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The
elven theosopher knight is a respected advisor, leader, and
defender of the elven people. She taps the greater power of
life and goodness to protect, heal, trick, and chastise, as
the situation demands. More duty-bound than an ordinary theosopher,
the theosopher knight takes vows to support people in need
and to serve the leaders of the elven communities they serve.
In return for their greater commitment, the elven nobility
bestow additional training, favors, and marks of respect upon
these knights.
Requirements
Theosopher
knight candidates must be sponsored by a noble elven house.
Demonstrated dedication, good deeds, and character are required,
as well as the signs that the elf has a calling for this path.
- Alignment:
Must be of Good alignment
- Spellcasting:
Ability to cast Divine spells
- Base
Attack bonus: +4
- Leadership
Ability: must have a Charisma ability bonus of at least
+1
- Diplomacy
Ranks: 6
- Ride
ranks: 3
- Knowledge
(religion) ranks: 3
- Knowledge
(war) ranks: 3
- Heroic
Feats: Iron Will, Leadership, Weapon Focus
- Good
Deeds: The applicant must be able to cite three good
deeds of valor verified by reliable witnesses.
Before
beginning training the knight must also take an Oath of service
to her patron.
Class
Features
-
Weapon
and Armor Proficiency:
Theosopher knights have proficiency with all simple and
martial weapons, and with light and medium armor, and
shields. They prefer the traditional elven weapons and
proudly wear their elven chainmail, as tokens of service
to their lords and the elven people.
-
Spellcasting:
Theosopher knights advance as spellcasters according to
their original Divine spellcasting classes, gaining one
level of casting ability for each level as a theospoher
knight. This means that the knight adds his level as a
theosopher knight to the level of some other spellcasting
class to determine spells per day and class level for
casting.
-
Code
of Conduct:
The knight must be of good alignment and loses all spellcasting
ability if she ever willingly commits an act of evil.
Additionally, the knights code requires that she
respect legitimate authority, act with honor, help those
who need help, and punish those who threaten or harm innocents.
The knight also strives to remain free of such flaws as
selfishness, greed, callousness, and using her abilities
in a way which causes or allows harm to come to innocents.
-
Elven
Chainmail:
A theosopher knight is given a custom-made suit of masterwork
elven chainmail by her patron. As the knight progresses
in level, the patron will typically have the armor enchanted
for the knight as a reward for service or valor. Alternatively,
the knight may also have the armor enchanted herself,
with permission from her patron.
-
Followers:
Theosopher knights gain followers at an early level. The
knight gains a +6 situation bonus to her leadership score,
as described in the Dungeon Master's Guide (p.45). Followers
will typically be elven warriors, but may include other
types, at the discretion of the player and DM. The knight
is responsible for the well-being and upkeep of her followers.
-
Tithe:
The theosopher knight must support her lord and community
by tithing 10% of income gained.
-
Vow:
The white knight must make and keep vows of knighthood,
in addition to the general code of conduct. These generally
entail service to her patron, faithfulness, and dedication
to the elven people.
-
Bladesong Style: (Ex)
The theosopher learns techniques of the elven fighting
style known as bladesong. When wielding a sword in one
hand (and nothing in the other), the knight gains a dodge
bonus to AC equal to her Wisdom modifier. If the knight
wears medium or heavy armor, she loses all benefits of
the bladesong style. Only light and medium swords can
be used with bladesong, typically rapiers and longswords.
-
Precise
Strike: (Ex) As an advanced technique of the
bladesong style, the knight learns to strike with great
precision. When using a one-handed melee weapon with which
she has the Weapon Focus feat, the knight gains +1d6 bonus
damage. This bonus increases at 6th and 9th level. The
same restrictions on wielding her sword in one hand and
nothing in the other still apply, and creatures that are
immune to a rogue's sneak attack bonus damage are likewise
immune to the bonus damage conferred by this ability.
-
Stopping
Arrow: (Ex)
The knight learns to strike enemies with arrows in ways
that stop their advance. When using a bow (but not a crossbow
or other missle weapon), the knight may declare any attack
to be a stopping strike. The attack is made with all relevant
modifiers and a -2 situational penalty. If the attack
succeeds, the target must make a Fortitude save against
a DC of 10 + the character's theosopher knight level +
the knight's Wisdom ability bonus. If this save fails,
the target is stunned for one round, in addition to suffering
normal damage.
-
Stopping
Blade: (Ex)
This ability functions exactly like the stopping arrow
ability, but must be used with a one-handed melee weapon
that the knight may use to make precise strikes.
The knight must meet the conditions for use of the precise
strike ability to use the stopping blade technique,
and inflicts the precise strike bonus damage regardless
of whether or not the target saves against the stunning
effect.
-
Quickened
Curing: (Sp)
All of the theosopher knight's curing and healing spells
may be cast as free actions, as if quickened by the metamagic
feat. The actual level of the spell is unaffected, and
takes up a normal spell slot, as opposed to one of a higher
level. This ability is limited to one spell per round,
as the metamagic feat.
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Elven
Theosopher Knight (Hit Die: d8)
|
|
Level
|
Attack
Bonus
|
Fort.
Save
|
Ref.
Save
|
Will
Save
|
Special
|
Spells
|
Class
Skills
|
|
1
|
+1
|
+0
|
+2
|
+2
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Code
of Conduct, Elven Chainmail, Followers, Tithe, Vow
|
+1
level
|
2
+ Int mod/level
|
|
2
|
+2
|
+0
|
+3
|
+3
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Bladesong
|
+1
level
|
Concentration
(Con)
|
|
3
|
+3
|
+1
|
+3
|
+3
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Precise
Strike 1d6
|
+1
level
|
Diplomacy
(Cha)
|
|
4
|
+4
|
+1
|
+4
|
+4
|
Stopping
Arrow
|
+1
level
|
Knowledge
(any) (Int)
|
|
5
|
+5
|
+1
|
+4
|
+4
|
|
+1
level
|
Profession
(Knight) (Int)
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|
6
|
+6
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+2
|
+5
|
+5
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Precise
Strike 2d6
|
+1
level
|
Ride
(Dex)
|
|
7
|
+7
|
+2
|
+5
|
+5
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Stopping
Blade
|
+1
level
|
Sense
Motive (Wis)
|
|
8
|
+8
|
+2
|
+6
|
+6
|
|
+1
level
|
Climb
(Str)
|
|
9
|
+9
|
+3
|
+6
|
+6
|
Precise
Strike 3d6
|
+1
level
|
|
|
10
|
+10
|
+3
|
+7
|
+7
|
Quickened
Curing
|
+1
level
|
|
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