Difference between revisions of "Force Knight (Apath)"

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=== Force Weaponry (Su) ===
 
=== Force Weaponry (Su) ===
At 6th level, the force knight can create any weapon he is proficient with out of force as a move action. Such weapons work identically to masterwork weapons in most respects. They cannot be sundered and have the ''[http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch 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.  
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At 6th level, the force knight can create any weapon he is proficient with out of force as a move 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 ''[http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch 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.
 
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.

Revision as of 13:08, 26 May 2013

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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 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)

Force knights can project a powerful protective aura and are experts at using bracers of armor. The armor created by force knights looks like a transparent image of normal armor. This is considered force armor, and protects against incorporeal touch attacks. Force armor can be activated at will as a swift action, and the protection stays up until deactivated or as long as the force knight is conscious. It provides a +6 armor bonus, and this can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. This ability counts as heavy armor to abilities that require you to wear armor.

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 move 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.

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