Purple Dragon Knight
(Player's Guide to Faerûn variant, p. 68)
Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.
Requirements
Base Attack Bonus: +4
Alignment: Any nonevil and nonchaotic
Skills: Diplomacy 1 ranks or Intimidate 1 ranks , Listen 2 ranks , Ride 2 ranks , Spot 2 ranks
Feats: Leadership , Mounted Combat
Region: The candidate must have Cormyr as his home region or have 8 ranks in Knowledge (Cormyr local).
Special: The candidate must be a member of the Purple Dragons.
Hit die
d10
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Purple Dragon knights gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.
Heroic Shield (Ex): Beginning at 1st level, when the Purple Dragon knight uses the aid another action (see page 154 of the Player's Handbook) to improve an ally's AC, his effort grants a +4 circumstance bonus instead of the normal +2.
Rallying Cry (Su): Three times per day, a Purple Dragon knight can utter a powerful shout (usually "For Cormyr!") that grants him a +1 morale bonus on his next attack roll and increases his land speed by 5 feet until his next turn. These same benefits also extend to each of his allies within 60 feet. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. Rallying cry is a mind-affecting ability.
Inspire Courage (Su): Once per day at 2nd level, the Purple Dragon knight can make an inspirational speech to bolster his allies and himself against fear and improve the group's combat abilities. This ability functions like the inspire courage function of the bardic music ability. Each affected creature, including the knight himself, gains a +2 morale bonus on saving throws against charm or fear effects and a +1 morale bonus on attack and weapon damage rolls. To gain these benefits, an ally must hear the Purple Dragon knight speak for 1 full round. The effect lasts as long as the ally can hear the knight speak and for 5 rounds afterward. While speaking, the Purple Dragon knight can fight, but he cannot cast spells or activate magic items by either spell completion (such as scrolls) or command word (such as wands).
At 4th level, the Purple Dragon knight may inspire courage one additional time per day.
Fear (Sp): Once per day, a 3rd-level or higher Purple Dragon knight may evoke a fear effect that functions like the spell of the same name (caster level equals Purple Dragon knight's character level).
Oath of Wrath (Su): At 4th level, the Purple Dragon knight may select a single opponent within 60 feet and swear to defeat him. For the duration of the encounter, the knight gains a +2 morale bonus on melee attack rolls, weapon damage rolls, saving throws, and skill checks made against the challenged target. The effect is negated immediately if the Purple Dragon knight attacks or targets a spell against any hostile creature other than the challenged target. Attacks of opportunity and spells cast on allies do not count, nor do spells such as fireball that may catch other creatures in their areas. The Purple Dragon knight can use oath of wrath once per day.
Final Stand (Su): Once per day, a Purple Dragon knight of at least 5th level can inspire his troops to a heroic effort. When he uses this ability, the knight gains 2d10 temporary hit points, and so does each ally within 10 feet of him. This ability can affect a maximum number of creatures equal to the character's Purple Dragon knight level + the Purple Dragon knight's Cha modifier, and the effect lasts for an equal number of rounds.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Heroic shield, rallying cry |
2nd | +2 | +3 | +0 | +0 | Inspire courage 1/day |
3rd | +3 | +3 | +1 | +1 | Fear |
4th | +4 | +4 | +1 | +1 | Inspire courage 2/day, oath of wrath |
5th | +5 | +4 | +1 | +1 | Final stand |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Climb | STR | ||
Diplomacy | CHA | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (local) | INT | ||
Knowledge (tactics) | INT | ||
Ride | DEX | ||
Swim | STR |