Knight of Solamnia

				Crown Knight		Sword Knight		Rose Knight
Ability Requirements :	Strength 10		Strength 12		Strength 15
				Dexterity 8		Dexterity 9		Dexterity12
				Constitution 10	Constitution 10	Constitution 15
				Intelligence 7		Intelligence 9		Intelligence 10
				Wisdom 10		Wisdom 13		Wisdom 13

Prime Requisites:	Strength
			Dexterity
			Constitution
			Intelligence
			Wisdom

Races Allowed:	Human, Half-elf

A knight of solamnia with a score of 16 or more in all prime requisites will gain 5% bonus to his experience points per ability score up to a maximum of 10%.
A knight of solamnia must be of lawful good in alignment.
A knight of solamnia can use all weapons, armors, and shields. It is required that a knight of solamnia is proficient with a lance (any) and a sword (any).
A knight of solamnia have  a hit dice of d10, the thaco of warriors, and the saving throw of warriors.
A knight of solamnia can use all magical items allowed to warriors.
A knight of solamnia who is unencombred and wearing no armors receive a dexterity bonus of +2 to his armor class.
A knight of solamnia gains bonus spells from a high wisdom score.
A knight of somalnia suffer a –4 penalty to NPC reaction rolls when dealing with NPCs who don’t know well the knight.
A knight of solamnia receive the Riding Land-based nonweapon proficiencies for free.
A knight of solamnia must spend his initial starting money on at least two weapons - one lance and one sword.
A Knight of Solamnia who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Knight of Solamnia must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.
Knights of solamnia lived by two codes: the oath and the measure. The oath is simply; My honor is my life. The mearure is a voluminous set of laws that defines the terms honor. The full measure is detailed in a library of 37 large volumes.
A summary of the measure for each order follows:
The Measure of Knights of the Crown
	Loyalty and obedience epitomize the knights of the crown.
	Loyalty is unquestioning faithfulness to the cause of a gigher power. Knights of the crown view loyalty as a tribute to be justly and voluntarily rendered. The order of the crown is loyal to the order’s founding god Habbakuk, to those who suffer under evil’s weight, and to rulers who, by decree of the knightly council, deserve the knight’s loyalty and protection. Only rulers who follow the tenets of good are deserving – politics does not sway this decision. The list of approved rulers is called the list of loyalty.
	Obedience is the practical manifestation of loyalty. A knight of the crown must unquestioningly obey those on the list of loyalty.
	The specific responsibilities of a knight of the crown include tithing income, aiding any knight who requires help, and service to the nations on the list of loyalty.
The Measure of Knights of the Sword
	Knights of the sword act as warriors for the gods of good, upholding the purest ideals of heroism and courage.
	Heroism is self-sacrificial fight for the cause of good. Heroic deeds include strengthening the weak, enriching the poor, freeing the enslaves, exoneratoning the defenseless, and aiding fellow knights in need.
	Courage is readiness to die honorably in the fight for good. Courageous acts include facing evil fearlessly, defending the honor of the knighthood, defending the honor of a fellow knight, and protecting the defenseless and weak.
	A knight of the sword must surrender all personal wealth to the knightly coffers (save what is needed for upkeep), pay homage to Kiri-jolith and the gods of good each day, eagerly engage evil opponents in combat (not retreating regardless of the enemy’s strength), protect the weak and defenseless, and forswear use of knightly powers for unrighteous reasons.
The Measure of Knights of the Rose
	The order of the rose embraces honor guided by justice and wisdom.
	Honor is allegiance to one’s  oath to defend the cause of good. Honorable deeds include sacrificing oneself for the sake of others, refusing to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the oath in all matters.
	Justice is the heart of the measure and the soul of a rose knight: to render to everyone – creature, person, or god – his or her due. Just acts include aiding those wjo are less fortunate, donating all wealth to the knightly coffers (except what is needed for personal or parochial upkeep), worshipping and obeying Paladine and the gods of good, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in vain.
	Wisdom is the prudent use of one’s abilities and resources to uphold honor and render justice.

