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Elven Mystic Knight
Elven Mystic Knights are a unique breed. They are champions for the Elven Nation who gain their mystic abilities through their divine connection through nature, but the mystic power resides within themselves, similar to sorcerers. They hold a delicate balance between warrior/mystic, elf/nature, and duty/desire. Elven Mystic Knights usually serve a commander, but many just wander the county righting wrongs and defending the weak. They are serve the nature itself, but some serve a nature deity, the Goddess. A mystic knight can use any weapon. They are capable woodsman, exceptional leaders, and mystics.
Elven Mystic knights have survived in many environments that have proven fatal to experienced rangers. They can use any type of armor, although they prefer Elven armor. They are noble and they always treat others with the same kindness and respect given to all noble elves. They always give 10% of their income to the Elven Nation or lord.
Adventures: MElven ystic knight adventures fall into either military or questing types.
Characteristics: The Elven Mystic Knight is the ultimate outdoor warrior by combining warrior and divine spell casting abilities. They can actually commune with elements (fire, air, earth, water, wood, steel, and many others, but they are not as adept as shugenjas or wujen.
Alignment: Elven Mystic Knights are always good aligned. If they commit an evil act they must seek their goddesses forgiveness, otherwise they may never progress further as a Elven Mystic Knight.
Religion: All Elven Mystic Knights have the same religion, the elven pantheon and the elven nation.
Background: Elven Mystic Knights usually come from noble elven backgrounds. They begin their training at a very young age, usually under the tutelage of a superior knight as a squire. Usually they are seen as wandering knights.
Races: Elven Mystic Knights are always elves or half elves. They tolerate other races, but due to their solitary nature they always view others with suspicion.
Other Classes: Due to their solitary existence they don't usually work with other classes, but they accept their comrade’s capabilities on an equal level.
Role: Outdoors, the Elven Mystic Knight is the best combatant a party could want; indoors they are an excellent support fighter.
GAME RULE INFORMATION
Abilities: Charisma is the most important ability for a Elven Mystic Knight. Their Aura of Command and spell casting abilities are all tied to their Charisma. Exceptional Strength, Dexterity, and Constitution is essential as a warrior. Further, a good Wisdom and Intelligence further enhance the Elven Mystic Knight’s skills and WILL saves.
Alignment: Any good
Hit Dice: d10
CLASS SKILLS
The Elven Mystic Knights' class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge [Any] (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survial (Wis)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS FEATURES
Weapon and Armor Proficiency: Elven Mystic Knights are proficient with simple & martial weapons. Elven Mystic Knights are also proficient with shields, light, medium, and heavy armor (except tower shields).
Aura of Command (Morale): The Elven Mystic Knight has an exceptional command presence. They can enhance and motivate individuals under their command through the use of their Aura of Command abilities. The Elven Mystic Knight can use their Charisma modifier as the bonus for all of their Aura of Command abilities. The knight must pick a new aura as indicated on the table. Aura of Command can be used 1/day, but it improves every 3 levels (2/dy at 3rd, 3/dy at 6th, 4/dy at 9th, 5/dy at 12th, 6/dy at 15th, 7/dy at 18th level). The effect lasts a number of rounds equal to the knight’s level. Allies must be within an area equal to the knights Charisma modifier x20'. The knight can command a number of allies equal to the knights' Charisma modifier times their level. All abilities stack, max Natural Charisma modifier. All abilities are Moral bonuses.
q Accurate Strike: Bonus on rolls made to confirm critical hits.
q Demand Fortitude: Bonus on Fortitude saves.
q Determined Caster: Bonus on rolls to overcome spell resistance.
q Force of Will: Bonus on Will saves.
q Hardy Soldiers: Bonus on DR/-, max DR = Natural Charisma modifier
q Inspire Attack: Bonus on Attack rolls.
q Inspire Ability: Bonus on Ability checks and skills.
q Inspire Urgency: Allies increase land speed Cha modifier x5 feet.
q Master of Opportunity: Bonus to AC.
q Master of Tactics: Bonus on damage rolls
q Over the Top: Bonus on damage rolls when charging.
q Quicken: Bonus on Initiative
q Tough: Bonus to HP, add to Constitution modifier.
q Watchful Eye: Bonus on Reflex Saves
Bonus Feat List: Elven Mystic Knights may use their bonus feats with the following feats: Animal Affinity, Blind Fighting, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Diehard, Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Initiative, Improved Unarmed Strike, Iron Will, Leadership, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By-Attack, Spirited Charge, Trample, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Improved Shield Bash, Toughness, Two Weapon Fighting, Two Weapon Defense, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization.
