DnD:BASteamKnight

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Steam Knight

The Steam Knight is a pilot for one of the new steam armors that have been developed to overcome the advantages of the specialized Harzium soldiers. He has managed to get through learning the quirks of the armor without getting killed or maimed. The Steam Armor comes in three types; scout, medium, and heavy.

Alignment: Any. (crazy??)

Hit Die: d10.

Class Skills The steam knight’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.


Table

Level Base Attack Fort Save Ref Save Will Save Special Active Customization Points ’’’Reserve Customization Points’’’
1 +1 +2 +0 +2 Repair, Form Elemental Suit 3 6
2 +2 +3 +0 +3 Craftsman (+1) 4 8
3 +3 +3 +1 +3 Invigorating suit, reconfigure (1/day), Armor Training 5 10
4 +4 +4 +1 +4 Elemental Surge (1) 7 14
5 +5 +4 +1 +4 Master Craftsman, reconfigure (2/day) 8 16
6 +6/+1 +5 +2 +5 Craftsman (+2) 9 18
7 +7/+2 +5 +2 +5 Reconfigure (3/day), Armor Training 10 20
8 +8/+3 +6 +2 +6 Elemental Surge (2) 11 22
9 +9/+4 +6 +3 +6 Reconfigure (4/day) 13 26
10 +10/+5 +7 +3 +7 Craftsman (+3) 14 28
11 +11/+6/+1 +7 +3 +7 Reconfigure (5/day), Armor Training 15 30
12 +12/+7/+2 +8 +4 +8 Elemental Surge (3) 16 32
13 +13/+8/+3 +8 +4 +8 Reconfigure (6/day) 17 34
14 +14/+9/+4 +9 +4 +9 Craftsman (+4) 19 38
15 +15/+10/+5 +9 +5 +9 Reconfigure (7/day), Armor Training 20 40
16 +16/+11/+6/+1 +10 +5 +10 Elemental Surge (4) 21 42
17 +17/+12/+7/+2 +10 +5 +10 Reconfigure (8/day) 22 44
18 +18/+13/+8/+3 +11 +6 +11 Craftsman (+5) 23 46
19 +19/+14/+9/+4 +11 +6 +11 Reconfigure (9/day), Armor Mastery 25 50
20 +20/+15/+10/+5 +12 +6 +12 Elemental Surge (5), perfect merger 26 52


Class Features

Weapon and Armor Proficiency

Elemental Defenders are proficient with all simple and martial weapons. Steam Knight’s are proficient with light armor and shields (but not tower shields). Armor does not interfere with the Elemental Defenders’s class features.

Repair (Sp)

The elemental powering a steam armor can be implored to use Mend on the armor as a standard action.

Steam Armor (Ex)

Every Steam Knight learns to attune an elemental engine, the core that powers a Steam Armor. The Steam Knight can select from three different types when setting his Steam Armor – Scout, Medium or Heavy. A Steam Knight is always considered to be proficient with his Steam Armor, even if he does not have the appropriate armor proficiency. The amount of time configuring this Steam Armor takes depends on the type of suit being configured. Different Steam Armor types grant different free customizations. These free customizations never count against the Steam Knight’s total number of customization points spent on his Steam Armor. The Steam Knight chooses the appearance of his elemental suit, although its shape must reflect the selections the Steam Knight has chosen: Scout provides the knight with a light frame work that emphasizes mobility, Medium covers the knight like chainmail, Heavy covers the knight like plate armor, etc. Dismissal and Banishment can be used against a Steam Armor to suppress the elemental that powers the armor; use the Steam Knight’s will save, although the Steam Knight can reattune the his elemental engine again on his next turn, this takes the same amount of time as it does to configure the armor.

