Difference between revisions of "Monster Knight (Apath)"

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{{Apath}}
 
{{Apath}}
''A monster master has a pact with a supernatural creature that is of this world. While still a powerful summoner, the monster master's eidolon is not an extra-dimensional creature but native to this world.
+
A monster knight combines the fighting ability of the cavalier with the eidolon of a summoner.
 +
 
 +
==  Background ==
 +
A monster knight is a martial character that has a pact with a powerful supernatural creature, called an eidolon mount. The monster knight and his eidolon makes a perfect fighting team, each complimenting the abilities of the other. The pact between them is at the core of their lives, and is often the result of a momentous event or heritage. Some eidolon mounts have been longstanding allies of the summoner's family for generations, for others the bond happened at birth, because of an astrological conjunction, or a chance meeting.
 +
The monster knight is not a mage. Besides the bond to the eidolon mount, the monster knight has little magic; no spells and few supernatural abilities. Rather than arcane students, summoners-at-arms are warriors touched by magic.
  
 
== Class Information ==
 
== Class Information ==
This is a [[Hybrid Class (Apath) | hybrid class]], a combination of  [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] and  [http://www.d20pfsrd.com/classes/base-classes/cavalier cavalier].
+
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype with many of the traits of a [http://www.d20pfsrd.com/classes/base-classes/cavalier cavalier].
  
'''Hit Die:''' d10.
+
'''Publisher:
 +
Everyman Gaming.
 +
 
 +
'''Hit Die:''' d8.
  
 
=== Class Skills ===
 
=== Class Skills ===
Bluff (Cha),
+
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Climb (Str),
 
Craft (Int ),
 
Diplomacy (Cha),
 
Handle Animal (Cha),
 
Intimidate (Cha),
 
Knowledge (Arcana) (Int),
 
Knowledge (Nature) (Int),
 
Knowledge (Nobility) (Int),
 
Knowledge (Planes) (Int),
 
Perform (Cha),
 
Profession (Wis),
 
Ride (Dex),
 
Sense Motive (Wis),
 
Survival (Wis),
 
Swim (Str),
 
  
 
'''Skill points per level:''' 4 + Int mod
 
'''Skill points per level:''' 4 + Int mod
  
 
== Class Features ==
 
== Class Features ==
These are all of the class features of the monster master.
+
The monster knight has all the summoner's class features, except as noted.
 
 
=== Challenge ===
 
This is the same as the cavalier ability of the same name.  
 
  
=== Monster Ally ===
+
=== Weapon and Armor Proficiency ===
A monster master begins play with the services of a powerful creature called an monster ally. This is the same as the summoner's eidolon ability except as noted here.  
+
Summoners-at-arms are proficient with all simple and martial weapons, with all armor (heavy, light, and medium) and with shields (except tower shields).
  
The monster ally formed a pact with the monster master for reasons that need not be entirely clear but is often a matter of shared ancestry.
+
=== No Spells ===
 +
Monster knights cannot cast spells, do not have a caster level, and cannot use spell trigger and spell completion magic items except by using the Use Magic Device skill.
  
Monster allies are a permanent fixture of the summoner's home plane. They are not extra-dimensional and cannot be summoned or dismissed. This means that it cannot be conveniently stowed away when not needed; keeping the monster ally nearby can be a problem.   
+
=== Challenge ===
 +
Once per day, a monster knight can challenge a foe to combat. As a swift action, the monster knight chooses one target within sight to challenge. The monster knight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the monster knight’s level.
 +
The monster knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
 +
A monster knight also gains a +1 attack bonus on attacks on a challenged target. This attack bonus increases by one at level seven and every 6 levels thereafter (+2 at level 7, +3 at level 13, and +4 at level 19).
 +
The challenge remains in effect until the target is dead or unconscious or until the combat ends.   
 +
This replaces summon monster.
  
