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Knights of SolamniaD&D 3e (3.0/3.5) Rulesby DarthsylverAll those who wish to become Solamnic Knights must first enter into the Knighthood as squires of the Crown. This is true regardless of what Knighthood they will eventually serve. All Knights begin here with training in the virtue of loyalty. Candidates for the Solamnic Knighthood must be presented before a Knightly Council and be sponsored by a Knight in good standing from any of the Orders of the Knighthood. After the entire group of candidates is presented, the group swears an oath to the honor of the Knighthood and to the Order and ideals of the Knights of Solamnia. If there is no dissent from the Knights, and no question of honor regarding the candidates is brought forth, then all are accepted into the Knighthood as squires. Any question of honor as an individual requires that the individual be removed from the group of candidates and be questioned separately after the rest of the candidates are accepted. If the question of honor is dismissed, then the candidate is accepted normally. If the question is found valid in the Council, then the candidate is dismissed until the question of honor is satisfied. Knights of the CrownKnights of the Crown advance in power more quickly than other Knights, partly due to the fact that their order is less demanding than the others. While this benefit is certainly a good one, it is also true that their special powers are quite limited (slightly better than normal fighters). Knights of the Crown are sworn to protect, serve, and give aid to any kingdom on the List of Loyalty. This list is maintained by the three High Knights and is updated periodically. The Knights are not required to follow the commands or laws of these kingdoms should they be out of harmony with the Oath or the Measure. This rule holds true for members of the all Knighthoods. The Order of the Crown takes its measure from matters of loyalty and obedience to authority of the greater Knighthood through its High Councils and commanders. Examples of acts befitting the Measure of the Crown: unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils, dedication to the ideals of the Measure, loyalty to brother knights of all Orders, and all other acts that cause the strengthening of loyalty among the Knights. Knights of the SwordUpon completing his squire duties in the Order of the Crown (achieving Defender of the Crown - 2nd level), each Knight candidate has the option of either entering that Order and continuing his allegiance to that group and its ideals, or of entering into the Order of the Sword. The ambitious Knight who wishes someday to enter the Order of the Rose must first rise through the Order of the Sword before applying to the Order of the Rose. In addition, every candidate who wishes to join the Order of the Sword must first complete a quest. According to the Measure, this must be a witnessed deed of heroism and valor that upholds the virtues of Knightly honor and good. When such a deed is done, the Knight must then be presented before a Knightly Council and there his deed is told. The candidate is accepted as a Knight of the Sword if the tale and deed is acceptable to the presiding Lord Knight from the Order of the Sword. If no Lord Knight is present, then the highest ranking Knight of the Sword can adjudicate so long as it is a lawful council of Knights. If no lawful council can be convened, then the matter is to be set aside until such council can be convened. Any Knight candidate who feels that he has been unjustly found wanting in his deed and tale may take the matter up before the presiding council of the Knights. While knights of this Order have previously learned their skills during their training with the Order of the Crown, they now begin their studies in the basics of heroic honor and worship of the True Gods. The first duties and tasks of the accepted candidate are learning the basic disciplines of the clerics and the requirements of the Gods of Good. No Knight who espouses anything but the virtues of good over evil or chaos is ever accepted into these ranks. Although Knights of the Sword do not attain power, wealth, or position in the world as quickly as those of the Order of the Crown, they achieve these things faster than the Order of the Rose. After taking their initial training and demonstrating abilities and commitments to the gods of good and their ideals, a Knight of the Sword who is of royal blood may elect to enter into the Order of the Rose. In later times, the stricture of royal blood has been generally ignored (see Knights of the Rose). Knights of the Sword, in addition to their normal duties as warriors in the defense of truth and justice, often represent the power of the gods in certain limited ways. The Knights of the Sword acquire healing powers and abilities of foresight and prophecy. This was not always true. During the Cataclysm, the Order of the Sword lost its High Clerist and with him went the miracles which this Order once performed. While the Knights still functioned as limited clerics, their miracles were ascribed to witchcraft and sorcery - an offense against the people which was usually punished by death if the Knight was caught. Unlike clerics, who gain their miraculous powers on a daily basis, the Knights of the Sword can only acquire their spells on a week-to-week basis as a result of a day of fasting and prayer. When a Knight joins this Order, he designates a day of worship and meditation during which he supplicates the gods of good for his powers for the following