Becoming a Knight of Solamnia

	Becoming a Crown Knight:	All who wish to become Solamnic Knights must first enter the knighthood as squires of the knights of the crown, regardless of which order the knight intends to eventually join.
	Candidates for solamnic knighthood must be sponsored by an established knight (at least 5th level). The sponsor must be in good standing with one of the three orders. After the candidates are presented to a knightly council, they vow allegiance to the honor and ideals of the knighthood, to the causes of the order of the crown, and to the order itself.
	If the attending knights unanimously agree and no one questions the candidates’ honor, then all are accepted into the knighthood as Squires of the crown. Those whose honor is questioned are interviewed separately after the other candidates are sworn in. If the question of honor is dismissed, the candidate is sworn in normally. If not, the candidate is dismissed until the question of honor is satisfied.
	Because their order is the easiest to follow, Knights of the Crown advance more quickly than other knights. They also have fewer special powers, for power comes through discipline.
	Becoming a Sword Knight:	Upon completing duties as a Squire of the crown (gaining enough experience to be 3rd level), a knight may continue in that order or apply to the order of the sword. Knights who wish to become knights of the rose must first serve in the order of the sword. The applicant must seek out an established knight of the sword (at least 7th level) to apply to the order.
	In addition, each candidate for the order of the sword must complete a quest that promotes the cause of the order. The quest must be a witnessed (or otherwise verifiable) deed of heroism that exemplifies knightly honor and goodness. The quest must include a 30-day and 500-mile journey, the restoration pf something that was lost, single combat with an evil and equally matched (same level or HD) opponent, and three tests of wisdom, one of generosity, and one of compassion.
	After the quest is completed, the knight appears before a knightly council, telling of the quest and presenting evidence. If the presiding High Clerist (level 11) finds the tale and deed acceptable, the candidate takes the oath. If the High Clerist is not present, another high-ranking Sword Knight (level 9 or above) can preside. Otherwise, the matter is tabled until a lawful council can convene.
	Knights of the Sword honor the True Gods, learning clerical disciplines. Through these disciplines, Knights of the Sword receive from the gods magical healing abilities, limited foresight, and prophecy. Before the Cataclysm, these special abilities made Sword Knights a welcome sight in ravaged cities. Now, the knight’s powers are often considered sorcery and punished by death.
	Knights of the Sword gain clerical spells by spending a holy day in fasting and prayer. 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 his god 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 his god.
Becoming a Rose Knight:	When a Sword Knight’s initial training is complete (has enough experience to be 4th level), he may choose either remain a Sword Knight or apply to the order of the rose. An applicant must appear before a Rose Knight council at which a high-ranking Knight of the Rose (at least 9th level) presides.
	To join the order, a supplicant must appear in council before the presiding High Justice. There, the knight must tell the tale of his family and lineage, as well as his deeds of honor. Afterward, the council meets in private and determines wether to accept or reject the petition.
	Before the cataclysm, only Sword Knights of royal blood could become Rose Knights. Scholars say this restriction arose long after Vinas Solamnus’s time. Now in post-Catalysmic times, the bloodline stipulation has fallen to disuse, for a number of reasons: the Cataclysm destroyed records and muddled bloodlines, marriages and dalliances between noble and common flok confused lineages, and courage and honor proved more crucial to the knighthood than royal blood.
	A candidate who passes these examinations is assigned a quest to prove loyalty to the order and its cause. The quest must include a 30-day and 500-mile journey, the restoration od something that was lost, defeat of an evil and more powerful opponent, and one test of wisdom, three of generosity, and three of compassion. The completion of these tasks must be witnessed or evidenced. A candidate who returns and tells of the quest is judged before a council of the order of the rose. If the quest and candidate are found fitting, the person becomes a Knight of the Rose.

Advancing to Another Order:	A knight may advance to the order of the sword as soon as he becomes a 3rd-level Crown Knight, and may advance to the order of the rose as soon as he becomes a 4th-level Sword Knight. Note that a knight can apply for a higher order at any time after attaining the proper level.
	When a knight advances to a higher order, his experience points drop to zero, though he retains all previous hit points. His THACO and saving throws are calculated from the lowest level of the new order. He will not gain any new hit points and nonweapon/weapon proficiencies until his new level exceeds his level in the previous order. This rule reflects the fact that even experienced knights are novices when they enter a new order. Thus, a knight who wishes to change orders should do so as soon as he is able.
	There is only one High Warrior, High Clerist, and High Justice in their respective orders. All other knights who reach these levels or above retain the titles of Lord Warrior, Lord Clerist, and Lord Justice respectively until elected to the proper positions.

Crown Knight	Experience
Level		Points		Hit Dice	Title
1		0		2		Squire of Crown
2		2,500		3		Defender of Crown
3		5,000		4		Knight of Crown
4		10,000		5		Scepter Knight
5		18,500		6		Shield Knight
6		37,000		7		Shield of Crown
7		85,000		8		Lord of Shields
8		170,000	9		Lord of Crown
9		340,000	10		Master Warrior
10		680,000	10+2		Lord Warrior
11		1,020,000	10+4		High Warrior
12		1,360,000	10+6		
13		1,700,000	10+8		
14		2,040,000	10+10		
15		2,380,000	10+12		
16		2,720,000	10+14		
17		3,060,000	10+16		
18		3,400,000	10+18		
19		3,740,000	10+20		
20		4,080,000	10+22		
21		4,420,000	10+24		
22		4,760,000	10+26		
23		5,100,000	10+28		
24		5,440,000	10+30		
25		5,780,000	10+32		
26		6,120,000	10+34			
27		6,460,000	10+36		
28		6,800,000	10+38		
29		7,140,000	10+40		
30		7,480,000	10+42		
Special Abilities:	Knights of the Crown may use weapon specialization.

