Description: The Silverhawk Knight is the elite warrior of the
Order of the Silverhawk. Defending both Silvermoon and Quel'Thalas in their
righteous zealotry, they take the tenants of the Order to a greater level.
Base Attack Bonus: +6
Spellcasting: Ability to cast 1st-level divine spells.
Special: You must have an affiliation score of 13 (Guardian) or higher within the Order of
the Silverhawk to become a Silverhawk Knight. If your affiliation score drops
below 13 after you have become a Silverhawk Knight, you retain all class features
but you can’t advance further in the class.
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Weapon and Armor Proficiency: Silverhawk Rangers are proficient with all
simple and martial weapons and with light, medium armor, and heavy armor and shields, but not tower shields.
Hawk Harrier (Ex): At 1st level, you call a silverhawk into your
service. This creature aids you in combat by distracting foes, and it gains
additional abilities as you advance in level. Its statistics are normal for
a silverhawk, except as noted here. Your silverhawk’s hit point total equals
one-half your full normal hit points. For the purpose of effects related to
number of Hit Dice (including the benefits of the celestial template), use your
HD total. The silverhawk uses your base saving throw bonuses plus its ability
score modifiers (Fort +0, Ref +4, Will +2). It has an Intelligence score of 3.
The silverhawk is incredibly agile. It never provokes attacks of opportunity for moving
into an opponent’s square or for leaving a threatened area. If it is killed,
a replacement appears at the next dawn. You suffer no special penalties should
your silverhawk fall in battle.
Your hawk harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your hawk harrier to distract a single opponent within 30 feet of you. The hawk enters the opponent’s space. The target must then make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your hawk harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent’s turn the hawk is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your hawk harrier to keep an opponent off balance against enemies. If your hawk harrier occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your hawk harrier automatically follows a target that makes a 5-foot step.
Channel Spell (Su): When you reach 7th level, you can channel spells with your hawk harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the hawk were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the hawk to cast the spell on a creature the hawk touches. If the target is not willing, the hawk must hit with a melee touch attack using its own attack bonus to successfully deliver the spell. You must be capable of casting spells to use this ability.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your hawk’s eyes. Using this ability is a full-round action, and you can see through the hawk’s eyes only for a round in which you perform this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your hawk’s eyes, you cannot see through your own eyes. Your hawk can be at any distance from you, but it must be on the same plane of existence as you are.
Speak with Hawks (Su): You have the ability to speak with hawks, including hawk familiars and your own hawk harrier. If a hawk has an Intelligence above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the hawk has animal intelligence (Int 1 or 2), you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.
Smite (Su): When you reach 2nd level, you gain the ability to make a single melee attack with a +4 attack bonus and damage bonus equal to your level (if she hits) once per day. You must declare the smite before making the attack. If you have a smite evil or other smite ability already, you can use the ability one extra time per day (two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on your combined level (silverhawk knight level plus cleric or paladin level).
For every two levels you advance beyond 2nd, you gain one additional daily use of this ability (2/day at 4th level, 3/day at 6th level, and so on).
Remove Fatigue (Su): At 2nd level, you can eliminate fatigue in any creature you touch. Using this ability is a standard action; may use it a number of times per day equal to 3 + your Charisma modifier.
Armor Mastery (Ex): Starting at 3rd level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 6h level, you ignore the speed reduction imposed by heavy armor as well.
Flawless Stride (Ex): Starting at 3rd level, you can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
This ability does not let you move more quickly through terrain that requires a Climb or Swim check to navigate, nor can you move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
When wearing either medium or heavy armor, you move only at 3/4 speed.
Divine Might (Su): Starting at 8th level, you can use a standard action to add a +4 bonus to your Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effects last for 1 minute per class level.
Aura of Movement (Ex): Starting at 10th level, you project an aura that increases the land speed by 10 feet of you and your allies within 30 feet of you.
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