Junction Knight (3.5e Prestige Class)

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A Junction Knight and her Guardian, a Fire Spirit.

Junction Knight[edit]

A youthful warrior protected by an awesome Guardian Spirit. Junction Knights master exotic weapons and signature moves to use against their many foes in combat. They also gain strange and powerful abilities from selecting a Guardian Spirit to protect them. This Powerful Elemental Creature grants them unique benefits at the expense of brief memory loss. The Guardian Spirit makes a place in the Knights mind where a small portion of their new power resides and emanates from. This causes the loss of memory for the Junction Knight at the benefit of combat prowess. This alignment between Mortal knight and Immortal beast is called Junction.

A Junction Knight's Guardian also has the ability to remove pieces from an enemies mind as well. The Junction Knight can call upon this ability in combat to hinder an enemy caster by removing a spell from his memory temporarily. Junction Knights have spent years training at special military academies to gain access to spell-casting abilities as well. Junction Knights can use their awesome power for justice and peace or for evil and destruction. In every case, they are a dangerous enemy to face on the battlefield.

Making a Junction Knight[edit]

Junction Knights are front-line fighters. The protect the party from harm by defeating and harassing enemies. They fulfill a similar role to the Paladin Class. Your choice in primary ability scores can help determine your combat specialty and build. See Combat.

Primary Abilities: Strength or Dexterity.

Secondary Abilities: Intelligence.

Entry Requirements
Skills: Concentration 8 ranks, Knowledge (The Planes) 4 ranks, Knowledge (Arcane) 6 ranks.
Feats: Improved Initiative, Dodge.
Base Bonus Attack: +5
Special: To become an Animator, you must met a Guardian Spirit and get his support.
Table: The Junction Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Exotic Weapon
2nd +2 +3 +0 +0 Defense Training
3rd +3 +3 +1 +1 Formal Schooling
4th +4 +4 +1 +1 Junction+1
5th +5 +4 +1 +1 Signature Move 1/day
6th +6/+1 +5 +2 +2 Draw 1st
7th +7/+2 +5 +2 +2 Junction+2
8th +8/+3 +6 +2 +2 Draw 2nd
9th +9/+4 +6 +3 +3 Junction+3
10th +10/+5 +7 +3 +3 Signature Move 2/day,Draw 3rd

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Choose 8 skills plus Craft as class skills.

Class Features[edit]

All of the following are class features of the Junction Knight.

Weapon and Armor Proficiency: Simple, Martial Weapons. Light, Medium, Heavy Armor.

Exotic Weapon (Ex): At 1st level you gain proficiency with one Exotic Weapon. You also gain a bonus for it.

  • Melee Weapon Bonus: You receive a +1 to damage with this weapon.
  • Ranged Weapon Bonus: You don't provoke opportunity attacks when attacking with this weapon and reloading is a free action.
  • Ranged Melee Weapon Bonus: You may attack adjacent opponents with this weapon. Switching to adjacent is a free action.

Defense Training (Ex): At 2nd level your armor check penalties are always zero. You also gain a +2 to Initiative.

Formal Schooling (Ex): At 3rd level you add your Intelligence modifier to all your saves.

Junction (Ex): At 4th level choose a Guardian Spirit to protect you. That Guardian blesses you with power. The Damage stacks and the guardians attack has a range of 20ft. Repeat this process every 4 levels.

  • Fire Guardian: +1 to your Strength score, +1d6 Fire Damage, +5 Fire Resistance, +1 to your Fortitude save, and you lose one Bad memory.
  • Earth Guardian: +1 to your Constitution score, +1d6 Poison Damage, +5 Poison Resistance, +1 to your Fortitude save, and you lose one Bad memory.
  • Air Guardian: +1 to your Dexterity score, +1d6 Electricity Damage, +5 Electricity Resistance, +1 to your Reflex save, and you lose one Good memory.
  • Ice Guardian: +1 to your Intelligence score, +1d6 Cold Damage, +5 Cold Resistance, +1 to your Reflex save, and you lose one Good memory.

Signature Move (Ex): At 5th level, once a day, you add your Intelligence modifier to your attack role. This attack, if successful, becomes a confirmed critical hit taken at a 3x multiplier. The use of this ability increases every 5 levels.

Draw (Su): At 6th level, once an encounter as a full round action, you can remove a spell from your targets memory. Your target makes a Reflex save (DC 10+Knight's level+Knight's Intelligence modifier) to avoid this ability or your target must choose one spell to lose for 2 hours. You determine the level of the spell they lose. If your target knows only cantrips or no spells at all then this ability is wasted.

  • 6th level: You can remove a 1st level spell.
  • 9th level: You can remove a 2nd level spell.
  • 12th level: You can remove a 3rd level spell.
  • 15th level: You can remove a 4th level spell.
  • 18th level: You can remove a 5th level spell.

