Knights of Solamnia

Knight of the Crown

Hit Die: d10.

Requirements

To qualify to become a Knight of the Crown, a character must fulfil all of the following criteria.
Race: Human. In the Age of Mortals, characters with a human parent may also become Knights of the Crown.
Alignment: Lawful good.
Base Attack Bonus: +3.
Base Saving Throws: Fortitude +4.
Skills: Diplomacy 1 rank, Knowledge (nobility) 1 rank, Ride 1 rank.
Feats: Heavy Armour Proficiency, Honour-bound, Martial Weapon Proficiency (any one), Shield Proficiency.
Special: Must be a member of the Order of the Crown.

Class Skills

The Knight of the Crown’s class skills are Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Knowledge (religion), Ride.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Knight of the Crown prestige class.
Weapon and Armour Proficiency: Knights of the Crown are proficient with all simple and martial weapons.
Strength of Honour (Su): Once a day, as a free action, you can gain a +4 morale bonus to your Strength score for a number of rounds equal to 3 + your Charisma modifier. You may use this ability twice a day at 4th level, three times a day at 7th level, and four times a day at 10th level.
Knightly Courage (Su): You apply your Charisma modifier (if positive) as a morale bonus on all saving throws against fear effects.
Heroic Initiative (Ex): Beginning at 2nd level, you gain a +1 bonus on initiative checks. This bonus increases to +2 at 5th level and +3 at 8th level. If you gain this ability from another class, the bonuses stack.
Fight to the Death (Ex): At 3rd level, you gain the Diehard feat as a bonus feat even if he does not meet the prerequisites.
Honourable Will (Su): Your powerful sense of honour and loyalty to your Order strengthens your will. At 4th level, you apply your Charisma modifier (if positive) as a morale bonus on saving throws against compulsion spells and effects.
Might of Honour (Su): At 6th level, when you use your strength of honour ability you gain a +6 morale bonus instead of +4.
Armoured Mobility (Ex): At 7th level, you treat heavy armour as medium armour for all purposes, including running speed. Your armour check penalty when wearing heavy armour is reduced by -1. This benefit stacks with the armour check penalty reduction granted by masterwork or dragonmetal armour, as well as the fighter’s armour training class ability.
Aura of Courage (Su): At 9th level, you are immune to fear (magical or otherwise). Each ally within 10 ft. of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Crown of Knighthood (Su): At 10th level, you are the living embodiment of the principles of honour, obedience, and loyalty. You add your Charisma modifier as a morale bonus on all saving throws and gain an additional +4 bonus on all saving throws against compulsions. This ability replaces the bonus from honourable will. In addition, you may act as if under the effects of a heroic valour spell once per day, gaining a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws, and gaining 15 temporary hit points. This effect lasts for 10 minutes.

Table: Knight of the Crown

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +0 Strength of honour 1/day, knightly courage
2nd +2 +1 +1 +1 Heroic initiative +1
3rd +3 +2 +1 +1 Fight to the death
4th +4 +2 +1 +1 Honourable will, strength of honour 2/day
5th +5 +3 +2 +2 Heroic initiative +2
6th +6 +3 +2 +2 Might of honour
7th +7 +4 +2 +2 Armoured mobility, strength of honour 3/day
8th +8 +4 +3 +3 Heroic initiative +3
9th +9 +5 +3 +3 Aura of courage
10th +10 +5 +3 +3 Crown of Knighthood, strength of honour 4/day

Knight of the Sword

Hit Die: d10.

Requirements

To qualify to become a Knight of the Sword, a character must fulfil all of the following criteria.
Race: Human. In the Age of Mortals, characters with a human parent may also become Knights of the Sword.
Alignment: Lawful good.
Base Attack Bonus: +6.
Base Saving Throws: Willpower +2.
Skills: Diplomacy 1 rank, Knowledge (nobility) 1 rank, Knowledge (religion) 1 rank, Ride 1 rank.
Feats: Diehard, Endurance, Heavy Armour Proficiency, Honour-bound, Martial Weapon Proficiency (any one), Shield Proficiency.
Special: Must be a member of the Order of the Sword.

