Difference between revisions of "Monster Knight (Apath)"

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Gained at 20th level, this is the same as the summoner ability of the same name.
 
Gained at 20th level, this is the same as the summoner ability of the same name.
  
== Table: Monster knight ==
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== Table: Monster Knight ==
 
{|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'''
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|valign="top"| 17th  ||valign="top"| +17/+12/+7/+2  ||valign="top"| +10  ||valign="top"| +5  ||valign="top"| +10  ||valign="top"| Tactical feat
 
|valign="top"| 17th  ||valign="top"| +17/+12/+7/+2  ||valign="top"| +10  ||valign="top"| +5  ||valign="top"| +10  ||valign="top"| Tactical feat
 
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|valign="top"| 18th  ||valign="top"| +18/+13/+8/+3  ||valign="top"| +11  ||valign="top"| +6  ||valign="top"| +11  ||valign="top"| Morale beast
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|valign="top"| 18th  ||valign="top"| +18/+13/+8/+3  ||valign="top"| +11  ||valign="top"| +6  ||valign="top"| +11  ||valign="top"| Monster mascot
 
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|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"| +19/+14/+9/+4  ||valign="top"| +11  ||valign="top"| +6  ||valign="top"| +11  ||valign="top"| Challenge 7/day

Revision as of 11:16, 7 September 2016

ApathApath Logo
Unofficial rules compendium

A monster knight has a pact with a supernatural creature. A powerful warrior, the monster knight is not a spellcaster.

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 a monster ally ignores any armor check penalty to the Ride skill.

Native Monster Allies

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 is the same as the monster mage's native eidolon ability and modifies the monster ally ability.

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.

Health Share (Su)

The monster knight and his monster ally have a link and can share each others health. As long as they are within 100 ft. of one another, and when the monster ally is dismissed, any time either of them recovers hit points, the other recovers the same same number 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 many hit points the monster knight would naturally recover each day; the monster ally recovers this many hit points. Note that monster allies (like all eidolons) do not recover hit points from natural healing.

Shield Ally (Su)

Gained at level 3, this is the same as the summoner ability of the same name.

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 medium 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.

Cavalier's Charge (Ex)

Gained at level 6, this is the same as the cavalier ability of the same name.

Bond Sense (Su)

Gained at level 8, this is the same as the summoner ability of the same name.

Life Share (Su)

At level 11, the life force bond between the monster knight and his ally strengthens. As long as they are within 100 ft. of each other and 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 both of them are 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.

Mighty Charge (Ex)

Gained at 15th level, this is the same as the cavalier ability of the same name.

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 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 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 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 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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