A Green Knight serves Nature, usually through service or patronage to a nature deity or one of the Fey Courts. The Knight strives to defend the balance of nature. He must be willing to allow nature to take its course, and must stop all those who would do harm to its delicate balance.
He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Green Knights must worship a nature deity to be playable.
Lvl | BAB | Saves | Feats | HP | Challenge | ||||
---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | AB | DMG | Uses | ||||
1st | +1 | +2 | +0 | +0 | Strong Soul, Beast Tongue | 10 | - | - | - |
2nd | +2 | +3 | +0 | +0 | Challenge I | 20 | +1 | 1d4 | 2 |
3rd | +3 | +3 | +1 | +1 | 30 | +1 | 1d4 | 2 | |
4th | +4 | +4 | +1 | +1 | Woodland Stride | 40 | +1 | 1d4 | 2 |
5th | +5 | +4 | +1 | +1 | 50 | +1 | 1d4 | 2 | |
6th | +6/+1 | +5 | +2 | +2 | Challenge II, Bonus Feat | 60 | +2 | 1d6 | 3 |
7th | +7/+2 | +5 | +2 | +2 | Armor Mastery I | 70 | +2 | 1d6 | 3 |
8th | +8/+3 | +6 | +2 | +2 | Cut the Corruption 2/day | 80 | +2 | 1d6 | 3 |
9th | +9/+4 | +6 | +3 | +3 | Slippery Mind | 90 | +2 | 1d6 | 3 |
10th | +10/+5 | +7 | +3 | +3 | Challenge III | 100 | +3 | 1d8 | 4 |
11th | +11/+6/+1 | +7 | +3 | +3 | Venom Immunity, Divine Health | 110 | +3 | 1d8 | 4 |
12th | +12/+7/+2 | +8 | +4 | +4 | Bonus Feat | 120 | +3 | 1d8 | 4 |
13th | +13/+8/+3 | +8 | +4 | +4 | 130 | +3 | 1d8 | 4 | |
14th | +14/+9/+4 | +9 | +4 | +4 | Challenge IV | 140 | +4 | 2d4 | 5 |
15th | +15/+10/+5 | +9 | +5 | +5 | End of the Cycle | 150 | +4 | 2d4 | 5 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Cut the Corruption 4/day | 160 | +4 | 2d4 | 5 |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Take Their Heads | 170 | +4 | 2d4 | 5 |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Challenge V, Bonus Feat | 180 | +5 | 2d6 | 6 |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | 190 | +5 | 2d6 | 6 | |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Indestructible | 200 | +5 | 2d6 | 6 |
Strong Soul: The character gains a +1 bonus to fortitude and will saving throws, as well as a +1 bonus to any saving throw versus death magic.
Beast Tongue: The Green Knight gains the ability to communicate with beasts. (Animal language)
Challenge: The Green Knight issues a challenge to the target creature, gaining a morale bonus to attack and damage rolls versus all enemies with that creature's type for a duration equal to 1 turn per his Green Knight levels. This challenge may not be issued to Animal or Plant types, while challenges issued to Undead or Abberation types gain further bonuses. 25 minutes recharge.
- Attack bonus is equal to Challenge rank, so +1 at level 2, +2 at level 6 etc. Attack Bonus vs Undead/Aberration: +2 over base rank.
- Damage Bonus is 1d4 at rank I, 1d6 at rank II, 1d8 at rank III, 2d4 at rank IV, 2d6 at rank V, 2d8 at rank VI+.
Woodland Stride: The character is immune to the grease, web, and entangle spells.
Armor Mastery: The Green Knight gains 2 AC. This is a Dodge bonus. It stacks with the other class-based Dodge bonuses up to +10, counting towards the overall +20 Dodge bonus. Will not stack with Swordmage, Bladesinger, or Demonic Servitor's bonuses and will be superseded by their AC bonus if they're higher.
Cut the Corruption: A Green Knight can enchant their weapon to do an additional 2d6 divine damage vs Undead and Aberrations for 1 turn/level.
Slippery Mind: Characters failing their will save versus mind-affecting spells get an automatic reroll.
Venom Immunity: The Green Knight is immune to all poisons.
Divine Health: The Green Knight is immune to all diseases.
End of the Cycle: RP Ability. At 15th level, things killed by a Green Knight tends to stay dead. When the Knight kills a creature, it is treated as if it were killed by a death effect for the purposes of magic that can restore it to life. In addition, it’s placed under the effects of a permanent sanctify corpse effect (using the Knight’s level as the spell’s caster level).
Take Their Heads: A Green Knight's blade is blessed by fey powers and unerringly seeks out foe's necks. Applies 1d8 Massive Critical property for 2 turns/level.
Indestructible: A 20th level Green Knight is virtually impervious to death. He gains +4 to his base constitution score, and is immune to Death effects.
Bonus Feats: Blind Fight,Called Shot, Cleave, Deflect Arrows, Disarm, Dodge,Expertise, Favored Enemy - Outsiders(Bug),Great Cleave, Improved Critical,Improved Disarm, Improved Expertise, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Weapon Finesse, Weapon Focus, Weapon Proficiency Exotic
Epic Challenge: Increases rank and uses of Challenge at 22nd, 26th, & 30th
Bonus Feats: The epic green knight gains a bonus feat at levels 23 and 26.
Bonus Epic Feats: Armor Skin, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Overwhelming Critical