Sylvan Knight, Chekov's Variant (3.5e Class)
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- 1 Sylvan knight Chekov's Variant
Sylvan knight Chekov's Variant
This is a more combat oriented version of Avlindrel's Sylvan Knight (3.5e Class).
Making a Sylvan Knight
This class is a supporting healer and frontline combatant.
Abilities: Wisdom decides how many spells per day, and how hard they are to resist. Strength will help to strike opponents, while Dexterity and Constitution will increase survival.
Races: Most of the Sylvan Knights are elves or half-elves or humans that lives in wilderness.
Alignment: Any neutral.
Starting Gold: 5d4×10 gp (125).
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+2||Nature's Oath, Friend of the Fey||3||1||—||—||—||—||—||—||—||—|
|3rd||+3||+3||+1||+3||Wild Shape 1/day||3||2||—||—||—||—||—||—||—||—|
|6th||+6/+1||+5||+2||+5||Mission of the Fey||3||3||2||1||—||—||—||—||—||—|
|10th||+10/+5||+7||+3||+7||Hunter of the Outsider||4||4||3||3||2||1||—||—||—||—|
|11th||+11/+6/+1||+7||+3||+7||Wild Shape 2/day||4||4||3||3||3||2||—||—||—||—|
|15th||+15/+10/+5||+9||+5||+9||Blood of the Fey, Wild Shape 3/day||4||4||4||4||3||3||3||2||—||—|
|18th||+18/+13/+8/+3||+11||+6||+11||Wild Shape 4/day||4||4||4||4||4||3||3||3||2||1|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Sylvan Knight is proficient with all Simple and Martial Weapons except Axes. They are proficient with Light and Medium armor, and Shields, but not Tower Shields. They are prohibited from wearing metal. When Sylvan Knight wears metal armor he lose all magical abilities for 24 hours.
Spells: Starting at first level, a Sylvan Knight casts divine spells. She prepares spells at dawn each day, with bonus spells for a high Wisdom score. The DC for a saving throw against a Sylvan Knights spell is 10 + the spell's level + Wisdom modifier. Sylvan Knights choose their spells from the SRD:Druid Spell List.
Bonus Languages: At first level, a Sylvan Knight gains Sylvan as an automatic bonus language.
Nature's Oath "(Ex)": A Sylvan Knight swears an oath to defend the nature of the plane upon which they exist. A Sylvan Knight will never abide by someone destroying plant life without good cause, and they will not do so themselves.
Friend of the Fey "(Ex)": Fey feel a kinship to Sylvan Knights, and unless provoked are always Neutral, or Friendly to any group traveling with a Sylvan Knight.
Fey Skin "(Su)": Beginning at 4th level, a Sylvan knight begins to become part Fey. This manifests as DR1/Cold Iron. This increases to DR2/Cold Iron at 12th level, and DR3/Cold iron at 16th level.
Mission of the Fey "(Ex)":Beginning at 6th level, a Sylvan Knight with the Leadership feat may have a fey creature as a cohort.
Hunter of the Outsider (Su): Sylvan Knights gain the ability to distinguish Outsiders non-natural at 10th level. This ability lets them see through any disguise, or physical change. However, a magic dispelling affect, or a magical change that removes the Outsider trait/type disguises the Outsider from the Sylvan Knight just as effectively.
Blood of the Fey (Su): Sylvan Knights gain the Fey sub-type at 15th level, making them immune to magical aging and the detriments of age. Unless they suffer the age bonuses and penalties before gaining this ability, they no longer suffer the penalties associated with aging, but gain the benefits just the same
Mandragora's Screech"(Ex)": A Sylvan Knight at 20th level gains the ability to, once per day, unleash a devastatingly high-pitched wail of pain within 20 feet of itself in radius. Creatures with two or less hit die than her levels in Sylvan Knight suffer a Fortitude VS. Death effect, with a DC of 10 + Sylvan Knight levels + Wisdom modifier. Creatures unaffected by VS. Death spells, and with hit die equal to, or one less than Sylvan knight levels, fall unconcious for 1d6 rounds. Creatures with more Hit die than the Sylvan Knight are shaken for 1d4 rounds.
If Sylvan Knight chease to be neutral, he cannot advance as sylvan knight but he retain all class features.
When a Sylvan Knight violates it's Nature's Oath, it loses all class features until atoning with an atonement spell.
Epic Sylvan Knight
4 + Int modifier skill points per level.
Bonus Feats: The epic Sylvan Knight gains a bonus feat (selected from the list of epic Druid bonus feats) every few levels after 20th.
Half-Elf Sylvan Knight Starting Package
Weapons: Scimitar, Shortbow.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Knowledge (The Planes)||4||INT||—|
Feat: Improved Intiative.
Gear: Arrowsx40, Bedroll, Tent, Flint and Tinder, Leather Armor, Small Wooden Shield
Playing a Sylvan Knight
Religion: Sylvan Knights tend to worship the Gods and Goddesses of the natural world, though some explicitly revere the Fey and nature itself. Obad Hai is popular choise for sylvan knights
Other Classes: Sylvan Knights are often at odds with those who push for industrialization, and other such harmful effects. As such, they do not tend to get along well with classes other than Rogues, Rangers, Bards, Druids, Wizards, and Sorcerers.
Combat: Sylvan Knights tend to the middle-ground of combat. Sometimes they enter combat, and sometimes they remain back, assisting with druidic spells and healing.
Advancement: Sylvan Knights don't have much room for advancement, but may further themselves through the Druid class. Some sylvan knights take level in Nature Warrior class.
Sylvan Knights in the World
|“||"Shiny one, he was. Too bad he seemed pretty miffed about us cuttin' down that tree, and all."||”|
|—Meuler Mugbeard, Dwarf Innkeeper, about a Sylvan Knight|
Sylvan Knights are more often than not wanderers, or stoic protectors of a particular piece of land where fey live. As such, it is somewhat rare to have them join adventuring groups, but not so rare as to be impossible. A Sylvan Knight would work well amongst a group of Fey adventurers.
Daily Life: Sylvan Knights tend towards their own personal beliefs, their chosen profession does not define who they are as a person.
Notables: Azamio Harameis, Elf Sylvan Knight16/Druid5.
Organizations: Sylvan Knights do not tend to gather in groups, and as such are seen as a primarily solitary group of people.
NPC Reactions: Most NPCs see them as slightly different versions of Druids, though those who seek to industrialize and extend men's reach find Sylvan Knights a large, and painful thorn in their side.
Sylvan Knight Lore
Characters with ranks in Knowledge (Nature) can research Sylvan Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Sylvan Knights are Druids who have chosen the middle ground, being less against using minerally forged weapons.|
|10||Sylvan Knights as a whole tend to be solitary, but some may settle down and attempt to join the Fey through family-making.|
|15||Sylvan Knights gain the trust of Fey easily, and often are followed by one or two stronger fey-allies.|
|20||Sylvan Knights often become so in tuned with the natural plane, and the fey he stands amongst that he becomes one himself.|
Sylvan Knights in the Game
Sylvan Knights are a less restrictive version of the Druid with some minor editing to give them some prowess between the choice of melee combat, and spell-casting ability.
Adaptation: Sylvan Knights adapt as easily as Fey do in most campaigns.