Tower Knight

Tower Knight
Hd: d12

Requirements
To qualify to become a Tower Knight, a character must fulfill all
the following criteria.
BAB: +5
Feats: Combat Expertise, Allied Defense
Special: 'Vigilant Defender' Class Ability

Level BAB Fort Ref Will AC Bonus Special Manuvers(ready) Stances
1st +1 +2 +0 +2 +1 Shield Ally, Knights Order, Tower Sheild Specialist 2(1) 2
2nd +2 +3 +0 +3 +1 Withstand, Indomitable Soul 3(1) 2
3rd +3 +3 +1 +3 +1 Furious Counterstrike, Steely Resolve 10 3(1) 2
4th +4 +4 +1 +4 +2 Defensive Sheild +2 4(1) 3
5th +5 +4 +1 +4 +2 Improved Sheild Alley 4(1) 3
6th +6 +5 +2 +5 +2 Damage reduction 3/– 5(2) 3
7th +7 +5 +2 +5 +3 5(2) 3
8th +8 +6 +2 +6 +3 Defensive Sheild+4 6(2) 3
9th +9 +6 +3 +6 +3 6(2) 3
10th +10 +7 +3 +7 +4 A Hero's Death, Damage reduction 6/–, Steely Resolve 20 6(3) 4

Class Skills
The Tower Knight’s class skills (and the key ability for each skill)
Autohypnosis(Wis), Balance(dex), Climb(str), Concentration(Con), Craft(Int), Diplomacy(Cha), Handle Animal(Cha)
Intemidate(Cha), Jump(str), Knowledge(Int=History/Religion/Nobility/Royalty), Ride(Dex), Sense Motive(Wis), Spot(Wis), Swim (Str)

  • 4 skill points @ each lvl

Class Abilites

Weapon and Armor Proficiency: A tower knight gains no new weapon Proficiencies, nor any new Armor Proficiencies; but does gains Proficiencies with Tower Sheilds.

A Knights Order: As a tower knight, a knight still must adhere to the Code he accepted as a Knight. Also for DC effects Tower Knight stacks with Knight on every odd lvl for an effective Knight level. (Ex: Knight 5/TK3=Knight7)

Manuvers: A Tower Knight begins his career with knowledge of two martial maneuvers, Devoted Spirt & Setting Sun; which he can recover Maneuvers by using a Total Defense Action. Also Tower Knight & Cursaders levels stack for determining the number of Maneuvers & stance you have access to.

Shield Ally(EX): Starting at 1st level,
a Tower knight can protect an adjacent ally from damage. The knight designates the ally to be protected as an immediate action. If the ally is subjected to a physical attack (melee or ranged) before the knight's next turn, the knight can absorb half the damage (if any) from the attack. The ally takes the other half of the damage.

At 5th level, a knight can absorb all the damage the protected ally takes from a physical attack.

Tower Sheild Specialist: A Tower knight Is able to use a Tower Sheild as though a Large sheild with no armor check penilites.

Withstand(EX): At 2nd level a Tower Knight Gains the ability to use Fort Saves in place of Reflex for half-damage on Reflex Saves. This ability dose not work if caught Flatfooted.

Indomitable Soul(Ex): Beginning at 2nd level, you draw upon the power of your unwavering will to steel yourself against the enemies you face. Your personality, energy, and dedication to your belifs make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Willsaves

Steely Resolve(Ex):At 3rd lvl A Tower Knight gains Steely Resolve as that of a Cursader(see Tome of Battle p10). This number is based off the Tower Knight, Crusader & Effective Knight levels.

Furious Counterstrike(Ex) At 3rd lvl A Tower Knight gains Furious Counterstrike as that of a Cursader(see Tome of Battle p10)

Defensive Shield(Ex): Starting at 4th level, whenever a Tower Knight fights defensively,she provides up to two adjacent allies with a +2 dodge bonus to Armor Class. This bonus raises to +4 at 8th lvl.

A Hero's Death: At 10th level As a Free action a Tower knight who reduced to –10 hit points or less, comes under the effect of a Raverance Spell at Tower Knight Level, Which restore's her to half health & can be healed normaly. The Tower Knight gains +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her. In addition the tower knight can burn its remaining Challanges, to prolong the spell for a additional round per challange. 'cause Heroes never die'


Custom Maneuvers

*(WiP=Work In Progress)

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