This ability also does (x)d6 damage on a successful draw. Where (x) is the level of the spell to be removed.

Spells: At 4th level you gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A junction knight must choose and prepare her spells in advance.

To prepare or cast a spell, a junction knight must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight’s spell is 10 + the spell level + the knight's Intelligence modifier.

Like other spell-casters, a junction knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Junction Knight. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: The Junction Knight indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. The junction knight does not have access to any domain spells or granted powers, as a cleric does.

A junction knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A junction knight may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a knight has no caster level. At 4th level and higher, her caster level is one-half her junction knight level.

Epic Junction Knight[edit]

Table: The Epic Junction Knight

Hit Die: d10

Level Special
21st
22nd Regain Memory
23rd Draw 4th
24th Junction
25th Signature Move 3/day
26th
27th Draw 5th
28th
29th Junction
30th Signature Move 4/day

2 + Int modifier skill points per level.

Draw (Su): At 13st level, once an encounter as a standard action, you can remove a spell from your targets memory. Your target chooses which spell to lose and cannot use this spell for 2 hours. They may make a Reflex save, (DC 10+Knight's level+Knight's Intelligence modifier), to avoid this attack. If your target knows only cantrips or no spells at all then this ability is wasted.

  • 21st level: You can remove a 6th level spell.
  • 26th level: You can remove a 7th level spell.

This ability also does (x)d6 damage on a successful draw. Where (x) is the level of the spell to be removed.

Regain Memory (Ex): At 22nd level you regain all your lost memories. You may add 1.5x your Intelligence modifier to all your saves.

Junction (Ex): At 24th and 28th level choose a Guardian Spirit to protect you. That Guardian blesses you with power.

  • Fire Guardian: +1 to your Strength score, +1 to your Fortitude save
  • Earth Guardian: +1 to your Constitution score, +1 to your Fortitude save
  • Air Guardian: +1 to your Dexterity score, +1 to your Reflex save
  • Ice Guardian: +1 to your Intelligence score, +1 to your Reflex save

Signature Move (Ex): At 25th and 30th level you may add your Intelligence modifier to your attack role. This attack, if successful, becomes a confirmed critical hit taken at a 3x multiplier. This ability can be use 5 times a day at 25th level and 6 times a day at 30th level.

Spells: The Junction Knight’s caster level is equal to one-half his or her class level, as normal. The Junction Knight’s number of spells per day does not increase after 20th level.

Campaign Information[edit]

Guardians come in all shapes and sizes. Colors too.

Playing a Junction Knight[edit]

Religion: By alignment.

Other Classes: Empathy with Martial Classes.

Combat: By build.

A Junction Knight can have many build options based on their primary ability score. A Strength focused knight works well as a melee combatant. A Dexterity focused knight works well as a ranged combatant. A Intelligence focused knight works well a support fighter; with high saves, more accurate signature moves, more bonus spells and a higher skill level.

Also, use the Junction ability to its maximum benefit. Focus on your combat specialty by combining with a appropriate Guardian.

Advancement: Multiclassing can add breadth.

Guardians: Guardians are long dead, epic level, Extraplanar Magical Beasts. However, they have gained a dual nature. That is, when a Guardian is slain they release a Spirit similar to a humanoid.

They are exiled creatures of the Inner Planes, without a home, desiring to become mortal again. Their spirits do still possess immense power, language, immortality, and the ability to assume many spiritual forms. They communicate with special individuals, with whom they share a piece of their former selves. This small piece of the Guardian takes a place inside the Knights mind, pushing out the memories stored their. This rewrites a piece of the Guardian onto the Knight. This rewrite cannot be read by the Knights brain and simply comes up blank or empty when trying to access it mentally. It does however, imprint the power of the Guardian into the Knight.

The process of imprinting or junctioning is temporary. A Guardian can never give a Knight his entire epic form so a Knight can never fully loses his whole humanity. Whenever a Knight dies the tiny pieces of the Guardian within him return to their spiritual source.

Junction Knights in the World[edit]

I don't remember your face. But I do remember you need a lesson in manners.
—Zell, Human Junction Knight

Daily Life: Military Academy Student or Armed Serviceman.

Organizations: Militia, Fighters Guild, Military Service, or Academy Student.

NPC Reactions: A distinguished officer or a talented cadet.

Junction Knight Lore[edit]

Characters with ranks in Knowledge(local) can research Junction Knight's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(local)
DC Result
5 A gifted military cadet skilled in the use of exotic weaponry and signature attacks.
10 They are granted unnatural prowess by their Guardian Spirits and use them in battle against their foes.
15 Able to remove magical abilities from their opponents and turn the tide of combat.
20 (Information on a specific Junction Knight.)



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