Divine Grace: The Elven Mystic Knight gains a bonus to their saving throws equal to their Charisma modifier.
Special Mount: The Elven Mystic Knight gains a unique mount. Usually the mount is either a moon horse or an unicorn, but all mounts have to be approved by DM.
Spells: Beginning at 4th level, a Elven Mystic Knight gains the ability to cast divine spells which are drawn from the Elven Mystic Knight Spell List. To cast a spell, a knight must have a Charisma score equal to at least 10 + spell level per day. Their spell allotment is given in the table. The knight receives bonus spells per day if they have a high Charisma. The knight does not have to prepare spells, but they have a limited amount of spells known, see List.
Sense & Commune with the Elements: Elven Mystic Knight’s spells are derived from their ability to sense and commune with the elements. A Elven Mystic Knight senses the elements by making a Spot roll vs the DC (see Player’s Handbook). Communicating with the elements is done through a Diplomacy roll vs the DC.
Racial Limitations: Elven Mystic Knights must be either Elf or Half Elf.
Reverence for Nature: Elven Mystic Knights gain their powers from the elements, or their deity. They must protect nature and answer the call of the elements.
Code of Conduct: A Elven Mystic Knight must be good alignment and loses all class abilities if they ever willingly commit an evil act. Additionally, a Elven Mystic Knight follow the code by being honest, compassionate, courteous, honorable, sincere, and loyal. If they fail their code then they loose their abilities until they receive blessing from a druid. A Elven Mystic Knight has seven virtues Honesty, Courage, Compassion, Courtesy, Honor, Sincerity, and Duty.
Associates: While they adventure with characters of any alignment, a Elven Mystic Knight will only t
Elven Mystic Knight
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of Command +1, Bonus Feat
2nd +2 +3 +0 +3 Aura of Command +2, Divine Grace
3rd +3 +3 +1 +3 Bonus Feat
4th +4 +4 +1 +4 Special Mount, Spells
5th +5 +4 +1 +4 Aura of Command +3, Bonus Feat
6th +6* +5 +2 +5
7th +7* +5 +2 +5 Bonus Feat
8th +8* +6 +2 +6 Aura of Command +4
9th +9* +6 +3 +6 Bonus Feat
10th +10* +7 +3 +7
11th +11* +7 +3 +7 Aura of Command +5, Bonus Feat
12th +12* +8 +4 +8
13th +13* +8 +4 +8 Bonus Feat
14th +14* +9 +4 +9 Aura of Command +6
15th +15* +9 +5 +9 Bonus Feat
16th +16* +10 +5 +10
17th +17* +10 +5 +10 Aura of Command +7, Bonus Feat
18th +18* +11 +6 +11
19th +19* +11 +6 +11 Bonus Feat
20th +20* +12 +6 +12 Aura of Command +8
*Subtract -5 for multiple attacks
Spells Per Day:
1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 0 - - -
5th 0 - - -
6th 1 - - -
7th 1 - - -
8th 1 0 - -
9th 1 0 - -
10th 1 1 - -
11th 1 1 0 -
12th 1 1 1 -
13th 1 1 1 -
14th 2 1 1 0
15th 2 1 1 1
16th 2 2 1 1
17th 2 2 2 1
18th 3 2 2 1
19th 3 3 3 2
20th 3 3 3 3
Elven Mystic Knight Spell List
1st Level
2nd Level
3rd Level
4th Level
Elven Mystic Knight Costs:
40 Hit Dice: d10
30 Skill Points: 4 + Int
15 11 to 15 Class Skills
10 All Simple Weapon Prof
15 All Martial Weapon Prof
10 Light Armor Prof
10 Medium Armor Prof
10 Heavy Armor Prof
5 Shields
50 Good Attack Bonuses
25 Defended Saves
10 Divine Grace
15 Special Mount
10 Spell Capability (Delayed 4th, Max 4th)
15 Divine Spells
50 Feat Bonus (10)
20 Outstanding Ability (Aura of Command)
-5 Prohibited Alignment, Must be Good
-10 Must be Elf
-10 Reverence of Nature
-10 Limited Spell List
-10 Must Sense & Commune with elements
-10 Spells Begin at 4th Level
-15 Strict Code of Conduct
270 Total