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The aggressor uses fear to demoralize and antagonize foes, twisting victims into doing what he wants. Terrible and terrifying, the aggressor spreads fear like a plague.

The aggressor is an archetype of the knight class.

Enhanced Intimidation (Ex)

At 1st level, an aggressor adds half his knight level (minimum +1) as a bonus on Intimidate checks. When the aggressor uses Intimidate to antagonize a creature, he also demoralizes them as well using the same Intimidate check.

This ability replaces defend ally.

Intimidating Glare (Ex)

At 2nd level, an aggressor can make an Intimidate check against one adjacent foe as a move action. If the aggressor successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the aggressor’s check exceeds the DC. At 8th level and every six knight levels thereafter, the penalties the aggressor’s target takes for being demoralized increase by 1.

This ability replaces stand firm.

Frightening (Ex)

At 2nd level, whenever an aggressor successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the aggressor can instead decide to make the target frightened for 1 round, a Will save (DC 10 + half of the knight’s level + his Charisma modifier) to negate the frighten condition, reverting to the shaken condition.

This ability replaces defensive training.

Fearful Attacks (Ex)

At 3rd level, whenever an aggressor uses Intimidate to antagonize foes, creatures affected by antagonize suffer a -2 penalty to attack rolls and a -1 penalty to DCs for spells when attacking the aggressor or casting spells on him.

This ability replaces shield block.

Fear My Power (Ex)

At 5th level, for 1 round after the aggressor uses the Intimidate skill, his allies within 30 feet can replace the result of any Intimidate check they make to demoralize a creature with the aggressor’s check result – 10, if it would be higher.

This ability replaces deft shield.

Intimidating Prowess (Ex)

At 7th level, an aggressor may roll two dice while making an Intimidate check and take the better result.

This ability replaces shield ally.

Despair (Ex)

At 8th level, when an aggressor successfully demoralizes an opponent using the Intimidate skill, the opponent loses any morale bonuses and cannot benefit from any morale bonuses for 1d4+1 rounds.

This ability replaces shield buffet.

Moment of Terror (Ex)

At 10th level, an aggressor emanates an aura of terror up to 20 feet. Enemies within this aura must make a Will save (DC 10 + half of the knight’s level + his Charisma modifier) or suffer the Deprotect (-2 AC) and Deshell (-2 saves) status effects. These status effects stay in effect only while within the aura. If leaving and entering the aura’s range, enemies must make Will saves to not be affected.

This ability replaces stalwart.

Frozen by Fear (Ex)

At 14th level, an aggressor’s terrifying aura becomes overwhelming. He may demoralize enemies even if they are normally immune to fear effects. When demoralizing enemies, if the target is shaken for 6 or more rounds, the aggressor can instead decide to make the target panicked for 1 round, a Will save (DC 10 + half of the knight’s level + his Charisma modifier) to negate the panicked condition, reverting to the shaken condition.

When an aggressor makes a target panicked, he may spend 2 rounds of defensive stance to also make the target stunned for 1 round. This is a fear-effect.

This ability replaces improved shield ally.