week. These powers, once gained, remain with the Knight until they are expended, regardless of the amount of time that passes between the day of prayer and their use. However, as with clerics, the power goes away once used and can only be regained through another day of prayer and supplication on the anointed day of the week. During that day, the Measure decrees that the Knight cannot take part in combat, reap financial gain, or utter harsh words to another person. The Knight cannot travel unless it is done in silence and at least three hours of the day are spent in solitude for meditation. It is said that no beast will attack the Knight on his day of meditation so long as he remains true to his vow. Those who break their vows on a day of fasting, however, have twice the normal chance for evil encounters on that day. As a general rule, the more powerful the miracle desired, the greater the time spent that must be spent in meditation to receive the blessing from the gods. The Sword Knight does not have to observe each appointed day with a full fast; this is necessary only when his need for power is great. On those occasions when the Sword Knight is not in need of great powers, then he is only required to offer up one hour of meditation on the appointed day. He can then perform all his other activities as on any other day, so long as he performs this ceremony. The Order of the Sword takes its measure from affairs of courage and heroics. Examples of acts befitting the Measure of the Sword: facing evil without regard to personal suffering, accepting the challenge for combat for the honor of the Knighthood, defending the honor of the Knighthood, defending the honor of a fellow Knight, protecting the defenseless and weak. Advancing from one order to the next: when the knight meets the skill requirements for the desired order and has completed the decreed quest, he may join that order upon achieving the next level. Knights of the RoseThe Knights of the Rose are the epitome of all that is good and honorable in the knighthood. Initially, the knights of this order were taken only from the royal houses of the land. What constituted a royal house was determined by the ruling council of Knights who would convene and hear the history and lineage of that house. If there was sufficient proof that the house was a ruling house and that its history was a honorable one, then the crest of that house was included in the Measure and those of that house were accepted. This was not something that was done often, for the Measure was strict about the requirements for accepting a house into the Roster of Loyalty. Since this stricture of only accepting those of royal blood was said to be added well after the time of Vinas Solamnus and was, in some minds, invalid as part of the measure, there has arisen in more recent times a more acceptable agreement before the Knightly Councils. Rather than represent that the Measure was in error or flawed, the argument was that over the course of centuries there have been so many marriages between royal and common houses that practically everyone is somehow related to royalty. With the Cataclysm obscuring the genealogical records of the past, most acceptable candidates are not denied access to the Order of the Rose without extraordinary evidence. (Beings from off-world, however, are usually not accepted into the order unless one of the three founding gods of the Knighthood intervened for him.) The details of how a Knight is accepted into the ranks of the Rose, however, has changed little. The Knight must be brought before a Knightly Council of the Rose. There he must relate the tale of his family and his deeds that exemplify the ideals of Knighthood and Honor tempered with leniency and wisdom. Once this tale is told, the council holds a closed session to discuss the Knight's application in light of his merits and shortcomings. The Order of the Rose takes its Measure from deeds from wisdom and justice. Examples of deeds befitting a Knight of the Rose: taking compassion on the less fortunate, sacrificing one's life for the sake of others, giving no thought to one's own safety in defense of the Measure and its Honor, protecting the lives of fellow Knights, seeing that no life is wasted or sacrificed in vain. Hit Die: d10. Class SkillsThe Knight of Solamnia's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the Measure) (Int), Knowledge (the Oath) (Int), Profession (Wis), Ride (Dex), and Swim (Str).Knights of the Sword and Knights of the Rose have the following additional class skills: Concentration (Con), Heal (Wis), and Spellcraft (Int). Requirements - Knight of the CrownTo qualify to become a Knight of the Crown, a character must fulfill the following requirements: Race: Human of Solamnic ancestry. After the War of the Lance, non-Solamnic humans, half-elves, and elves are also permitted. Requirements - Knight of the SwordTo qualify to become a Knight of the Sword, a character must fulfill the following requirements. Note that a knight is never required to advance to the rank of Knight of the Sword. Base Attack Bonus: +7. Requirements - Knight of the RoseTo qualify to become a Knight of the Rose, a character must fulfill the following requirements. Note that a knight is never required to advance to the rank of Knight of the Rose. Alignment: Lawful good.
