
Orthos |

Rawr! wrote:Orthos wrote:I should really get around to writing a review for Dustpawn.I hope it's a good review. :PI should rephrase that as, "I hope you enjoyed the module."
It was a fun read through! I don't know when I'll be able to run it though. Might pass it off to one of my players if they want an idea for a one-shot, as I'm not running or planning any ongoing campaigns that it slots into well.

Scintillae |
4 people marked this as a favorite. |

And here it is.
Cavalier Archetype: Raiment Knight
Class Skills: A raiment knight adds Acrobatics and Perception to his list of class skills. A raiment knight does not add Handle Animal and Ride to his list of class skills.
Raiment (Ex): At 3rd level, a raiment knight receives a suit of armor, whose type is chosen by the cavalier.
A raiment knight receives a chivalry pool with a number of points equal to his Charisma modifier + 1/3 his level. The pool refreshes once per day, usually after the raiment knight rests.
Resilience (Ex): At 3rd level, a raiment knight can expend 1 point from his chivalry pool as a swift action to grant his armor a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level.
At 5th level, these bonuses can be used to add any of the following armor properties: defiant, determination, energy resistance, fortification (light, moderate, or heavy), ghost touch, grinding, rallying, spell resistance (15).
At 7th level, the raiment knight can expend 2 points from his chivalry pool to make his armor the following materials: adamantine, dragonhide, fire-forged steel, frost-forged steel, living steel, mithral.
This ability replaces mount.
Cavalier’s Charge (Ex): This ability functions as normal, save that the raiment knight must be on foot.
Armor Training (Ex): Starting at 4th level, a raiment knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (8th, 12th, and 16th), these bonuses increase by +1 to a maximum of +4.
In addition, a raiment knight can also move at his normal speed while wearing medium armor. At 8th level, a raiment knight can move at his normal speed while wearing heavy armor.
This ability replaces expert trainer.
Heraldic Insignia (Ex): At 5th level, a raiment knight’s armor bears a mark that becomes a symbol of inspiration to his allies and companions. As long as the raiment knight is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1.
This ability replaces banner.
Mighty Charge (Ex): This ability functions as normal, save that the raiment knight must be on foot.
Greater Heraldic Insignia (Ex): At 14th level, the raiment knight’s armor becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while he is visible, the raiment knight can spend a standard action to signal his allies, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
This ability replaces greater banner.
Supreme Charge (Ex): This ability functions as normal, save that the raiment knight must be on foot.