Knight of Quality1


Level KXP Psi6G
123 456 7
1 0 --- --- -
2 300 1-- --- -
3 650 2-- --- -
4 1050 3-- --- -
5 1500 41- --- -
6 2000 52- --- -
7 2550 63- --- -
8 3150 741 --- -
9 3800 852 --- -
10 4500 963 --- -
11 5200 A74 1-- -
12 5900 B85 2-- -
13 6600 C96 3-- -
14 7300 DA7 4-- -
15 8000 EB8 5-- -
16 8700 FC9 6-- -
17 9400 GDA 71- -
18 10100 HEB 81- -
19 10800 IFC 92- -
20 11500 JGD A2- -
21 12200 KHE B3- -
22 12900 LIF C3- -
23 13600 MJG D41 -
24 14300 NKH E41 -
25 15000 OLI F52 -
26 15700 PMJ G52 -
27 16400 QNK H63 -
28 17100 ROL I63 -
29 17800 SPM J74 1
30 18500 TQN K74 1
31 19200 URO L85 1
32 19900 VSP M85 2
33 20600 WTQ N96 2
34 21300 XUR O96 2
35 22000 YVS PA7 3
36 22700 ZWT QA7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 14, Wis 13, Chr 18, Cml 9, Warrior 9
Alignment: any
HD/level: d16
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: L&L1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +(level+2)/3 to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Gets spellcasting ability equal to Cleric1, but without Wisdom bonus.
Level 1: Turn Undead as a cleric of same level.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature.
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: +3 on all saving throws; not cumulative with any other cavalier, knight, or paladin bonus.
Level 1: A additional +3 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 24+3*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate lvl hp/r.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1: Lay on Hands: Cure 3 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 4 levels (round up).
Level 1: Effective Charisma with other warriors is increased by your level.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 2: Greater Swing: As per Great Swing but does 6 times normal damage and has a 2% per level of instant killing.
Level 2: Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Invisibility.
Level 3: Free Action cont.
Level 3: Free Riding (air-based) proficiency (1 slot).
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May call upon a special war horse as a paladin does.
Level 4: Immune to Sharpness and Vorpal effects.
Level 4: Can build a freehold and attract followers. Automatically gains 1 XP per year per follower if sets up a stronghold.
Level 4: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: Gain 40+level*5% WR.
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 6: Can transfer 1/7 of total XP to one of your children upon natural (mental aging) death.
Level 7: 1M: +1 Str this round.
Level 7: Gain "Impale"; see the generic Warrior Level 9 ability.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Your hit points are maximum (consider all hit die rolls to be maximum possible, even if you have non-warrior classes).
Level 9: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing" or "Greater Swing".
Level 9: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 10: Considered a x2 creature.
Level 10: 1F: Double your Str, Dex, Con, or Chr shift from 10 until end of round (example: a 23 stat becomes 23+13 = 36)
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.
Level 13: Maximum age doubles (you may be lowered 1-2 age categories).
Level 13: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or yourself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.).
Level 18: May have you "home plane" switched to that of your alignment.