New Prestige Class, Iron Knight of Gorum


Homebrew and House Rules


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Ok, so I was glancing over prestige classes and saw how:
A.) Nothing really for the cavalier.
B.) Iomedae gets her ultra goody two shoes crusaders and what not, what does the other big crusading god, Gorum get? A big fat wad of nothing, that's what.
As a devout Gorumite, I find this travesty to be total Bull! Gorum is one of the most active gods next to Iomedae most active in Lastwall and Mendev. What do his followers get by way of specialist classes just designed to do battle with baddies? (Or goodies depending on how you play).
That's why I created the prestige class Iron Knight of Gorum.
The following classes benefit most from the Iron Knight:
Cavalier, Fighter, Barbarian, Oracle, Inquisitor, and Cleric. That's what I think anyway. I'm sure someone would tell me otherwise, but meh.
The Iron Knight isn't focused against a specific type of evil. Rather, he's just focused on the enemy, especially enemy champions that might need a healthy smackdown for sassing the G-man and his crew. So, here's what I came up with:

Iron Knight of Gorum
The select few amongst the most battle hardened of warriors are elevated in the eyes of Gorum to be his ferocious messengers, constant reminders in and out of battle that only the strongest of body and will can thrive. Devoutly religious, the Iron Knights of Gorum are considered symbols of glory in the eyes of the faithful. Their mere presence can inspire followers of the faith to incredible feats of battle frenzy.

Their faith is made manifest in battle, where they seek out champions of opposing forces and seek to break their enemies with decisive and brutal strikes. Masters of their chosen weapon, the Iron Knights are just as destructive on foot as they are on horseback, whether on the charge or bracing for one. First seen in the Holds of Belkzen, among Gorum's faithful half-breeds, their presence spread to places of conflict, to Lastwall, the Realm of the Mammoth Lords, Lands of the Linnorm Kings, and Mendev. However, an Iron Knight of Gorum may be anywhere, as far away as Brevoy and the River Kingdoms, or even Absalom, Wherever there is battle that tests mens' mettle, wherever there is a fight that makes men cry out in fury to Our Lord In Iron, a champion can emerge, bathed in the destructive energies of Gorum.

Requirements
To qualify to become an Iron Knight of Gorum, a character must fulfill all of the following criteria.

Alignment - Any Chaotic
Base Attack Bonus - +5
Deity - Must Worship Gorum
Feat - Diehard, Weapon Focus (Martial Melee Weapon or Exotic Melee Weapon)
Special - Must be proficient in a single Martial or Exotic melee weapon and Heavy Armor

Class Skills
An Iron Knight's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha),

Intimidate (Cha), Knowledge (Engineering) (Wis), Perception (Wis), Profession (Wis), Ride (Dex), Survival

(Wis), and Swim (Str)

Skill Points at each level: 2 + Int Modifier.
Hit Die: d12.

Class Features
Level Base Attack Bonus Fort Sv Ref Sv Will Sv Special
1 +1 +2 +0 +0 Brutal Challenge 1/day, Martial Specialization
2 +2 +3 +0 +1 Chosen of Gorum
3 +3 +3 +0 +2 Ability Boost (+2 Strength)
4 +4 +4 +1 +2 Brutal Challenge 2/day
5 +5 +4 +1 +3 Savage Blows
6 +6/+1 +5 +2 +3 Ability Boost (+2 Strength)
7 +7/+2 +5 +2 +4 Brutal Challenge 3/day
8 +8/+3 +6 +3 +4 Wrath of Gorum
9 +9/+4 +6 +3 +5 Ability Boost (+2 Strength)
10 +10/+5 +7 +4 +5 Champion of Gorum, Brutal Challenge 4/day

All of the following are class features of the Iron Knight of Gorum Prestige Class
Weapon and Armor Proficiency: Iron Knights of Gorum gain no proficiency with weapons or armor

Brutal Challenge: This functions as the cavalier's Challenge ability. The Iron Knight's damage increases with class levels and stacks with that of the Cavalier class. At fourth level, he may forgoe the additional damage to do one fourth as many points in Bleeding Damage per swing. At seventh level, he may forgoe the additional damage to do half as many points in Bleeding Damage per swing. At tenth level, he may forgoe the additional damage to do three fourths as many points in Bleeding Damage per swing or two points in ability damage per swing. This ability damage is always subtracted from Strength or Dexterity.

Martial Specialization: The Iron Knight gains the ability to choose from the following feats without the Fighter Class prerequisites. These feats affect only the martial or exotic melee weapon with which he has the Weapon Focus feat in. They are Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, and Weapon Specialization. The Iron Knight must still meet the level requirements for these feats, but not the Fighter level requirements.

