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Baneknight

by Lord Deldain

Lvl

Base Atk.

F.

R.

W.

Special

 

 

 

 

 

 

1

+1

+2

+0

+0

Signature Weapon

2

+2

+3

+0

+0

Damage reduction 3 / -

3

+3

+3

+1

+1

Resilience

4

+4

+4

+1

+1

 

5

+5

+4

+1

+1

Damage reduction 4 / -

6

+6

+5

+2

+2

Baneful Strike

7

+7

+5

+2

+2

 

8

+8

+6

+2

+2

Damage reduction 5 / -

9

+9

+6

+3

+3

Perseverance

10

+10

+7

+3

+3

Fearful Renown

There are those who dream of power, and there are those who will stop at nothing to have it. Baneknights are those who have given their very soul for it. They are cruel, heartless warriors who have no loyalty to anyone but themselves. Their desire is power, be it through war, treachery, or any other means possible. Because they have no remorse, they tend to kill for pleasure, and it is this reputation that earned their kind the title 'baneknights.'
Baneknights are the epitome of the traditional black knight. Most have forsaken their king, their god, etc., to turn to a life of betrayal, torturing, and murder. Most baneknights are Fighters, Ex-Paladins, and Rangers. However there is nothing stopping a character of another class from joining their ranks. The baneknights fearsome skills in combat would make most Sorcerers or Wizards and even deadlier foe. And a cleric who turned his back on the faith to join an evil god might make an interesting candidate for (bane) knighthood.

Hit Die: d10

Requirements
To qualify to become a baneknight, a character must fulfil all the following criteria.
Alignment: any evil
Base Attack Bonus: +6
Intimidate: 10 ranks
Special: A character wishing to become a baneknight must seek out another baneknight of at least three levels higher than he is, fight him to the death, and win. He may then take up that baneknights mantle and signature weapon, or choose one of his own.

Class Skills
The baneknight's class skills ( and the key ability for each skill) are Climb (Str), Craft (Int) Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Spot (Wis), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features
Weapons and Armour Proficiency: Baneknights are proficient in all simple weapons, martial weapons, light armour, medium armour, heavy armour, and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Signature Weapon: All baneknights choose a signature weapon for which they are known for using to kill their foes. This may be any weapon the baneknight is proficient in. When using his signature weapon in combat, a baneknight gains a +2 to hit and damage.
Damage Reduction: Baneknights learn to shrug off the effects of damage to last longer in combat. When a baneknight is dealt damage, the damage is reduced by a number of points based on the baneknights level. The damage is reduced by 3 points at 2nd level, 4 points at 5th level, and 5 points at 8th level. Damage reduction can reduce the damage to 0 but not below 0.
Resilience: Baneknights are known to shrug off physical punishment, including poison, disease, and so forth. Starting at 3rd level, if a baneknight fails a fortitude saving throw, he may attempt to make the save again. If the second save fails, he suffers the effect as per normal.
Baneful Strike: Baneknights show no mercy in combat. At 6th level if a baneknight scores a successful critical hit against an opponent with his signature weapon, that opponent suffers 1d4 points of strength, constitution, or dexterity damage in addition to the normal damage dealt. The type of damage dealt is up to the baneknight, but must be declared when making his critical hit roll. This is considered an extraordinary ability.
Perseverance: Baneknights refuse to give up in combat, this ability reflects that tenacity. Baneknights who drop below 0 hit points may continue to fight until they reach a number of negative hit points equal to their total level. Thus a character with 10 levels as a fighter and 9 levels as a baneknight could fight until he reached -19 hit points, however if he reaches -20 he would die as per the normal rules. Baneknights have only a 5% chance to stabilise each round in this condition, only magical healing of more than their Will modifier in hit points will stabilised them otherwise.
Fearful Renown: As a baneknight achieves near legendary infamy, his can use his presence to strike fear into the hearts of the weak. At 10th level a baneknight may force a creature to make a Will save with a DC equal to 10 + his level + his charisma modifier. If the creature fails, it must flee in fear for the duration of the encounter. This is considered a supernatural ability and may be used to affect a number of creatures per day equal to the baneknight's charisma modifier. Only creatures with fewer hit dice than the baneknight's prestige level can be affected. A creature may only be affected by the baneknight's gaze once per encounter.