Foot Knight (D&D Paladin variant): Difference between revisions

From Action
Jump to navigation Jump to search
No edit summary
 
No edit summary
 
(3 intermediate revisions by the same user not shown)
Line 5: Line 5:
|log=Project:Hastur (import)
|log=Project:Hastur (import)
}}{{D&D}}
}}{{D&D}}
Gain ability to ignore movement penalties for armor at level 5. You may still suffer reduced movement due to encumberance. Lose Special Mount.
Not all paladins fight mounted. The following adds options for infantry paladins.


'''Special Mount''': The foot knight does not get a special mount.
'''Special Mount''': The foot knight does not get a special mount.


'''Bonus Feats''': At level 5, 10, 15 and 20, the foot knight get to select a bonus feat from this list.
'''Bonus Feats''': At level 5, 10, 15 and 20, the foot knight get to select a bonus feat from this list:
Agile Shield Fighter,
Armor Mobility (Heavy),
Armor Mobility (Heavy),
Armor Mobility (Medium),
Armor Mobility (Medium),
Line 17: Line 16:
Dodge,
Dodge,
Endurance,
Endurance,
Improved Shield Bash,
Iron Will,
Mobility,
Mobility,
Shield Charge,
and Tower Shield Proficency.
Shield Slam, and
Shield Ward.
All prerequisites must be fulfilled.
All prerequisites must be fulfilled.
[[Category:D&D]]
[[Category:D&D]]

Latest revision as of 11:11, 12 January 2007

This article is imported from the Hastur wiki. See the import log for details.

D&D LogoD&D
D&D Logo
Unofficial rules compendium

Not all paladins fight mounted. The following adds options for infantry paladins.

Special Mount: The foot knight does not get a special mount.

Bonus Feats: At level 5, 10, 15 and 20, the foot knight get to select a bonus feat from this list: Armor Mobility (Heavy), Armor Mobility (Medium), Close-Quarters Fighting, Diehard, Dodge, Endurance, Iron Will, Mobility, and Tower Shield Proficency. All prerequisites must be fulfilled.