Long Range, Martial Arts and an emphasis on high number of attacks per round, the White Knight of Bahamut transforms the action string into a specialized combo that deals tremendous damage utilizing their exclusive gear.
Even without the Guns of Avalon, the White Knight of Bahamut can be a danger to all enemies with a high emphasis on battle skills, an exclusive thing among all jorbs.
Hit Dice: d12 + Dex Score
Skill points: 10 + Dex Score
Class Skills: Melee Attack (To Hit and Damage), Melee Defense, Unarmed Attack (To Hit and Damage), Unarmed Defense, Special Ranged Attack (To Hit and Damage), Ranged Attack (To Hit and Damage), Ranged Defense, Gun Combat (To Hit and Damage), Heavy Weapons, Thrown Weapons
NOTE: instead of 3 points per skill level, combat class ranks cost only 1 skill point.
Requirements: 100 Gnosis, 200 Bahamut favor points, survived "White Knight, Black Days" mission, and you have also upgraded and personalized your Guns of Avalon in the "Winds of Valhalla" mission
Note: all actions or abilities that extend your action string beyond it’s normal length are all counted at lowest base attack bonus.
Gunkata - The Gunkata is among the greatest of a White Knight's techniques, allowing them to do incredible things with the Guns of Avalon by learning certain "movements." By learning all 10 movements, they may further unlock the White Knight's greatest technique, "Ultimate Path." Each Gunkata costs 25 energy points and one standard action, and only one can be performed once per action string unless otherwise noted. Officially speaking: Gunkata "transforms" the actionstring, allowing the user to perform movements from the Gunkata table itself. At first you'll only be able to do one per action string, but as you grow in strength and skill you can replace your entire action string with the Gunkata.
Note: All Gunkata abilities stack with current abilities. If you have one Gunkata that adds +Gun Combat score until end of combat and perform another that also gives +Gun Combat score, the second one will have both +Gun Combat scores involved.
Chitty Chitty Bang Bang - Allows the White Knight to use at least two Gunkata in one action string.
Chitty Chitty Bang Bang 2nd Verse - Allows the White Knight to use up to three Gunkata in one action string.
Chitty Chitty Bang Bang Final Verse - Allows the White Knight to replace the entire action string with Gunkata if they wish. Gunkata can still be done only once per action, unless otherwise specified.
Mandragora Snapper - allows the White Knight to activate the Gunkata string, but instead of utilizing Gunkata to simply attack with the Guns of Avalon with a bonus of "+Gun Combat" to damage. Once the White Knight gains Chitty Chitty Bang Bang 2nd Verse, they can choose to use Mandragora Snapper anywhere they wish during the Gunkata string instead of utilizing Gunkata.
Example: Activate Gunkata string, but instead of using Gun Dream I opt to shoot using Mandragora Snapper. Later on, after I gain Final Verse, I activate Gunkata string with a base attack bonus of 4 actions. I shoot the target, Master Exploder, shoot, History Repeats Itself [Master Exploder], The Closure of Bahamut.
Shield and Gun - Allows the White Knight to wield a buckler on one arm while still utilizing both Guns. They gain the benefits of this to their AC even while shooting both guns.
Bigger Board - Allows the White Knight to wield a larger shield on one arm while still utilizing both Guns, up to Tower Shields even.
The Dragon's Scales - Takes up one action and 1/3 of your energy point total, but the White Knight can now call forth two draconic-scaled shields on either arm composed of their own personalized ki energy. The shields are both rated as +5 AC each (+10 AC boost total), improves unarmed combat by +10 per fist, and allows the user to keep the shields up while firing both Guns of Avalon. Lasts until dispelled. Can be summoned as a free action.
Way of the Gun - Allows the White Knight to be at a constant "Take 10" in terms of Gun Combat. This also ensures that while performing Gunkata, they cannot be disarmed and are otherwise Immovable.
Showdown - By singling out one opponent, the White Knight vows to fight them last. Should the target be the last enemy out of the group, the White Knight immediately can Take 20 on all shots fired with the target, all Gunkata's are considered crit, and Gun Dream attempts are considered Double Crit.
Call the Dragon - at this level, you are now required to help raise a young golden dragon. You gain a young golden dragon to help you during your adventure, and one that you must teach as well. As you grow in skill and experience, so do they: this is required of a young dragon to grow from their "teenager years" to adulthood.
Fun story: if they die, you die. Their actions, activities, personality and thought process is based on the creature that raises them. This helps foster a relationship between the good dragons and the creatures of the world…since that particular golden dragon now understands the history and needs of those people.
Ultimate Path - Requires Gunkata 10. Allows the user to utilize every single Gunkata in a single action. Is a "chronological attack" and counts as Speed 10. Can only be done at the beginning of your action string, and all Gunkata actions done within this super-fast action are considered "energy points paid."
Dragon Ally - No one quite knows how, but after four levels of experience the golden dragon ally will become comatose for a level until, finally, when the White Knight needs them most the Golden Dragon will emerge from it's previous shell and come racing at the speed of light to aid their friend. This Dragon Ally is a full grown adult in terms of stats, and can take on an energy form in order to blanket the user with an aura that allows them to use the Ally's base stats and abilities on top of their own. Can only be called and used once per day though, and the boost lasts for only one combat. Takes up one round to activate. Once used, the Dragon Ally will teleport back to whatever business they were originally on.
NOTE: this is a representation of the telepathic bond between Ally and Knight. Unless it’s an emergency, the Knight should really check with their Ally first before just summoning them out of the blue. Anything else is simply rude!
