Monster Knight (Apath)
Unofficial rules compendium | |
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A monster knight is a warrior allied to a supernatural creature.
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), and Swim (Str).
Skill points per level: 4 + Int mod
Class Features
These are all 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 a monster ally. 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. This is the same as the summoner's eidolon ability except as noted here. The monster ally must have the quadruped or serpentine base form. If using Everyman Unchained: Eidolons, the monster ally's base form can be aquatic, avian, quadruped, serpentine, or tauric. The monster ally gains the mount evolution at first level. A monster knight riding his monster ally ignores any armor check penalty to the Ride skill. Unlike normal eidolons, monster allies heal naturally over time.
Some monster knights have a pact with a monster that is not extra-dimensional but instead native to the same plane as the knight. This replaces monster ally and is the same as the monster mage's native eidolon ability except that the native monster ally gains the mount evolution at first level and that a monster knight riding his ally ignores any armor check penalty to the Ride skill. |
Monster Tactics (Ex)
The monster ally gains any tactical feats the monster knight learns as bonus feats, ignoring all prerequisites. The monster knight gains a tactical feat he fulfills the prerequisites for as a bonus feat at level 1, 9, and 17.
Life Link (Su)
Gained at 2nd level, this is the same as the summoner ability of the same name.
Shield Ally (Su)
Gained at level 3, this is the same as the summoner ability of the same name.
Armor Training (Ex)
At 5th level, the monster knight's speed is not reduced while wearing medium armor. The armor check penalty of any armor worn by the monster knight is reduced by 1, and the maximum Dexterity bonus to Armor Class is increased by one.
Cavalier's Charge (Ex)
Gained at level 6, this is the same as the cavalier ability of the same name except that it can be used mounted or on foot.
Bond Sense (Su)
Gained at level 8, this is the same as the summoner ability of the same name.
Life Bond (Su)
Gained at level 11, this is the same as the summoner ability of the same name.
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.
Mighty Charge (Ex)
Gained at 15th level, this is the same as the cavalier ability of the same name except that it can be used mounted or on foot.
Monster Mascot (Ex)
At 18th level, the monster knight's monster ally becomes a symbol of inspiration to his allies and companions. As long as the monster 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.
Greater Aspect (Su)
Gained at 20th level, this is the same as the summoner ability of the same name.
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 | Life link |
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 | Cavalier's charge |
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 bond |
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 | Mighty charge |
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 | Monster mascot |
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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