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Knights of SolaminaD&D 3e (3.0/3.5) Rulesby André La RocheDragon Magazine introduced a concept that first appeared in Dragon Annual # 5. This concept is known as "iconic multiclasses"—a combination of classes in such a way that they can almost be viewed as a class of their own. This system can be used to best represent the Knights of Solamnia. A Knight of Solamnia (fighter/cleric) is a warrior of paragon virtue on Krynn. Members of the most prestigious and well-known organization on all of Ansalon, Knights of Solamnia exist to do good in the name of Paladine, Kiri-Jolith, and Habbakuk. Their home-base being in the nation of Solamnia, the knighthood was founded years ago by the man Vinas Solamnus; its goal to preserve good and honor. The Knighthood is divided (in ascending rank) into the following orders: Knights of the Crown, Knights of the Sword, and Knights of the Rose. The members of the Knighthood are indeed proud to be a part of such an elite order. Adventures: Knights of Solamnia defend their country vehemently, and are often sent on missions of some import all over Ansalon. These range from guard duty of allied countries, to all out war. However, individual knights are often granted a time of leave that they may do as they wish, spreading good and stopping evil in its tracks. Characteristics: Knights of Solamnia, despite having levels in the cleric class, cannot cast spells unless they become Knights of the Sword. (See the Knight of Solamnia Feat). These knights draw their powers from Paladine, Habakkuk, and Kiri-Jolith, and as such can choose from the domain of any of those three gods. Solamnic Knights will use any weaponry, but prefer close combat weapons such as swords and the like to ranged weapons anyday. The standard armour of the knighthood is platemail. Should a knight be unable to afford a suit by 3rd level, the knighthood will cover it by giving him no greater than breastplate armor (See page 105 of the Player's Handbook). Alignment: The righteous members of the Knights of Solamnia must be Lawful Good. To become a Knight of Solamnia, one must take the Knight of Solamnia Feat. The following table contains the average structure of the advancement of one within the Knighthood. Religion: As previously stated, all Knights of Solamnia actively worship the three gods Paladine, Kiri-Jolith, and Habbakuk. However, they do show the proper respect to all members of the good pantheon. Each of the three orders has a special patron god of the three listed here. For the Order of the Crown, Habbakuk fits this role, as does Kiri-Jolith for the Order of the Sword, and finally Paladine, acting as the guiding hand for the Knights of the Rose. Background: Prior to the late Fourth Age, there were two stipulations that one had to fit before joining the Knights of Solamnia; a family member, or ancestor of the applicant must have been a knight, and the applicant had to have been male. However, after the War of the Lance, this began changing as the knights began to review and ignore some of the older antiquated ideals espoused in the Oath and the Measure, culminating in a total rewrite of all the volumes into one book in the early 5th Age. Races: Due to the strict codes and laws of the Knighthood, only humans, and later on half-elves could join the knighthood. Game Rule InformationAdvancement: The Solamnic Knights teach a practice of physical and spiritual strength. Even though a member of the Order of the Crown doesn't gain spells from his cleric levels, the improved saving throws over a fighter reflect this. Upon reaching 4th level, a Crown Knight may petition to join the echelon that is the Order of the Sword. For a Crown Knight to advance to the Order of the Sword, he must first find an established Knight of the Sword (of 10th level or greater) to sponsor him. In addition, he must complete a quest that promotes the interests of the Order of the Sword. The quest must include a 30-day, 500-mile journey, the restoration of something that was lost, honorable single combat with an equally matched (same level or HD as the petitioner) and evil opponent, and three tests of wisdom, one of generosity, and one of compassion. Finally, the petitioner must have a witness to his deeds or another way to verify his actions. When the quest is completed, the Knight of the Crown appears before a knightly council, describing his quest and presenting any evidence or witnesses he may have. If the presiding High Clerist is satisfied, the candidate takes the Oath. If the High Clerist is not available, a Knight of the Sword (10th level or higher) may preside over the council in his stead. Otherwise, the matter is tabled until either is available. A Knight of the Crown who fails in their attempt loses 1 point of Charisma. Once a member of the Crown Knights has become a Knight of the Sword, he gains the ability to cast spells. (See the Knight of Solamnia Feat) Unlike other clerics however, there is a special stipulation attached to the divine castings of the Sword Knights. When a knight joins the order, he selects a holy day, designating it for worship and meditation. During devotions on that day, the knight asks the triumvirate of the knighthood's gods for that week's powers. Like normal clerics, the spells remain with the knight until used. Once used, the knight can regain the spells only on the appointed holy day. During the holy day, the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travel unless in silence, and must spend three hours in solitude and meditation. The books of the Measure claim that no beast will attack a Sword Knight on a holy day as long as the knight remains true. Those who break their vows have twice the likelihood of evil encounters that day, unless the knight atones, performing a service for the temple of Habbakuk, Kiri-Jolith, or Paladine. When the Knight of the Sword reaches 8th level, they may petition to join the Order of the Rose. Applicants must appear before a council presided over by the current High Justice. The Knight must tell the council of his deeds and honor and his family and lineage. If, after a meeting in private, the council decides to accept the petition, the Knight is assigned a quest. This quest involves at least 30 days and 500 miles of travel, the restoration of something that was lost, defeat of a more powerful (higher level or more HD than the petitioner) opponent, and one test of wisdom, three tests of generosity, and three tests of compassion. A candidate who returns must tell of the quest and his deeds to a Rose Council, presided over by a Knight of the Rose of at least 13th level. If the quest and candidate are found fitting, the candidate becomes a Knight of the Rose. A Knight of the Sword who fails in their attempt loses 1 point of Charisma.
