| Rune Knights of Enhasa |
| The Rune Knights were founded by an Elven Hero during the period known as the Dark Age. Each of his followers swore a sacred oath to protect the wizards of the Conclave of Magi wo were being burned at the stake by a fearful populace. In return theConclave taught these warriors the secrets of magic. Blending Sword and Sorcery, Schala Najamiil worked with the leader of the knights to develop special techniques which were taught to all of his loyal followers. The Knights serve the wizards and will defend them, and each other with their lives if necessary, following a code of honor more extensive than any known on Kajir. The Guardians - "Knight of the Sword" The Guardian Knights served as the standing army of the Conclave, though individual Guardians may be dispatched to serve a particular lord or fulfill some special purpose approved by the Lord of Runes. The most powerful Guardian, the Master Warrior, leads the order as one of the three Master Knights and is responsible only to the Lord of Runes. Hit Die: d10 Requirements To become a Guardian a character must fulfill the following requirements: Alignment: Any Lawful Base Attack Bonus: +5 Feats: Combat Reflexes, Mounted Combat, Weapon Focus (any sword) Spellcraft: 4 ranks Knowledge (Arcana): 4 ranks Special: Must be able to cast 1st level Arcane Spells. Must be sponsored by an established Guardian in good standing of 4th Level or higher. Class Base Saves Spells Per Day Special Level Attack Fort Ref Will 1 +1 +2 +0 +0 +1 Class Level Armored Casting 2 +2 +3 +0 +0 Bonus Feat, Mount 3 +3 +3 +1 +1 +1 Class Level Sword Somatics, Hold the Line 4 +4 +4 +1 +1 Healing Touch 5 +5 +4 +1 +1 +1 Class Level Bonus Feat 6 +6/+1 +5 +2 +2 Magic Sense 7 +7/+2 +5 +2 +2 +1 Class Level Greater Sword Somatics 8 +8/+3 +6 +2 +2 Bonus Feat 9 +9/+4 +6 +3 +3 +1 Class Level Spellcease 10 +10/+5 +7 +3 +3 Sword and Sorcery Class Skills A Guardian's Class Skills (and the key ability for the skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (Arcana), Knowledge (Tactics) (Int), Ride (Dex), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis) Skill Points at each level: 4 + Int Modifier Class Features Weapon and Armor Proficiency: A Guardian is proficient with all Simple and Martial Weapons, all types of Armor and with Shields. Spells: A Guardian progresses as a spellcaster, either a Wizard, a Sorcerer or a Geomancer. At every odd numbered level, the Guardian adds a level to his spellcasting class for the purpose of determining number of spells per day. For example, Michael, a 4th level Fighter / 2nd level Geomancer (white) determines his spells per day as a 3rd level Geomancer. Armored Casting (Ex) at 1st level, Guardians are trained to wear armor in such a way that is does not interfere with spellcasting. when wearing specially crafted Runic Armor, the chance for Arcane Spell Failure drops to 0%. Normal Armor donned in using this ability makes it less restrictive reducing Spell Failure to 1/2 normal, at the expense of losing 1 point of Armor Bonus. Spell failure due to Shields still applies. Bonus Feat (Ex) At 2nd, 5th, and 8th level, the Guardian recieves any one feat from the list of Fighter Bonus Feats (PHB p.37) Mount (Su) At 2nd Level, the Guardian can call a Warhorse, Griffon, or Drake into service as a mount. The mount gains the same benefits as a paladin's mount (PHB p. 43) Sword Somatics (Ex) At 3rd Level the Guardian gains the ability to cast spells while his hands are full. The Guardian can cast spells while holding a weapon and shield or two weapons, or a 2 handed weapon. Spell Failure from Shields no longer applies. This ability does not allow the Guardian to cast while bound or otherwise unable to gesture. Casting while using Sword Somatics draws an attack of opporitunity as normal. Hold the Line (Ex) The Guardian recieves this feat free at 3rd level. Healing Touch (Sp) At 4th level the Guardian can use White Mana to heal himself or another by laying on hands. Each day he can cure a total number of hit points equal to his Guardian Level times his Wisdom Modifier. This is a spell-like ability whose use is a standard action. Magic Sense (Su) At 6th level, the Guardian can examine an object as a full-round action and attempt a Spellcraft check (DC20) to determine if an object is magical. Greater Sword Somatics (Ex) At 7th level The Guardian no longer draws an attack of opporitunity while using Sword Somatics to cast a spell. Spellcease (Sp) At 9th level the Guardian can convert any prepared spell into a counterspell provided it is at least one level higher thatn the spell being countered. Spellcease superseded the Improved Counterspell feat and counts as a virtual feat for the purpose of taking Reactive Counterspell Swors and Sorcery (Ex) At 10th level the guardian can cast a 1-action spell as a move equivilent action. This allows him to cast, take a 5' move and still make one attack. Ex Rune Knights: Rune Knights must conform to an exacting code of conduct. A Rune Knight who violates this code must atone. Until he has restored his honor, he may not advance as a Rune Knight. If a Rune Knight changes to an alignment forbidden by his order, he is cast out of the order, stripped of lands, titles, and any equiptment provided by the Knighthood. He may never again gain levels as a Rune Knight, though he may still make use of his class abilities. Players interested in this class should see Rune Knights of Enhasa on the organizations page (under construction) back to prestige classes page |