Tuesday, August 28, 2018

Seven Swords for Seven Kings: The Green Knight

Seven Swords for Seven Kings is a dungeoncrawly Zelda-inspired campaign I'm beginning to build, using 3.x based mechanics with a custom set of classes. The first of these, the Green Knight, is presented below.

The Green Knight

HP: 1d10
BAB: Good
Saves: Fort Good, Ref Poor, Will Poor
Skill Points: 4+Int
Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy armor, and shields.
Class Skills: urgh

Level Basic Stances Known Intermediate Stances Known Advanced Stances Known Special
1 2 Stances, Speak with Animals
2 2 Fleet of Foot
3 3 Woodland Stride
4 3 2 Warrior’s Stance
5 3 2 Immovable Object
6 4 3 Reactive Stance
7 4 3 2 Master’s Stance
8 4 4 2 Mettle
9 4 4 3
10 4 4 3 Grandmaster’s Stance

Stances: As a swift action, the Green Knight may assume a stance he knows. At most one stance may be active at a time; when the Green Knight activates a new stance, the prior stance is deactivated. The Green Knight may leave their stance as a free action. The Green Knight begins play knowing two stances from the Basic Stances list, and gains additional stances according to the chart above. In addition, whenever the Green Knight levels up, they may replace one stance they know with another of the same category.

Speak with Animals: 3/day, as the spell

Fleet of Foot: At level 2, the Green Knight may take a five-foot step as a swift action, in addition to the usual five-foot step.

Immovable Object: Starting at level 5, if the Green Knight needs to make a Reflex or Will save and has not moved since the start of their most recent turn, they may instead make a Fortitude save.

Warrior’s Stance: A 4th level Green Knight may assume the Warrior’s Stance. When this stance becomes active, the Green Knight selects two Basic Stances they know. While Warrior’s Stance remains active, the Green Knight gains the benefits of both stances they selected.

Reactive Stance: The Green Knight may assume a stance he knows as an immediate action.

Master’s Stance: A 7th level Green Knight may assume the Master’s Stance. When this stance becomes active, the Green Knight selects one Basic Stance and one Intermediate Stance they know. While Master’s Stance remains active, the Green Knight gains the benefits of both stances they selected.

Grandmaster’s Stance: A 10th level Green Knight may assume the Grandmaster’s Stance. When the Grandmaster’s Stance becomes active, the Green Knight may select two stances they know, at most one of which may be Advanced. While the stance remains active, the Green Knight gains the benefits of both stances.

Basic Stances
  • Adder’s Strike: While this stance is active, 5-foot steps provoke attacks of opportunity from the Green Knight.
  • Leopard’s Quickness: While this stance is active, the Green Knight may make a number of attacks of opportunity per round equal to his level plus one.
  • Shelter of the Oak: While this stance is active, any allies within 10 feet of the Green Knight gain a +4 bonus to AC.
  • Eagle’s Eye: While this stance is active, the Green Knight makes ranged attacks as though the range increment of his weapon were doubled.
  • Carpet of Vines: While this stance is active, enemies of the Green Knight move at half speed while within 15 feet of the Green Knight
  • Bear Arms: While this stance is active, the Green Knight’s reach is increased by 5 feet.
Intermediate Stances
  • Nature’s Guardian: While this stance is active, melee attacks against the Green Knight’s allies provoke attacks of opportunity from the Green Knight.
  • Maze of Thorns: At the start of each round in which this stance is active, each enemy within 10’ of the Green Knight takes 1d6 piercing damage for every two levels the Green Knight has, rounded down. Reflex save DC 10 + Con + 1/2 level for half damage
  • Bramble Ring: While this stance is active, enemies of the Green Knight within 15 feet of the Green Knight act as though they are on difficult terrain.
  • Blessings of the Wild: While this stance is active, the Green Knight gains Fast Healing equal to their level.
  • Avalanche Strike: While this stance is active, when the Green Knight makes a full attack, they may make an additional attack at their highest base attack bonus.
  • Vortex Wall: While this stance is active, a vertical wall of wind is projected from the Green Knight, reaching 20 feet into the air and 45 feet in total length. Effects as wind wall, but the wall must be straight and centered on the Green Knight.
Advanced Stances
  • Grasping Roots: While this stance is active, whenever an enemy of the Green Knight is within 20 feet of the Green Knight, they must make a Reflex save once per round or become entangled. Enemies that succeed move at half speed. While Grasping Roots remains active, entangled enemies cannot move. If they spend a standard action and succeed on a strength check (DC 15 + 1/2 the Green Knight’s level), they are disentangled and can move at half speed for the remainder of the round.
  • Eye of the Storm: The Green Knight projects windstorm-force winds with a radius of 40 feet. They are not affected by any winds while Eye of the Storm is active.
  • Air Walk: While this stance is active, the Green Knight may move through the air at his normal speed. As the Druid spell.
  • Nature’s Wrath: Enemies with 30 feet of the Green Knight take 1d6 damage for every two levels the Green Knight has, rounded down. Reflex save 10 + Con + 1/2 level for half damage.

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