The Dragonlance Nexus

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Archknight

D&D 3e (3.0/3.5) Rules

by Tauren Kai-Jere


The Archknight

Hit Die: d10.

Requirements

To qualify to become an archknight, a character must fulfill the following criteria.

Base Attack Bonus: +10
Base Save Bonus: Fort +6, Will +4
Skills: Diplomacy 10 ranks, Knowledge (any one) 10 ranks, Ride 10 ranks.
Feats: Leadership, Mounted Combat, Weapon Focus (any).
Special: The character must be proficient with all martial weapons and with heavy armor.
Special: The character must have been accepted into an appropriate knightly order and have at least three levels of a related prestige class.

Class Skills

The archknight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually), Profession (Wis), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the archknight.

Weapon and Armor Proficiencies: Archknights do not gain any additional weapon or armor proficiencies.

Special Ability: Every level, an archknight gains a special ability of his choice from among the following:

Bonus Feat: The archknight can choose any appropriate fighter bonus feat, as long as he meets the necessary prerequisites.

Improved Armored Mobility (Ex): The archknight treats heavy armor as medium armor for all purposes, including running speed. He no longer suffers a movement penalty to speed while wearing heavy armor. In addition, the archknight's armor check penalty while wearing heavy armor is reduced by -2. This ability supersedes the -1 reduction granted by Armored Mobility. This benefit does stack with the armor check penalty reduction granted by masterwork armor.

Master Cavalier (Ex): The archknight may ride any creature using one-half of his total ranks in Ride from a creature he is proficient in riding. He now ignores the -5 penalty to Ride checks incurred by attempting to ride a creature that is ill-suited as a mount.

Master Fighter (Ex): The archknight only suffers a -2 penalty when using a melee weapon he is not proficient in. He also receives a number of melee exotic weapon proficiencies equal to his Intelligence bonus.

Master Marksman (Ex): The archknight only suffers a -2 penalty when using a missile weapon he is not proficient in. He also receives a number of missile exotic weapon proficiencies equal to his Intelligence bonus.

Spell-Like Ability (Sp): The archknight can use one of his arcane or divine spell slots to permanently prepare one of his spells as a spell-like ability that can be used two times per day. The archknight does not use any components when casting the spell, although a spell that costs experience points to cast still does so. A spell with costly material components costs him 10 times the amount of experience points instead.

Strength of Arms (Ex): Once per day, for every two levels of archknight the character possesses, they may make one powerful critical hit against an opponent. After three rounds of combat, the Archknight may add +20 to a single attack action. The character may not make a full attack action when using this ability. If the attack hits it is automatically a critical. If the attack misses or the target is immune to critical hits the ability is wasted. Strength of Arms may be applied to missile attacks as well.

Strength of Will (Ex): The archknight can add +1 to any skill or ability roll designed to inspire or intimidate his allies or opponents. In addition, he can now add a +2 morale bonus on any saving throws versus enchantment or fear effects.

The Archknight
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Special ability
2nd +2 +3 +0 +3 Special ability
3rd +3 +3 +1 +3 Special ability
4th +4 +4 +1 +4 Special ability
5th +5 +5 +2 +5 Special ability

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