Steam Armor Types There are three armor types from which the Steam Knight can choose. Scout: When configured in this way, the Steam Armor resembles a light framework. Configuring a Steam Armor in this way takes a 5 rounds. The Steam Knight gains no armor bonus from his Steam Armor when configured in this fashion, but he gains the following free customizations: speed (2), nimble. At 2nd level, the Steam Knight gains the evasion customization as a free customization when the Steam Armor is in Scout configuration. At 12th level, the Steam Knight gains the improved evasion customization as a free customization when the Steam Armor is in Scout configuration. Medium: When configured in Medium Armor, it resembles masterwork chainmail and is treated as such for all mechanical purposes. The Steam Knight cannot be wearing armor when configuring his Medium Armor. Configuring a Steam Armor into this type takes a 1 minute. The Steam Knight gains the following free customizations: energy resistance, magic attacks, improved damage. At 2nd level, the Steam Knight gains the flexible suit customization as a free customization when the Steam Armor is in Medium armor form. At 8th level, the steam armor resembles and is treated as a masterwork breastplate for all mechanical purposes. Heavy: When configure in Heavy, a Steam Armor resembles masterwork half-plate and is treated as such for all mechanical purposes. The Steam Knight cannot be wearing armor when configuring his Steam Armor in this fashion. Configuring the Steam Armor into this form takes 4 minutes. The Steam Knight gains the following free customizations: fortification, hardy. At 2nd level, the Steam Knight gains the stalwart customization as a free customization when the Steam Armor is in Heavy configuration. At 7th level, the Steam Armor resembles and is treated as masterwork full plate for all mechanical purposes.

Active Customization Points

A Steam Knight gains a pool of points he can use to customize his Steam Armor, molding it to suit his needs. Modifying the customization points spent on the Steam Armor requires 8 hours of concentration. A Steam Knight may choose to leave customization points free when he sets his customization choices, allowing him to customize his armor on the fly. If he does so, setting a customization in this fashion takes one minute of concentration and that customization cannot be changed until the Steam Knight spends another 8 hours modifying the Steam Armor. Each Steam Armor provides certain free customizations; these are provided on top of whatever customizations the Steam Knight pays for with customization points, and are not subject to the usual level prerequisites or increased costs. If the Steam Knight changes the type of his Steam Armor and the free customizations would take the suit over the maximum limit (such as switching from the Medium Armor with 3 Nimble customizations to Scout, which grants an additional Nimble customization), the excess customizations go inert until the Steam Armor is changed to make the selections valid (by reconfiguring the customization points via 8 hours of concentration or Reconfigure ability or switching the Steam Armo type).

Reserve Customization Points

This pool of customization points is used to purchase customizations to draw from to set active customizations for the Steam Armor. The customizations purchased with the reserve pool can be reassigned when the Steam Knight gains a level.

Craftsman

Beginning at 2nd level, an Steam Knight gains a +1 bonus to Craft: Steam Armor. At 6th level and every four levels thereafter, this bonus increases by 1.

Armor Training

Starting at 3rd level, a Steam Knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Invigorating Suit (Su)

An Steam Knight of at least 3rd level wearing his Steam Armor gains a +4 bonus on the following checks and saves: Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Reconfigure

Starting at 3rd level, an Steam Knight can reconfigure up to his Intelligence modifier in customization points on his Steam Armor or he can change the Steam Armor type, once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.

Power Surge (Su)

An Steam Knight learns how to get additional power out of the elemental engine of his Steam Armor, augmenting the capacity of his suit. Beginning at 4th level, the Steam Knight may spend an Power Surge to customize his Steam Armor, gaining one temporary customization point for every four Steam Knight levels. This ability, activated as a standard action, lasts for a number of rounds equal to the Steam Knight’s Intelligence modifier. Activating this ability again, while already in use, immediately causes the previous duration to end. An Steam Knight may end the duration as a free action at any time. Gain a number of power surges per day equal to 3 + Intelligence modifier.

Master Craftsman

At 5th level, an aegis gains the Master Craftsman feat as a bonus feat. He must still meet the prerequisites of the feat in order to gain its benefits.

Armor Mastery

At 19th level, a Steam Knight gains Damage Reduction 5/— whenever he is wearing armor or using a shield

Perfect Merger (Su)

A Steam Knight of 20th level has learned to become one with his armor. His elemental engine cannot be banished or suppressed by any means, although his Steam Armor still does not function within areas where magic does not work, such as an anti-magic field. In addition, the Steam Knight can spend two daily uses of his reconfigure ability, to alter all of the customizations on his Steam Armor.

Customizations

Customizations are grouped by their cost in customization points. An aegis only gains the benefits of a customization when he is wearing his astral suit. Unless specified otherwise, a customization may not be selected multiple times.

1-point Customizations

The following customizations cost 1 point from the Steam Knight’s customization pool.

Darkvision

The Steam Knight gains darkvision out to a range of 60 feet.

Energy Resistance

The Steam Knight gains resist 5 against an energy type (cold, electricity, fire, or sonic). This resistance increases by 5 for every 5 levels the aegis possesses, to a maximum of 15 at 10th level. This customization can be selected multiple times. Each time beyond the first, the Steam Knight selects an additional energy type (cold, electricity, fire, or sonic) to gain resistance to.