Blistering - Allows the personalized Guns of Avalon to now spew platinum fire, set to an adult platinum dragon's breath weapon stats, instead of bullets. This alternate fire mode can be accessed as a standard action. It takes a standard action to switch modes back to firing normal bullets. It takes both Guns of Avalon in order to breathe the fire. Although the platinum fire itself LOOKS like fire, it’s actually listed as Air, Metal and Ice elements. The range is up to (WKoB Level) feet away. Blistering can only do one of two modes at a time, and must be declared once activated:
*Friendly Fire - when the platinum fire bathes the chosen allies (up to ECL number of them) of the Knight, they regain 24d10 HP immediately. All cut off limbs regenerate no matter how long they were lost, and the allies are now completely cured of any status debuffs so long as the original debuffer has less Elan than 250.
*Burn, Baby, Burn - when the platinum fire hits any number of enemies (up to ECL number of them) in range, the fire deals 24d10 (crit x2) damage to them regardless of AC or immunity towards elements. There is a high chance of the enemies catching on fire (anything below 80% on a d100 check). If so, they take the same amount of damage for every round until end of combat or the effect is somehow forcibly ended. This does not stack with itself.
Note: cannot create a Wall of Dragonfire.
Slippery When Wet - Allows the White Knight to add their Will Score as a boost anywhere a reflex save is called. This also allows the White Knight to add their Will Score to their AC as a direct boost at will: if they do so as a counter, it completely drains their energy pool.
Twisted Balance - The White Knight can attempt to roll a 1d20+Will Score in order to remain standing in situations where they would normally never get a chance to save. This is a supernatural ability, and can be repressed by anti-magic abilities/spells.
Torso-Axial Jump - At any point in time while making a special movement (that is, movement outside of the free five feet status), you can take a shot at a target with the Guns of Avalon or your unarmed attacks. This is a free action. You can only take a basic shot or unarmed attack during Torso-Axial Jump.
Mark of the Wolf - You now gain damage reduction 2 against all sources of damage unless otherwise specified.
Hungry Like The Wolf - You now gain damage reduction 5 against all sources of damage unless otherwise specified.
Captivating Screwvolt - at any point in time while running, you can perform a corkscrewing volley attack and leap forward up to 50 feet. Roll a dex check greater than DC50 at any point in time while running in order to perform this maneuver. Failure means you are face-down on the ground (prone) and unable to use your Guns of Avalon for 1d6 rounds. Success deals Gun damage to one target.
Gun Dream - You may now begin the close-range firing that is required of a White Knight. Gun Dream is the ability, upon successful grapple, to fire your weapon four times at an opponent from any and all angles. Spinning and whirling, pulling the target this way and that, you fire off four shots into the target before knocking them away. This does NOT count as a special attack, and should you fail the opening grapple check then the guns backfire and YOU take damage (two shots only though).
Gun Defense - allows the user to acquire the “Gun Defense” skill, so long as they have access to Deflect Shots. Can defend against melee attacks using fired shots. Requires a Called Shot attempt, and if successful can lower the amount of damage dealt by the attempted attack by the same amount as the Gun Defense skill.
Secret Art: Comes the Knight - a secret ability that can only be used if a full-round Gunkata has been performed at least once during combat. Costs a standard action.
Chosen of Bahamut status: Triple AC, HP and EP totals are x10, immediately allows the user to add their Faith Points to each bullet shot by the Guns of Avalon during Gunkata, all actions ignore gnosis.
This bonus lasts until the end of combat, whereupon the user immediately falls comatose. Spinning a golden cocoon about themselves, the user now hibernates for an in-game year as they metamorphose into a minor platinum dragon.
Gunkata available:
Ride the Waves - Allows the White Knight to add +Dex Score at the end of the damage totals of their Guns of Avalon shots. You can fire a gun once for this particular kata.
Balance of the Void - Allows the White Knight to add +Gun Combat at the end of the damage totals of their Guns of Avalon shots. You can fire a gun once for this particular kata.
The Closure of Bahamut - If done at the end of a action string, this Gunkata does point-blank damage of 4d20+Gun Combat score+Dex Score+knockback of 1d20 feet. At any other point in time it does normal damage x2.
The Platinum Knowledge - allows the user to give up their next round at any point in time to add that action string to the end of the current one. Can be performed at any point in time. Can only be done once per action string though.
To See Without Sight - While performing this Gunkata, the user can move as much as they want while firing. Note: you must learn To See Beyond Sight before you can learn this kata.
To See Beyond Sight - While performing this Gunkata, the user can move up to 20 feet while firing.
The Transmogrification of Delinquency - allows the chaining together of any Gunkata previously performed in one action string. You can fire a gun once for this particular kata.
Master Exploder - Perform the Gun Dream during Gunkata. Passive kata.
History Repeats Itself - allows the user to re-perform any of the Gunkata's previously done in the same action string.
Magnum Opus (can only be learned as the 10th Gunkata) - doubles the current action string and all end damage (before crit) done per attack, and also doubles the amount of times you can use Gunkata within the action string (so instead of performing one kata per action string, you can use each of the Gunkata twice). Upon doing the Magnum Opus, allows the user to use the Gun Dream at any point in time of their action string until end of combat.
NOTE: if you use Master Exploder/Gun Dream any times in a row, the first successful grapple counts for the entire combo.
NOTE: Magnum Opus is a passive Gunkata.