Sword Knight	Experience
Level		Points		Hit Dice	Title
3		0		4		Novice of Swords
4		12,000		5		Knight of Swords
5		24,000		6		Blade Knight
6		45,000		7		Abbot of Swords
7		95,000		8		Elder of Swords
8		175,000	9		Master of Swords
9		350,000	10		Lord of Swords
10		700,000	10+2		Master Clerist
11		1,050,000	10+4		Lord Clerist
12		1,400,000	10+6		High Clerist
13		1,750,000	10+8		
14		2,100,000	10+10		
15		2,450,000	10+12		
16		2,800,000	10+14	
17		3,150,000	10+16		
18		3,500,000	10+18		
19		3,850,000	10+20		
20		4,200,000	10+22		
21		4,550,000	10+24		
22		4,900,000	10+26		
23		5,250,000	10+28		
24		5,600,000	10+30		
25		5,950,000	10+32		
26		6,300,000	10+34		
27		6,650,000	10+36		
28		7,000,000	10+38		
29		7,350,000	10+40		
30		7,700,000	10+42		
Special Abilities:	Sword Knight gain the abilities of Circle of Power, Curative, Detection, Faithful Mount, Healing, Health, Protection from Evil, Saving Throw Bonus, and Turn Undead. They also gain priestly spells from the major sphere: All, Combat, Guardian, Healing, and Protection and from minor sphere: Charm, Divination, and Sun.

Sword Knight Spell Table
Knight				Clerical Spell Level
Level		1	2	3	4	5	6	7
6		1	-	-	-	-	-	-
7		2	-	-	-	-	-	-
8		2	1	-	-	-	-	-
9		3	2	-	-	-	-	-
10		4	2	-	-	-	-	-
11		4	2	1	-	-	-	-
12		5	3	1	1	-	-	-
13		6	4	1	1	1	-	-
14		7	5	2	1	1	1	-
15		8	6	3	2	1	1	1
16		9	7	3	2	2	1	1
17		9	8	4	3	3	2	1
18+		9	9	5	4	3	2	1
In order to regain a spell, a Sword Knight must spend one-half hour per level of spell in prayer and meditation. A knight can never meditate more than six hours per day. A knight may only regain spell on their chosen day (see the becoming a sword knight section).

Rose Knight	Experience
Level		Points		Hit Dice	Title
4		0		5		Novice of Roses
5		27,000		6		Knight of Tears
6		60,000		7		Knight of Mind
7		125,000	8		Knight of Heart
8		200,000	9		Knight of Roses
9		425,000	10		Keeper of Roses
10		850,000	10+2		Master of Roses
11		1,275,000	10+4		Archknight
12		1,700,000	10+6		Lord of Roses
13		2,125,000	10+8		Master of Justice
14		2,550,000	10+10		Lord of Justice
15		2,975,000	10+12		High Justice
16		3,400,000	10+14		
17		3,825,000	10+16		
18		4,250,000	10+18		
19		4,675,000	10+20		
20		5,100,000	10+22		
21		5,525,000	10+24		
22		5,950,000	10+26		
23		6,375,000	10+28		
24		6,800,000	10+30		
25		7,225,000	10+32		
26		7,650,000	10+34		
27		8,075,000	10+36		
28		8,500,000	10+38		
29		8,925,000	10+40		
30		9,350,000	10+42		
Special Abilities:	They gain the Aura of Courage ability.

Priestly Spell Point Progression
			Max. Spell
Knight of Solamnia	Memorize at	Spell
Level			Each Level	Points
6			2		4
7			3		8
8			3		15
9			4		25
10			5		30
11			5		40
12			6		65
13			7		95
14			8		145
15			9		210
16			10		245
17			10		325	
18+			12		360

Priestly Spell Cost By Level
Spell	Major	Major	Minor	Universal
Level	Fixed	Free	Fixed	Free
Orison	-	-	-	1
1st	4	8	6	12
2nd	6	12	9	18
3rd	10	20	15	30
4th	15	30	23	60
5th	22	44	33	88
6th	30	60	45	120
7th	40	80	60	160

Proficiency Group Crossovers: Warrior, General.
	Weapon Proficiency			Nonweapon Proficiency
Initial		#Level		Penalty	Initial		#Level
4		3		-2		3		3

Knight of Solamnia can use and specialize in all fighting styles.
Wealth Option: (5d4) x 10 gp

# of Attack Per Round
Knight of Solamia
Level			# of Att/rnd
1-6			1/1
7-12			3/2
13+			2/1

Knight of Solamnia receive 70 character points to purchase their abilities.