Evasion

As long as the Steam Knight is wearing the Steam Armor, if the Steam Knight is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The Steam Knight must be at least 2nd level before selecting this customization.

Extra Arms, Lesser

The Steam Knight’s armor has an extra pair of arms with limited function. Each arm can hold, but not use, any one item that can normally be held in one hand. Items held in this way count toward the Steam Knight’s carrying capacity. The Steam Knight can retrieve any item held by his extra arms as a swift action. The Steam Knight does not gain any mechanical benefit from items held by these arms, such as a shield bonus to armor class.

Flexible Suit

The Steam Knight’s armor check penalty is reduced by 1 (to a minimum of 0). The Steam Knight may also sleep in his armor without becoming fatigued, if he was not already able to do so (such as if in Scout configuration).

Hardened Strikes

The Steam Knight is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the Steam Knight’s unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage.

Magic Attacks

The Steam Knight’s elemental engine empowers his melee attacks. All of the Steam Knight’s melee attacks are treated as if they were magic for the purpose of overcoming damage reduction. In addition, any melee weapons wielded by the Steam Knight are treated as masterwork if they are not already.

Magic Damage

The Steam Knight’s melee attacks deal an additional 1 point of damage. The Steam Knight must have the magic attacks customization and must be at least 5th level to select this customization.

Pull

The Steam Knight’s armor has lashes that grants him the ability to pull creatures closer with a successful melee attack. Whenever the Steam Knight makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the Steam Knight. This ability only works on creatures of a size equal to or smaller than the Steam Knight. Creatures pulled in this way do not provoke attacks of opportunity. The Steam Knight must have a reach of 10 feet or more to select this customization. If there is insufficient room for the target to move closer to the Steam Knight, the attempt automatically fails.

Push

The Steam Knight gains the ability to push creatures away with a successful attack. Whenever the Steam Knight makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the Steam Knight. This ability only works on creatures of a size equal to or smaller than the Steam Knight. Creatures pushed in this way do not provoke attacks of opportunity. If there is insufficient room for the target to be pushed away, the attempt automatically fails.

Ranged Attack

The Steam Knight has a hand crossbow mounted to his armor that can be deployed as a swift action, for an additional 1 customization point this can be upgraded to a light crossbow, or for 2 additional customization points this can be upgraded to a heavy crossbow, for 1 customization point it can be upgraded to a repeating crossbow. This does not include ammunition.

Retaliate

The Steam Knight gains the ability as an immediate action to expend a power surge to make a melee attack against an enemy that has successfully hit him with a melee attack. This counts as an attack of opportunity and the Steam Knight must be able to reach the enemy. A Steam Knight must be at least 8th level before selecting this customization.

Speed

The Steam Knight’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.

Spiked Carapace

The Steam Armor is covered in sharp spikes as if equipped with armor spikes.

Stalwart

As long as the Steam Knight is wearing the armor, if the Elemental Defender is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The Steam Knight must be at least 2nd level before selecting this customization.

Swim

The Steam Knight gains a swim speed equal to his base speed.

Underwater Breath

The Steam Knight can safely breathe underwater as long as he is wearing his armor.

2-point Customizations

The following customizations cost 2 points from the Steam Knight’s customization pool.

Adhesive Feet

The Steam Knight gains a +4 bonus to CMD against bull rush, trip, and any combat maneuvers that attempt to move him from his current location. He also gains a +4 circumstance bonus to Climb checks.

Admantine Construction

The Steam Armor is made out of Admantine with all of the benefits. This customization can only be changed when the Steam Knight gains a level.

Augmented Weapon

The Steam armor has an oversized arm for the weapon hand that drives melee weapons with outstanding force. The weapon is treated as if it was one size category larger for damage purposes. The Steam Knight does not suffer any penalties for wielding the weapon. This ability does not stack with effects that increase the Steam Knight’s size category, such as enlarge person. The Steam Knight must be at least 6th level to select this customization.

Brawn

The Steam Knight gains a +2 enhancement bonus to Strength while he is wearing his Steam Armor. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.

Chameleon

The Steam Knight gains a +4 circumstance bonus to Stealth checks. The Steam Knight must be at least 5th level before selecting this customization and this customization can be taken once for every five levels the Steam Knight possesses.