The monster ally gains the mount evolution and a choice of abilities at first level. It can either gain the large evolution, or the ability to change size; as a standard action the native eidolon can alter its size, from Tiny to the largest available to it (normally Medium, but see the large evolution). Any equipment the native eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently has. A Tiny native eidolon gains a +4 bonus to its Dexterity score. It also takes a –8 penalty to its Strength and a –4 penalty to its Constitution. It gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. It also loses its natural reach and all natural and weapon attacks do two steps less damage.  
+
=== Eidolon Mount ===
 +
A monster knight begins play with the services of a powerful creature called an eidolon mount. The eidolon mount formed a pact with the monster knight for reasons that need not be entirely clear. This is the same as the summoner's eidolon ability except as noted here. The eidolon mount gains the mount evolution as a bonus evolution at first level. Unlike normal eidolons, eidolon mounts heal naturally over time, and count time not summoned as rest with Heal care. The eidolon mount must have the quadruped or serpentine base form. (If using Everyman Unchained: Eidolons, the eidolon mount's base form can be aquatic, avian, quadruped, serpentine, or tauric.) An eidolon mount can always choose a quadruped base form (bite, limbs [legs, 2]). A monster knight riding his eidolon mount ignores any armor check penalty to the Ride skill. This is a modification of the eidolon ability.  
 +
{| class="wikitable"
 +
|+''' Native Eidolon Mounts '''
 +
|-
 +
| valign="top" |
 +
Some summoners-at-arms have a pact with a monster that is not extra-dimensional but instead native to the same plane as the summoner. The monster knight can take the monster ally archetype, even tough both archetypes modify the eidolon ability.
 +
|}
  
Monster allies are very hard to kill; they go unconscious normally at zero hit points, but automatically stabilize and can survive at negative hit points equal to their full normal hit points. A monster ally that is slain can be raised or resurrected without suffering negative levels, or the monster master can call upon his pact to contact a new monster ally. This is a one-hour ritual that severs all ties with the old monster ally. The replacement monster ally must travel to the monster master using its own abilities, a process that can take up to a week.
+
=== Order (Ex) ===
 +
The monster knight gains the cavalier's order ability, including edicts, challenge benefits, skill benefits, and order abilities at level 2, 8, and 15. Order abilities affecting a cavalier's mount instead affect a monster knight's eidolon mount. Order abilities that apply to cavalier class features the monster knight does not have (like greater banner) are lost. This replaces bond senses, transposition, and merge forms abilities.
  
A monster master riding a monster ally with the mount evolution ignores any armor check penalty to the Ride skill.
+
=== Strong Fortitude Save ===
 +
The monster knight has a fortitude save in the good category, with the same base save bonus as his Will save.
  
'''Eidolon Choices
+
=== Focused Charge (Ex) ===
A monster ally is never an extraplanar creature and must be selected among creatures that live naturally on the material plane. Exactly which subtypes of outsiders do so depend on the game world, but at a minimum elementals are available. If using Everyman Unchained: Eidolons elementals, kami, oni, rakshasa, and all eidolons that are not outsiders are options for monster allies.
+
At 3rd level, a monster knight learns to make focused mounted charge attacks. The monster knight receives a +4 bonus on melee attack rolls on a mounted charge (instead of the normal +2). In addition, the monster knight does not suffer any penalty to his AC after making a charge attack while mounted. If the monster knight is mounted on his eidolon, his mount also gains these benefits. This replaces shield ally.  
  
 
=== Monster Tactics (Ex) ===
 
=== Monster Tactics (Ex) ===
The monster master gains a tactical feat he fulfills the prerequisites for as a bonus feat. The monster ally gains any tactical feats the monster master learns, and can ignore prerequisites.
+
At level 5, the eidolon mount gains any tactical feats the monster knight learns as bonus feats, ignoring all prerequisites. The monster knight gains a feat he fulfills the prerequisites for as a bonus feat at level 5, 12, and 17. These feats must be selected from combat or tactical feats. This replaces greater shield ally and gate.  
 
