Highborn Knight (3.5e Alternate Class Feature)
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Highborn Knight
Not all knights are hulking brutes smashing through the battlefield in the heaviest of plate, the Highborn Knight represents a more refined, but still resilient and willful, version of the sublime knight. It combine many of the abilities of the Duelist and Swashbuckler, however it comes at the cost of their ability to use heavy armor effectively and battlefield resilience.
Class: Sublime Knight
Level: 1st-20th
Replaces: Hit Dice, Armor Proficiencies, Diehard, Armor Mastery
Benefit: Highborn Knights are not proficient with medium and heavy armor, nor any kind of shield. They possess d10 instead of d12 and have access to the following class features:
Skills: The highborn knight's skill list and skill points changes to the following;
(6 + Int modifier) Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Swim (Str).
Parry (Ex): Highborn Knights often focus on single strikes, parrying away blows to defend themselves. You may choose to conserve one or more of your attacks granted by your BAB in this round. If you do and you are subsequently attacked, you may parry the blow. Roll 1d20 + your conserved attack, this is your new AC which may cause the attack to miss. You may parry after the enemy's attack is made but before damage is rolled. Parrying is a free action, and you may parry up to as many attacks as you possess (up to a maximum of 4 at BAB 16 and over). For example, a 18th level highborn knight has four attacks at +30/+25/+20/+15. He makes two attacks on his turn (+30 and +15) and saves two attacks. During the rest of the round he is attacked with two claws and a bite. He chooses to parry the claws with the +25 and +20 rolls, and cannot parry the bite.
If you possess at least a +2 magic weapon, you may parry ray attacks as well.
Weapon Finesse: A highborn knight start with Weapon Finesse as a bonus feat.
AC Bonus: A 2nd level Highborn Knight adds his Charisma to his AC as long as he wears light or no armor. This bonus is limited by the Max Dex bonus of her armor (if any) and cannot be higher than her class level.
Nobility: At 2nd level your regal nature helps you in social matters. You gain half your class level to Diplomacy, Intimidate, and Knowledge Nobility checks. Nobles generally start out one step more friendly to you than normal if they recognize your title.
Insightful Strike (Ex): A 3rd level Highborn Knight adds his Intelligence modifier to damage roll with melee attacks, this extra damage is precision damage.
Off Guard (Ex): At 4th level, any target you successfully parry not only has their attack foiled, but their stance disrupted. They take a -1 penalty to AC for 1 round, allowing you or allies to take advantage of the opening. At 8th level and every 4 levels beyond, the AC penalty rises by 1.
Improved Parry (Ex): At 10th level, whenever an enemy misses you due to a parry attempt, they immediately provoke an attack of opportunity from you.
Back to Main Page → 3.5e Homebrew → Character Options → Alternate Class Features
Leziadv |
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Author | Leziad + |
Class | Sublime Knight + |
Identifier | 3.5e Alternate Class Feature + |
Rating | Unrated + |
Summary | Not all knights are hulking brutes smashin … Not all knights are hulking brutes smashing through the battlefield in the heaviest of plate, the Highborn Knight represents a more refined, but still resilient and willful, version of the sublime knight. It combine many of the abilities of the Duelist and Swashbuckler, however it comes at the cost of their ability to use heavy armor effectively and battlefield resilience. or effectively and battlefield resilience. + |
Title | Highborn Knight + |