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Neraka :
Knight of the Thorn
Knight of the Thorn
"One who follows the heart finds it will bleed. Feel nothing but victory."
The Knights of the Thorn are also known as the "gray robes" for the
ash-colored robes they wear to indicate that they do not serve the
Orders of High Sorcery. In addition to wielding devastating arcane
magic, Thorn Knights are seers and diviners, working to understand how
every person and event fits into their order's design.
Thorn Knights are able to see and understand seemingly random events as
part of a grand design. While the Order of the Skull seeks to
manipulate people and events, the Thorn Knights try to profit from a
greater understanding of fate. Their pursuit of forbidden magic outside
the laws of the Conclave allows them access to magical secrets to
enhance their spellcasting.
Before the Chaos War, Thorn Knights gained their magical powers from
Takhisis, who was defying the breakdown of power by granting magic
(which is the province of her son, Nuitari). After the Chaos War, most
of them turned to sorcery, some holding the idea that their Queen would
return. But like the Knights of the Lily and Knights of the Skull,
those who still long for the return of Takhisis are nearly extinct.
Hit Die: d6.
Table 2-9: The Knight of the Thorn
| Class Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Spells Per Day |
| 1st |
+0 |
+0 |
+0 |
+2 |
Diviner, read omens |
+1 level of existing class |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Armored spellcasting (-5%) |
+1 level of existing class |
| 3rd |
+2 |
+1 |
+1 |
+3 |
Aura of terror |
+1 level of existing class |
| 4th |
+3 |
+1 |
+1 |
+4 |
Weapon touch |
+1 level of existing class |
| 5th |
+3 |
+1 |
+1 |
+4 |
Armored spellcasting (-10%) |
+1 level of existing class |
| 6th |
+4 |
+2 |
+2 |
+5 |
Read portents |
+1 level of existing class |
| 7th |
+5 |
+2 |
+2 |
+5 |
|
+1 level of existing class |
| 8th |
+6 |
+2 |
+2 |
+6 |
Armored spellcasting (-20%) |
+1 level of existing class |
| 9th |
+6 |
+3 |
+3 |
+6 |
|
+1 level of existing class |
| 10th |
+7 |
+3 |
+3 |
+7 |
Cosmic understanding |
+1 level of existing class |
Requirements
To qualify to become a Knight of the Thorn, a character must fulfill all
the following criteria.
- Alignment: Lawful evil.
- Base Attack Bonus: +3.
- Base Save Bonus: Fort +4, Will +3.
- Skill: Knowledge (arcana) 4 ranks, Knowledge (religion) 4
ranks, Spellcraft 8 ranks.
- Feat: Any one metamagic feat, Armor Proficiency (heavy),
Martial Weapon Proficiency (all).
- Spellcasting: Ability to cast 2nd-level arcane spells.
- Special: Squire of the Lily: A candidate wanting to
become a Knight of the Thorn must have a sponsor (A Knight of the Thorn
of at least 3rd level). If deemed acceptable, the candidate is
considered a squire of the Lily (even though she will eventually be a
Thorn Knight). Optionally, the Dungeon Master may allow a player
character to begin a campaign as a squire.
Test of Takhisis: Once a charater has advanced at least one
level (in any class) during the period as a squire and fulfills the
requirements for the Knights of the Thorn, the squire may petition to
undertake the Test of Takhisis (see sidebar). If the applicant passes,
she can be accepted as a knight in the Order of the Thorn.
Class Skills
The Knight of the Thorn's class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate
(Cha), Knowledge (all skills, taken individually) (Int), Profession
(Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the Knight of the Thorn.
- Weapon and Armor Proficiency: Knights of the Skull do not
gain any additional weapon or armor proficiency.
- Spells per Day / Spells Known: At each level, a Knight of the
Thorn gains news spells per day (and spells known, if applicable) as if
she had also gained a level in an arcane spellcasting class to which she
belonged before adding the prestige class level. She does not, however,
gain any other benefit a character of that class would have gained. If
the character had more than one arcane spellcasting class before
becoming a Knight of the Thorn, the player must decide to which class to
add each Knight of the Thorn level for the purpose of determining spells
per day.
- Diviner (Ex): Knights of the Thorn place great emphasis on
the arts of divination, believing that a proper understanding of
Ansalon's past, present, and future is essential to the achievement of
their goals. A Knight of the Thorn casts all divination spells as if
his caster level were one level higher than it actually is.
If he is a wizard or sorceror, the Knight of the Thorn gains the
additional benefits of a specialist diviner - one additional divination
spell or spell known at each level per day, and a +2 bonus on Spellcraft
checks to learn Divination spells - without sacrificing access to spells
of any other school. If he already is a specialist in another school,
he retains that specialization in addition to gaining a new
specialization in divination.
- Read Omens: A Knight of the Thorn is adept at consulting
omens and seeing meaning in hidden places. He can cast augury as
a 2nd-level spell. It is automatically added to his spellbook or to his
spells known. (If he is a sorceror, it does not count against his total
spells known at that level.)
- Armored Spellcasting (Ex): A Knight of the Thorn is better
able than other characters to cast arcane spells while wearing armor.
At 2nd level, the knight reduces the arcane spell failure chance for any
armor he wears by -5%. At 5th level, he reduces the spell failure
chance by -10%. At 8th level, he reduces it by -20%.
- Aura of Terror (Su): A 3rd-level Knight of the Thorn is
surrounded by a palpable aura of evil magic that makes other creatures -
even other Knights of Neraka - uneasy and fearful. Creatures within 10
feet of the knight must make successful Will saves (DC 10 + the knight's
class level + his Cha modifier) or become shaken. A creature that
successfully saves is immune to that knight's aura of terror for one
day.
- Weapon Touch (Su): At 4th level, a Knight of the Thorn gains
the ability to deliver touch spells by means of a melee attack,
channeling spells through his weapon. Delivering a spell in this manner
requires a normal melee attack, rather than a melee touch attack. If
the attack is successful, the knight deals normal weapon damage in
addition to the effects of the spell. If the attack is unsuccessful,
the spell is discharged and wasted (unless the spell allows the caster
to deliver multiple touches). As with a normal touch spell, the knight
can cast the spell and make the attack in the same round; however, doing
so is a full round action and so the knight cannot move more than a
5-foot step between casting the spell and delivering the attack.
- Read Portents: At 6th level the Thorn Knight adds
divination to his spell list as a 4th-level spell. It is
automatically added to his spellbook or to his spells known. (If he is
a sorceror, it does not count against his total spells known at that
level.)
- Cosmic Understanding: At 10th level, the Thorn Knight
adds commune to his spell list as a 5th-level spell. It is
automatically added to his spellbook or to his spells known. (If he is
a sorceror, it does not count against his total spells known at that
level.)
In addition, once per day the knight can claim an insight bonus equal to
his wizard or sorceror caster level on any single attack roll, opposed
ability or skill check, or saving throw, or to his AC against a single
attack (even if flat-footed). This works exactly like the moment of
prescience spell, except that the knight can claim the bonus at any
time (but no more than once per day).