Class Skills

The Knight of the Sword’s class skills are Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Knowledge (religion), Ride.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Knight of the Sword prestige class.
Weapon and Armour Proficiency: Knights of the Sword are proficient with all simple and martial weapons.
Defend the Weak (Su): As a Sword Knight, it is your duty to protect those weaker than yourself. Each round you may choose a single adjacent ally (within 5 ft.) with fewer effective character levels or hit dice than you. Against any opponent who threatens that ally (i.e. who is capable of making a melee or ranged attack against them), you gain a +1 bonus on melee attack and weapon damage rolls, and your ally gains a +1 to AC for as long as you remain adjacent. The bonus increases to +2 at 4th level and +3 at 8th level. These bonuses only apply while you are adjacent to your ally.
An ally with more than one defender with this ability only benefits from the highest bonus of all defenders. For example, a character with a 1st-level Sword Knight and a 4th-level Sword Knight adjacent to him only gets a +2 bonus to AC, not a +3 bonus.
Heroic Initiative (Ex): Beginning at 1st level, you gain a +1 bonus on initiative checks. This bonus increases to +2 at 4th level and +3 at 7th level. If you gain this ability from another class, the bonuses stack.
Divine Grace (Su): Beginning at 2nd level, you gain a bonus to all saving throws equal to your Charisma modifier (if positive). This ability does not stack with any similar ability from another class.
Smite Evil (Su): Once per day at 2nd level, you can call out to the powers of good to aid you in your struggle against evil. As a swift action, choose one target within sight to smite. If the target is evil, add your Charisma bonus (if any) to your attack rolls and your Knight of the Sword level to all damage rolls made against the target of your smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per Knight of the Sword level. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability. At 6th level, you may use this ability twice a day. At 10th level, you may use it three times a day. If you gain this ability from another class, class levels stack for the purpose of determining the damage bonus.
Aura of Courage (Su): At 3rd level, you are immune to fear (magical or otherwise). Each ally within 10 ft. of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Soul of Knighthood (Su): At 10th level, you are the living embodiment of devotion to the cause of the gods of Light and the principles of your alignment. Any weapon you use in combat is considered good-aligned for the purposes of overcoming the damage reduction of evil outsiders. In addition, once per day you may cloak yourself in a holy aura, as the spell, with a duration of 10 rounds. Only you are protected by this aura.

Table: Knight of the Sword

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +1 Defend the weak +1, heroic initiative +1
2nd +2 +1 +1 +1 Divine grace, smite evil 1/day
3rd +3 +2 +1 +2 Aura of courage
4th +4 +2 +1 +2 Defend the weak +2, heroic initiative +2
5th +5 +3 +2 +3 Smite evil 2/day
6th +6 +3 +2 +3
7th +7 +4 +2 +4 Heroic initiative +3
8th +8 +4 +3 +4 Defend the weak +3
9th +9 +5 +3 +5
10th +10 +5 +3 +5 Smite evil 3/day, soul of Knighthood

Knight of the Rose

Hit Die: d10.

Requirements

To qualify to become a Knight of the Rose, a character must fulfil all of the following criteria.
Race: Human. In the Age of Mortals, characters with a human parent may also become Knights of the Rose.
Alignment: Lawful good.
Base Attack Bonus: +8.
Base Saving Throws: Willpower +3.
Skills: Diplomacy 3 ranks, Knowledge (nobility) 3 ranks, Knowledge (religion) 1 rank, Ride 3 ranks.
Feats: Diehard, Endurance, Heavy Armour Proficiency, Honour-bound, Leadership, Martial Weapon Proficiency (any one), Mounted Combat, Shield Proficiency.
Special: Must be a member of the Order of the Rose.

