Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
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Level 1: +LVL to hit with lances, swords, maces, and flails.
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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.
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Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
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Level 1: Turn Undead as a cleric of same level.
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Level 1: Detect Evil (Range 60', cont.)
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Level 1: 1M: Sense Danger.
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Level 1: Protection from Evil 10'r (continuous, but may be lowered).
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Level 1: Immune disease.
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Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
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Level 1: Immune to Fear; Protection from Fear 10'r
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Level 1: Resistance of 34+4*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.
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Level 1: Regenerate LVL hp/s.
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Level 1: Can operate at negative hit points (even offensively) up to -10*level.
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Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
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Level 1: 1M, LVL/d: Cure Disease
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Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
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Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
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Level 3: 1M: Improved Invisibility.
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Level 3: Free Action cont.
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Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
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Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
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Level 4: Immune to Sharpness and Vorpal effects.
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Level 5: WR 50+LVL*6%
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Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
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Level 6: +1 QP action.
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Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
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Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
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Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
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Level 10: Considered a x2 creature.
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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.
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