The Purple Dragon Highknight was originally published in Dragon Annual 2000. It is presented here under the Open Gaming
License
. It is © 2000 Dragon Magazine, Wizards of the Coast, Inc and author Ed Greenwood.

     A Highknight of Cormyr is a recently created rank of service to the crown. Trained in court ettiquette and realm law as well as in
the use of weapons, highknights are regularly mind-read by War Wizards to guarantee their loyalty, as well as to guard against
magical influences or imposters posing as real knights.
     Highknights speak with royal authority and may gain audience to any royal or court personage (though they face penalty for frivolous use of this privilege).

Base Attack: +8
Align: Any Good
Race: Any
Feats: Dodge, Endurance, Great Fortitude

 

Level
Attack+
Fort+
Ref+
Will+
Special
1
+1
+2
+0
+0
Dauntless Guard
2
+2
+3
+0
+0
Uncanny Dodge
3
+3
+3
+1
+1
Magic Resistance 1
4
+4
+4
+1
+1
Natural Armor +1
5
+5
+4
+1
+1
Poison Resistance 1
6
+6
+5
+2
+2
Magic Resistance 2
7
+7
+5
+2
+2
8
+8
+6
+2
+2
Natural Armor +2
9
+9
+6
+3
+3
Magic Resistance 3
10
+10
+7
+3
+3
Poison Resistance 2

Skill points at each level: 2+Int modifier

The Purple Highknight's class skills and their key abilities are: Balance (Dex), Concentration (Con), Diplomacy (Cha), Listen
    (Wis), Move Silently (Dex), Sense Motive (Wis), and Spot (Wis)

HD: d10

Weapon and Armor Proficiencies: The Highknight isproficient in the use of all simple and martial weapons as well as all
    armor and shields.

Dauntless Guard (Ex): While guarding a known or familiar area in accordance with orders, such as a single room, doorway
    or passage, he gains the following abilities while fighting in that area: +2 Strength, +2 Constitution, +2 reisstance bonus on all
    saves, +4 dodge bonus to AC. The increae in constitution raises the highknights hp by 1 point per level, but these go away the
    moment the highknight moves out of the area or ceases fighting or defying possible foes.

Uncanny Dodge (Ex): At 2nd level, the highknight does not lose his Dex bonus to AC when flat-footed. At 7th level,
    opponents do not gain any attack bonus for flanking the highknight.

Magic Resistance (Su): At 3rd level, due to exposure to spells (working with War Wizards), the highknight gains resistance
    to one class of magical attack, such as fire, electrical, cold or acid. Whenever the highknight receives damage from that form
    of attack, subtract 1 point of damage per die of damage suffered. (i.e. 3d6 fire damage would be 3d6-3, 2d6 would be 2d6-2,
    etc.) This immunity improves to 2 points at 6th level (i.e. 3d6-6), and 3 points at 9th (i.e. 3d6-9).

Natural Armor (Ex): The highknights natural armor ratig improves by +1 at 4th level and an additional +1 at 8th.

Poison Resistance (Su): At 5th level, a highknight gains a second chance on Fortitude saves vs. poison once per day (gases     included); if the result of the first save is unfavorable, a second roll may be attempted. At 10th level, immunity to secondary
    damage becomes automatic.

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