Force Knight (Apath)

From Action
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

The force knight has a gift for force fields, and is able to create armor and weapons out of shining force rather than steel. The force knight is a martial artist of the Way of Force.

Class Information

This is a force armor archetype, a chevalier armed in force.

Publisher: Purple Duck Games.

Starting Money: 2d6 × 10 gp (average 70 gp)

Hit Die: d10.

Class Abilities

The following class abilities are affected by this archetype:

Weapon and Armor Proficiency

Force knights are proficient with all simple weapons and with the falchion, glaive, lance, light hammer, light pick, longsword, lucerne hammer, rapier, scimitar, scythe, and short sword. They are not proficient in any armor or shields.

Force Armor (Su)

A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 4, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can be affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as heavy armor to abilities that require or work with armor and suffers a 25% chance of arcane spell failure.The armor created by force knights looks like a transparent image of normal armor. It provides an armor bonus of +7.

Force Knight Block (Su)

While under force armor, the force knight adds a +2 shield bonus to armor class. This is considered force armor, and improves by +1 for every 4 levels (+2 at levels up to 3, +3 at levels 4-7, +4 at levels 8-11 and so on). The force knight must have one hand free, and he cannot carry a shield or two weapons when using this ability, not can he use a weapon in two hands. He may momentarily use the off hand for things like somatic components or drawing and throwing a weapon in the same round. This ability counts as a shield to abilities that require a shield.

Force Barding (Sp)

At 4th level, the force knight can use mage armor as a spell-like ability once per day as a sorcerer of his class level, but only to affect his mount. He can use this ability an additional time per day for every 4 class levels after level 4. This replaces the Expert Trainer ability cavaliers normally gain at level 4.

Force Weaponry (Su)

At 6th level, the force knight can create any weapon he is proficient with out of force as a swift action. The weapons come with accessories such as ammunition, sheathes, and quivers. Such weapons work identically to masterwork weapons in most respects. They cannot be sundered and have the ghost touch property. If dropped, thrown, or shot, they disappear at the end of the force knight’s turn. They are considered magic weapons for the purpose of what they can harm but have no bonus to damage.

If a force knight repeatedly creates a specific weapon, that weapon is considered to be the same from time to time and can be enchanted as a magic weapon. Two identical weapons created this way would have to be enchanted separately. Ammunition created cannot be enchanted this way.

This replaces the bonus feat cavaliers normally gain at level 6.

Table: Force Knight

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Challenge 1/day, force armor, force knight block +2, mount, order, tactician
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Cavalier's charge
4th +4 +4 +1 +1 Challenge 2/day, force barding, force knight block +3
5th +5 +4 +1 +1 Banner
6th +6/+1 +5 +2 +2 Force weaponry
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Force knight block +4, order ability
9th +9/+4 +6 +3 +3 Greater tactician
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Mighty charge
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge, force knight block +5
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater banner
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day, force knight block +6
17th +17/+12/+7/+2 +10 +5 +5 Master tactician
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Force knight block +7, supreme charge

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency
  • Expert Trainer
  • Bonus feat at level 6
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.