Griffon Knight
Mar 31, 2014 8:42:04 GMT
Post by Adele on Mar 31, 2014 8:42:04 GMT
Prerequisites
Base Attack Bonus: +6
Skills: Handle Animal 9 ranks, Ride 9 ranks
Feats: Animal Affinity, Mounted Combat
Special: Must be knighted, must be a follower of Suriel and must have the ability to gain a paladin mount without having yet chosen one. Cannot have or take levels in other Knight Prestige Classes. [Knight, Aegis Knight, Knight of Belzemoth]
Class Skills: The Griffon Knights class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Hit Die: d10.
Skill points at each level: 2+ Int modifier
Weapon and Armour Proficiency: Griffon Knights gain no new weapon or armour proficiency’s
Special: Griffon Knight levels stack with Paladin levels when defining bonuses for Lay on Hands, Turn Undead, and Smite Evil. Griffon Knights continue standard Paladin Spell Progression, and Griffon Knight levels Stack in terms of Caster level for these spell progressions. In addition, Griffon Knights may freely multiclass back and forth between Griffon Knight and Paladin at any time.
Griffon Mount: The Griffon Knight receives a specially bonded Griffon Mount. The Griffon receives Empathic Link, Share Spells, Share Saving Throws, and Improved Evasion to reflect its Divine link with the Griffon Knight; however, it receives no additional progression beyond this.
Blessing of the Sun I: Once per day at second level, the Griffon Knight can call forth a ray of glorious light. This mimics the effects of the Searing Light spell cast with an effective level equal to the Griffon Knight's total hit die. This ability can be used an additional time at Third level.
Hammer of Dawn(Sp): By spending a Turn Check, a Griffon Knight can enchant the chosen weapon of Suriel or a weapon like it in the light of dawn. This bears the effect of casting “Daylight” with an effective caster level of your normal paladin spells, and must be used on a hammer.
Merciful Smite: When using a smite attack, a Griffon Knight may choose that the extra smite damage is subdual rather than lethal. This only affects the extra smite damage, and does not change the lethality of the regular hit.
Blessing of the Sun II: The Griffon Knight is at the forefront of Suriels battles. Their effective turning level becomes their total amount of Paladin and Griffon Knight levels combined, without any penalties despite the Paladins weaker turning ability. In addition, once per day, the Griffon Knight may change a single turn check into a Greater Turn check, as per the Sun Domain ability.
Additional Smiting: At 3rd and 5th level, the Griffon Knight can use any existing smite ability an additional time per day.
Hands of Mercy: Blessed with the very mercy of Suriel, the Griffon Knight gains various abilities with their Lay on Hands ability. First, for every point used to recover hp, and target other than the Griffon Knight recovers two hit points or deals twice the amount of damage to undead creatures. Secondly, they can spend 10 point to restore one point of ability damage. Lastly, the Griffon Knight can spend 20 points to heal a target of poison or disease
Hammer of Sun: Wielding their Hammer of Dawn, a Griffon Knight can focus the light of the weapon into it’s true potential. Once per day, as a Swift Action, the Griffon Knight may exchange 10 minutes of their Hammer of Dawn ability to grant their hammer a +1 Magical enhancement and the ability to deal an extra 1d6 Holy damage. If fighting undead, this becomes a +2 Bonus and deals an additional 1d10 points of Holy Damage. The Griffon Knight may choose to extend this magical effect by spending additional time from their Hammer of Dawn ability (10 Minutes / Additional Round), but they must choose to do so when they first activate the Hammer of Sun ability.
Merciful Retribution: The Griffon Knight utilizes the mercy of Suriel to further hamper their foes in battle. Each time the Griffon Knight successfully hits on a Smite Attack, they deal an additional amount of damage equal to the amount of damage last taken from that enemy – up to one point per Paladin and Griffon Knight Level. This damage is subdual unless it strikes against an undead foe, in which case it is considered Holy Damage.
