Knight of the Chimera
Jul 18, 2014 22:56:49 GMT
Post by ArnoldY on Jul 18, 2014 22:56:49 GMT
KNIGHTS OF THE CHIMERA
(The Ordo Chimerensis)
"He who perseveres, conquers"
Sigil: Device of a Beheaded Chimera, mounted upon a shining sun in the background.
Each head symbolizes a remarkable kind of foe that the order is sworn to destroy.
Current Grandmaster: Hjolrri Gaeldan of House Whiteshoal, Govan Male, age 52 (7th Year of Command)
Introduction:
There are some depths to the woodlands and swamps that rangers are well versed in, but forbid easy travel to all others, save the detestable druids. However, within these areas lie creatures and vicious cultures that most rangers are too lightly armed and armored to deal with when push comes to shove!
110 years ago, give or take a few, the Republic of Vandermere drafted a few promising young knights and sent them to various camps to learn from associated woodsmen. It took a great deal of reinstruction, but finally, a new breed of woodland warrior was bred. These Knights of the Chimera have had great success within the murky swamps and dark forests that cover the continent, and the Order has become a noted and welcomed addition to any foray into the deeper, less charted spans of what is otherwise a forbidden land.
Though they once wore Imperial colours, successive generations of grandmasters have let their political affiliations deteriorate--to the chagrin of the Emperors. Since then, their numbers have swelled to include nearly two-hundred knights from all walks of life, with chapter houses raised in the larger settlements of both the East and the West.
Being an unorthodox and relatively recent order, the Knights keep no fortresses, instead supplementing the corps of others wherever they can. Their chapter-mansion in Blackwatch is considered the headquarters, and the Grandmaster resides there, though the Tel Vinrae branch sees greater activity. Some expect this or the next grandmaster to move his counsel to the Sanctuary City, finalizing the order's shift towards political neutrality.
Today, they take their namesake from the nigh-mythical monster said to inhabit the darkest reaches of Mileria.
Entry Requirements:
Alignment: Must be Lawful Good or Lawful Neutral
BaB: +5
Feats: Heavy Armour Proficiency, Track
Skills: Survival 8 ranks, Stealth 4 ranks, Perception 4 ranks
Special: Must be initiated into the Knights of the Chimera (Contact a DM for details)
Hit Die: d10
Class Skills (4+Int modifier per level):
Acrobatics, Balance, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (Dungeoneering, Nature, or Religion--See Class Features), Knowledge (Geography), Knowledge (Nobility & Royalty), Perception, Profession, Ride, Search, Sense Motive, Stealth, Survival, Swim, Use Rope
Class Features:
Armour and Weapon Proficiency:
A Knight of the Chimera receives no new proficiencies.
Marshrider: Levels of Knight of the Chimera advance any Mount and Animal Companion class features that the character may have had before joining this class. The character need not actually possess the Mount or Animal Companion class features yet to gain this benefit. The Animal Companion must be rideable for this class feature to apply. Yourself and any special mount or animal companion you ride can ignore the first square of difficult terrain, permitting it to 5' step. Furthermore, the Armour Check Penalty for a Knight of the Chimera and their mount is reduced by 2.
Sworn Enemy: At 2nd level, the Knight of the Chimera may choose an additional Favoured Enemy from the following list (Aberration, Monstrous Humanoid, or Undead). This does not advance any bonuses for other "Favoured Enemies", unless the Knight of the Chimera's Sworn Enemy is a previously chosen subtype, in which case, the relevant bonuses would rise by an additional +2. From hereon, the Knowledge skill associated with that subtype is a class skill for this prestige class.
Exemplary Training: At 3rd level, the Knight of the Chimera may choose one (1) feat from the following list: Bear Fang (CW), Cavalry Charger (CW), Devoted Tracker (CAd), Dual Strike (CAd), Extra Smiting (CW), Favoured Power Attack (CW), Improved Rapid Shot (CW), Iron Will, Lightning Reflexes, Ranged Smite* (See Below), Ride-By Attack, Self Sufficient, Skill Focus: Knowledge (Dungeoneering, Nature, or Religion), Spirited Charge, Stealthy, Trample, Two-Weapon Defence, Two Weapon Pounce (PHB2)
The Knight of the Chimera must meet the chosen feat's prerequisites.
Hunter's Vigil (Ex): At 3rd level, you acquire Low-Light Vision. If you already have Low-Light Vision but not Darkvision, you acquire 30 feet Darkvision. If you already have Darkvision, the range increases by 10 feet.
Camouflage (Ex): Beginning at 4th level, you can use the Stealth skill in any sort of natural terrain, even while being observed. If you are sneaking against your Sworn Enemy, add +2 to the Stealth check. Moreover, the Armour Check Penalty for a Knight of the Chimera and their mount is now reduced by 3.
Guardian of the Vales: At 5th level, you and your special mount (I.E. a paladin mount or a rideable animal companion) are both under the effects of Woodland Stride, as the Ranger ability, and receive a +1 to attack rolls against foes who are entangled or in difficult terrain. Against a Sworn Enemy in those circumstances, the bonus to attack roll is +2. Furthermore, 1/day, you may cast Freedom of Movement as a standard action, with a Caster Level equal to 1/2 of your ECL. So long as you and your mount remain 5ft of one another, the effect is shared with your mount.
*Ranged Smite:
Prerequisite: Smite Evil class ability
Benefit: Your smite evil can be channeled through a missile that you fire. This counts as one use of your smite evil ability.
(The Ordo Chimerensis)
"He who perseveres, conquers"
Sigil: Device of a Beheaded Chimera, mounted upon a shining sun in the background.