Chosen of Gorum: The Iron Knight is an independent warrior, known for as much for his stubbornness as for his strength and skill with his blade. At second level, the Iron Knight gains a bonus to resist mind affecting effects equal to one half his class level, and he gains a CMB Bonus to Bull Rush, Overrun, and Sunder equal to one half his class level. These bonuses increase to a maximum of +5 at level 10.

Ability Boost: As an Iron Knight gains levels in this prestige class, his ability scores increase as noted on Table: Iron Knight. These increases stack and are gained as if through level advancement.

Savage Blows: At fifth level, the Iron Knight may, once per day, increase the critical multiplier of his weapon by one. So, a 19-20x2 weapon multiplier becomes 19-20x3 and a 20x3 weapon becomes 20x4. This is done as an immediate action upon confirmation of a critical strike. In addition, he adds one third his class level to confirm critical strikes. This stacks with Critical Focus. At eighth level, he may use the standard action twice per day, or once per day he may increase his critical multiplier by 2, so a 19-20x2 weapon becomes 19-20x4, and a 20x3 weapon becomes 20x5. At tenth level level he may use the standard ability three times per day, or once per day he may increase his critical multiplier by 3, so a 19-20X2 weapon becomes 19-20x5, and a 20x3 weapon becomes 20x6.

Wrath of Gorum: Gorum has been known to use those champions of his to punish transgressors, though should his champions displease Our Lord In Iron they may also find themselves as targets of his wrath. Once per day at eigth level, the Iron Knight can cast Rusting Grasp as a spell like ability, using his character level as his caster level. At tenth level, he may use the ability twice per day. He may target magical armor and weapons, temporarily reducing their enhancement bonus for as long as the spell lasts. Should the Iron Knight displease Gorum, through cowardice, tricks unbecoming of a worshipper, or through no longer being Chaotic, any weapon or armor that is held by the Iron Knight gains the broken condition while he holds it. He must perform a penance, as per the atonement spell. In addition, while the character wears armor or holds a weapon, that equipment takes 1D6 points of damage per day until destroyed and cannot be repaired until the character atones.

Gorum's Bloody Avatar: At tenth level, the Iron Knight becomes Gorum's Bloody Avatar, a virtual god of battle amongst men. The Iron Knight's armor and weapon can, at will, weep blood. This affects him as though he is under the effects of a permanent Grease Spell, though instead of grease the character is surrounded by blood and gore. The ability can be activated at will as a free action. All living creatures standing in the blood pool must pass a fortitude saving throw or be sickened. While his allies will not fall down, they still must pass the fortitude saving throw to be sickened. The ability can be dispelled, and if successfully dispelled the Iron Knight must wait 1D4 turns before he can summon the ability again as a free action. When in a challenge, his weapon gains the Rend special ability against that challenged opponent. In addition, once per day as a spell like ability, the Iron Knight gains the Iron Body spell, though instead of Iron the character transforms his body into living Adamantine. He uses his character level as the caster level.


Looked it over later and realized how friggin OP alot of the abilities are.
Changed them as follows:
Brutal Challenge: This functions as the cavalier's Challenge ability. The Iron Knight's damage increases with class levels and stacks with that of the Cavalier class. At fourth level, he may forgoe the additional damage to do one fourth as many points in Bleeding Damage per swing. At seventh level, once per turn, when he is struck and wounded, he may make an immediate counter-attack. At tenth level, the Iron Knight's weapon gains the Rend special quality against the target of his challenge.

Savage Blows: At fifth level the Iron Knight may, once per day, increase the critical multiplier of his weapon by one. So, a 19-20x2 weapon multiplier becomes 19-20x3 and a 20x3 weapon becomes 20x4. This is done as an immediate action upon confirmation of a critical strike. In addition, he adds one half his class level to confirm critical strikes. This does not stack with Critical Focus. At tenth level, he may use the Savage Blows ability an additional time per day or once per day he may increase his critical multiplier by 2, so a 19-20x2 weapon becomes 19-20x4, and a 20x3 weapon becomes 20x5.

Gorum's Bloody Avatar: At tenth level, the Iron Knight becomes Gorum's Bloody Avatar, a virtual god of battle amongst men. The Iron Knight's armor and weapon can, at will, weep blood. This affects him as though he is under the effects of a permanent Grease Spell, though instead of grease the character is surrounded by blood and gore. The ability can be activated at will as a free action. All living creatures standing in the blood pool must pass a fortitude saving throw or be sickened. While his allies will not fall down, they still must pass the fortitude saving throw to be sickened. The ability can be dispelled, and if successfully dispelled the Iron Knight must wait 1D4 turns before he can summon the ability again as a free action. In addition, once per day as a spell like ability, the Iron Knight gains the Iron Body spell, though instead of Iron the character transforms his body into living Adamantine. He treats his character level as the caster level.

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