 
=== Health Share (Su) ===
 
The monster master and his monster ally have a link and can share each other's health. As long as they are within 100 ft. of one another, any time either of them recovers hit points, the other recovers the same amound of hit points. This does not apply to hit points recovered by fast healing or regeneration. If the monster ally has taken damage but the monster master has not, calculate how much the monster master would naturally recover each day; the monster ally recovers this many hit points. Note that monster allies do not recover hit points naturally.
 
 
 
=== Shield Ally (Su) ===
 
This is the same as the summoner ability of the same name, except that it is gained at 3rd level.
 
 
 
=== Medium Armor Training (Ex) ===
 
At 5th level, the monster master's speed is not reduced for medium armor. The armor check penalty of any light or heavy armor worn by the monster master is reduced by 1, and the maximum Dexterity bonus to armor class of light and medium armor is increased by one.
 
 
 
=== Bond Sense (Su) ===
 
This is the same as the summoner ability of the same name, except a monster master gains it at level 8.
 
  
=== Life Share (Su) ===
+
=== Mascot (Ex) ===
At level 11, the life force bond between the monster master and his ally strengthens. As long as either of them has more than half hit points, the the other is protected from harm. Damage in excess of that which would reduce one of them to fewer than 1 hit points is instead transferred to the other. This damage is transferred 1 point at a time, meaning that as soon as one of them, goes below half hit points no more damage is shared. This sharing is automatic, there is no choice in the matter. 
+
At 9th level, the monster knight's eidolon mount becomes a symbol of inspiration. As long as the eidolon mount is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +2 morale bonus on attack rolls made as part of a charge.
This ability does not affect spells and effects that do not cause hit point damage.
 
  
=== Aspect (Su) ===
+
=== Mighty Charge (Ex) ===
Gained at 12th level, this is the same as the summoner ability of the same name. The monster master has the option to replace this ability with a bonus tactical feat.
+
At 11th level, a monster knight learns to make devastating charge attacks when mounted. Double the threat range of any weapons wielded during a mounted charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, when changing while mounted, the monster knight can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
  
=== Greater Shield Ally (Su) ===
+
=== Supreme Charge (Ex) ===
Gained at 14th level, this is the same as the summoner ability of the same name.
+
At 20th level, whenever the monster knight makes a charge attack while mounted, he deals double the normal amount of damage (triple if using a lance). In addition, if the monster knight confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the monster knight’s base attack bonus.
 +
This replaces twin eidolon.
  
=== Greater Aspect (Su) ===
+
== Table: Monster Knight ==
This is the same as the summoner ability of the same name, except it is gained at 20th level. A monster master who did not choose a bonus feat at level 12 gains a bonus tactical feat as a part of this ability.
 
 
 
== Table: Monster Master ==
 
 
{|class="wikitable"
 
{|class="wikitable"
|valign="bottom"| ''' Level'''||valign="bottom"|''' Base Attack Bonus'''||valign="bottom"|''' Fort Save'''||valign="bottom"|''' Ref Save'''||valign="bottom"|''' Will Save'''||valign="bottom"|''' Special'''
+
|valign="bottom"|'''Level'''||valign="bottom"|'''Base Attack Bonus'''||valign="bottom"|'''Fort Save'''||valign="bottom"|'''Ref Save'''||valign="bottom"|'''Will Save'''||valign="bottom"|'''Special'''
 
|-
 
|-
|valign="top"| 1st ||valign="top"| +||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Challenge 1/day, monster ally, monster tactics
+
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Challenge +1, eidolon mount, life link, order
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Health share
+
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Order ability
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Shield ally
+
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Focused charge
 
|-
 
|-
|valign="top"| 4th ||valign="top"| +||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Challenge 2/day
+
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Challenge 2/day
 
|-
 
|-
|valign="top"| 5th ||valign="top"| +||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Medium armor training
+
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Monster tactics
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +6/+1  ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"|
+
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Maker's call
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +7/+2  ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Challenge 3/day
+
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Challenge +2 3/day
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +8/+||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Bond senses
+
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Order ability
 