Each head symbolizes a remarkable kind of foe that the order is sworn to destroy.
Current Grandmaster: Hjolrri Gaeldan of House Whiteshoal, Govan Male, age 52 (7th Year of Command)
Introduction:
There are some depths to the woodlands and swamps that rangers are well versed in, but forbid easy travel to all others, save the detestable druids. However, within these areas lie creatures and vicious cultures that most rangers are too lightly armed and armored to deal with when push comes to shove!
110 years ago, give or take a few, the Republic of Vandermere drafted a few promising young knights and sent them to various camps to learn from associated woodsmen. It took a great deal of reinstruction, but finally, a new breed of woodland warrior was bred. These Knights of the Chimera have had great success within the murky swamps and dark forests that cover the continent, and the Order has become a noted and welcomed addition to any foray into the deeper, less charted spans of what is otherwise a forbidden land.
Though they once wore Imperial colours, successive generations of grandmasters have let their political affiliations deteriorate--to the chagrin of the Emperors. Since then, their numbers have swelled to include nearly two-hundred knights from all walks of life, with chapter houses raised in the larger settlements of both the East and the West.
Being an unorthodox and relatively recent order, the Knights keep no fortresses, instead supplementing the corps of others wherever they can. Their chapter-mansion in Blackwatch is considered the headquarters, and the Grandmaster resides there, though the Tel Vinrae branch sees greater activity. Some expect this or the next grandmaster to move his counsel to the Sanctuary City, finalizing the order's shift towards political neutrality.
Today, they take their namesake from the nigh-mythical monster said to inhabit the darkest reaches of Mileria.
Entry Requirements:
Alignment: Must be Lawful Good or Lawful Neutral
BaB: +5
Feats: Heavy Armour Proficiency, Track
Skills: Survival 8 ranks, Stealth 4 ranks, Perception 4 ranks
Special: Must be initiated into the Knights of the Chimera (Contact a DM for details)
Hit Die: d10
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1 | +1 | +2 | +0 | +2 | Marshrider |
2 | +2 | +3 | +0 | +3 | Sworn Enemy |
3 | +3 | +3 | +1 | +3 | Exemplary Training, Hunter's Vigil |
4 | +4 | +4 | +1 | +4 | Camouflage |
5 | +5 | +4 | +1 | +4 | Guardian of the Vales |
Class Skills (4+Int modifier per level):
Acrobatics, Balance, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (Dungeoneering, Nature, or Religion--See Class Features), Knowledge (Geography), Knowledge (Nobility & Royalty), Perception, Profession, Ride, Search, Sense Motive, Stealth, Survival, Swim, Use Rope
Class Features:
Armour and Weapon Proficiency:
A Knight of the Chimera receives no new proficiencies.
Marshrider: Levels of Knight of the Chimera advance any Mount and Animal Companion class features that the character may have had before joining this class. The character need not actually possess the Mount or Animal Companion class features yet to gain this benefit. The Animal Companion must be rideable for this class feature to apply. Yourself and any special mount or animal companion you ride can ignore the first square of difficult terrain, permitting it to 5' step. Furthermore, the Armour Check Penalty for a Knight of the Chimera and their mount is reduced by 2.
Sworn Enemy: At 2nd level, the Knight of the Chimera may choose an additional Favoured Enemy from the following list (Aberration, Monstrous Humanoid, or Undead). This does not advance any bonuses for other "Favoured Enemies", unless the Knight of the Chimera's Sworn Enemy is a previously chosen subtype, in which case, the relevant bonuses would rise by an additional +2. From hereon, the Knowledge skill associated with that subtype is a class skill for this prestige class.
Exemplary Training: At 3rd level, the Knight of the Chimera may choose one (1) feat from the following list: Bear Fang (CW), Cavalry Charger (CW), Devoted Tracker (CAd), Dual Strike (CAd), Extra Smiting (CW), Favoured Power Attack (CW), Improved Rapid Shot (CW), Iron Will, Lightning Reflexes, Ranged Smite* (See Below), Ride-By Attack, Self Sufficient, Skill Focus: Knowledge (Dungeoneering, Nature, or Religion), Spirited Charge, Stealthy, Trample, Two-Weapon Defence, Two Weapon Pounce (PHB2)
The Knight of the Chimera must meet the chosen feat's prerequisites.
Hunter's Vigil (Ex): At 3rd level, you acquire Low-Light Vision. If you already have Low-Light Vision but not Darkvision, you acquire 30 feet Darkvision. If you already have Darkvision, the range increases by 10 feet.
Camouflage (Ex): Beginning at 4th level, you can use the Stealth skill in any sort of natural terrain, even while being observed. If you are sneaking against your Sworn Enemy, add +2 to the Stealth check. Moreover, the Armour Check Penalty for a Knight of the Chimera and their mount is now reduced by 3.
Guardian of the Vales: At 5th level, you and your special mount (I.E. a paladin mount or a rideable animal companion) are both under the effects of Woodland Stride, as the Ranger ability, and receive a +1 to attack rolls against foes who are entangled or in difficult terrain. Against a Sworn Enemy in those circumstances, the bonus to attack roll is +2. Furthermore, 1/day, you may cast Freedom of Movement as a standard action, with a Caster Level equal to 1/2 of your ECL. So long as you and your mount remain 5ft of one another, the effect is shared with your mount.
*Ranged Smite:
Prerequisite: Smite Evil class ability
Benefit: Your smite evil can be channeled through a missile that you fire. This counts as one use of your smite evil ability.