Knights of Solamnia y 63 † New feat from the DRAGONLANCE Campaign Setting Skills Diplomacy +10, Intimidate +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +6, Ride +10 Possessions combat gear plus +1 full plate, +1 heavy steel shield, +2 bastard sword , +1 lance, mwk dagger, ring of protection +1 , heavy warhorse with +1 chainmail barding Armored Mobility (Ex) The Knight treats heavy armor as medium armor for all purposes, including running speed. Her armor check penalty when wearing heavy armor is reduced by –1. This benefit stacks with the armor check penalty reduction granted by masterwork or dragonmetal armor. Heroic Initiative (Ex) The Knight gains a +2 bonus on initiative checks. Honorable Will (Su) The Knight gains a +1 morale bonus on saving throws against compulsion spells and effects. Knightly Courage (Su) The Knight gains a +1 morale bonus on saving throws against fear effects. Might of Honor (Su) The Knight’s strength of honor ability grants her a +6 morale bonus to Strength rather than +4. Strength of Honor (Su) Three times a day, as a free action, the Knight can gain a +6 morale bonus to her Strength score for 4 rounds. This gives the Knight the following changed statistics: Melee +2 bastard sword +20/+15/+10 (1d10+8/17-20) or Melee +1 lance +18/+13/+8 (1d8+7/x3) or Melee mwk dagger +18/+13/+8 (1d4+7/19-20) Grp +17 Abilities Str 22 A veteran of the Battle of Solanthus against Mina’s spirit army in the War of Souls, Lady Janice bears her father’s sword against evil and tyranny. She aided the armies of Lord Lorimar in the reclamation of Solamnia but broke with her new commander, Duke Jarrod of Thelgaard, when she learned of his brutish tendencies. Lady Janice now wanders Ansalon with a group of like-minded allies, making contact with other Crown Knights in cities outside of Solamnia. Knight of the Sword Knights of the Sword are the heart of the Knights of Solamnia. This is the second Order of the Knighthood, warriors who fight with power and faith to defend justice and truth. Knights of the Sword embody the precepts of courage and heroism and believe that the spirit is the wellspring from which courage and heroism flow. Their willingness to sacrifice their own needs—even their own lives, if necessary—makes the Knights of the Sword powerful champions of Good. Kiri-Jolith grants Sword Knights strength in battle, the power to defeat dangerous opponents, and the ability to protect others in need. Even in times when their deity is absent, faith and courage sustain them. As with Knights of the Crown, fighters and nobles (many with armiger substitution levels) make up the majority of Sword Knights, along with a few rangers, mariners, and paladins. However, unlike the other two Orders, clerics make up a large percentage of Sword Knights. They don’t outnumber the fighters, but there are enough to make the distinction. Most clerics choose to enter the Order of the Clerist within the Order of the Sword. PCs wishing to become a Knight of the Sword must have been a member of the Order of the Crown (though they are not required to have taken the Crown Knight prestige class), must have completed a Quest of Virtue, and must be a member of the Order of the Sword. Hit Die: d10 Entry Requirements 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. Skills: Diplomacy 2 ranks, Knowledge (nobility and royalty) 4 ranks, Knowledge (religion) 2 ranks, Ride 4 ranks. Feats: Armor Proficiency (Heavy), Diehard, Endurance, Honor-bound, Martial Weapon Proficiency (any one), Shield Proficiency. Saving Throws: Will +2. Special: Must be a member of the Order of the Sword. Class Skills The Knight of the Sword’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skills Points at Each Level: 2+ Int modifier. Class Features As a Knight of the Sword, you carry your faith into battle against those who would turn on the weak and helpless, and you channel your resolve into heroic effort. As you advance in levels, your abilities continue to expand and gain in strength. You have the option of taking Clerist substitution levels in order to access the spellcasting abilities of some Sword Knights. Weapon Proficiency: Knights of the Sword are proficient in all simple and martial weapons. Defend the Weak (Ex): 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 64 y Chapter Two 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. 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 a day at 2nd level, you may attempt to smite evil with one normal melee attack. Add your Charisma modifier (if positive) to your attack roll and add 1 point of damage per class level. If you accidentally smite a creature that is not evil, the smite has no effect but is still used up for that day. At 5th 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 and you may use it an additional number of times per day. 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. Aura of Courage (Su): At 3rd level, you are immune to fear (magical or otherwise). Allies within 10 ft. of you gain a +4 morale bonus on saving throws against fear. This ability functions only while you remain conscious. 