill Focus( Intimidate), Mounted Combat, Ride-by Attack, Spirited Charge, Cornugon Smash, Power Attack,
Tactician- Duck and Cover,

Skills Handle Animal+ 13, Intimidate+ 19, Ride+ 22, Knowledge (local)+ 7, Sense Motive+ 9, Perception + 7
Languages Common, Auran, Draconic
Mount- Brass Dragon, Young Adult
Combat Gear
Adamantine Hellknight Acid Resistance Plate+2 These distinctive suits of armor are a special type of masterwork full plate that, when worn by a character with levels in the Hellknight prestige class, grants additional effects. Price 37,000 gp Armor Bonus +9 Max Dex +3 Armor Check Penalty (ACP) –3 Arcane Spell Failure Chance 35% Speed (30 ft.) 20 ft.2 Speed (20 ft.) 15 ft.2 Weight 50 lbs. Energy Resistance Acid 10

Adamantine Transformative Merciful Flaming Lance + 5

Adamantine Dancing Falchion +2
Scabbard of Keen Edges x2 50 minutes for each cast
Brooch of Shielding
Bracers of Armor + 3
Ring of Force Shield-This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Ring of Invisibility- By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Belt of Giant Strength + 4
Boots of Speed


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