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Created By
Karuma (talk)
Date Created: 9/24/2010
Status: Sandbox
Editing: Please feel free to edit constructively!
Balance: Wizard

{{#set:Summary= |Length= |Minimum Level=10 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability= |Class Ability Progression= }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Blood Knight

Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

Most people who fight have a certain cause that drives them. This cause may be many things, Virtuous or Sinful, Orderly or Randomized, but they are all causes, external reasons to take up arms. The Blood Knight however, is different. To the Blood Knight, the only drive to fight is the act of fighting itself. No more, no less.

Becoming a Blood Knight

Characters pursue this class for one reason: To live and die for the sake of battle itself. Typically a Blood Knight will value her physical stats above her mental, though it is not unheard of one fighting with her mental prowess. It is difficult, but not impossible, for anyone not already devoted to combat to join the ranks of the Blood Knight, so while a Rogue is not unheard of joining, it is more likely that Fighters, Barbarians, and especially Knights would pursue such a career, with the occasional Ranger cropping up.

Entry Requirements
Alignment: <-alignment requirement->.
Base Attack Bonus: 10+
Special: A Knight of appropriate Knightly Order may wave any requirements.
Table: The Blood Knight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st +1 +2 +2 +2 All Fighting, All The Time <-effects of existing spellcasting at this level->
2nd +2 +3 +3 +3 Life of Combat <-effects of existing spellcasting at this level->
3rd +3 +3 +3 +3 Bonus Feat <-effects of existing spellcasting at this level->
4th +4 +4 +4 +4 Eye on the Prize 1/day <-effects of existing spellcasting at this level->
5th +5 +4 +4 +4 I Have Not Yet Begun to Fight! <-effects of existing spellcasting at this level->
6th +6 +5 +5 +5 Bonus Feat <-effects of existing spellcasting at this level->
7th +7 +5 +5 +5 I Declare War. <-effects of existing spellcasting at this level->
8th +8 +6 +6 +6 Eye on the Prize 2/day <-effects of existing spellcasting at this level->
9th +9 +6 +6 +6 Bonus Feat <-effects of existing spellcasting at this level->
10th +10 +7 +7 +7 Life May Cease, Battle Does Not <-effects of existing spellcasting at this level->

Class Skills (Skill Points::6 + Int modifier per level.
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

<span id="Table: The Epic <-class name->">Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th Epic Bonus Feat, Eye on the Prize 3/day
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th Epic Bonus Feat
16th Eye on the Prize 4/day
17th <-any improvements to class features gained at this level, including any bonus feats->
18th Epic Bonus Feat
19th <-any improvements to class features gained at this level, including any bonus feats->
20th Eye on the Prize 5/day

Class Features

All of the following are class features of the <-class name->.

<span id="<-extraordinary class feature->"><-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-subclass feature->"><-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

All Fighting, All The Time (Ex): At 1st level you are considered in Combat whenever it would be advantageous for you. As a side effect, any time new creatures enter a situation you are allowed to consider it a new encounter for any effects that can be used a limited number of times per encounter or which refresh at the start of an encounter.

Life of Combat (Ex): At 2nd level you are never considered Flat-Footed for any reason and you act in any surprise round, taking actions as if it were a full round instead. In addition, the amount of time away from a fight to be considered out of the fight is only one round for you, instead of ten.

Bonus Feats: At 3rd, 6th, and 9th level you may choose a bonus Combat Feat. If you are not using Tome, you may choose a Fighter Bonus Feat that you qualify for and levels in Blood Knight stack with levels of Fighter to determine if you qualify for a feat.

Eye on the Prize (Ex): At 4th level a roll of a 1 on an Attack Roll or Saving Throw is no longer an automatic failure and is instead treated as a 1. Once per day you may elect to treat the roll of 1 as a roll of 21 instead and gain an additional use per day every four more levels. (8th, 12th, 20th...)

I Have Not Yet Begun to Fight! (Ex): At 5th level a Blood Knight is Immune to any status effects that would cause her to stop fighting, aside from dieing. This does not make her Immune to a compulsion that would order her to fight her allies, but it would stop a compulsion with an order to stand down.

I Declare War. (Ex): At 7th level a Blood Knight can force open hostilities in all surrounding creatures. All creatures within 60' have their attitudes shifted to hostile towards whomever the Blood Knight designates. Will save 10 + 1/2 Blood Knight's ECL + STR negates, however avoiding mob mentality is tough. If more than half the creatures in range fail their saves, the ones that didn't must make another save with the same DC +2 per each creature that originally failed.

Life May Cease, Battle Does Not (Ex): At 10th level the Blood Knight stops aging and is never completely killed by any effect.

A week after being killed, the Blood Knight is brought back to life within 30' of her killer and must defeat the killer one on one, taking no actions counter to this objective. If the Blood Knight wins, she is free to act as she wishes. If slain in this battle, the Blood Knight returns again in one month to repeat the challenge.

Should her losing streak continue she will return again in a year, then a decade, then finally once a century. If the killer dies in the intervening time, the Blood Knight challenges the closest living relative instead. When raised in this manner the Blood Knight takes no penalty for the death(s).

The only other ways a Blood Knight may be revived are with a Wish or Miracle spell or if the killer is subject to a Remove Curse, Break Enchantment, Limited Wish or Limited Miracle to remove the need to be challenged in which case the killer and his family are freed from being challenged, but the Blood Knight is still revived on the next time she is scheduled but may act according to her own wishes.

The epic Blood Knight gains a bonus feat (selected from the list of epic Blood Knight feats) starting at 12th and continuing every three levels from then on. (15th, 18th, 21st...)

Epic Blood Knight Bonus Feat List: <-list of bonus epic feats->

Campaign Information

Blood Knight Lore

Characters with ranks in Knowledge (History) or Knowledge (Warfare) can research Blood Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History) or Knowledge (Warfare)
DC Result
11 There are those in this world who fight for the sake of fighting.
16 Those people are called Blood Knights. They live for battle and can be found wherever there is a good fight.
21 It is said that if a war is not happening right now, a Blood Knight is getting one started.
26 Some Legendary Blood Knights do not stay dead, returning to face their killer in a duel to the death for the right to return to life.


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