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. Ex-Knights of the Sword Characters who change alignment from lawful good or break their knightly code of honor may no longer advance as Knights of the Sword and lose access to all supernatural or spell-like abilities until they regain their original alignment and are reinstated in the Knighthood. Ex- Knights retain the use of all other class features, including extraordinary abilities, skill ranks, and base attack bonus. Lady Zora Ocre CR 8 Female civilized human fighter 6/Knight of the Sword 2 LG Medium humanoid Init +0; Senses Listen +2, Spot +2 Languages Common, Solamnic AC 21, touch 9, flat-footed 21 hp 56 (8 HD); Diehard Resist Honor-bound Fort +11, Ref +3, Will +9 Spd 20 ft. (in +1 full plate ); base 30 ft Melee +1 longsword +13/+8 (1d8+6/19-20) or Melee +1 lance +12/+7 (1d8+4/x3) or Melee mwk dagger +12/+7 (1d4+3/19-20) Reach 10 ft. with +1 lance Base Atk +8; Grp +11 Atk Options defend the weak, Mounted Combat, Power Attack, smite evil 1/day (+2 attack, +2 damage) Combat Gear potions of cure moderate wounds (2), potions of protection from evil (2), potion of heroism Abilities Str 16, Dex 8, Con 12, Int 10, Wis 14, Cha 14 SQ heroic initiative +1 Feats Honor-bound†, Diehard, Education, Endurance, Mounted Combat B , Power Attack B , Weapon Focus (longsword) B , Weapon Specialization (longsword) B † New feat from the DRAGONLANCE Campaign Setting Skills Diplomacy +12, Knowledge (nobility and royalty) +6, Knowledge (religion) +6, Listen +2, Ride +8, Spot +2 Table 2–4: Knight of the Sword Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +2 Defend the weak +1, heroic initiative +1 2nd +2 +3 +0 +3 Divine grace, smite evil 1/day 3rd +3 +3 +1 +3 Aura of courage 4th +4 +4 +1 +4 Defend the weak +2, heroic initiative +2 5th +5 +4 +1 +4 Smite evil 2/day 6th +6 +5 +2 +5 7th +7 +5 +2 +5 Heroic initiative +3 8th +8 +6 +2 +6 Defend the weak +3 9th +9 +6 +3 +6 10th +10 +7 +3 +7 Soul of Knighthood, smite evil 3/day 68 y Chapter Two Atk Options Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge Special Actions inspire courage 3/day, inspire greatness, rallying cry 3/day Combat Gear potions of cure serious wounds (2), oils of keen edge (2), potion of heroism (2), potions of eagle’s splendor (2) Abilities Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha 16 SQ heroic initiative +2, leadership +1, Wisdom of the Measure Feats Diehard, Education, Endurance, Greater Weapon Focus (longsword) B , Honor-bound†, Leadership, Mounted Combat B , Power Attack B , Ride-By Attack, Spirited Charge, Weapon Focus (longsword) B , Weapon Focus (lance) B † New feat from the DRAGONLANCE Campaign Setting Skills Diplomacy +19, Knowledge (nobility and royalty) +14, Knowledge (religion) +3, Ride +17 Possessions combat gear plus +2 full plate, +2 heavy steel shield, +3 longsword , +2 lance, mwk dagger, ring of protection +2 , heavy warhorse with +1 breastplate barding Aura of Courage (Su) The Knight is completely immune to fear. Allies within 10 ft. of him gain a +4 morale bonus on saving throws against fear. This ability functions only while she remains conscious. Heroic Initiative (Ex) The Knight gains a +2 bonus on initiative checks. Inspire Courage (Su) Three times a day, the Knight may add a +3 morale bonus to allies’ saves against charm and fear effects and a +3 morale bonus on attack and damage rolls. The effect lasts for as long as the Knight continues to speak and for 5 rounds afterward. Inspire Greatness (Su) The Knight is able to inspire greatness in herself or up to two willing allies within 60 ft. Using this ability counts as a daily use of inspire courage The effect lasts for as long as she continues 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. Leadership (Ex) The Knight has a +1 bonus to her leadership score. Rallying Cry (Ex) Three times a day as a free action, the Knight 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 the Knight’s rallying cry may benefit from it. Wisdom of the Measure (Ex) Twice a day, the Knight may use her extensive knowledge of the Solamnic Measure to inform her actions. If she succeeds at a DC 20 Knowledge (nobility and royalty) check, she is 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. While many Lord Knights of her age and experience are heading Solamnic Circles in larger cities, Lady Kirimanne has eschewed the spotlight and prefers to spend her time in between North Keep and Wulfgar, in the northern kingdom of Nordmaar. Lady Kirimanne is famous for rebuking the advances of King Nacon II, who nonetheless continues to woo the Lady of the Rose, and her popularity among junior Knights of her Order is a constant reminder to her of the need for strong leadership. Clerist (Knight of the Sword) Knight-Clerists, or just Clerists, are Knights of the Sword who have dedicated themselves to Kiri-Jolith, beyond what is required of all Sword Knights. In exchange for this worship, the Bison of Heaven grants Clerists the ability to cast divine spells much as a cleric does. Clerists are the guiding hand of the Order of the Sword, and all High Clerists are required to belong to the Order of Clerists. Hit Die: d8 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 Concentration and Spellcraft. Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are features of the Clerist substitution levels. Table 2–6: Clerist Substitution Levels Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Aura of good, spellcasting 4th +4 +4 +1 +1 Turn undead, spellcasting 8th +8 +6 +2 +2 Smite evil 3/day, spellcasting Knights of Solamnia y 69 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 or bonus domain spells) or spontaneous curing. 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. Turn Undead (Su): A Knight of the Sword that takes this substitution level is able to turn undead 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 turn undead 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. Ex-Clerists Characters who change alignment from lawful good or break their knightly code of honor may no longer take Clerist substitution levels and lose access to all supernatural, spell-like, or spellcasting abilities until they regain their original alignment, are reinstated in the Knighthood, and atone (see the atonement spell description in the Player’s Handbook ). Ex-Clerists retain the use of all other class features, including extraordinary abilities, skill ranks, and base attack bonus.