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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

  1. Obscuring Mist: Fog surrounds you.
  2. Summon Nature’s Ally I: Calls creature to fight.
  3. Burning Hands: 1d4/lv fire damage, max 5d4.
  4. Cure Light Wounds: Cures 1d8+1/lv, max +5.
  5. Magic Aura: Alters object’s magic aura.
  6. Entangle: Plants entangle everyone in 40’ radius.
  7. Sanctuary: Opponents can’t attack you, and you can’t attack.
  8. Enlarge Person: Humanoid creature doubles in size.
  9. Endure Elements: Exist comfortably in hot or cold environments.
  10. Long Strider: Increases your speed.
  11. Magic Weapon: Weapon gains +1 bonus.
  12. Detect Magic: Detects spells and magic items within 60’.
  13. Guidance: +1 Attack roll, saving throw, or skill check.
  14. Purify Food and Drink: Purifies 1 cu. Ft/lv of food or water.
  15. Read Magic: Read scrolls

 

2nd Level

  1. Wind Wall: Deflects arrows, smaller creatures, and gases.
  2. Summon Nature’s Ally II: Calls creature to fight.
  3. Hold Animal: Paralyzes one animal for 1 round/lv.
  4. Soften Earth and Stone: Turns stone to clay or dirt to sand, or mud.
  5. Produce Flame: 1d6 +1/lv damage, touch or thrown.
  6. Cure Moderate Wounds: Cures 2d8 +1/lv damage, max 15.
  7. Identify: Determines properties of magic item.
  8. Barkskin: Grants +2 enhancement to natural armor.
  9. Make Whole: Repairs an object.
  10. Increase Abilities: Subject gains +4 to any single Ability for 1 min/lv.
  11. Heat Metal: Make metal so hot it damages those who touch it.
  12. Locate Object: Senses direction toward object.
  13. Spiritual Weapon: Magical weapon attacks on its own.
  14. Fog Cloud: Fog obscures vision.
  15. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

 

3rd Level

  1. Gaseous Form: Subject becomes insubstantial and can fly slowly.
  2. Summon Nature’s Ally III: Calls creature to fight.
  3. Dominate Animal: Subject animal obeys silent mental commands.
  4. Stone Shape: Sculpts stone into any shape.
  5. Resist Energy*: Ignores 10 (or more) points of damage/attack from a specified energy type.
  6. Cure Serious Wounds: 3d8 +1/lv, max +25.
  7. Dispel Magic: Cancels magical spells and effects.
  8. Plant Growth: Grows vegetation, improves crops.
  9. Protection from Energy: Absorb 12 points/lv of damage from one kind of energy.
  10. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  11. Searing Light: Ray deals 1d8/two levels, more against undead.
  12. Fly: Subject flies at speed of 60’
  13. Remove Disease: Cures all disease affecting subject.
  14. Water Breathing: Subjects can breathe underwater.
  15. Glyph of Warding: Inscription harms those who pass it.

 

4th Level

  1. Discern Lies: Reveals deliberate falsehoods.
  2. Summon Nature’s Ally IV: Calls creature to fight.
  3. Spike Stone: Creatures in area take 1d8 damage, may be slowed.
  4. Wall of Fire: Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. Passing through deals 2d6 damage +1/lv.
  5. Cure Critical Wounds: Cures 4d8 +1/lv, max +20.
  6. Imbue with Spell Ability: Transfer spells to subject.
  7. Command Plants: Sway the actions of one or more plant creatures.
  8. Spell Immunity: Subject is immune to one spell per four levels.
  9. Divine Power: You gain attack bonus, +6 STR and +1 HP/lv.
  10. Fire Shield: Creatures attacking you take fire damage, you’re protected from heat or cold.
  11. Dimension Door: Teleports you short distance.
  12. Magic Weapon, Greater: +1 bonus/four levels, max +5.
  13. Restoration: Restores level and ability score drains.
  14. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  15. Commune with Nature: Learn about terrain for 1 mile/lv.

 

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

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