Aegis Knight
Mar 31, 2014 5:23:43 GMT
Post by Adele on Mar 31, 2014 5:23:43 GMT
The Order of the Aegis was originally founded as an interfaith militant order dedicated to protecting pilgrims and the holy places they visited. While the modern age has them as more general defenders of good and righteousness, their old ways often shine through; they fight with zeal of a Galathan, as as Vigilant as any Anvarollite, have the Mercy of a Suriellite, and Wisdom of fitting of any follower of the Seer, regardless of their actual faith...
Prerequisites
Base Attack Bonus: +4
Feats: Surgeon Hands
Skills: 6 ranks in Heal, 3 ranks in Knowledge (Religion) and 6 ranks in Ride.
Special: Must be Lawfully Good aligned. Character must be Knighted in game. Cannot have or take levels in other Knight Prestige Classes. [Knight, Griffon Knight, Knight of Belzemoth]
Class Skills: The Aegis Knight’s class skills (and key abilities for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nobility and Royalty) (Int),
Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int Modifier
Hit Die: d10
Weapon and Armour Proficiency: Aegis Knights gain no new weapon or armour proficiency’s.
Special: Paladins who multiclass into Knight of the Aegis are able to freely class back into Paladin at any time. In addition, Knight of the Aegis levels stack with Paladin levels in terms of Lay on Hands, Turn Undead, and Smite ability modifiers.
Sacred Defense(Su): The Aegis Knights are well known for their masterful ability to protect their charge, whatever it may be, against any and all harm. Aegis Knights receive their Charisma modifier as a bonus to Armour Class. In addition, the Aegis Knight may transfer or split this bonus to AC amongst themselves and one ally in sight up to medium range (110’+10’ per level of Aegis Knight). This counts as a Sacred bonus in terms of stacking with other bonuses to AC.
Smite Evil (Su): At 2nd level, the Aegis Knight gains the ability to smite evil once per day. This functions identical to the paladin ability of the same name. At 4th level, the Aegis Knight can smite an additional time per day.
Uncanny Dodge (Ex): Starting at 2nd level, an Aegis Knight can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an Aegis Knight already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Hands of the Healer(Ex): The Aegis Knights receive special blessings from their divine orders that permit them the opportunity to heal ailments which normally can only be healed by powerful magic. These abilities can individually be used 1/day/target. The time it takes to use each ability is listed next to the DC of the heal check. You may not take 10 or 20 on these checks. The following special healing options are available:
Harm’s Way: Starting at 3rd level, the knight may elect to place himself in the path of danger to protect her single charge. Any time you are within 5’ of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.
Improved Uncanny Dodge (Ex): An Aegis Knight of 4th level or higher can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Stunning Smite(Su): The Aegis Knight’s smite ability is charged with additional divine potency of their combined order. Every smite of an Aegis Knight acts like a “Stunning Strike” requiring a Will Save DC (10 + 1/2 Characters Level + Wisdom Modifier).
Righteous Zeal(Su): An Aegis Knight can call upon the power of the gods to help them strike down their enemies. Once per day as a swift action, an Aegis Knight can use a Smite Evil attempt to channel divine energy into their bodies, giving them a +4 to Strength and a +4 to Charisma for a number of rounds equal to (5+New Charisma Modifier).
Prerequisites
Base Attack Bonus: +4
Feats: Surgeon Hands
Skills: 6 ranks in Heal, 3 ranks in Knowledge (Religion) and 6 ranks in Ride.
Special: Must be Lawfully Good aligned. Character must be Knighted in game. Cannot have or take levels in other Knight Prestige Classes. [Knight, Griffon Knight, Knight of Belzemoth]
Class Skills: The Aegis Knight’s class skills (and key abilities for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nobility and Royalty) (Int),
Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int Modifier
Hit Die: d10
Weapon and Armour Proficiency: Aegis Knights gain no new weapon or armour proficiency’s.
