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Knights of SolamniaD&D 3e (3.0/3.5) Rulesby Darva OakstakeKnights of the CrownPrerequisites:
Hit Die: d10 Bonus Hit Die: Through divine touch and Strength of spirit, then new knight gains a bonus HD. This HD is represented in additional hit points, and counts toward character strength (such as when determining the affects of sleep). Bonus Feat: At second, fifth, eighth, and tenth levels the knight of the crown gains a bonus feat. This feat must be chosen from the lists of fighter bonus feats, including weapon specialization. Knightly Resources: At third level, a knight gains sponsorship from the knighthood in the form of supplies and limited monetary resources. See the corresponding level of resources given by the knighthood. The knight must do a service for the money (such as escorting, minor questing, or hard labor). The loan and supplies are subject to the local Lord's approval and the supplies available. Favored Enemy: This works exactly like the first level ranger ability of the same name. Special Mount: The knight is given a special mount by the knighthood. This mount is usually a large war horse, but could be a dragon. If the mount is a war horse it gains abilities as if the knight were a paladin using the knight's class levels in place of paladin levels (paladin levels stack). If the mount is a dragon, it may not have a challenge rating higher than the knight's total HD. Knights of the SwordPrerequisites:
Hit Die: d10 First Level Paladin Abilities: The quest that a knight of the sword undergoes when first attaining that order leaves the new Sword knight with a spark of holiness. This allows the knight to access several powers as a paladin. First the knight is able to Detect Evil at will just by concentrating. Second, the knight applies their charisma bonus to all saving throws. Third, the knight may lay on hands using their Sword knight levels in place of paladin levels (any paladin levels stack with sword knight levels). Finally, the knight is immune to all forms of disease. Turn Undead: The Sword knight may turn undead as a paladin of a level equal to the sum of levels to the Solamnic Knight classes (Crown, Sword, and Rose). Any paladin levels possessed by the knight stack with knight levels to determine effective turning level. Bonus Feat: At second, fifth, and eighth level the Sword knight gains a bonus feat. This feat must be chosen from the list of bonus feats for fighters. The sword knight may not specialize using this free feat if they have not done so already. Smite Evil: At third level the sword knight gains the ability to smite evil similar to the paladin ability of the same name except the knights total knight levels (KoC, KoS, KoR) are used instead of paladin levels. Any paladin levels stack with knight levels for this ability. Aura of Courage: At third level the sword knight and all of his allies within 10 feet gain a +4 bonus versus fear affects. This stacks with other natural abilities (such as a kender's racial bonus vs. fear), but does not stack with supernatural abilities such as itself or the paladin ability of the same name. Knightly Resources: At fourth level, a knight gains sponsorship from the knighthood in the form of supplies and limited monetary resources. See the corresponding level of resources given by the knighthood. The knight must do a service for the money (such as escorting, minor questing, or hard labor). The loan and supplies are subject to the local Lord's approval and the supplies available. Special Mount: The knight is given a special mount by the knighthood. This mount is usually a large war horse, but could be a dragon. If the mount is a war horse it gains abilities as if the knight were a paladin using the knight's class levels in place of paladin levels (paladin levels stack). If the mount is a dragon, it may not have a challenge rating higher than the knight's total HD. Knights of the RosePrerequisites:
Hit Die: d10 Immune to Fear: The trials the Rose knight has gone through to reach this level has hardened his resolve and provided him with a rare inner courage. All Knights of the Rose are immune to all forms of fear. Bonus Feat: At first, fourth, seventh, and tenth levels the knight of the crown gains a bonus feat. This feat must be chosen from the lists of fighter bonus feats, including weapon specialization. Knightly Resources: At second level, a knight gains sponsorship from the knighthood in the form of supplies and limited monetary resources. See the corresponding level of resources given by the knighthood. The knight must do a service for the money (such as escorting, minor questing, or hard labor). The loan and supplies are subject to the local Lord's approval and the supplies available. Spell Resistance: A knight of the Rose gains Spell Resistance equal to his total knight levels (KoC, KoS, KoR) plus his charisma bonus. Damage Reduction: A knight at this level has seen many battles as is able to shrug off a great deal of damage in order to face the real foe (usually a great champion of evil). As such, he gains damage reduction 5/-. This DR does not stack, but overlaps with other sources of damage reduction. Apply whichever is the greater DR for the situation. For example, if the knight is wearing magic armor that provides DR 10/+2, and a draconian attacks him with a +1 sword the DR 10/+2 would apply. If the same knight goes on to fight a Dragon Highlord wielding a +3 greatsword would apply the DR 5/-. Dragon Mount: At this level, a Knight of the Rose is a leader in the fight against Evil. Such champions of good are drawn together with the sons of Paladin-the metallic dragons. A dragon arrives to serve the knight as a mount. This dragon cannot have a challenge rating greater than the knight's total HD plus his charisma modifier. The knight must uphold the virtues of good, and be a shining example of the Oath and the Measure. Circle of Protection from Evil 10': The Rose knight is now a representative of the Force of Good on Krynn. He radiates a constant Magic Circle against Evil with the knight being the center. The knight may choose to suppress the ward, but cannot dismiss it. As a result, all evil creatures within 10' can automatically sense the knight. Turn Evil: The goodness in the knight can now be channeled against evil in much the same way good clerics channel positive energy against the undead. The knight may now turn all evil creatures as if they were undead. The knight determines the turn attempt normally except that any destruction results instead causes the evil creature to run in fear.
Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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