Aura of Courage (Immune to Fear, allies +4 save 10' radius)
Divine Health (Immune to all diseases)
Lay on Hands: 12hp
Aura of good
Smite Evil 3/day (+6 att/ +3 dam.)
Knight's Challenge 8/day Times used:0
Fighting challenge +1 (att & damage vs single opponent 9 rounds)
Mounted Combat (Chariot)
Shield Block +1
Bulwark of defense (all threatened squares=difficult terrain)
Armor Mastery Medium (no speed reduction in med. armor)
Test of Mettle (DC 18)
Vigilant defender (DC to tumble past 21)
Starting at 1st level, a knight gains the power to call out a foe and gain various advantages in combat. The subject of the challenge must meet certain requirements as noted in the class description.
As the knight gains levels in the class, these advantages become more potent. The knight can use this ability a number of times per day equal to half her knight class level + her Charisma bonus (minimum once per day). Each of the effects described below consumes one daily use of the knight's challenge ability.
At 1st level, a knight can issue a fighting challenge against a single foe as a swift action. The knight gets a boost from the challenge and gains a +1 morale bonus on Will saves and a +1 morale bonus on attack and damage rolls against the challenged foe. If the foe defeats the knight (by reducing her to 0 hit points or less), the knight loses two uses of her knight's challenge ability because of the blow to her ego. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
At 7th level, the bonus from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.
Test of Mettle
Starting at 4th level, a knight can issue a test of mettle. This is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 knight level + the knight's Cha modifier). Creatures that fail this save are forced to attack the knight with their ranged or melee attacks (or spells or special attacks) in preference over other available targets. Using this power is a swift action.
If the knight is reduced to 0 or fewer hit points by any opponent forced to attack her through this ability, she experiences a burst of confidence (from facing a slew of foes) and an additional use of her knight's challenge ability for the current day.
AWESOME SMITE [TACTICAL]
Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks.
Prerequisites: Power Attack, base attack bonus +6, smite ability.
Benefit: This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/— or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite.
Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.
Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a nonmagical weapon.
Languages: Common, Greek, Ork
Climb 3 (-1 in armor)
Craft Cartwright 4
Jump 5 (1 in armor)
Handle Animal 12*
Hide 2 (-2 in armor)
Move silently 2 (-2 in armor)
Sense motive 4
Knowledge Religion (Doctrine of Athena) 7
Knowledge Engineering 4
Knowledge Clergy of Athena 4
Knowledge Undead 8
Swim 4(0 in Armor)
Weapon Focus (Spear), Heavy Shield Specialization, Shield Ward (add shield bonus (+5(+6)) to touch AC, and vs bull rush,grapple, trip and disarm attempts., Ability Focus Test of Mettle (+2DC), Skill focus Handle animal*,
If room and situation permits Astinos opens combat by scanning the battlefield for either the most dangerous opponent or the best strategic position, and issueing his Knight's Challenge (swift action). He then holds his action until his chosen opponent begins to act. Once his opponent is prepared and no longer flat footed, he charges on chariot, ramming them if possible and attacking with his spear. If opponent is a caster he attempts to interrupt their casting.
In the following rounds he holds his position facing opponents as they come and trying to make it difficult to get past him. He will aways try to be as far into the front line in the thickest part of the battle if possible and always targets the most powerful or deadliest opponent.
If on foot, his tactics are similar, opening with a charge on foot. Often before a battle he will activate Detect Evil to select those opponents with the blackest souls. He prefers to utilize his Smite on a Charge with his spear.
His sword is his backup weapon unless facing constructs or something else requiring the unbreakable strength of it's adamantine blade.
Astinos is always the person who volunteers to hold the enemy while the party retreats or obtains an objective.
Bonus Feat, Bonus Skill point per level
50ft silk rope
Small steel mirror
9 day's rations
Size/Type: Large Animal
Hit Dice: 3d8+9 (22 hp)
Speed: 60 ft. (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Raised by the Clergy of Athena since he was 5, Astinos was brought up in the ways of the goddess. He learned to revere Wisdom, just action, intellect and invention, but it is in martial instruction that he shone.
