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Chevalier de Selarya, ordre de la terre

Description
Introduction
Fondé il y a plusieurs centaines d'années par le premier roi de Selarya Jaer of the lake, cette ordre de chevalerie a comme but de protéger la nation Sélarienne et toutes les nations bonnes et juste du monde.

L'ordre de chevalerie est divisé en quatres groupes.

L'ordre de la pierre est la section de la chevalerie utilisé au front lors des combats. Ces chevaliers sont surtout entrainés au combat en melee et comme cavalerie lourde. Ils sont aussi réputer pour former un mur infranchissable au combat.

Héraldrie : Un bouclier avec une tour argenté de dessiné au centre, avec une épée sur la tour.
D� de vie
(d12)
Alignement
Pour devenir un Chevalier de Selarya, ordre de la terre il faut avoir un alignement loyal bon.
Pr�requis
To qualify to become a knight of selarya order of rock, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Skills: Intimidate 4 ranks, Diplomacy 4 ranks, Ride 4 ranks.
Feats: Endurance, Iron Will, Mounted Combat
Skills
The knight of selarya order of rock class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str). See chapter 4 of the Player's Handbook for skill descriptions.

Nombre de skills par niveau: 2 + Modificateur d'Intelligence

Chevalier de Selarya, ordre de la terre
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+1+2+0+0Damage reduction 1 / -, Defensive stance 1/day, Stability
2+2+3+0+0Fearless, Shield bonus +1
3+3+3+1+1Defensive stance 2/day
4+4+4+1+1Damage reduction 2 / -
5+5+4+1+1Defensive stance 3/day
6+6+5+2+2Shield bonus +2
7+7+5+2+2Damage reduction 3 / -, Defensive stance 4/day
8+8+6+2+2Mobile Defense
9+9+6+3+3Defensive stance 5/day
10+10+7+3+3Damage reduction 4 / -, Shield bonus +3

Habilet�s de classe
Weapon and armor proficiency
The Knight of Selarya, order of rock gain no proficiency with any weapon or armor.
Damage reduction 1 / -
At 1st level, a knight gain the ability to shrug off some amount of injury from each blow or attack. Substract 1 points from the damage the knight take each time he is dealt damage. This ability improve at 4th, 7th and 10th level. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)
Defensive stance 1/day
When he adopts a defensive stance, a knight gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A knight may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A knight can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a knight can only do so during his action.
Stability
The knight is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, knocked prone, or pushed back by a bull rush attack. This bonus also apply on ride check to stay in saddle.
Fearless
The knight is immune to fear and magical fear effect.
Shield bonus +1
At 2th level, a knight is become a master to use shield. He gain a +1 Ac bonus when using any kind of shield. This ability improve as he gain level.
Mobile Defense
At 8th level, a knight can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.
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