Site hosted by Angelfire.com: Build your free website today!
Purple Dragon Knight
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.
Hit Die: d10

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.
 

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
Rallying cry, heroic shield
2nd
+2
+3
+0
+0
Inspire courage (1/day)
3rd
+3
+3
+1
+1
Fear
4th
+4
+4
+1
+1
Oath of wrath, inspire courage (2/day)
5th
+5
+4
+1
+1
Final stand
Return to Class List