Climb

The Steam Knight gains a climb speed equal to 1/2 of his base land speed.

Elemental Weapon

The Steam Knight’s elemental core envelopes his melee weapon. The weapon damage is treated as if made from an element (fire, electricity, frost, sonic). This treats the weapon as a masterwork weapon if it was not already and the Steam Knight can pay a power surge to charge the weapon with elemental energy which deals 2d6 additional points of elemental damage on its next hit, +2d6 for every 5 Steam Knight levels. The weapon stays charged for 1 minute or until it successfully hits, whichever comes first.

Energy Resistance, Improved

The energy resistance gained from the Energy Resistance customization doubles. The aegis must have the Energy Resistance customization and be at least 6th level to select this customization.

Extra Arms

The extra arms on the Steam Knight’s armor gain improved functionality. The Steam Knight gains a +2 circumstance bonus to Climb checks and CMD against grapple attempts for each extra arm that is not holding anything. In addition, one of the arms can wield and use a light or one-handed weapon, a shield, or any other item that can be used with one hand. Attacks made with this additional arm suffer a -2 penalty to attack rolls in addition to any penalties for using two weapons. These extra arms do not grant any additional attacks, only alternate arms with which to make the standard attacks. The Steam Knight must be at least 5th level and have the Lesser Extra Arms customization before selecting this customization.

Flight

The Elemental Defender uses elemental energy to gain a fly speed equal to its base speed. The Elemental Defender’s maneuverability depends on his size. Medium or smaller Elemental Defenders have good maneuverability. Large Elemental Defenders have average maneuverability, while Huge Elemental Defenders have poor maneuverability. For 2 additional customization points, the Elemental Defender’s maneuverability increases to perfect. The Elemental Defender’s fly speed can be increased by spending additional customization points, gaining a 20-foot increase to fly speed for each additional point spent. The aegis must be at least 5th level before selecting this customization.

Fortification

The Steam Knight gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability. This ability can be selected again starting at 8th level and at 12th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken.

Hardy

The Steam Knight gains a +2 enhancement bonus to Constitution while he is wearing his Elemental suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.

Improved Damage

The Steam Knight’s melee attacks deal additional damage. If wielding a two-handed weapon, the Steam Knight deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the he deals 2 additional points of damage on a successful hit. If wielding a light weapon, the he deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.

Improved Damage Reduction

The Steam Knight’s damage reduction from his armor increases by 1. This customization can be taken once for every five levels the Steam Knight possesses its effects stack. The aegis must be at least 5th level before selecting this customization.

Increased Size

The steam armor grows in size and the Steam Knight and all of his equipment is treated as one size category larger as if affected by enlarge person. The Steam Knight must be at least 9th level to select this customization.

Nimble

The Steam Knight gains a +2 enhancement bonus to Dexterity while he is wearing his steam armor. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.

Magic Resistance

The Steam Knight gains spell resistance 13. This customization may be selected up to 3 times. Each subsequent time increases the spell resistance gained by 3. This ability can be selected again starting at 8th level and at 12th level, increasing the spell resistance by 3 for every additional time it is taken.

=Mithril Construction

The Steam Armor is made of mithril with all of the benefits. . This customization can only be changed when the Steam Knight gains a level.

Powerful Build

The Steam Knight gains the powerful build trait while wearing his steam armor. Whenever the Steam Knight is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Steam Knight is treated as one size larger if doing so is advantageous to him. He is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The Steam Knight can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Ram

The steam armor has a hardened shell over the Steam Knight’s head. If the Steam Knight makes a bull rush or overrun attempt, he gains a +2 bonus to his CMB. Alternatively, he can make a single attack with this shell as part of a charge and deal 2d6 points of damage. This attack is treated as adamantine when used to attack an object. This customization can be taken once for every five levels the steam knight possesses, each additional selection increasing the bonus to CMB by 1 and the damage on a charge by 1d6 points of damage. The Steam Knight must be at least 5th level before selecting this customization.

Retaliate, Improved

As the Retaliate customization, except the triggering attack does not need to be successful. The Steam Knight must have the Retaliate customization and be at least 16th level before selecting this customization.

Tremorsense

The Steam Knight gains tremorsense out to a range of 30 feet. This allows the Steam Knight to pinpoint the location of creatures that it cannot see without having to make a Perception check as long as the creature and the Steam Knight are in contact with the ground, but such creatures still have total concealment from the Steam Knight. Visibility still affects the Steam Knight’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The Steam Knight must be at least 7th level before selecting this customization.

