Purple Dragon Knight
(Forgotten Realms Campaign Setting variant, p. 49)
Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.
Requirements
Base Attack Bonus: +4
Skills: Diplomacy (or Intimidate ) 1 ranks , Listen 2 ranks , Ride 2 ranks , Spot 2 ranks
Feats: Leadership , Mounted Combat
Alignment: Any nonevil and nonchaotic.
Special: Membership in the Purple Dragons.
Hit die
d10
Skill points
2 + Int
Class Features
All the following are class features of the Purple Dragon knight prestige class.
Weapon and Armor Proficiency: A Purple Dragon knight is proficient with all simple weapons, light armor, medium armor, and shields.
Rallying Cry (Su): The knight can utter a powerful shout (typically "For Cormyr!") that causes all allies within 60 feet to gain a +1 morale bonus on their next attack toll and increases their speed by 5 feet until the knight's next turn, Traditionally, the rallying cry is used when a formation of soldiers is about to charge. This mind-affecting ability may be used to up to three times per day.
Heroic Shield: A knight can use the aid another action (see page 135 of the Player's Handbook) to give an ally a +4 circumstance bonus to AC instead of the normal +2.
Inspire Courage (Su): This ability has the same effect as the bard ability of the same name. The night makes an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must hear the knight speak for a full round. The effect lasts as long as the night speaks and for 5 rounds after the knight stops speaking (or 5 rounds after the ally can no longer hear the knight.) While speaking, the knight can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 moral bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.
Fear (Su): Once per day, and knight can evoke a _fear_effect (DC 12+the officer's Charisma modifier). His allies are immune to the effect.
Oath of Wrath (Su): Once per day, a knight can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the night has a +2 moral bonus on melee attack rolls, weapon damage rolls, saves and skill checks made against the challenged target.
The effect is negated immediately if the night makes an attack or casts a spell targeted at any creature except the challenged opponent (attacks of opportunity do not count) or if the knight uses a full-round action to move away from the challenged opponent.
Final Stand (Su): Once per day, a knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies withing 10 feet of the night gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight's class level + his Charisma modifier and lasts an equal number of rounds.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Rallying cry, heroic shield |
2nd | +2 | +3 | +0 | +0 | Inspire courage (1/day) |
3rd | +3 | +3 | +1 | +1 | Fear |
4th | +4 | +4 | +1 | +1 | Oath of wrath, inspire courage (2/day) |
5th | +5 | +4 | +1 | +1 | Final stand |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Climb | STR | ![]() |
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Diplomacy | CHA | ![]() |
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Intimidate | CHA | ![]() |
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Jump | STR | ![]() |
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Ride | DEX | ![]() |
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Swim | STR | ![]() |
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