Fell Knight, Variant (3.5e Prestige Class)

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There are three things that terrify me in this world, Jeralt. My mother, spiders, and the thought of crossing blades with HER again. I'd rather toss myself into a pit of dragon teeth. It'd be a less painful way to die.
—Krellek the Black, Mercenary Lord speaking of his encounter with Lady Laura, Fell Knight


The Fell Knight[edit]

Fell Knights are warriors who believe that Good and Evil are only concepts. What really moves the world is power. Those who study this style of combat do so to gain power of their own. Perhaps for noble reasons, perhaps for selfish, whatever drives them to the path of the Fell Knight, the fact is that those able to master these terrible skills have earned the power to unleash devastating abilities upon their enemies. Some may serve gods. Some may serve rulers or lords. But in the end a Fell Knight always first and foremost serves themselves.


Entry Requirements
Race: Any, as long as they are capable of wielding a sword
Base Attack Bonus: +6
Feats: Weapon Focus (Any Sword)



Table: The Fell Knight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Maneuvers Known Maneuvers Readied Stances Known
Fort Ref Will
1st +1 +2 +0 +2 Fell Sword Discipline, Armored Mobility
1
1
0
2rd +2 +3 +0 +3 Improved Toughness
1
0
0
3rd +3 +3 +1 +3 Shrewd Warrior
1
0
0
4th +4 +4 +1 +4 Show No Weakness
0
0
1
5th +5 +4 +1 +4 Bane Blade
1
1
0


Fell Knight Class Features[edit]


All of the following are Class Features of the Fell Knight.


Skill Points Per Level: Fell Knights gain 4 + Intelligence Modifier skill points per level.


Fell Knight Class Skills: The following skills are Class Skills for Fell Knights: Concentration, Diplomacy, Gather Information, Heal, Intimidate, Knowledge(Religion), Listen, Ride, Sense Motive.


Fell Sword Discipline (Ex): Fell Knights gain access to the Fell Sword Martial Discipline. This Discipline is unique and accessible only to them. The Fell Knight gains an additional new maneuver and stance readied and known from this Discipline at each level indicated on the table above. Fell Knights may add their full Class Level to their Initiator Level to determine their total Initiator Level and highest-level maneuvers and stances known. These maneuvers are recovered using the recovery method the character had prior to becoming a Fell Knight. If the character did not have a recovery method prior to becoming a Fell Knight, they recover maneuvers as if they were a Swordsage. The maneuvers selected as a Fell Knight must come from the Fell Sword Martial Discipline, but can replace maneuvers from any other Martial Discipline the character has access to. Once a character has been granted access to the Fell Sword Discipline, they may select maneuvers from it even after they move on from the Fell Knight class so long as they meet the maneuver prerequisites.


Fell Sword Maneuvers

Shadowblade
Fell Sword 4
Prerequisite: 2 Shadow Hand Maneuvers
Initiation Action: 1 Standard Action
Range: 20ft
Target: One creature
Duration: Instantaneous
Saving Throw: Special (See Text)

An abyssal sword forms under the Fell Knight's target, piercing upward and dealing weapon damage. A creature struck by this attack must make a Fortitude Save (DC 10 + Maneuver Level + Wisdom Modifier) or take an additional 1d6 damage per Class Level. The Fell Knight heals their own Hit Points equal to the amount of damage dealt. A successful Fortitude Save negates the additional damage.
Duskblade
Fell Sword 4
Prerequisite: 2 Shadow Hand or 1 Fell Sword Maneuver(s)
Initiation Action: 1 Standard Action
Range: 20ft
Target: One creature
Duration: Instantaneous
Saving Throw: Special (See Text)