Class Skills

The Knight of the Rose’s class skills are Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Knowledge (religion), Ride.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Knight of the Rose prestige class.
Weapon and Armour Proficiency: Knights of the Rose are proficient with all simple and martial weapons.
Aura of Courage (Su): This is exactly like the paladin ability of the same name.
Rallying Cry (Ex): Three times a day, as a free action, you may utter a powerful shout that causes all allies within 60 ft. to gain a +1 morale bonus on their next attack roll and increase their base ground speed by 5 ft. on their next move action. This is a mind-affecting ability. Only allies who can hear your rallying cry may benefit from it.
Heroic Initiative (Ex): At 2nd level, you gain a +1 bonus on initiative checks. This bonus increases to +2 at 6th level and +3 at 10th level. If you gain this ability from another class, the bonuses stack.
Inspire Courage (Su): At 2nd level, you are able to inspire courage in your allies and yourself twice a day. To be affected, an ally must hear you speak. The effect lasts for as long as you continue to speak and for 5 rounds afterwards. While speaking, you can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items with command words (such as wands). Allies you affect with this ability gain a +2 morale bonus on saving throws against fear and charm effects and a +2 morale bonus on attack and weapon damage rolls. At 5th level, the bonus increases to +3 and you may use this ability three times a day. At 8th level, the bonus increases to +4 and you may use it four times a day. This is considered a mind-affecting ability.
Leadership Bonus: At 3rd level, you gain a +1 bonus to your leadership score. This increases to +2 at 7th level.
Inspire Greatness (Su): At 4th level you become able to inspire greatness in yourself or a single willing ally within 60 ft. The number of affected allies increases to two at 7th level and three at 10th level. Using this ability counts as a daily use of your inspire courage ability. The effect lasts for as long as you continue to speak and for 5 rounds afterwards. A creature inspired with greatness gains 2d10 temporary hit points, a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. For the purposes of effects, such as the sleep spell, that depend on a target’s Hit Dice, an inspired character has two additional HD. This is considered a mind-affecting ability.
Wisdom of the Measure (Ex): Twice a day, at 6th level, you may use your extensive knowledge of the Solamnic Measure to inform your actions. If you succeed at a DC 20 Knowledge (nobility) check, you are granted the effects of an augury spell cast by a cleric of equal level. The information provided by this ability always comes in the form of a historical anecdote, proverb, or law written in the Measure.
Final Stand (Su): At 9th level you may inspire your troops toward a heroic effort once a day, temporarily increasing their vitality. All allies within 10 ft. of you gain 2d10 temporary hit points. This ability affects a number of creatures equal to your class level + your Charisma modifier and lasts an equal number of rounds.
Knighthood’s Flower (Su): At 10th level you become the living embodiment of all that the Knights of Solamnia stand for: honour, wisdom, and justice. You gain immunity to compulsions (except for harmless ones, such as aid), and once a day you may call upon the wisdom of the Measure to grant yourself the benefits of a foresight spell for a duration of 100 minutes. You may only gain foresight regarding yourself, not others. Thus, while this effect is active, you cannot be surprised or flat-footed, and you gain a +2 insight bonus to AC and Reflex saves.

Table: Knight of the Rose

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +1 Aura of courage, rallying cry
2nd +2 +1 +1 +1 Heroic initiative +2, inspire courage (+2, 2/day)
3rd +3 +2 +1 +2 Leadership bonus +1
4th +4 +2 +1 +2 Inspire greatness (1 ally)
5th +5 +3 +2 +3 Inspire courage (+3, 3/day)
6th +6 +3 +2 +3 Heroic initiative +2, wisdom of the Measure
7th +7 +4 +2 +4 Leadership bonus +2, inspire greatness (2 allies)
8th +8 +4 +3 +4 Inspire courage (+4, 4/day)
9th +9 +5 +3 +5 Final stand
10th +10 +5 +3 +5 Heroic initiative +3, knighthood’s flower, inspire greatness (3 allies)

Clerist (Knight of the Sword)

Hit Die: d10.

Requirements

To take a Clerist substitution level, a character must be a member of the Order of the Sword and be about to take his 1st, 4th, or 8th level of Knight of the Sword.

Class Skills

Clerist substitution levels have the class skills of the standard Knight of the Sword prestige class plus Spellcraft.
Skill Ranks Per Level: 2 + Int modifier.

Class Features

All of the following are class features of the Clerist substitution levels.
Aura of Good: The power of a Clerist’s aura of good (see the detect good spell) is equal to his Knight of the Sword class level plus his cleric or mystic levels, if any.
This ability replaces the standard Knight of the Sword’s defend the weak class ability. If the Knight gains access to defend the weak at a higher level, the bonus is reduced by one.
Spellcasting: Each time a Clerist substitution level is taken, the Knight of the Sword gains access to divine spells. The Knight chooses her spells from the cleric spell list, although she is forbidden from casting spells with the chaotic or evil descriptors. The Knight prepares and casts spells as a cleric does, and like a cleric she gains bonus spells for having a high Wisdom score and may only cast spells of a given level if her Wisdom score equals 10 + spell level. However, Knights of the Sword with Clerist substitution levels do not have access to cleric domains (including domain powers and bonus domain spells) or spontaneous casting.
A Knight of the Sword’s effective caster level is equal to her class level, which determines spells per day. For each additional Clerist substitution level she takes past the first, her effective caster level increases by +3. Thus, a Knight who takes her second Clerist substitution level at 4th level of Knight of the Sword will have an effective caster level of 7.
A Knight of the Sword has a limit on the level of spells she can cast based on the number of substitution levels she has acquired. If she has one Clerist substitution level, she may cast 0-level, 1st-level, and 2nd-level spells. If she has two substitution levels, she may also cast 3rd-level, 4th-level, and 5th-level spells when they become available. A Knight with three Clerist substitution levels may cast spells of 6th-level, 7th-level, and 8th-level when they become available (and if she has a high enough Wisdom score).
Although Knights of the Sword prepare spells as a cleric does, they only do so once per week, during their day of meditation and prayer. The spells the Knight prepares on this day remain in place until the following week; every morning at sunrise the Knight’s spells refresh, but her selection will not change until she once again spends time in prayer. Thus, a Clerist needs to consider the week’s challenges farther ahead than a cleric normally does.
If a Knight of the Sword already has levels in cleric or mystic, she may instead add a number of levels of Knight of the Sword to her cleric or mystic levels for the purposes of caster level, spells per day, and spells known (if appropriate). If she takes one Clerist substitution level, she may add up to 3 of her Knight of the Sword levels to her cleric or mystic levels. If she takes two Clerist substitution levels, she may add up to 6 of her Knight of the Sword levels, while if she has all three substitution levels, she may add up to 9 of her Knight of the Sword levels. Clerics and mystics who choose this option benefit from increased access to domain spells and they may still prepare different spells each morning; however, they are limited by the Clerist’s weekly meditation requirement. Clerics and mystics who do not spend a day in meditation and prayer do not gain additional caster level or spellcasting benefits from their levels in Knight of the Sword until they do so.
This spellcasting ability replaces a Knight of the Sword’s heroic initiative at 1st and 4th levels. If the Clerist gains the heroic initiative ability at later levels, the bonus is reduced by one for each instance of heroic initiative that was replaced by spellcasting.
Channel Positive Energy (Su): A Knight of the Sword that takes this substitution level is able to channel positive energy as a cleric of his Knight of the Sword level -3. If the Knight already has this ability, he adds his Knight of the Sword level -3 to levels in all other classes that channel positive energy to determine his actual effective cleric level.
This ability replaces the standard Knight of the Sword’s defend the weak class ability. If the Knight gains access to defend the weak at a higher level, the bonus is reduced by one.
Smite Evil (Su): A Knight of the Sword that takes this substitution level gains an additional use of smite evil per day.

