Well here are my (unformatted, unfortunately) versions of some of the classes from FFT. If you like them, you can search for the original threads on the boards for the prettier (formatted) versions, but they're in a thread that wasn't posted by me.
New Item-
Knight Sword (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 2d6, Critical x2, Range Increment -, Weight: 8 lbs.
Knight Swords are always created as Masterwork items, this has already been reflected in its price.
The Dark Knight
HD-d8
Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.
Class Skills:
The Dark Knight’s class skills (and the key ability for each skill) are Concentration (Con), Disguise, Intimidate, Knowledge (Religion), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +2 Sword Skill-Night Sword
2 +2 +3 +0 +3 Sword Skill-Dark Sword
3 +3 +3 +1 +3 Sword Skill-Sleep Sword
4 +4 +4 +1 +4 Sword Skill-Dark Wave
5 +5 +4 +1 +4 Sword Skill-Shadow Flare
Class Features:
Weapon and Armor Proficiency: The Dark Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Dark Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Dark Knight level + Dark Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Dark Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Divine Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Sword Skills:
Night Sword: (1 Turning/Rebuking Attempt)
Does 1d6 per level + Charisma modifier damage (Fortitude half) to a single target upon a successful ranged touch attack. The Dark Knight heals the same amount as the damage taken by the target, up to his maximum number of hit points. Range is 15' per level.
Dark Sword: (1 Turning/Rebuking Attempts)
Causes a single target capable of casting spells to lose 1d4 random memorized spells or spell slots of their highest spell level currently available upon a successful ranged touch attack (Will negates). Furthermore, if the attack is successful, the Dark Knight gains an equal number of temporary Turning or Rebuking attempts (his choice) which he can use normally, equal to the number of spells lost. These extra Turning/Rebuking attempts last for up to 10 minutes, or until used. Note that this does not grant the Dark Knight the ability to Turn or Rebuke if he could not normally do so. This is a mind-affecting effect. Range is 15’ per level.
Sleep Sword: (2 Turning/Rebuking Attempts)
Causes a single target to fall into a magical slumber upon a successful ranged touch attack (Will negates). Furthermore, if the target is put to sleep and the Dark Knight is currently fatigued, he is relieved of the effect (Note that this ability does not prevent him from becoming fatigued again). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This ability is a mind-affecting effect, and does not function on unconscious creatures, constructs, or undead creatures. Range is 15’ per level.
Dark Wave: (2 Turning/Rebuking Attempts)
Does 1d10 per level + Charisma modifier of unholy damage (Reflex half) to all creatures within a cone shaped area, up to 10' per Knight level starting from the Dark Knight. Furthermore, those who take damage must make a Fortitude save to avoid being blinded for 1d4 hours. Using this ability deals 1d10 points of subdual damage to the Dark Knight for each target affected.
Shadow Flare (3 Turning/Rebuking Attempts)
All targets within a 15’ radius burst gain 1d4 negative levels. Unlike other Sword Skills, this ability takes a full-round action to use. Range is 10’ per level.
The Divine Knight
HD-d8
Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Power Attack
Special: Must be able to turn or rebuke at least one type of creature.
Class Skills:
The Divine Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (Religion), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points Per Level: 2+Int Modifier
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +2 Sword Skill-Blastar Punch
2 +2 +3 +0 +3 Sword Skill-Icewolf Bite
3 +3 +3 +1 +3 Sword Skill-Shellburst Stab
4 +4 +4 +1 +4 Sword Skill-Hellcry Punch
5 +5 +4 +1 +4 Sword Skill-Resonating Sunder
Class Features:
Weapon and Armor Proficiency: The Divine Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Divine Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Divine Knight level + Divine Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Divine Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Divine Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Sword Skills:
Blastar Punch: (1 Turning/Rebuking Attempt)
Does 1d8 per level (Reflex half) of acid damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected shield worn by him is destroyed. If the shield is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected shield cannot be destroyed or the target is not wielding any shields. Range is 10' per level.
Icewolf Bite: (1 Turning/Rebuking Attempt)
Does 1d8 per level (Reflex half) of cold damage. Furthermore, if the target takes any damage, he must succeed at a Will save or one random magical item worn is destroyed as shown on the chart below. The attack deals no damage if the target is not wearing any valid magical items or if the selected item cannot be destroyed. Range is 10' per level.
