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Thread: Temple Knight FF Tactics (P.E.A.C.H)

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    Temple Knight FF Tactics (P.E.A.C.H)

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    Temple Knight(Sorry for poor stat block, I'm not familiar with the coding on this site...)






    "I stand ready, for the aid of good men is in short supply these days..." Morrik Ironheart, Temple Knight of Pelor





    Requirements: BAB +6
    Any Lawful
    Ability to cast 1st level Divine Spells
    Ability to Turn/Rebuke Undead
    6 Ranks - Knowledge(History)
    6 Ranks- Knowledge(Religion)
    Feat: Extra Turning
    Feat: Weapon Focus(Any slashing weapon)
    Special: A character needs training by a Temple Knight and approval from a church order.






    The Temple Knight

    Hit Dice: D8
    .................................Saves ........................Special................... ............................................ Spells per Day
    Lvl........ / BAB.......... / fort/ref/will
    1........... +1............... +2 +0 +2 ---------------Holy Sword(1 Known/ Level 1), Paladin abilities--------------------------
    2........... +2............... +3 +0 +3 ---------------(2 Known), Chocobo Mount---------------------------- +1 Existing Class
    3........... +3............... +3 +1 +3 -------------------------------------------------------------------------- +1 Existing Class
    4........... +4 .............. +4 +1 +4 ---------------(3 Known)----------------------------------------------- +1 Existing Class
    5........... +5............... +4 +1 +4 ---------------Greater Holy Sword--------------------------------------------
    6........... +6 .............. +5 +2 +5 ---------------(4 Known/ Level 2)------------------------------------- +1 Existing Class
    7........... +7............... +5 +2 +5 -------------------------------------------------------------------------- +1 Existing Class
    8........... +8 .............. +6 +2 +6 ---------------Swift Call, (5 Known)----------------------------------- +1 Existing Class
    9........... +9 .............. +6 +3 +6 -------------------------------------------------------------------------- +1 Existing Class
    10......... +10............. +7 +3 +7 --------------- Holy Sword Surge (6 Known/ Level 3)-----------------------

    Skills: Climb(str), Craft(int), Diplomacy(cha), Heal(wis), Knowledge(nobility & royalty)(int), Knowledge(history)(int), Knowledge(religion)(int), Profession(wis), Ride(dex), and Sense Motive(wis).
    2+Int mod skill points each level.


    Weapon and Armor Proficiency: Temple Knights are Proficient with all Simple and Martial weapons, and all Armor and shields(except tower shields.)

    Holy(unholy) Sword: At 1st level, a Temple Knight learns to channel divine energy through her sword. As a full-round action, a Temple Knight may use one of her Turn Undead/Rebuke Undead attempts to perform any Holy(unholy) Sword abilities of 1st level known to her. At 5th level, she may use two turn attempts to use a 2nd level Holy(unholy) Sword ability, and at 10th level, a 3rd level Holy(unholy) Sword ability for three attempts. These are supernatural abilities that do not provoke attacks of opportunity. The Difficulty Class for any Holy(unholy) Sword ability is equal to 10 + Temple Knight level + Cha Modifier, and you must be holding a slashing weapon in one or both hands. Holy(unholy) Sword abilities are found below. The Temple Knight knows 1 Holy(unholy) sword ability at 1st level, 2 at 2nd, and 3 at 4th. At 6th and 9th level she may choose a 2nd level Holy Sword ability, and at 10th she learns one 3rd level.

    Paladin abilities: Your Temple Knight level stack with your Paladin levels to determine the effectiveness of your Smite, Lay on Hands, Remove disease, and Turn(rebuke if available) Undead class feature. A Temple Knight with levels in Cleric may stack her Knight levels and Cleric levels to determine her total Turn/Rebuke chance.

    Chocobo Mount: A Temple Knight of 2nd level may gain the service of a Chocobo to serve as her mount. A Temple Knight uses her class levels plus any class levels that provide mount benefits(such as the Paladin) to determine her mount benefits.
    (Full Chocobo stats coming later, for now I run it as the Heavy Warhorse with a Swim skill of 10 and may take 10 to float and tread the surface of the water. Also replace hoof attacks with a beak attack.)