5	Circle of Power(See below)[See the Paladin section in the Skills & Powers]
10	Curative(See below)[See the Paladin section in the Skills & Powers]
5	Detection(See below) [See the Paladin section in the Skills & Powers]
5	Faithful Mount(See below) [See the Paladin section in the Skills & Powers]
5	Healing(See below) [See the Paladin section in the Skills & Powers]
5	Health(See below) [See the Paladin section in the Skills & Powers]
10	Poison Resistance[See the Paladin section in the Skills & Powers]
5	Protection from Evil(See Below) [See the Paladin section in the Skills & Powers]
10	Resist Charm[See the Paladin section in the Skills & Powers]
10	Saving Throw Bonus(See below) [See the Paladin section in the Skills & Powers]
10	Turn Undead(See below) [See the Paladin section in the Skills & Powers]
15	Weapon Specialization[See the Fighter section in the Skills & Powers]
5+/7+	Alternate Sphere Access(Minor/Major Sphere)[See the Paladin section in the Spells & Magic]
7	Increased Spell Progression (Treat the Knight of Solamnia as 3 level higher to determine Spells per Day)
15	Priest Spells(Able to cast Priest Magic, see below)
10	Defense Bonus[See the Fighter section in the Skills & Powers]
5	Aura of Courage(See below)
10	Smite Evil(See below)
5+	Nonweapon Proficiency Group Crossovers[See the Cleric section in the Spells & Magic]
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
5	Hit Point Bonus(d12)
5	Building[See the Fighter section in the Skills & Powers]
5	Leadership[See the Fighter section in the Skills & Powers]
10	Multiple Specialization[See the Fighter section in the Skills & Powers]
5	Poison Resistance[See the Fighter section in the Skills & Powers]
5	Combat Bonus(Monster thaco)
5	Supervisor[See the Fighter section in the Skills & Powers]
5	War Machine[See the Fighter section in the Skills & Powers]
10	Two Hit Dice at first level
1	Nonweapon Proficiency Bonus: Riding Land-based
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points

Restriction
5+		Limited Magical Item Use[See the Fighter section in the Skills & Powers]
5/10/15	Reduced Hit Points(d8/d6/d4)
5/10/15	Limited Armor(Medium/Light/None)
10/15/20	Limited Weapon Selection(Thief/Wizard/None)
10/15/20	Reduced Combat Ability(Priest/Rogue/Wizard thaco)
15/20		Lose the Warrior Ability Bonus(See below)
16		NPC Reaction Penalty(See below)
15		Experience Table(See below)

Lose the Warrior Ability Bonus: For a 15-point ability, the character wont receive the extra hit point form a high constitution, the number between (), and for a 20-point ability, the character wont be able to possess a strength score higher than 18, strength between 18/01 and 18/00 are prohibited to the character.

Aura of Courage: A Knight of Solamnia can only gain this power when becoming a Rose Knight. Immune to Fear(Magical or otherwise) at 2nd level. Allies within 10 feet of the paladin gain +2 moral bonus save vs. fear effects.

	Smite Evil: A Knight of Solamnia can only gain this power when becoming a Rose Knight. Once per day, a Paladin of 2nd level or higher may attempt to smite evil with one melee attack. She adds her Charisma/Loyalty Base modifier (if positive) to her attack roll and deals 1 extra point of damage per Paladin level. If the Paladin accidently smites a creature that is not evil, the smite has no effects but it is still used up for the day.

	Turn/Control Undead: A Knight of Solamnia can only gain this power when becoming a Sword Knight. A Knight of Solamnia can turn undead a number of time per day equal to three + the character’s charisma/leadership bonus.

	Healing:	A Knight of Solamnia can only gain this power when becoming a Sword Knight. A Knight of Solamnia may choose to give all or just a certain amount of cured hit point back to an injured character. Doing so will allow a paladin to cure more than once per day, with it’s lay on hands ability, if he so desired. But remember that a Knight of Solamnia may never exceed it’s maximum hit point recovery of it’s lay on hands. If they are remaining healing points that the Knight of Solamnia haven’t use before the day is finished, he wont accumulate them, he will simply lose them.

	Circle of Power:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Curative:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Detection:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Faithful Mount:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Health:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Protection from Evil:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Saving Throw Bonus:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Turn Undead:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.

	Experience Table:	You must buy this ability in order to be able to play a Solamnic Knight of any order.

	Priest Spells:	A Knight of Solamnia can only gain this power when becoming a Sword Knight.