Roll 1d10 (Re-roll until an item the target has is selected, unless the target has none of the possible items to be destroyed, in which case this attack fails)
1-headband, hat, helmet, or phylactery on the head
2-pair of eye lenses or goggles on or over the eyes
3-amulet, brooch, medallion, necklace, periapt, or scarab around the neck
4-vest, vestment, or shirt on the torso
5-belt around the waist (over a robe or suit of armor)
6-cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
7-pair of bracers or bracelets on the arms or wrists
8-glove, pair of gloves, or pair of gauntlets on the hands
9-ring on each hand (or two rings on one hand)
10-pair of boots or shoes on the feet
Shellburst Stab: (2 Turning/Rebuking Attempts)
Does 1d8 per level (Reflex half) of electricity damage. Furthermore, if the target takes any damage, he must succeed at a Will save or any armor worn by him is destroyed. If the armor is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the armor cannot be destroyed or the target is wearing no armor. Range is 10' per level.
Hellcry Punch: (2 Turning/Rebuking Attempts)
Does 1d8 per level (Reflex half) of acid damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected weapon worn by him is destroyed. If the weapon is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected weapon cannot be destroyed or the target is not wielding any weapons (natural weapons cannot be destroyed). Range is 10' per level.
Resonating Sunder: (3 Turning/Rebuking Attempts)
Does 1d4 per level (Reflex half) of sonic damage to all targets within a 15 ft. radius burst. Furthermore, all targets that take damage must succeed at a Will save or have a random item worn by him destroyed as shown on the chart below. The attack deals no damage if the selected item cannot be destroyed or the target is not wielding any items (natural weapons cannot be destroyed). Range is 15 ft. per level.
Roll 1d4 (No re-rolls)
1-Shield
2-Accessory (Roll on Icewolf Bite table)
3-Armor
4-Weapon
The Holy Knight
HD-d8
Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.
Class Skills:
The Holy Knight’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy, Heal, Knowledge (Religion), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +2 Sword Skill-Stasis Sword
2 +2 +3 +0 +3 Sword Skill-Split Punch
3 +3 +3 +1 +3 Sword Skill-Crush Punch
4 +4 +4 +1 +4 Sword Skill-Lightning Stab
5 +5 +4 +1 +4 Sword Skill-Holy Explosion
Class Features:
Weapon and Armor Proficiency: The Holy Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Holy Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Holy Knight level + Holy Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Holy Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Holy Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Sword Skills:
Stasis Sword: (1 Turning/Rebuking Attempt)
Several bolts of blue energy in the shape of a sword arcs from the sky towards the Holy Knight's opponent, shocking him with its power.
Does 1d6 + 1d6 per level + Charisma modifier cold damage to a single target upon a successful ranged touch attack. Furthermore if the target takes any damage, he must make a Fortitude save to avoid being paralyzed for 1d4 rounds. Range is 10' per level.
Split Punch: (1 Turning/Rebuking Attempt)
A sharp blade of jagged holy energy rises forward from the ground, skewering whomever is above it in a bloody mess.
Does 1d8 + 1d8 per level + Charisma modifier (Reflex half) of holy damage to a single target who must be within 5 ft. of the ground. Furthermore if the target takes any damage, he suffers an effect similar to a sword of wounding (target takes 1 point of temporary con damage from blood loss, Fortitude negates). Range is 15' per level.
Crush Punch (2 Turning/Rebuking Attempts):
With this ability, a column of solid, holy power concentrated into one mass rains down upon the unfortunate foe of the Holy Knight.
Does 1d4 + 1d4 per level + Charisma modifier (Reflex half) of holy damage to a single target. Furthermore if the target takes any damage, he must make a fortitude save or die instantly. This ability is a death effect, and does not work on a target that is naturally immune to criticals (undead, constructs, etc). Range is 5' per level.
Lightning Stab (2 Turning/Rebuking Attempts):
A dazzling blast of holy lightning intensifies itself around a group of targets, taking the shape of a cross as it's energy courses through them.
Does 1d10 + 1d10 per level + Charisma Modifier (Reflex half) electricity damage to all within a 5' radius emanating from the main target. Furthermore, those who take damage must make a Fortitude save to avoid being deafened for 1d4 hours. Range is 10' per level.
Holy Explosion (3 Turning/Rebuking Attempts):
The Holy Knight's most powerful ability, Holy Explosion causes a beeline of light to rise forth from the ground with pure, holy destruction erupting from it and overwhelming all within its path.
Does 1d12 + 1d12 per level + Charisma Modifier (Reflex half) of holy damage to all creatures within the path of a straight line that emanates out from the swordsman in the chosen direction. Each creature that takes damage must make a will save or become confused (as the 4th level spell) for 2d4 rounds. The line is 5 ft. wide, and 10 ft. high with a maximum length of 10' per level.
I'm working on the Biskmatar (which I have the rules complete for, just need to write it up all fancy-like), and a PrC based off of the Phony Saint concept in FFT. I'm also going to work on the Heaven/Hell/Temple Knights in the future and my Blue Mage core class/PrC is still in the works.