    Spellcasting: At every level, with the exception of 1st, 5th, and 10th, you gain additional spells per day, spells known, or spell slots, as though you gained a level in any pre-existing Divine spellcasting class. You do not gain additional features from the pre-existing class.

    Greater Holy(unholy) Sword: At 5th level, a Temple Knight may use her Holy(Unholy) Sword ability as a standard action.

    Swift Call: A Temple Knight gains the feat Swift Call (Complete Champion pg. 62) as a bonus feat at 8th level.

    Holy Sword Surge: At 10th level, the Temple Knight may use any of her Holy(Unholy) Sword abilities as a quick action 3 times per day.




    Holy Sword Abilities.


    1st Level


    Asura's Call
    Temple Knight level 1
    (You hold your sword above your head, as divine energy slashing at all around you.)
    Range: 20 foot + 10 feet per 5 Temple Knight levels radius around user.
    Save: none
    You deal 1D6 magical slashing damage per Temple Knight levels to all targets in range.

    Night Sword
    Temple Knight level 1
    (You stretch your sword forth and shower the targets in divine energy, weakening them and healing your wounds.)
    Range: Any single target up to 20 feet away.
    Save: Will, partial
    You deal 1d6 per Temple Knight Levels of magical damage. You also heal for an amount equal to twice your Temple Knight level. Save for half damage and you do not gain any life. If used on undead, you instead are damaged twice your Temple Knight level.(Undead still are dealt damage by this attack.)

    Dark Sword
    Temple Knight level 1
    (You drain your enemies magical energy)
    Range: Any single target up to 20 feet away.
    Save: Will, partial
    You deal 1d4 magical damage per Temple Knight level and the target rolls a Will Save. On a failed saving throw, the target looses a spell slot or one spell per day of a max spell level of your Temple Knight level -1 (for example, a 1st level Temple Knight could use this ability and make an enemy wizard loose a 0th level spell). Successful saving throw negates spell loss.

    Blinding Bolt
    Temple Knight level 1
    (You cause holy energy to shower the target, searing their flesh and eyes.)
    Range: 10 feet per Temple knight level.
    Save: Fort, partial
    You deal 1d6 magical damage per Temple Knight level and the target is dazzled for 1d4 rounds. Save negates dazzled effect.

    Sonic Blade
    Temple Knight level 1
    (You launch a bolts of sonic energy at your target, damaging and weakening it.)
    Range: 5 foot burst up to 30 feet away.
    Save: Will, special
    You deafen and deal 1d4 Sonic damage per Temple Knight level to each target in range, if any targets are constructs or undead this ability deals d6s. Save negates deafening. Treat this ability as the 2nd level spell Shatter if used out of combat.




    2nd Level


    Stasis Sword
    Temple Knight level 2
    (You stretch your arm forth, sword in hand toward the targets, as frozen energys surround them, freezing their movement.) Range: 5 foot burst, up to 30 feet away.
    Save: Will, partial
    You deal 1d6 per Temple Knight level of magic damage and the targets are dazed for 5 rounds. Save for half damage and the targets are not dazed.

    Hellcry Strike
    Temple Knight level 2
    (You launch a bolt of divine energy at your targets weapons, destroying it.)
    Range: Any target weapon, up to 30 feet away.
    Save: Fort, special
    You damage your targets weapon for 4 hp per Temple Knight level, and deal 1d6 slashing damage per Temple Knight level to its user. This effect ignores Hardness on equipment. Use the better Will save between the user and object. Also the target gets a +1 to its saving throw for each +1 enhancement bonus. On a successful save, half damage and no weapon damage. This ability does nothing against natural weapons. (A Temple Knight who chooses this Sword Skill ability may not choose the Shellbust Stab ability.)

    Shellbust Stab
    Temple Knight level 2
    (You launch a bolt of divine energy at your targets armor, destroying it.)
    Range: Any target armor, up to 30 feet away.
    Save: Fort, special
    You damage your targets armor for 4 hp per Temple Knight level, and deal 1d6 bludgeoning damage per Temple Knight level to its user. This Effect ignores Hardness on equipment. Use the better Will save between the user and object. Also the target gets a +1 to its saving throw for each +1 enhancement bonus. On a successful save, half damage and no armor damage. (A Temple Knight who chooses this Sword Skill ability may not choose the Hellcry Strike ability.)