A violet sword curves out from the underworld beneath the Fell Knight's target. A creature struck by this attack must make a Will Save (DC 10 + Maneuver Level + Wisdom Modifier) or begin losing their spells. A creature that fails their Save loses a single spell per day (As if the spell had been used up). The maximum level of spell drained is equal to the Fell Knight's Wisdom Modifier, and the spell slot drained will always be of the highest currently available to the target.
Crush Armor
Fell Sword 5
Prerequisite: 3 Shadow Hand or 2 Fell Sword Maneuvers
Initiation Action: 1 Standard Action
Range: 20ft
Target: One creature
Duration: Instantaneous
Saving Throw: Special (See Text)

A crimson blade curves from behind the target from under the ground, slicing through their armor, dealing weapon damage plus an additional 1d6 damage per Class Level. A creature struck by this attack must make a Fortitude Save (DC 10 + Maneuver Level + Wisdom Modifier). Failing the Save renders the target’s worn armor broken (as per the Broken condition). If the target passes their Save, is not wearing armor, or the armor is immune to being broken, this ability has no effect aside from dealing weapon damage.
Swordplay
Fell Sword 5
Prerequisite: 3 Shadow Hand or 2 Fell Sword Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: Self
Duration: Stance

This stance allows a Fell Knight to focus on dispatching their foes as quickly as possible. While in this stance, Fell Knights gain a bonus to all Difficulty Checks (DC) involving their Fell Sword Maneuvers equal to their Class Level.
Crush Weapon
Fell Sword 6
Prerequisite: 4 Shadow Hand or 3 Fell Sword Maneuvers
Initiation Action: 1 Standard Action
Range: 20ft
Target: One creature
Duration: Instantaneous
Saving Throw: Special (See Text)

An azure blade stabs upward from under the target, dealing weapon damage plus an additional 1d6 damage per Class Level. A creature struck by this attack must make a Fortitude Save (DC 10 + Maneuver Level + Wisdom Modifier). Failing the Save renders the target’s wielded weapon broken (as per the Broken condition) and they receive a -2 to attack rolls with that weapon until repaired. If the target passes their Save, is not wielding a weapon, or the weapon is immune to being broken, this ability has no effect aside from dealing weapon damage.
Abyssal Blade
Fell Sword 7
Prerequisite: 5 Shadow Hand or 4 Fell Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Centered on Fell Knight
Target: Creatures in a 15ft Burst
Duration: Instantaneous
Saving Throw: Special (See Text)

Raising their sword upward, the Fell Knight pours their soul into their blade, causing a devastating explosion of energy. The Fell Knight sacrifices Hit Points equal to 50% of their current Hit Points and all creatures within the Area of Effect are dealt weapon damage plus the damage sacrificed. A successful Fortitude Save halves the sacrificed damage taken.



Armored Mobility (Ex):The Fell Knight gains 5ft increased movement speed and no longer takes movement speed penalties from wearing Heavy Armor.


Improved Toughness (Ex): A 2nd level Fell Knight gains the Improved Toughness feat even if they don't meet the prerequisites for it.


Shrewd Warrior (Ex): A 3rd level Fell Knight causes all enemies adjacent to themselves in combat to suffer a -2 penalty to all Saving Throw Difficulty Checks (DC) against the Fell Knight.


Show No Weakness (Ex): A 4th level Fell Knight gains DR 2/- and +2 AC while wearing Heavy Armor.


Bane Blade (Su): A 5th level Fell Knight may choose to treat any weapon they hold as if it had the Bane Property, affecting one standard creature type of the Fell Knight's choice. The Bane effect remains on the weapon for 24 hours, at which point the Fell Knight may choose a different creature type, or continue with the one selected previously.



Fell Knights in the World[edit]


Power and Fear: Fell Knights are met most often with a mixture of respect and uncertainty. Most veteran warriors know that getting into a fight with one will never end quickly or cleanly. When partied with others, Fell Knights are fairly self-sufficient. Their abilities can keep them sustained for a good while, enabling healers and supporters to focus their powers elsewhere. Enemies would be foolish to leave a Fell Knight unchallenged, however, so these powerful warriors quite often find themselves the target of focused fire.





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