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The Saving Throw
Dungeons and Dragons, 3.5 Edition Sept. 27, 2006
Prestige Classes for your enjoyment.

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Knight of the Crimson Wing
contributed by Nostrum

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Rage 1/day
2nd +2 +3 +0 +0 Armor Mastery (Medium)
3rd +3 +3 +1 +1 Fast Movement (10 ft.)
4th +4 +4 +1 +1 Rage 2/day, Raging Smite Evil
5th +5 +4 +1 +1 Damage Reduction 1/-, Greater Rage
6th +6 +5 +2 +2 Armor Mastery (Heavy)
7th +7 +5 +2 +2 Rage 3/day
8th +8 +6 +2 +2  
9th +9 +6 +3 +3 Indomitable Will
10th +10 +7 +3 +3 Rage 4/day, Fast Movement (20 ft.), Damage Reduction 2/-
Hit Die: d10

Requirements

To qualify to become a knight of the Crimson Wing, a character must fulfill all of the following criteria.

Alignment: Any nonlawful, nonevil
Base Attack Bonus: +5
Skill: Intimidate (8 ranks)
Special: The character must have slain an evil character while under the effects of a rage, be it involuntary or voluntary, under the effect of a Rage spell, the rage/frenzy class feature, or any similar class feature.

Class Skills
Balance (Str), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str)
Skill points at each level: 2 + Int Modifier

Class Features

Weapon and Armor Proficiency: A Knight of the Crimson Wing is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Rage (Ex): A Knight of the Crimson Wing can fly into a rage a certain number of times per day. In a rage, a Knight of the Crimson Wing temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the knight of the Crimson Wing’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Knight of the Crimson Wing cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Knight of the Crimson Wing may prematurely end his rage. At the end of the rage, the Knight of the Crimson Wing loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A knight of the Crimson Wing can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At every other 3 levels, a knight of the Crimson Wing gains one more use of rage per day.

Armor Mastery (Ex): Starting at 2nd level, a Knight of the Crimson Wing is able to ignore the standard speed reductions for wearing medium armor. At 6th level, it can also ignore standard speed reductions for wearing heavy armor.

Fast Movement (Ex): A Knight of the Crimson Wing is faster than the norm of its race by +10 feet. This benefit applies only when he is wearing no armor, light, or medium armor, and nor carrying a heavy load. At 6th level, a knight of the Crimson Wing is capable of moving faster wearing heavy armor as well. Apply this bonus before modifying the knight of the Crimson Wing's speed because of any load carried or armor worn.

At 10th level, the bonus in movement increases by an extra +10 feet.

Raging Smite Evil (Su): A Knight of the Crimson Wing is capable of focusing his inner rage and deploy it on evil enemies. His training boils to the purpose of using righteous wrath against the unrighteous, which has produced for the knights an undesirable reputation of being self-righteous bloodthirsters.

Once per encounter, and while on a rage or similar effect, a Knight of the Crimson Wing may decide to end his rage prematurely and use the energy of said rage to smite evil. A Knight of the Crimson Wing is considered raging until the attack is executed, whether it succeeds or not. A Knight of the Crimson Wing gains a bonus to attack equal to the turns of rage left, and deals damage equal to his class level plus his turns of rage left. Once he uses the smite attack, the effects of ending a rage prematurely come into effect.

Damage Reduction (Ex): At 5th level, a Knight of the Crimson Wing gains damage reduction 1/-. This damage reduction stacks with this same class feature gained on other classes (for example, the Barbarian's damage reduction), or feats that grant similar damage reduction.

At 10th level, this damage reduction increases by 1, to a total of 2/-.

A Master of the Lands who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Greater Rage (Ex): At 5th level, the bonuses in Strength and Constitution gained from a rage increase by +2, and the morale bonus on Will saves increases by +1. If the Knight of the Crimson Wing already has this class feature, it instead receives the Mighty Rage class feature, as the Barbarian class feature of the same name.

Indomitable Will (Ex): While on a rage, a Knight of the Crimson Wing of 9th level gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves while on a rage.




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