This is an archetype for the fighter class for the Pathfinder First Edition TTRPG. The flavor text and abilities of this class are listed below.
Legendary warriors who can trace their roots back centuries to the continental chaos born out of the vile and heinous actions of Dahmunara Worldthrone and her villainous attempts to activate The Nüyang Ritual and plunge the world into chaos, these renowned warriors carry on the ancient traditions and techniques of their legendary founder, Jaques de Lévêque - founder of the Knights of the Blighted Gate whose blade techniques are still in use today nearly six centuries after his death. Armed with their mighty Holy Swords of Sealing, these legendary knights form the backbone of the Knights of the Blighted Gate, fight the spread of the Witchblight, and stand in containment of the Blackgrave Isles and the Heihaizi that dwell upon them. So mighty is their influence, that even now fully-fledged members of this knight order are treated as honored diplomats to this very day in any country on mainland Zheng-Kitar, often given free reign to pursue their missions within any territory or national border with near-impunity.
Bastion Body
Starting at 2nd level, a Knight of the Gate gains a +1 bonus on all saving throws vs Nüyang Abilities and effects that would alter or mutate their physical form. This bonus increases by +1 for every 4 levels beyond 2nd until they reach 18th level, at which point they become immune to all such effects instead. Replaces Bravery.
Unearth the Heretic
At 3rd level, a Knight of the Gate gains Blindsight 30ft that only detects creatures with Nüyang Abilities, Nüyang-Corrupted or Empowered Creatures, or Nüyang Creatures as a whole. As a full round action, they can send out a pulse of this sense that detects the same within a tripled range. This senses's base range increases by 30ft for every 4 levels after 3rd. They also gain the benefits of Arcane Sight, but only in relation to Nüyang Energy and not magical energy as a whole.
Focused Training
At 5th level, a Knight of the Gate gains a +1 bonus on attack and damage rolls with Heavy Blades. This bonus increases for every 4 levels beyond 5th. Replaces Weapon Training 1.
Holy Sword of Sealing
At 7th level, a Knight of the Gate's weapon has a permanent bane weapon special quality vs any creature that meets the same criteria listed for the Unearth the Heretic ability, and such a weapon always bypasses their DR(Even DR Untyped). Their weapon can radiate light as per the daylight spell at-will, and 1/day they can cast Dispel Magic through a weapon strike with a heavy blade as a free action with a CL equal to their HD. Replaces Armor Training 2.
Hunt the Largest Prey
At 7th level, a Knight of the Gate doubles their Focused Training bonuses when fighting creatures larger than themselves.
Founder's Strike
At 9th level, a Knight of the Gate can, as a full round action, make a melee attack against a creature within their reach - if the attack hits and deals damage, the target creature must succeed at a Will Save(DC based upon the Knight of the Gate's Strength Modifier) or have all Nüyang Abilities, Corruptions, Enhancements, Blessings, or so on they possess sealed off for 24 hours(or 1 minute on a successful save). For creatures whose existences rely on or are made up of Nüyang Energy, the effect changes to instant death on a failed save. Even should such a creature succeed, they are staggered for 1 round instead. Replaces Weapon Training 2.
Nüyang-Resistant
At 13th level, a Knight of the Gate takes no effect on a successful save of any type vs any effect that has a reduced effect on success originating from any creature bearing the taint of Nüyang Energy in any way. At 17th level, they also take half effects from such effects even on a failed save, similar to improved evasion. Replaces Weapon Training 3.
Commander's Zeal
At 17th level, a Knight of the Gate can, once a day, grant all abilities of this archetype to all allied creatures within 120ft for one hour as if they were Knights of the Gate of the User's level. Any bonuses or abilities such allies already possess do not stack, but instead grant them the ability to automatically succeed one save or avoid one attack during the hour duration as an immediate action for each such ability that does not stack. Replaces Weapon Training 4.
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