Special: Paladins who multiclass into Knight of the Aegis are able to freely class back into Paladin at any time. In addition, Knight of the Aegis levels stack with Paladin levels in terms of Lay on Hands, Turn Undead, and Smite ability modifiers.
Level | BAB | Fortitude | Reflex | Will | Special |
1 | +1 | +2 | +0 | +0 | Sacred Defense |
2 | +2 | +3 | +0 | +0 | Smite Evil 1/Day Uncanny Dodge |
3 | +3 | +3 | +1 | +1 | Hands of the Healer Harm's Way |
4 | +4 | +4 | +1 | +1 | Smite Evil 2/Day Imp. Uncanny Dodge |
5 | +5 | +4 | +1 | +1 | Stunning Smite Righteous Zeal |
Smite Evil (Su): At 2nd level, the Aegis Knight gains the ability to smite evil once per day. This functions identical to the paladin ability of the same name. At 4th level, the Aegis Knight can smite an additional time per day.
Uncanny Dodge (Ex): Starting at 2nd level, an Aegis Knight can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an Aegis Knight already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Hands of the Healer(Ex): The Aegis Knights receive special blessings from their divine orders that permit them the opportunity to heal ailments which normally can only be healed by powerful magic. These abilities can individually be used 1/day/target. The time it takes to use each ability is listed next to the DC of the heal check. You may not take 10 or 20 on these checks. The following special healing options are available:
- Cure Ability Damage: Heal Check, DC 15 (Standard Action): 1 point of ability damage is cured per check. This can be used separately for each type of ability damage on a single target, and 1 additional point of that ability damage is healed for every 5 points over 15 you achieve.
- Cure Poison: Heal Check, DC 15 (Standard Action): This completely removes a poison from a target's body. It does not replace their normal saving throw.
- Cancel effect of one Stat-damaging spell: Heal Check, DC 15 (Standard Action): This can be used to cancel the effect of many different spells. The DC is 15 or the save DC against the spell, whichever is higher (for targeted spells like Ray of Enfeeblement, the DC is always 15).
- Cure Curse: Heal Check, DC 20 (Full Day): You cure a curse as a caster of your level of Aegis Knight, +1 level per 5 points over 20 you achieve on your skill check.
- Remove Blindness/Deafness: Heal Check, DC 25 (Full Day): You are able to remove blindness or deafness from a single target. You must make a separate check (and use a separate day) for blindness and deafness if both afflict the target.
- Prevent Energy Drain: Heal Check, DC 30 (Special, See text): You can prevent energy drain that would normally cause a character to lose a level. This type of check must be made within the 24 hours before the character checks to see if Energy Drain is permanent. If you fail the DC 30, but beat a DC of 20, you still provide a +2 bonus to the characters check for avoiding permanent energy drain.
- Remove Ability Drain: Heal Check, DC 30 (Special, See text): You can remove one point of ability drain by taking one day and rolling a successful heal check. You may only use this ability once on a target for every ability score, per encounter in which they get ability drained. Again, 1 additional point of damage is healed for every 5 points over 30 you achieve.
Harm’s Way: Starting at 3rd level, the knight may elect to place himself in the path of danger to protect her single charge. Any time you are within 5’ of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.
Improved Uncanny Dodge (Ex): An Aegis Knight of 4th level or higher can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Stunning Smite(Su): The Aegis Knight’s smite ability is charged with additional divine potency of their combined order. Every smite of an Aegis Knight acts like a “Stunning Strike” requiring a Will Save DC (10 + 1/2 Characters Level + Wisdom Modifier).
Righteous Zeal(Su): An Aegis Knight can call upon the power of the gods to help them strike down their enemies. Once per day as a swift action, an Aegis Knight can use a Smite Evil attempt to channel divine energy into their bodies, giving them a +4 to Strength and a +4 to Charisma for a number of rounds equal to (5+New Charisma Modifier).