Rose Knight Prestige ClassKnights of the Rose represent all that Knights of Solamnia strive to be. This Order is founded on the honorable principles of wisdom and justice. Knights of the Rose live and die for these principles; always striving to defend the weak, uphold justice, help the needy, liberate the enslaved, and uphold honor. Rose Knights are especially skilled warriors, having devoted many hours to weapons training. They are also granted clerical abilities by their patron god, Paladine. RequirementsTo qualify to become a Knight of the Rose, a character must fulfill all the following criteria. Alignment: Lawful Good Class SkillsThe Rose Knight's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information(Cha), Handle Animal (Cha), Heal (Wis), Knowledge(religion) (Int), Ride (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Class FeaturesAll of the following are class features of the Rose Knight prestige class. Weapon and Armor Proficiency: Rose Knights are proficient with all simple and martial weapons, with all types of armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Spell Use: Knights of the Rose continue practicing their dedication to the triumvirate of gods that sponsor their organization. As such, the knights continue to gain spells as though they continued advancing in the cleric class every other level. Pride of Huma: The spirit of the greatest Solamnic hero ever, Huma Dragonbane continues to inspire the knights of Solamnia. Thus empowered, if a Rose Knight is facing a chromatic dragon, and succeeds his saving throw when assaulted by the beasts breath weapon, not only is the damage halved, but prior to that so are the dice rolled. For example, Kayle the Rose Knight is fighting Oflario, the adult red dragon. Oflario unleashes his fiery breath, which has a damage of 12d10. However, Kayle makes his saving throw! Instead of rolling 12d10, 6d10 is rolled, and then the resulting damage is halved. Smite Evil: As per the ability "Smite Evil" (See Page 42 in the Player's Handbook) Bonus Feat: The intense training that a Knight of the Rose has experienced over the years pays off in the form of greater combat skills than most other classes. Use the fighter's list of bonus feats for determining those a Rose Knight gets. Ability Increase: A healthy and rigorous lifestyle combined with moderation in life works wonders, resulting in a greater physical and mental ability than most people for the Rose Knight. At 5th and 10th level, a Knight of the Rose may raise any one of his ability scores by one. Glory of Paladine: By now, a Rose Knight's faith in his cause and his gods has intensified to near-unshakeable, reinforcing his basic beliefs and sense of honor over his Knighthood's history. This ability works similar to the ability Pride of Huma, but instead even if the Knight fails his Saving throw only half the damage dice are rolled. If on the other hand he succeeds, he takes no damage.
Notes on Advancement: Though it seems that one would naturally desire advancement into the Order of the Rose, there are several factors to consider before petitioning. First, these quests, particulary the ones assigned to petitioners to the Order of the Rose, are highly dangerous, and mere survival is not enough to guarantee success at the council. Petitioners must be convinced of their worth as Knights of the higher Orders, or else their failure (and resulting loss of Charisma) is virtually predetermined. Additionally, one may find that Habbakuk or Kiri-Jolith are closer to one's own heart than Paladine, and faith in the gods is nearly as important as faith in one's self in petitioning for advancement. Finally, a Knight may simply seek advancement within their home Order to the position of High Warrior or High Clerist, granting them command over the Knights of the Crown and Sword respectively. Game notes for Continuing as Knights of the Crown: Those Knights who desire to remain Knights of the Crown often don't increase their clerical level, as aside from the enhanced Willpower saving throw bonuses, advancement in the fighter class proves more beneficial to them and a better use of resources in aiding Paladine. Thus the career of a Crown Knight in the Clerical class usually never goes higher than second or third level. Game notes for Continuing as Knights of the Sword: Characters who stay in the Order of the Sword often end up evening out each class level. Those who have higher aspirations such as the High Clerist devote more levels to cleric than to fighter, understandably. 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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