* Only one knight ever holds this rank at any one time. Class FeaturesAll of the following are class features of the Knights of Solamnia. Weapon and Armor Proficiency: Knights of Solamnia are proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. Knightly Training: At 1st level, a Knight of Solamnia is trained in the use of the long sword and, at 2nd level, the lance. He receives a +1 bonus to all attack rolls when using these weapons. Class Ability: At 3rd level and every other level thereafter, the Knight of Solamnia may choose one class ability of the appropriate order (described below). A Knight may choose any class ability from a previous order unless the ability specifies otherwise. A Knight may also choose a fighter bonus feat instead of a class ability. Bonus Feat: A Knight of Solamnia receives a bonus feat at 3rd level, and every three levels thereafter. These feats are in addition to the normal feats a character receives for advancing levels. The knight may choose a class ability instead of a feat. Crown Knight: A Crown Knight automatically receives the Knight's Word and Knightly Orders abilities. Sword Knight: A Sword Knight automatically receives the Religious Ethics ability, as well as the ability to cast spells (as detailed below). Rose Knight: A Rose Knight automatically receives the Divine Grace and Inspire Courage abilities. Class Abilities: Knight of the CrownKnight's Word (Su): When a Knight of the Crown gives his word in a promise to accomplish something, he will go to great lengths to achieve his goal. Whenever the knight attempts a task that is necessary to keep his promise, he receives a +2 circumstance bonus to the roll. This includes skill and abilty checks, attack rolls, & Will saves. Whenever a knight goes against his word he does not receive this bonus and instead receives a -2 circumstance penalty until he returns to completing his promise. A knight's word is a powerful thing and is not given lightly. Knightly Orders (Su): When following orders given by a higher ranking knight (even if the orders go against the knight's personal code), the Knight of the Crown receives a +2 circumstance bonus to all skill and ability checks, and attack rolls. If the knight willingly disobeys orders, the knight receives a -2 circumstance penalty instead for as long as the knight continues to disobey the order given. Common examples include an imminent battle - if the knight believes it is better to retreat and is ordered to stay and fight, or vice versa. Some situations may not merit the bonus or penalty, at the Dungeon Master's option. Shield Expertise: The Knight retains his shield bonus to Armor Class when using the shield for a shield bash. Shield Bash: When charging with a shield, the Knight's shield bash deals double damage. Knightly Arms: The Knight has become so proficient with the long sword and lance that he receives a +2 bonus to all damage rolls when using them. He may acquire the Weapon Specialization feat from now on. Knightly Prowess: As the epitome of his Order, the High Warrior (and only the High Warrior) receives a +2 bonus to all attack rolls. Should the High Warrior relinquish his position, the new High Warrior receives this benefit and the previous High Warrior loses the attack bonus. Class Abilities: Knight of the SwordReligious Ethics (Su): A Knight of the Sword is trained in the theology of the Gods of Light, and receives a +2 circumstance bonus on all Knowledge (religion) checks in reference to the Gods of Light. The Sword Knight must also select a day of fasting and meditation during this period of training, as described above under Knights of the Sword. Righteous Virtues (Su): A Knight of the Sword receives a +2 circumstance bonus to all skill and abilty checks, saves and attack rolls whenever the knight faces evil without concern for personal suffering, accepts the challenge of combat for the honor of the Knighthood, defends the honor of the Knighthood or a fellow knight in good standing, or is protecting the defenseless and weak. Smite Evil (Su): Once per day, a Knight of the Sword may attempt to smite evil with one normal melee attack. He adds his Wisdom modifier (if positive) to the attack roll and deals 1 extra point per Knight of Solamnia level. For example, a 5th-level Knight of Solamnia armed with a longsword would deal 1d8+5 points of damage, plus any bonuses for high Strength or magical effects that normally apply. If the knight accidentally smites a non-evil creature, the smite has no effect, and is used up for that day. Holy Defense (Su): The Knight of the Sword can generate a ward a number of times per week equal to his Knight of Solamnia level. This spell-like ability grants a touched ally a resistance bonus on the ally's next saving throw. The bonus is equal to the Sword Knight's level. Activating this power is a partial action. The protective ward is an abjuration effect with a duration of 1 round for each Knight of Solamnia class level (regardless of Order). This ability may only be taken once. Sword Expertise: The Knight becomes an expert in the use of the long sword and receives the Combat Expertise feat for the long sword even if he does not meet the feat's requirements. Sword Mastery: The Knight becomes a master in the use of the long sword and receives a +2 bonus to damage rolls when using the long sword. He may acquire the Weapon Specialization feat for any sword. Turn Undead (Su): The Knight gains the supernatural ability to turn undead. He can use this ability a number of times per day equal to 3 + his Wisdom modifier. He turns undead as a cleric two levels lower than his combined Knight of Solamnia class levels, and can now acquire the Extra Turning feat. This ability may only be taken once. Spells: A Knight of the Sword's spellcasting ability is determined by the character's Knight of the Sword class levels. For instance, a knight