The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars
of disciplined, skilled, loyal soldiers. Their reputation is deserved
partly because of the heroic actions of their leaders, the Purple Dragon
knights.
Requirements
Alignment: Any
nonevil and nonchaotic.
Base Attack Bonus:
+4.
Skills: Diplomacy
or Intimidate 1 rank, Listen 2 ranks, Ride 2 ranks, Spot 2 ranks.
Feat: Leadership,
Mounted Combat.
Special: Membership
in the Purple Dragons.
Class Skills
Climb (Str), Diplomacy
(Cha), Intimidate (Cha), jump (Str), Ride (Dex), Swim (Str).
Skill
Points at Each Level: 2 + Int modifier
Class Features
Weapon & Armor
Proficiencies: A Purple Dragon knight is proficient with all simple
weapons, light armor, medium armor, and shields.
Rallying Cry (Su):
The knight can utter a powerful shout (typically "For Cormyr!") that causes
all allies within 60 feet to gain a +1 morale bonus on their next attack
roll and increases their speed by 5 feet until the knight's next turn.
This mind influencing effect can be used up to three times per day.
Heroic Shield: A
knight can use the aid another action to give an ally a +4 circumstance
bonus to AC instead of the normal +2.
Inspire Courage (Su):
This ability has the same affect as the bard ability of the same name.
the knight makes an inspirational speech, bolstering his allies against
fear and improving their combat abilities. To be affected, an ally
must hear the knight speak for a full round. The effect lasts as
long as the knight speaks and for 5 rounds after the knight stops speaking.
While speaking, the knight can fight but can not cast spells, activate
magic items by spell completion (such as scrolls), or activate magic items
by magic word (such as wands). Affected allies receive a +2 morale
bonus on saving throws against charm and fear effects and a +1 morale bonus
on attack and weapon damage rolls.
Fear (Su): Once
per day, a knight can evoke a fear effect (DC 13 + the officer's
Charisma modifier). His allies are immune to the effect.
Oath of Wrath (Su):
Once per day, a knight can select a single opponent within 60 feet
and swear an oath to defeat them. For the duration of the encounter,
the knight has a +2 morale bonus on melee attack rolls, weapon damage rolls,
saves, and skill checks made against the challenged target. The effect
is negated immediately if the knight makes an attack or casts a spell targeted
at any other creature except the challenged opponent.
Final Stand (Su): Once
per day, the knight can inspire his troops to a heroic effort, temporarily
increasing their vitality. All allies within 10 feet of the knight
gain 2d10 temporary hit points. This ability affects a number of
creatures equal to the knight's class level + his Charisma modifier and
lasts an equal number of rounds.
|
Level |
Attack Bonus |
Save |
Save |
Save |
Special |
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Rallying cry, heroic shield |
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Inspire courage (1/day) |
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Fear |
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Oath of wrath, inspire courage (2/day) |
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Final stand |