Cosmo-Knight Template (Homebrew) advise on appropriate CR adjustments


So I’m Converting the Cosmo-Knights from RIFTs to Pathfinder/Starfinder for my home brew world. I’ve decided a template vs. class is more appropriate to make each knight unique but still the basics. I present the Cosmo-Knight:

Cosmo-Knights are chosen by the Cosmic Forge, which gives it some of its power, turning their bodies into cosmic energy batteries. It makes them powerful enough to go into an all-out battle with a starship. Having such power comes with the responsibility to use it correctly and if they become corrupt, they lose their powers. It's possible for them to redeem themselves and therefore regain their powers, but in all of recorded history only one in a thousand succeed (approximately a dozen succeeded and went on to become heroes of legend).

It's unknown how one can become a Cosmo-Knight as those whom are deemed worthy have come from all backgrounds, from emperors and princes to criminals and beggars. They have come from many races. The only ones not chosen are supernatural beings and creatures (e.g. dragons). When someone is chosen, the Forge contacts them in a dream and how it appears to the chosen individual varies on the person. They are asked to become a Cosmo-Knight and to make sure they know what they are getting into are shown visions of possible futures, even those with personal loss and tragic endings. If they say yes, they are transformed into supernatural beings with incredible powers and the ability to summon a "cosmic armor". They have a strict code of honor to which they must follow. They are told never to seek any public office or seek leadership positions due to the tempatation of power. They can work in law enforcement as well as give aid, support, and advice. Cosmo-Knights are encouraged to hide themselves until needed to prevent veneration and adoration by others, which could also end up corrupting them. Cosmo-knights are sworn enemies of the Dark Tapestry and all Undead; and are required to terminate them on site.

Creating a Cosmo-Knight

“Cosmo-Knight” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most Cosmo-Knight were once humanoids. A Cosmo-Knight uses the base creature’s statistics and abilities except as noted here.

CR: Same as base creature +5.

Alignment: Lawful Good.

Type: The Cosmo-Knight type changes to Outsider (augmented). Do not recalculate class Hit Dice, BAB, or saves. Cosmo-knights do not need to breathe air and can survive in the vacuum of space but still require eating and sleeping.

Senses: A Cosmo-Knight gains See in Darkness

Aura: A Cosmo-Knight emanates the following aura.

Cosmic Aura (Su)
A Cosmo-Knight constantly exudes an aura of intense Good and Positive energy in a 30-foot radius. This aura functions as the spell consecrate and uses the Cosmo-Knight’s armor as an altar of sorts to double the effects granted. In addition, this miasma of fell energies hinders the channeling of negative energy. Any creature that attempts to summon negative energy in this area—such as through a cleric’s channel energy ability, a antipaladin’s touch of curruption, or any spell with the necromancy school—must make a concentration check with a DC equal to 10 + 1/2 the Cosmo-Knight’s Hit Dice + the Cosmo-Knight’s Constitution modifier. If the character fails, the effect is expended but does not function.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected.

Defensive Abilities: A Cosmo-Knight gains Fast healing equal to their CR; DR 10/magic; and immunity to cold, electricity, and Fire. A Cosmo-Knight also gains spell resistance equal to its augmented CR + 11.

The Cosmo-Knight also gains the following abilitys:

Summon Cosmic Armor (Ex)
The Cosmo-Knight is able to summon a full set of full +3 plate armor made out of a special mixture of Adamantine and Mithral. Granting DR 3/-,Spell Failure chances are decreased by 20%, Weight is ½ as normal, increase the Maximum Dexterity bonus by 2 and reduce the Armor check penalties by 4 (One from Adamantine /three from Mithral). This Special Armor does not reduce movement speed of base creature. Summoning and unsummoning the armor is a standard action. Certain abilities below are only useable while in the armor. If Broken or destroyed in battle the Cosmo-Knight cannot summon the armor again for 24 hours.

Summon Cosmic Weapon (Ex)
The Cosmo-Knight can choose to create a cosmic bound weapon they are proficient in in a ritual that take 1 hour. The weapon is permeant unless destroyed in battle. The Weapon is a +3 Aberration bane/Undead Bane made out of the same material as their Cosmic Armor. Cosmic Weapons ignore hardness less than 20 and is treated as Silver for overcoming Damage reduction.

SPECIAL: If the Cosmo-Knight loses their created Cosmic Weapon, by any means other than destruction they lose access to ALL powers and abilities granted by the template until reunited with their weapon.

Speed: Same as the base creature. If the base Creature does not have a fly speed, the Cosmo-Knight gains a fly speed of 60 (perfect maneuverability) but only while in Cosmic Armor. While in Space only, they gain the Starflight (su) ability of an Outer Dragon, with the exception they can escort one passenger only. Escorting a passenger grants the Cosmo-Knight the Grappled Condition. Prior to using Starflight the Cosmo-knight must meditate for 10 minutes to build up energy.

Attacks: A Cosmo-Knight gains a slam attack if the base creature did not have one. Damage for the slam depends on the Cosmo-Knight’s size. Also gains the kinetic blast Class ability as a Kineticist only the blast is always a cosmic blast dealing half fire/half positive energy. Blast damage scales as if base class was a Kineticist. Cosmic Blasts cannot be modified with Wild talents. Cosmic Blasts hit Touch AC and can only be used while in Armor.

Special Attacks: A Cosmo-Knight gains the following special attacks. Save DCs are equal to 10 + 1/2 the Cosmo-Knight’s HD + the Cosmo-Knight’s Constitution modifier unless otherwise noted.

Channel Cosmic Might (Su)
Any weapon a Cosmo-Knight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the Cosmo-Knight has. This additional damage is half fire and half positive energy. This ability is only useable while in Armor.

Cosmic Composite Blast (Su)
Three times per day, the Cosmo-Knight may unleash a 60-foot cone of energy as a standard action. This blast deals damage as a Maximized Kineticist Composite Blast at X 4 using the class level as the Kineticist Level (Reflex for half ). This damage is half fire and half positive energy. This Attack is meant to take down Starships and Greater EVIL and no Cosmo-Knight will EVER use this ability without the Threat being adequate or considering collateral damage. If a Cosmo-Knight uses all three Blasts in a 24 hours they must make a Fortitude Save at the DC of their Blast or become unconscious, if they succeed they gain the exhausted condition until they rest for 8 hours. This ability is only usable while in Armor.

Special Qualities: A Cosmo-Knight gains the following.
Ability Scores: Str +6, Dex +4, Con +6, Wis +4. The Physical Ability increases only apply while wearing the Cosmic Armor.

Skills: Cosmo-Knight gain a +8 racial bonus on Intimidate, Perception, and Fly checks.

Feats: Cosmo-Knight gain Diehard, Endurance, intimidating Prowess, Improved Initiative, Hover, Fly-By Attack, and Toughness as bonus feats.

I based it off of the graveknight and took the flavor from the source material. While this is homebrew in your opinion is a CR5 too high or is that appropriate?

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