Changes

Jump to: navigation, search

Gate Knight (3.5e Class)

142 bytes added, 03:51, 2 September 2010
Class Features: Erratta
'''{{Anchor|[[Endurance]]}}:''' At 3rd level a Gate Knight's toughness grants him the [[Endurance]] feat.
'''{{Anchor|Dark Burst}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level a Gate Knight learns how to take the power of his dark blow and put it into an explosive burst of negative energy. Once per day, he may use a Dark Blow and cause the extra damage damage from Dark Blow to explode outward and deal damage to all creatures within 30 a 20 ft. radius burst of the gate knight as negative energy, in addition to dealing the normal damage to the target. All creatures caught in the area are entitled to a Will save for half damage, at a DC of 10 + 1/2 class level + [[Wis]] modifier. The Gate Knight is unaffected, but his target takes both the damage from dark blow and the damage from dark burst. A Gate Knight can exclude a number of targets (such as allies) up to their [[Wisdom]] modifier if they so choose. If the Gate Knight misses with this attack, the dark burst still goes off as normal. Every 4 levels the Gate Knight may perform this an additional time per day.
'''{{Anchor|Death Sight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level the Gate Knight is so used to observing the flow of life and death within himself that he becomes aware of the lives of others. He gains the constant effects of a [[SRD:Deathwatch|Deathwatch]] spell.
'''{{Anchor|[[SRD:Diehard|Diehard]]}}:''' At 5th level a Gate Knight's toughness grants him the [[SRD:Diehard|Diehard]] feat.
'''{{Anchor|Durability}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Gate Knight's self-injuries have granted him considerable durability against harm. He gains his class level as DR against nonlethal damage. For example, a 13th level Gate Knight has DR 13/lethal. In addition, when at negative hit points but not dead, a gate knight may take a full round worth of actions, as opposed to the single actions permitted by the Die Hard feat. Doing so reduces the gate knight by 2 hit points (such as if you performed two move actions). As normal for Die Hard, the gate knight dies when he reaches -10.

Navigation menu