Unlock Magic

The steam armor is able to emit energy that resonates with magic items, helping the Steam Knight use them. The Steam Knight gains a +2 bonus to Use Magic Device checks while wearing his steam armor. If the Steam Knight has 10 ranks in Use Magic Device, this bonus increases to +4.

3-point Customizations

The following customizations cost 3 points from the Steam Knight’s customization pool.

Blindsense

The Steam Armor augments the Steam Knight’s senses, giving him blindsense out to a range of 30 feet. This ability allows the Steam Knight to pinpoint the location of creatures that he cannot see without having to make a Perception check, but such creatures still have total concealment from the Steam Knight. Visibility still affects the Steam Knight’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The Steam Knight must be at least 9th level before selecting this customization.

Burrow

The Steam Knight gains a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand, and earth. He does not leave a hole behind, nor is his passage marked on the surface. The Steam Knight must be at least 9th level before selecting this customization.


Diehard

When the Steam Knight’s hit point total is below 0, but he is not dead, he automatically stabilizes. He does not need to make a Constitution check each round to avoid losing additional hit points. He may choose to act as if disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not choose to act as if disabled, he immediately falls unconscious. When under this effect, the Steam Knight is staggered. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some swift actions, such as using a quickened spell) he takes 1 point of damage after completing the act. If his negative hit points are equal to or greater than his Constitution score, he immediately dies.

Extra Arms, Greater

The extra arms on the Steam Armor function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any other item that he could normally use. Alternatively, the Steam Knight can use one or both arms when wielding a two-handed weapon, possibly allowing him to wield a pair of two-handed weapons. The circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The Steam Knight must be 8th level and have the Extra Arms and Lesser Extra Arms customizations before selecting this customization.

Frightful Presence

The Steam Knight makes his Steam Armor unsettling to his foes, gaining the frightful presence ability. The Steam Knight can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Steam Knight must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Steam Knight’s class level + the Steam Knight’s Intelligence modifier. If the Steam Knight has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Steam Knight are immune to this effect. The Steam Knight must be at least 11th level before selecting this customization.

Quickened Attacks

When the Steam Knight makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste. The Steam Knight must be at least 10th level before selecting this customization.

Reach

The Steam Knight’s reach increases by 5 feet. The Steam Knight must be at least 7th level before selecting this customization.

4-point Customizations

The following customizations cost 4 points from the Steam Knight’s customization pool.

Blindsight

The steam armor massively augments the Steam Knight’s senses, giving him blindsight out to a range of 30 feet. The Elemental Defender can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as he has line of effect to the target. The Steam Knight must possess the blindsense customization to take this customization. The Steam Knight must be at least 11th level before selecting this customization.

Energy Immunity

The Elemental Defender gains immunity to an energy type as long as he is wearing his steam armor. The Steam Knight must be at least 15th level before selecting this customization.

Extra Passenger

The Steam Knight can carry one creature of the same size or smaller as the Steam Knight’s base size (powers and effects that increase the Steam Knight’s size do not allow him to carry larger creatures, although Increased Size and Improved Increased Size customizations do allow the Steam Knight to carry larger passengers). The carried creature is treated as if it has total concealment and he gains the damage reduction of the Steam Armor, as well as any environmental customization options, such as that granted from the Energy Resistance or Underwater Breath customization. The creature carried using this ability remains adjacent to the Steam Knight and moves with the Steam Knight’s move actions. A creature can be loaded and unloaded into the steam armor as a move action by the Steam Knight, but the creature can take no actions until its next turn. The Steam Knight must be at least 11th level before selecting this customization.

Improved Evasion

As long as the Steam Knight is wearing the steam armor, if the Steam Knight is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw and only half damage if the saving throw fails. The Steam Knight must be at least 12th level before selecting this customization.

Improved Stalwart

As long as the Steam Knight is wearing the steam armor, if the Steam Knight is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he takes no damage if he makes a successful saving throw and reduced effect if the saving throw fails. The Steam Knight must be at least 16th level before selecting this customization.

Increased Size, Improved

The Steam Armor grows in size and the Steam Knight is treated as two size categories larger, you gain a +4 size bonus to Strength and Constitution, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size. The Steam Knight must be at least 15th level and have selected the increased size customization to select this customization. This customization does not stack with the increased size customization.

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