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  1. Knight Class (Purple Dragon Knight PrC)
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  4. Prerequisites: Base Attack Bonus of 6, Any Weapon Focus, Skill Focus: Discipline
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  6. Up to 10 levels may be taken in this PrC. As before, the Knight class may choose one of three paths: Vanguard, Protector, and Valiant. The choice of path affects the cooldown duration of certain class feats, and can potent effects with enough class levels. The class abilities are as follows:
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  9. 1. HEROIC SHIELD
  10. Standard Action
  11. Duration and Cooldown of 1 Hour
  12. Range: Targeted Ability
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  14. The Knight designates a friendly target as a Ward. The Ward gains 5% + 1% per Knight Level damage immunity to all damage types, as well as 1/+1 DR. Additionally, the designated Ward benefits more from the knightly abilities described below.
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  17. 2. RALLYING CRY
  18. Instant Action
  19. 3 Turn Cooldown (1.5 Turns for Valiant)
  20. Range: Colossal
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  22. The Knight and all nearby allies gain +1 AB and +1 Damage for 1 turn. The Ward, if within range, gains an additional +2 damage.
  23. (Valiant 7): At class level 7, the Knight Valiant increases these bonuses to +2. At class level 10, the Knight Valiant increases these bonuses to +3. These bonuses cannot exceed the Knight Valiant's Charisma modifier, but have a minimum value of +1. An affected Ward's +2 damage is added on top of this increased bonus.
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  26. 3. INSPIRE COURAGE
  27. Standard Action
  28. 3 Turn Cooldown (1.5 Turns for Protector)
  29. Range: Colossal
  30.  
  31. The Knight removes fear effects from all allies in range. All affected allies gain a +2 bonus to all saving throws for 1 turn. If the Ward is within range, the Ward has one negative status effect removed.
  32. (Protector 7): At class level 7, the Knight Protector removes all negative status effects from all affected allies (as per the Restoration spell). The saving throw bonus is increased to +4. For one turn, the Ward's defensive bonuses from Heroic Shield is doubled.
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  35. 4. FEAR
  36. Standard Action
  37. 3 Turn Cooldown (1.5 turns for Vanguard)
  38. Range: Large
  39.  
  40. Nearby enemies must make a Will save versus Fear. The DC of this save is 10 + Knight Class Levels + Intimidate / 3. Enemies who fail this saving throw suffer a -1 penalty per 4 Knight levels to AC, AB, and Saving Throws, and a 5% Spell Failure chance per 4 Knight levels. The minimum penalty is -1. Mind-protecting spells do not block this effect. The debuff lasts one turn.
  41. (Vanguard 7): At class level 7, these penalties are doubled for the first three rounds.
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  44. 5. OATH OF WRATH
  45. Instant Action
  46. 3 Turn Cooldown
  47. Range: Targeted Ability
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  49. A targeted enemy loses 2 AC for 1 turn. In addition,
  50. (Valiant): all allies within a colossal radius gain 1 + 1 per Knight level magic damage against the target's racial type.
  51. (Vanguard): the target incurs 5% vulnerability to all damage types, + 1% per Knight level.
  52. (Protector): the target loses 1 AB per five Knight levels and gains 2% Spell Failure chance per Knight level.
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  55. 6. FINAL STAND
  56. Standard Action
  57. 3 Turn Cooldown
  58. Range: Large
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  60. Each nearby ally is healed for 1d8 HP per Knight level, and an additional 1d8 HP per 5% missing health on that ally. Healing on the Ward is empowered (150% of normal). Additionally,
  61. (Valiant 10): at ten class levels, the Knight Valiant and all affected allies gain 10 Regeneration per round for 1 Turn.
  62. (Protector 10): at ten class levels, the Knight Protector and all affected allies gain 20% immunity to elemental damage types and 5/+10 DR for 1 turn.
  63. (Vanguard 10): at ten class levels, enemies within the area of effect are immobilized for one round with no saving throw.
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