|-
 
|-
|valign="top"| 9th ||valign="top"| +9/+||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"|
+
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Mascot
 
|-
 
|-
|valign="top"| 10th ||valign="top"| +10/+||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Challenge 4/day
+
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Aspect, challenge 4/day
 
|-
 
|-
|valign="top"| 11th ||valign="top"| +11/+6/+1  ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Life share
+
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Mighty charge
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +12/+7/+2  ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Aspect
+
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Monster tactics feat
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +13/+8/+3  ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Challenge 5/day
+
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Challenge +3 5/day
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +14/+9/+4  ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Greater shield ally
+
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Life bond
 
|-
 
|-
|valign="top"| 15th ||valign="top"| +15/+10/+||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"|
+
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Order ability
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +16/+11/+6/+1  ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Challenge 6/day
+
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Challenge 6/day
 
|-
 
|-
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"|
+
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Monster tactics feat
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"|
+
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Greater aspect
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Challenge 7/day
+
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Challenge +4 7/day
 
|-
 
|-
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Greater aspect
+
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Supreme charge
 
|}
 
|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
 +
* Skills
 +
* Weapon and Armor Proficiency
 +
* Spells
 +
* Cantrips
 +
* Bond Senses
 +
* Summon Monster
 +
* Shield Ally
 +
* Transposition
 +
* Greater Shield Ally
 +
* Merge Forms
 +
* Gate
 +
* Twin Eidolon
 +
 
<!-- OGL -->
 
<!-- OGL -->
 
<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:22, 10 January 2018

ApathApath Logo
Unofficial rules compendium

A monster knight combines the fighting ability of the cavalier with the eidolon of a summoner.

Background

A monster knight is a martial character that has a pact with a powerful supernatural creature, called an eidolon mount. The monster knight and his eidolon makes a perfect fighting team, each complimenting the abilities of the other. The pact between them is at the core of their lives, and is often the result of a momentous event or heritage. Some eidolon mounts have been longstanding allies of the summoner's family for generations, for others the bond happened at birth, because of an astrological conjunction, or a chance meeting. The monster knight is not a mage. Besides the bond to the eidolon mount, the monster knight has little magic; no spells and few supernatural abilities. Rather than arcane students, summoners-at-arms are warriors touched by magic.

Class Information

This is a summoner archetype with many of the traits of a cavalier.

Publisher: Everyman Gaming.

Hit Die: d8.

Class Skills

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill points per level: 4 + Int mod

Class Features

The monster knight has all the summoner's class features, except as noted.

Weapon and Armor Proficiency

Summoners-at-arms are proficient with all simple and martial weapons, with all armor (heavy, light, and medium) and with shields (except tower shields).

No Spells

Monster knights cannot cast spells, do not have a caster level, and cannot use spell trigger and spell completion magic items except by using the Use Magic Device skill.

Challenge

Once per day, a monster knight can challenge a foe to combat. As a swift action, the monster knight chooses one target within sight to challenge. The monster knight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the monster knight’s level. The monster knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. A monster knight also gains a +1 attack bonus on attacks on a challenged target. This attack bonus increases by one at level seven and every 6 levels thereafter (+2 at level 7, +3 at level 13, and +4 at level 19). The challenge remains in effect until the target is dead or unconscious or until the combat ends. This replaces summon monster.

Eidolon Mount

A monster knight begins play with the services of a powerful creature called an eidolon mount. The eidolon mount formed a pact with the monster knight for reasons that need not be entirely clear. This is the same as the summoner's eidolon ability except as noted here. The eidolon mount gains the mount evolution as a bonus evolution at first level. Unlike normal eidolons, eidolon mounts heal naturally over time, and count time not summoned as rest with Heal care. The eidolon mount must have the quadruped or serpentine base form. (If using Everyman Unchained: Eidolons, the eidolon mount's base form can be aquatic, avian, quadruped, serpentine, or tauric.) An eidolon mount can always choose a quadruped base form (bite, limbs [legs, 2]). A monster knight riding his eidolon mount ignores any armor check penalty to the Ride skill. This is a modification of the eidolon ability.