Table: Clerist Substitution Levels

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +1 Aura of good, spellcasting
4th +4 +2 +1 +2 Channel positive energy, spellcasting
8th +8 +4 +3 +4 Smite evil 3/day, spellcasting

Kingfisher (wizard)

Hit Die: d6.

Requirements

To take a Kingfisher substitution level, a character must have undergone a Knight’s Trial and be a member of the Solamnic Auxiliary with Solinari as his patron deity and be about to take his 5th, 10th, or 15th level of wizard.

Class Skills

Kingfisher substitution levels have the class skills of the standard wizard class plus Diplomacy and Ride.
Skill Ranks Per Level: 2 + Int modifier.

Class Features

All of the following are class features of the Kingfisher substitution levels.
Heroic Initiative (Ex): Each time a wizard takes a Kingfisher substitution level, she gains a +1 bonus to her initiative checks. These bonuses are cumulative; if she takes three Kingfisher substitution levels, she gains a +3 bonus to her initiative checks.
Magic of Loyalty (Su): From the Order of the Crown, the Kingfisher learns the virtue of loyalty. At the beginning of combat, the Kingfisher may choose one ally with whom she has an oath of loyalty or service. Whenever the wizard is using magic to protect, defend, or support that ally, the saving throw DC of her spells is increased by +2. In addition, all saving throws the Kingfisher makes against mind-affecting spells and effects when defending or protecting her designated ally gain a +2 bonus.
This ability replaces the standard wizard’s bonus feat at 5th level.
Magic of Courage (Su): From the Order of the Sword, the Kingfisher learns the virtue of courage. She gains immunity to fear and may add her Wisdom modifier (if positive) as an insight bonus to her Spellcraft check when attempting to identify and counterspell any fear-based spells.
This ability replaces the standard wizard’s bonus feat at 10th level.
Magic of Justice (Su): From the Order of the Rose, the Kingfisher learns the virtue of justice. She may designate one opponent per encounter that the Kingfisher and the Knights of Solamnia are seeking to bring to justice. Against this opponent, the Kingfisher’s caster level is considered to be one level higher for the purposes of variable effects and overcoming spell resistance. The Kingfisher must be aware of the identity of the opponent, and the opponent must be aware of the Kingfisher’s presence. The effect lasts until the end of the encounter.
This ability replaces the standard wizard’s bonus feat at 15th level.
Spellcasting: A Kingfisher continues to advance in spellcasting each time he takes a substitution level, just as if he had taken a standard level in wizard. His spells per day and caster level are unaffected.
Unlike prestige classes, levels in substitution levels also increase other level-based abilities, such as powers from schools of magic.

Table: Kingfisher Substitution Levels

Level Base Attack Bonus Fort Save Ref Save Will Save Special
5th +2 +1 +1 +4 Magic of Loyalty, heroic initiative +1
10th +5 +3 +3 +7 Magic of Courage, heroic initiative +2
15th +7 +5 +5 +9 Magic of Justice, heroic initiative +3

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