While his older sister studied with the priestesses, she eventually fell in love with a local Athenian minor noble and married. It is at this point in his life where the now adolescent Astinos completely devoted himself to the ideals of his beloved goddess. Athena, goddess of War, but more importantly, Goddess of Just Conflict. The young warrior immersed himself completely,training body, mind heart and soul with equal fervor.
Always with a cheerful grin and a good word for his companions, he garnerd the notice of his superiors, and the admiration of his fellows,(who gave him the nickname Promachos) and after handling himself most admirably in a few notable conflicts he is considerd a trusted agent and representitive of the church.
It is whisperd around campfires at night that the young man occasionally hears Athena's voice, though he himself has neither admitted nor denied this.
Astinos is nothing short of stunning.
Seeming as if carved from marble, and carrying himself with the bearing of a warrior-born, it is of whispered that this man is blessed by the gods. His long raven black hair and chiseled features are more than enough to turn heads, but it is his steel grey eyes with their crystalline intensity that give pause to all who meet them.
When dressed in the full regalia of his armor, the polished relief of Athena gleaming on his shield, his presence is almost overwhelming.
Astinos seeks to one day, through his actions on the field of battle, bring to Athena the glory and honor that Achilles brings to Ares.
0p 20g 55s 0c
Parents married; your middle middle class; 4th in birth order of seven; one one sister still living. Your parents died when you were young; you were raised by the clergy of Athena; get bonus 2 ranks of religous doctrine; Athena; and knowledge; clergy of athena; 2 ranks.
the church loves you; put a divine bonus of +2 on a armor or sheild of your choice; Put +2 divine bonus on weapon of your choice; on confirmed critical; it procs a cure light wounds either on wielder or to the target; pretty useful on undead.
There really arent any Gnolls around on this continent; lots of Ork though; that would probably be a better choice; or giant.
you also are loved by the military; darn pallies; sheesh; make your armor mastercrafted dwarven quality mithral half plate +2; so; sigh; so total armor bonus; +9 gives -10 to spell failure; +2 max dex; the -7 armor check goes to a -4; and it weighs 50% less and acts like medium armor. Has +2 hardness, item has +10 hps and makes saves at +2 to avoid damage
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell
To develop more exps and Law alignment points; you might consider coming up with some rules for your Order and attempting to give more structure to the group; Lawful characters are about groups, not individuals; each part knows its place; thus; some structure like who is in charge; then who; and so on to the last man should be important to a Lawful Character. As for Good; good guys lead by example; heal frayed emotions; forgive and bless everyone; you have a tough task here; think of it as lots of exps available. Am really enjoying your interactions with Decidio and the struggle your character is having with so many characters so vastly different from your own background. Perhaps thinking of various stories or themes from things like the Odessey or the Aenead or watching Zorba the Greek would help; hehe Odesseus had a 12 year triste with a woman on an island before he returned to his wife to find her beset by suitors hehe; can you imagine taking Decidio to meet your family hehe. As for religion; Athena is all about wisdom and skill; silent reflection and purposeful action; hers temples are schools where kids are read stories such as the Oddessy; which was actually written as a primer for kids; those books like the Trojan War (which could be the meat and drink of your character) were actually stories told in the temple about how a man child should and should not act. It would be very Greek to add some ritual; most involve oil; donning your armor could be a very stylized war ritual; hehe in some greek books it takes pages just to do that, oiling the hair; thanking the gods for the new day; new wine, new food; new struggles against worth opponents; Greeks live with Zest; bigger than life. this of course is all my opinion; I am enjoying your character an am very interested in how it develops. i know your class doesnt get a lot of skill points; but try to use your non combat skills more; also, in case I didnt mention it or forgot; the damage you actually do to a creature are also exps for you; so if a creature has 30 hps; and you do 45; you get 30 exps one for each hp damage. This is a fighter bonus to make up for your classes lack of skills. When you cast lay hands on another; that is worth 20 eps; keep track of this on your own; when you can cast spells; 25 pts per level of the spell; I will tell you if one is cast and not worth exps.