Base Attack Bonus: +6
Skills: Handle Animal 9 ranks, Ride 9 ranks
Feats: Animal Affinity, Mounted Combat
Special: Must be knighted, must be a follower of Suriel and must have the ability to gain a paladin mount without having yet chosen one. Cannot have or take levels in other Knight Prestige Classes. [Knight, Aegis Knight, Knight of Belzemoth]
Class Skills: The Griffon Knights class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Hit Die: d10.
Skill points at each level: 2+ Int modifier
Weapon and Armour Proficiency: Griffon Knights gain no new weapon or armour proficiency’s
Special: Griffon Knight levels stack with Paladin levels when defining bonuses for Lay on Hands, Turn Undead, and Smite Evil. Griffon Knights continue standard Paladin Spell Progression, and Griffon Knight levels Stack in terms of Caster level for these spell progressions. In addition, Griffon Knights may freely multiclass back and forth between Griffon Knight and Paladin at any time.
Level | BAB | Fortitude | Reflex | Will | Special |
1 | +1 | +2 | +0 | +0 | Griffon Mount Blessings of the Sun I |
2 | +2 | +3 | +0 | +0 | Hammer of Dawn Merciful Smite |
3 | +3 | +3 | +1 | +1 | Blessings of the Sun II +1 Smite/Day |
4 | +4 | +4 | +1 | +1 | Hands of Mercy Hammer of Sun |
5 | +5 | +4 | +1 | +1 | Merciful Retribution +1 Smite/Day |
Griffon Mount: The Griffon Knight receives a specially bonded Griffon Mount. The Griffon receives Empathic Link, Share Spells, Share Saving Throws, and Improved Evasion to reflect its Divine link with the Griffon Knight; however, it receives no additional progression beyond this.
Blessing of the Sun I: Once per day at second level, the Griffon Knight can call forth a ray of glorious light. This mimics the effects of the Searing Light spell cast with an effective level equal to the Griffon Knight's total hit die. This ability can be used an additional time at Third level.
Hammer of Dawn(Sp): By spending a Turn Check, a Griffon Knight can enchant the chosen weapon of Suriel or a weapon like it in the light of dawn. This bears the effect of casting “Daylight” with an effective caster level of your normal paladin spells, and must be used on a hammer.
Merciful Smite: When using a smite attack, a Griffon Knight may choose that the extra smite damage is subdual rather than lethal. This only affects the extra smite damage, and does not change the lethality of the regular hit.
Blessing of the Sun II: The Griffon Knight is at the forefront of Suriels battles. Their effective turning level becomes their total amount of Paladin and Griffon Knight levels combined, without any penalties despite the Paladins weaker turning ability. In addition, once per day, the Griffon Knight may change a single turn check into a Greater Turn check, as per the Sun Domain ability.
Additional Smiting: At 3rd and 5th level, the Griffon Knight can use any existing smite ability an additional time per day.
Hands of Mercy: Blessed with the very mercy of Suriel, the Griffon Knight gains various abilities with their Lay on Hands ability. First, for every point used to recover hp, and target other than the Griffon Knight recovers two hit points or deals twice the amount of damage to undead creatures. Secondly, they can spend 10 point to restore one point of ability damage. Lastly, the Griffon Knight can spend 20 points to heal a target of poison or disease
Hammer of Sun: Wielding their Hammer of Dawn, a Griffon Knight can focus the light of the weapon into it’s true potential. Once per day, as a Swift Action, the Griffon Knight may exchange 10 minutes of their Hammer of Dawn ability to grant their hammer a +1 Magical enhancement and the ability to deal an extra 1d6 Holy damage. If fighting undead, this becomes a +2 Bonus and deals an additional 1d10 points of Holy Damage. The Griffon Knight may choose to extend this magical effect by spending additional time from their Hammer of Dawn ability (10 Minutes / Additional Round), but they must choose to do so when they first activate the Hammer of Sun ability.
Merciful Retribution: The Griffon Knight utilizes the mercy of Suriel to further hamper their foes in battle. Each time the Griffon Knight successfully hits on a Smite Attack, they deal an additional amount of damage equal to the amount of damage last taken from that enemy – up to one point per Paladin and Griffon Knight Level. This damage is subdual unless it strikes against an undead foe, in which case it is considered Holy Damage.