who has achieved the rank "Shield Knight" as a Knight of the Crown, and then becomes a Knight of the Sword, he must attain the rank of Master of Swords before he can cast spells. A Knight of the Sword acquires spells as a cleric, but may only acquire them on a week-to-week basis and only on his appointed day of prayer and supplication. To cast a spell, the Knight of the Sword must have a Wisdom score of 10 + the spell's level. A Knight of the Sword keeps his spells, once acquired, until they are used. A Knight of the Sword may prepare any spell from the Good, Law, Protection, Strength, and War domains, provided he can cast spells of that level. The Difficulty Class for a saving throw against a Knight's spell is 10 + the spell's level + the Knight's Wisdom modifier. A Knight of the Sword must spend 30 minutes per spell level in meditation to acquire a spell. A Knight of the Sword can never meditate more than 6 hours during his day of prayer and supplication. A Sword Knight receives bonus spells based on his Wisdom. Blessed Knowledge: The High Clerist (and only the High Clerist) can prepare his spells from the cleric spell list.
Class Abilities: Knight of the RoseDivine Grace (Su): A Knight of the Rose applies his Wisdom modifier (if positive) as a bonus to all saving throws. This ability does not stack with other similar abilities (such as a paladin's Divine Grace ability). Inspire Courage (Su): The Knight can make an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must hear the Knight speak for a full round. The effect lasts for the first five rounds of combat or until the ally fails a saving throw versus fear (only the ally who failed the save loses the bonus, not everyone who was affected). Affected allies receive a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls against opponents. Rallying Cry (Su): A Knight of the Rose can utter a powerful shout (typically "For Justice" or "For the Order") that causes all allies within 60 feet to gain a +2 morale bonus on their next attack roll and increases their speed by 5 feet until the knight's next turn. Traditionally, the shout is used when a formation of knights is about to charge. This mind-affecting ability may be used a number of times equal to the knight's Charisma bonus per day. Righteous Strike (Su): Once per day, a Knight of the Rose may attempt a righteous strike with one normal melee attack. He adds his Wisdom modifier (if positive) to the attack roll and deals 1 extra point of damage per Knight of Solamnia level. For example, a 5th-level Knight armed with a longsword would deal 1d8+5 points of damage, plus any additional bonuses for high Strength or magical affects that normally apply. If the Knight accidentally strikes a non-evil creature, the strike has no effect, and is used up for that day. This ability is in addition to the Smite Evil ability possibly gained as a Knight of the Sword (and the Knight of the Rose may attempt both in the same day). Oath of Justice (Su): Once per day, a Knight of the Rose can select a single opponent within 60 feet and swear an oath to defeat him. The opponent must acknowledge this in some way, be it turning to face the knight, nodding its head, accepting the challengee, etc. For the duration of the encounter, the Knight receives a +2 morale bonus on melee attack rolls, weapon damage rolls, saves, and skill checks made against the challenged target. The effect is negated immediately if the knight makes an attack at any creature except the challenged opponent (attacks of opportunity do not count) or if the knight uses a full-round action to move away from the challenged opponent (this would also call into question the knight's honor). Heroic Stand (Su): Once per day, a Knight of the Rose can inspire fellow Knights of Solamnia to a heroic effect, temporarily increasing their vitality. All Knights within 10 feet of the Knight of the Rose gain 2d10 temporary hit points. This ability affects a number of Knights equal to the Knight of the Rose's level + his Charisma modifier and lasts an equal number of rounds. A Knight may benefit from only one Heroic Stand effect at any given time. Leadership: The High Justice (and only the High Justice) receives the Leadership feat for free. If the High Justice already has the Leadership feat, he adds his Wisdom modifier to his leadership score. Ex-KnightsA Knight who ceases to be Lawful Good, who willfully commits an evil act, or who grossly violates the Measure loses all special abilities. He may not progress in levels as a Knight of Solamnia. The knight is brought before a Knightly Council to determine the punishment for the Knight's actions. The punishment could include anything from atonement in the form of a quest to the complete expulsion from the Solamnic order and even execution. Multiclassing: Once a character has become a Knight of Solamnia, he may not take a new class, and If the knight was multiclassed before becoming a Knight of Solamnia, he may no longer attain levels in the former class. Knights belonging to the Clandestine Circle organization of the Knighthood are allowed to multi-class with the permission of the council. A Knight who takes a new class or gains levels in a former class without permission from the Council may not take levels as a Knight of Solamnia and loses all such abilities. The knight regains his abilities if he atones for his violations as decreed by the Knighthood. A Knight of Solamnia may take prestige classes that are approved by the Knightly Council. 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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