Xilocent Sword-Knight (Pathfinder Class)

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Sword-Knights

The Sword-Knights are the most common in the ranks of the Xilocent knights. Together with their dragon companion they fight on the front lines to protect towns and villages, they are often sent out to deal with troublesome creatures causing issues for towns or villages. The Sword-Knight uses their magic to buff and protect themselves or their dragon companion during the fight. They focus on Strength and Constitution to be able to take and deal damage. Most recruits choose this path of knight. Some Sword-Knights have even mastered riding their dragons to become fearsome and deadly calvary.

Making a Sword-Knight

When creating a Sword-Knight your role can be tank or close combat damage.

Abilities: Strength, Constitution, Charasma.

Races: Any.

Alignment: Non-Evil.

Starting Gold: 6d6 x10.

Starting Age: 16.

Table: Sword-Knight

Hit Die: d12

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
01st2nd3rd4th5th
1st+0+2+0+2 Oath, Dragon Bond, Dragon Meld, Favored Enemy (Dragon), Light-saber. 1
2nd+ 1+3+0+3 Spell-Combat, Spellstrike 1
3rd+2+3+1+3 Dragon Presence, Armor Training. 21
4th+3+4+1+4 Frightful Presence, Mounted Combat 21
5th+3+4+1+4 Favored attack. 21
6th+4+5+2+5 Bonus Feat, Ride-by Attack 321
7th+5+5+2+5 Dragon's Bane Poison, 321
8th+6/+1+6+2+6 Bonus Feat 321
9th+6/+1+6+3+6 Dragon's Charge 4321
10th+7/+2+7+3+7 Bonus Feat 4321
11th+8/+3+7+3+7 4321-
12th+9/+4+8+4+8 Bonus Feat 4431-
13th+9/+4+8+4+8 4431-
14th+10/+5+9+4+9 Bonus feat, Greater Spell-Combat 4431-
15th+11/+6/+1+9+5+9 4442-
16th+12/+7/+2+10+5+10 Bonus Feat, Counterstrike 4442-
17th+12/+7/+2+10+5+10 4442-
18th+13/+8/+3+11+6+11 Bonus Feat 4443-
19th+14/+9/+4+11+6+11 Armor Mastery 4443-
20th+15/+10/+5+12+6+12 Bonus Feat 4443-

Class Skills 5 + Int modifier per level, ×4 at 1st level)
Craft, Diplomacy, Intimidate, Knowledge Arcana, Knowledge Nature, Perception, Profession, Sense Motive, Spellcraft. Sword-Knight- Climb, Survival, Swim. Hunter-Knight- Disguise, Escape Artist, Stealth. Mage-Knight- Knowledge Planes, Use magic device, Linguistics.

Class Features

All of the following are class features of the Xilocent Knight.

Weapon and Armor Proficiency: Medium Armor and Heavy Armor, Simple and Martial Weapons. (Not proficient with shields).

Oath: Knight Oath goes as follows, I (character name) do hereby swear too kill any evil dragon plaguing my respective land, I swear to always help a person in need and ask nothing in return unless the respected persons has questionable motives. On my honor as a Knight of Xilocent, I hereby declare I will accept any duel from someone who is my equal(if the opponent is superior the Knight may back down or flee if necessary). If the opponent is inferior to my skills, I will give them the option to back away first or flee if necessary. If I am outmatched I will not take up arms unless need be. I also swear to help the helpless, no matter who they might be and lay down my life if need be. May my armor fall to the floor and remain as heavy as stone should I break my oath.

Dragon Bond: This a rituial that take 1 hour to preform. when your dragon hatches you and ur dragon must make a cut mark on each of your hands. Next you place the cuts against each other then enter a medative state. While in this state your dragons blood will start to flow into your body. During this process your eyes will change to the same as your dragons, your teeth become sharper and in small areas on your body your skin turns into scales of your dragon. This rituial is painful for the Knight and after its preformed the knight becomes exhausted but gains some new abilities. 1. The Knight gains Immunitys and Vulnerabilitiyes of thier dragon compainion. 2. The Knight gains a breath attack equal to that of thier dragons. 3. The knight's lifespan increases to that of their dragons. 4. the Knight can cast any spell its bonded dragons knows equal to that of the dragon.

Dragon Meld: After the ritual is preformed the knight and the dragon has the ability to meld into one being temporarily. The Knight gains the Half-Dragon Template and temporary Hit-Points equal to the dragons hit dice. This Meld lasts for 1 hour or until canceled or the knight is knocked unconscious. When the meld ends the Knight take a -1 to their CON score that cant be healed magically. The knight also has the ability to Meld with other willing dragons but takes a -3 CON instead of the -1.

Favored Enemy (Dragon): Due to their extensive study of their foe and training in the proper techniques for combating Dragons, the Knight gains a plus 3 bonus on bluff, listen, sense motive, spot, and survival checks against Dragons. Likewise he gets a plus 3 bonus on weapon damage rolls against Dragons. At 7th level the effects are increased by an additional plus 1. At 14th, it is increased by an additional plus 4. So at level 1 its +2,+2. At level 7 its +4,+4, and at level 14 its +8,+8.

Energy-Blade The sword knights are given a special melee weapon known as an energy blade it can cut through almost any substance besides adamantine. The energy-Blade beam can be wielded as a light weapon. Note that it is always considered a light weapon, regardless of its relative size to the wielder. When used this way, the standard energy-blade deals 2d8 damage, and has a critical threat range of 19-20 and a critical multiplier of ×3. It is considered a force effect, and is automatically considered magical for all purposes, even though it has no enhancement bonus. Additionally, it ignores 3 hardness per character level of the wielder. If it strikes refined adamantine, it shorts out, deactivating it immediately and making it unable to be reactivated for 1d4 rounds. This also applies if the energy-blade is used to attack a creature wearing adamantine armour or carrying an adamantine shield of at least masterwork quality, or when striking a creature made mostly of adamantine.


Spell-Combat At 2nd level, a knight learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the knight must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A knight can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike At 2nd level, whenever a knight casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a knight can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the knight makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Armor Training Starting at 3rd level, the knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Mounted Combat The knight may ride his dragon companion if it is large enough, the knight also gains the following benefits. Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Ride-by Attack When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Dragon's Charge At 9th level, a knight learns to make more accurate charge attacks while mounted. The knight receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the knight does not suffer any penalty to his AC after making a charge attack while mounted.

Greater Spell-Combat At 14th level, the knight gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike At 16th level, whenever an enemy within reach of the knight successfully casts a spell defensively, that enemy provokes an attack of opportunity from the knight after the spell is complete. This attack of opportunity cannot disrupt the spell.

Armor Mastery At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor.


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