Knight

Knights are the frontline soldiers, the protectors of the battlefield. Their immense strength training and constitution allow them to wield the heaviest of armors with ease, and become unstoppable dreadnoughts in battle.  

Class Featutes:

Threatening Aura:

An enemy for each mastery the knight has must succeed on an SP 10+ str/wil Will save. A knight may attempt to target the same creature multiple times, with each additional targeting providing a +1 bonus to the original attempt. If the target fails its save, the enemy must use its standard action to combat the knight, or Suffer CMD + will mod points of psychic damage. This ability may not affect a creature already affected by the Knight's CMD.

Abilities:

Knight 1 Challenge 1/R

Action:

Primary Reaction

Power:

Standard
Targeted enemy must attack the knight or lose 1 point of damage against all other targets for the round, the knight gains a +2 bonus to his DT against the target and -1 to all others

Knight 2 Shield Slam

Action:

Secondary Reaction

Power:

Standard
Target must succeed at a concentration / hardiness check to continue any secondary actions he is currently taking, the next strike against the target is also at a +2 bonus.

Knight 3 Hold the Line

Action:

Free

Power:

Standard
When the knight strikes a moving creature, its movement becomes 0 for its round.

Knight 4 Shield Wall

Action:

Primary

Power:

Standard
The knight may plant himself behind his shield, gaining its AR to any area of effect spell, and his DT to reduce the damage of spells cast at him.

Knight 5 Intercept

Action:

Primary

Power:

Standard
The Knight may move up to his movement and force the target to direct its attacks toward him. He gets to strike at the target, and gains his CMD.

Knight 6 Deadly Stance

Action:

Free

Power:

Mild
While maintaining a Threatening Aura on a target, the Knight may choose to gain a +2 bonus to attack, and a +2 to damage for one round to enemies that provoke attacks of opportunity, or have struck an ally since his last round.

Knight 7 Field Control

Action:

Free

Power:

Mild
While maintaining a Threatening Aura, the knight may choose to increase his threatened range by one additional square. When attacking those who move within these squares, the knight must move into a square that would otherwise strike the opponent, this movement does not count toward the Knights movement total.

Knight 8 Lunge

Action:

Primary

Power:

Mild
The Knight may move up to his movement speed as part of this action, the Knight deals his CMD as part of this attack, and the knight and his target make opposed athletics checks, if the target fails, he is knocked back a number of squares in a direction of the Knight’s choosing.

Knight 9 Cleave

Action:

Primary

Power:

Mild
The Knight may deal his CMD two any two targets of his choosing within his range

Knight 10 Block

Action:

Seconday Reaction

Power:

Mild
The Knight may spend an action to immediately apply a bonus equal to his shield’s AR and DT to his own for one attack against him.

Knight 11 Endurance

Action:

Free

Power:

Strong
The Knight immediately regains one wound. The Knight also receives a +2 bonus to recover from poisons, diseases, and magical enchantments afflicting him.

Knight 12 Devastating Strike

Action:

Primary Reaction

Power:

Strong
When an ally is attacked by an opponent who has taken damage from Threatening Aura within the last round, the Knight may make an attack that deals double damage, has an extended critical strike range, and forces the target to attack him for the next full-round.

Knight 13 Expose Weakness

Action:

Primary

Power:

Strong
When you strike a foe with this ability you deal your CMD, and add your CMD to an ally’s next damage roll.

Knight 14 Guardian

Action:

Secondary Reaction

Power:

Strong
For one attack the Knight adds his shield's AC and DT to any target within his threatened range + 5 feet.

Knight 15 Stand Your Ground

Action:

Primary

Power:

Strong
The Knight negates an amount of wounds equal to his constitution modifier for one round.

Knight 16 Aura of Fear

Action:

Primary Reaction

Power:

Powerful
Enemies within 30 feet are cloaked in an aura of fear, they suffer a -2 penalty to die rolls for 1 round, and if the Knight is within sight, become frightened.

Knight 17 Aura of Protection

Action:

Primary

Power:

Powerful
All enemy attacks within 30 feet may be deflected, parried, or absorbed by the knight. The cost to deflect an attack is 1 mana.

Knight 18 Rally

Action:

Primary

Power:

Powerful
As part of this action the Knight makes an attack that deals his CMD. The Knight and his allies gain an additional +1 to all die rolls against the target. Only one creature may be targeted in such a way at one time. This effect only expires when a new target is declared.

Knight 19 Sapping Strike

Action:

Primary

Power:

Powerful
The Knight strikes, dealing his CMD split evenly between Constitution and Willpower to the enemy. The Knight regains 1 wound for every four points of attribute damage dealt, and the enemy is forced to make a constitution save at what would be his new modifier in order to resist the damage.

Knight 20 Unwavering Duty

Action:

Primary

Power:

Powerful
The Knight's range is increased by 10 feet, the knight gains +2 AC and DR, and when an enemy passes between two threatened squares, they are immediately struck and their movement becomes zero. Roll only to determine critical hits.

Knight 21 Execution

Action:

Primary

Power:

Wicked
The knight strikes an enemy that is not aggroed against him, the knight deals double damage and has a doubled critical strike range. If the target is slain, all targets that see the execution become mortified against the knight, else they become terrified. If the target is not slain it must attack from the knight or flee, and all other targets roll a 1 on all die rolls against all targets but the knight. The sight is so terrifying that it may only be performed a single time per combat, even if the display is not seen, the sounds are so terrifying that it's guarded against by all.

Knight 22 Strength of the Ancients

Action:

Secondary Reaction

Power:

Wicked
The knight may absorb all area of effect abilities within 30 feet of him. The knight may hold these abilities for his constitution modifier in rounds, when the blasts are released they're released in a 30 foot radius circle around him. The knight may choose to exclude any target from this blast.

Knight 23 Last Stand

Action:

Free Reaction

Power:

Wicked
The knight becomes unstoppable, removing and becoming immune to negative status effects, and not falling unconscious or dying from wounds. At the end of each round the Knight is forced to make a Will saving throw equal to 10+ the number of previous rounds. When the knight fails this saving throw these immunities are lost.

Knight 24 Bloody Swathe

Action:

Primary

Power:

Wicked
The Knight may include his base movement with this attack. He deals his class damage die to all foes he threatens at any point of his movement, and strikes at one targeted foe. This foe takes the damage die + 1d6 for each previously struck target, and must succeed on a Strength saving throw equal to the Knight's + 1 for each previously struck target or become tripped.

Knight 25 Boundless Will

Action:

Free Reaction

Power:

Wicked
Passive: The Knight permanently gains fast healing 1/m when he takes this ability. Active: In addition to this, the knight can immediately negate any negative condition, or destroy the stack.