    Murasame's Call
    Temple Knight level 2
    (You hold your sword above high, as holy energy falls like rain around you, bathing you and your allies in holy energy.)
    Range: 20 foot burst centered on character.
    Save: none
    You and all allies in range are healed 1d8 per 2 Temple Knight levels. Undead in range take damage of the same amount, no save.

    Lightning Stab
    Temple Knight level 2
    (You call a bolt of divine energy to smite your foes)
    Range: All targets in a 90 foot line.
    Save: Will Reflex, partial
    You deal 1d8 magical damage per Temple Knight level to all targets in range and they are silenced for 5 rounds. Successful save half's damage and negates silence.




    3rd Level


    Split Punch
    Temple Knight level 3
    (You stretch your arm, sword in hand forth with great strain as the target is assaulted by a massive blade of divine energy)
    Range: Any one target up to 30 feet away.
    Save: Fort, partial
    You deal 1d6 magical damage per Temple Knight levels and the target takes 2d4 Constitution damage. Save negates Con damage. If the target is Undead, this attack does not deal Constitution damage and deals d10's instead.

    Shock
    Temple Knight level 3
    (You point your blade at your foe as divine energies rip their flesh, reflecting the wounds you have.)
    Range: Any one target 60 feet away.
    Save: none
    You deal 1d6 magical damage per Temple Knight level to your target. If your hit point total equals half or less, change to d8s, and if you are at less then one quarter of your max hit points, change to d10s and the target takes a -2 to all rolls for 5 rounds.

    Masamune's Call
    Temple Knight level3
    (You hold your sword toward the heavens as a blanket of energy washes over you and your allies, revitalizing them.)
    Range: 20 foot burst, centered on character.
    Save: none
    All allies in range gain Haste(as the spell, PHB pg239) and fast healing 3, for 5 rounds.

    Icewolf Bite
    Temple Knight level 3
    (You point your sword at your targets magical item, as it withers into dust.)
    Range: Any one target magical item you can see within 30 feet.
    Save: Fort, partial
    You destroy the item and deal 1d8 piercing damage per Temple Knight level to the items user. Use the users Fort save or the items base Fort save, which ever is higher. Successful save for half damage and negate item damage.
    Last edited by Nat_20; 07-08-2010 at 03:21 AM. Reason: minor fix
    WHO ORDERED THE KICK-A$$ FAJITAS!?!??!!?!?

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    The good Temple Knight is a symbol of justice, pride and hope, while evil Knights are symbols of tyranny, fear, and death.
    The good Temple Knights are an order of Paladins, Cleric/Fighters, and even Cleric/Paladins that use divine power to aid them in combat. The Holy Sword skill they posses is a powerful and devastating tool in their quests. By shaping the divine energy they posses, the Temple Knight calls upon the power of her ideals, or her god, and delivers this energy threw her weapon.


    Multiclass notes: A Temple Knight may take further levels in Paladin, as long as they still uphold the Paladins code. But as long as the Temple Knight still upholds the virtue and honor of the order, a Temple Knight does not lose his Paladin or Temple Knight benefits. Evil Temple Knights are more often Cleric/Fighters or even Paladins of Tyranny(see Unearthed Arcana) and the multiclassing benefits still apply as long as they remain evil and devoted to their evil order or god.
    Last edited by Nat_20; 07-07-2010 at 06:15 AM.
    WHO ORDERED THE KICK-A$$ FAJITAS!?!??!!?!?

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    spider smiley-face bump....

    and COME ON PEOPLE!!!! over 100 views and notta??? someone likes this idea but doesn't want to say anything......

    maybe thats it, This class is so PERFECT, noone knows any ways of changing it..... am i right? am i wrong? am i ranting?
    WHO ORDERED THE KICK-A$$ FAJITAS!?!??!!?!?

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    yes to all
    Ready to rock if you wanna roll. Please step away from the vehicle. Ragnorak and revolutionize. Give me just a minute while I clarify!

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