Monster Knight (Apath)

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Unofficial rules compendium

A monster knight has a pact with a supernatural creature that is of this world. While still a powerful summoner, the monster knight's eidolon is not an extra-dimensional creature but native to this world.

Class Information

This is a hybrid class, a combination of summoner and cavalier.

Hit Die: d10.

Class Skills

Bluff (Cha), 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

Class Features

These are all of the class features of the monster knight.

Weapon and Armor Proficiency

Monster knights are proficient with all simple and martial weapons, with all armor (heavy, light, and medium) and with shields (except tower shields).

Challenge

This is the same as the cavalier ability of the same name.

Monster Ally

A monster knight 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.

The monster ally formed a pact with the monster knight for reasons that need not be entirely clear but is often a matter of shared ancestry.

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.

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.

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 knight 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 knight using its own abilities, a process that can take up to a week.

A monster knight riding a monster ally with the mount evolution ignores any armor check penalty to the Ride skill.

Eidolon Choices 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.

Monster Tactics (Ex)

The monster knight gains .

The monster ally gains any tactical feats the monster knight learns, and can ignore prerequisites. The monster knight gains a tactical feat he fulfills the prerequisites for as a bonus feat at level 1, 9, and 17.

Health Share (Su)

The monster knight 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 knight has not, calculate how much the monster knight 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 knight's speed is not reduced while wearing medium armor. The armor check penalty of any light or heavy armor worn by the monster knight 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 knight gains it at level 8.

Life Share (Su)

At level 11, the life force bond between the monster knight 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. This ability does not affect spells and effects that do not cause hit point damage.

Aspect (Su)

Gained at 12th level, this is the same as the summoner ability of the same name.

Greater Shield Ally (Su)

Gained at 14th level, this is the same as the summoner ability of the same name.

Greater Aspect (Su)

This is the same as the summoner ability of the same name, except it is gained at 20th level.

Table: Monster knight

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Challenge 1/day, monster ally, monster tactics
2nd +2 +3 +0 +3 Health share
3rd +3 +3 +1 +3 Shield ally
4th +4 +4 +1 +4 Challenge 2/day
5th +5 +4 +1 +4 Medium armor training
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Challenge 3/day
8th +8/+3 +6 +2 +6 Bond senses
9th +9/+4 +6 +3 +6 Tactical feat
10th +10/+5 +7 +3 +7 Challenge 4/day
11th +11/+6/+1 +7 +3 +7 Life share
12th +12/+7/+2 +8 +4 +8 Aspect
13th +13/+8/+3 +8 +4 +8 Challenge 5/day
14th +14/+9/+4 +9 +4 +9 Greater shield ally
15th +15/+10/+5 +9 +5 +9
16th +16/+11/+6/+1 +10 +5 +10 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +10 Tactical feat
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +12 Greater aspect

Summary of Changed Class Abilities

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

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