Native Eidolon Mounts

Some summoners-at-arms have a pact with a monster that is not extra-dimensional but instead native to the same plane as the summoner. The monster knight can take the monster ally archetype, even tough both archetypes modify the eidolon ability.

Order (Ex)

The monster knight gains the cavalier's order ability, including edicts, challenge benefits, skill benefits, and order abilities at level 2, 8, and 15. Order abilities affecting a cavalier's mount instead affect a monster knight's eidolon mount. Order abilities that apply to cavalier class features the monster knight does not have (like greater banner) are lost. This replaces bond senses, transposition, and merge forms abilities.

Strong Fortitude Save

The monster knight has a fortitude save in the good category, with the same base save bonus as his Will save.

Focused Charge (Ex)

At 3rd level, a monster knight learns to make focused mounted charge attacks. The monster knight receives a +4 bonus on melee attack rolls on a mounted charge (instead of the normal +2). In addition, the monster knight does not suffer any penalty to his AC after making a charge attack while mounted. If the monster knight is mounted on his eidolon, his mount also gains these benefits. This replaces shield ally.

Monster Tactics (Ex)

At level 5, the eidolon mount gains any tactical feats the monster knight learns as bonus feats, ignoring all prerequisites. The monster knight gains a feat he fulfills the prerequisites for as a bonus feat at level 5, 12, and 17. These feats must be selected from combat or tactical feats. This replaces greater shield ally and gate.

Mascot (Ex)

At 9th level, the monster knight's eidolon mount becomes a symbol of inspiration. As long as the eidolon mount is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +2 morale bonus on attack rolls made as part of a charge.

Mighty Charge (Ex)

At 11th level, a monster knight learns to make devastating charge attacks when mounted. Double the threat range of any weapons wielded during a mounted charge. This increase does not stack with other effects that increase the threat range of the weapon. In addition, when changing while mounted, the monster knight can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Supreme Charge (Ex)

At 20th level, whenever the monster knight makes a charge attack while mounted, he deals double the normal amount of damage (triple if using a lance). In addition, if the monster knight confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the monster knight’s base attack bonus. This replaces twin eidolon.

Table: Monster Knight

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Challenge +1, eidolon mount, life link, order
2nd +1 +3 +0 +3 Order ability
3rd +2 +3 +1 +3 Focused charge
4th +3 +4 +1 +4 Challenge 2/day
5th +3 +4 +1 +4 Monster tactics
6th +4 +5 +2 +5 Maker's call
7th +5 +5 +2 +5 Challenge +2 3/day
8th +6/+1 +6 +2 +6 Order ability
9th +6/+1 +6 +3 +6 Mascot
10th +7/+2 +7 +3 +7 Aspect, challenge 4/day
11th +8/+3 +7 +3 +7 Mighty charge
12th +9/+4 +8 +4 +8 Monster tactics feat
13th +9/+4 +8 +4 +8 Challenge +3 5/day
14th +10/+5 +9 +4 +9 Life bond
15th +11/+6/+1 +9 +5 +9 Order ability
16th +12/+7/+2 +10 +5 +10 Challenge 6/day
17th +12/+7/+2 +10 +5 +10 Monster tactics feat
18th +13/+8/+3 +11 +6 +11 Greater aspect
19th +14/+9/+4 +11 +6 +11 Challenge +4 7/day
20th +15/+10/+5 +12 +6 +12 Supreme charge

Summary of Changed Class Abilities

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

  • Skills
  • Weapon and Armor Proficiency
  • Spells
  • Cantrips
  • Bond Senses
  • Summon Monster
  • Shield Ally
  • Transposition
  • Greater Shield Ally
  • Merge Forms
  • Gate
  • Twin Eidolon


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