Monster Knight (Apath)

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Unofficial rules compendium

A monster knight is a warrior allied to a supernatural creature.

Class Information

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

Publisher: Everyman Gaming.

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. Whatever the eidolon mount's subtype is, it can always choose a quadruped base form with (bite, limbs [legs, 2]) as free evolutions. This replaces the effects of of whatever base form the eidolon mount would normally have. 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.

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 as a bonus evolution at first level.

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 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 and 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 and 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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