Knight of Knossis (3.5e Class)
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==Knight of Knossis==
When Lovir Zanthid, the Elemental king took control of the lands of Knossis, he had changed the way most wizards and sorcerers would be trained. Instead of having them in the back lines, he would have them in his Vanguard. To compensate for their lack of defense, he created a ritual that would combine the wizards/sorcerers blood with Arandur, a normal rare metal. However, from before Lovir came to power, the Knossians had been known for their intricate Blacksmiths and getting their hands on rare metals. When he conquered Knossis he had found a great cache of the metal. Using his knowledge of the arcane arts, he had created the ritual that would infuse the casters blood with Arandur. This would change the casters blood into something more. The purpose of the ritual was to ensure that his casters could wear armor and wield weapons unhindered by the iron, that would suppress their ability to cast. He would perform it on himself first, to ensure success or die. When he performed the ritual, his blood had turned a glowing silver able to be seen through the veins. He could feel his innate magical abilities increase. He would then have his Strongest Casters who were his closest allies and friends perform the ritual. From these mens experience in battle they had formed a solid training plan that would not only ensure that the caster was more effective in close quarters combat, but also their suitability for surviving in that situation. Thus the first Knights of were born. Over the years their tactics would adapt and make them even more effective war mages. Thus the modern Knight of Knossis is a force to be reckoned with.
===Making a Knight of Knossis===
A Knight of Knossis is at their best at close quarters combat or mid ranged. They are strong defensive fighters and are heavy spell casters, meant to disorient, frighten, or destroy most Vanguard with Evocation Magic. Knights of Knossis are also limited in their spell casting abilities in the fact they can only choose 2 other spell schools aside from Evocation. Most go with Divination and Abjuration but its really up to the caster. Coupled with a few bonus fighter feats they are extremely flexible in melee and mid range combat. After their Military Service most become mercenaries or reenlist. Most Knights can be recognized by the glowing silvery veins on their arms and the Red and White robes layered with chain mail.
Abilities: Intelligence is first and foremost important to a Knight of Knossis, being responsible for their Spell casting, and how much extra damage they deal with their spells. Constitution is important to helping the Knight of Knossis survive to the next engagement. Dexterity and Strength are both valuable as well.
Races: Any race can become a Knight of Knossis, though it is largely a human invention.
Alignment: Any. Battle magic is about winning at war, plain and simple. Morality does not enter into it, but due to the militaristic training, Knights of Knossis are more often lawful than chaotic.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+1||+1||Armored Mage (Medium), Battle Mage's Edge||3||1||—||—||—||—||—||—||—||—|
|11th||+8/+3||+3||+5||+6||Reignite Spell 1/day||4||4||3||2||1||—||—||—||—||—|
|12th||+9/+4||+4||+5||+6||Special Ability, Bonus Feat||4||4||4||3||2||1||—||—||—||—|
|14th||+10/+5||+4||+5||+8||Reignite Spell 2/day||4||4||4||4||3||2||1||—||—||—|
|17th||+12/+7/+2||+5||+5||+10||Reignite Spell 3/day||4||4||4||4||4||3||2||1||—||—|
|20th||+15/+10/+5||+6||+8||+10||Reignite Spell 4/day Bonus Feat|||4||4||4||4||4||4||4||3||2||1|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
====Class Features==== All of the following are class features of the Knight of Knossis.
Weapon and Armor Proficiency: Knights of Knossis are trained in a military fashion, and are expected to contribute more to an engagement than just spells. Thus, they are trained in all Martial and Simple weapons. They also incur no spell penalty while wearing medium or light armor.
Spells: A Knight of Knossis keeps a Spell book and prepares spells in the same fashion as a wizard. Their spells are selected from the sorcerer/wizard spell list, as well as the warmage spell list. They gain bonus spells per day and calculate save DCs based on their Intelligence bonus. What makes a KoK's Spell casting radically different is focus. A Knight of Knossis knows the school of Evocation as universal battle magic, and selects two other schools to supplement it. All other schools are barred, from learning, or casting from scrolls, wands & staves. Unlike a wizard, a Knight of Knossis can select Divination as one of their 5 barred schools. Those who select it, however, often find they have a much easier time acquiring new spells, due to having access to read magic. Also, it is of special note that spells marked "Universal" are also open to be learned by the Knight of Knossis, since they belong to no particular school. When a new Knight of Knossis level is gained, a Knight of Knossis adds only one new spell to their Spell book for free, not two.
Armored Mage (Ex): At 1st level, a Knight of Knossis may use Medium armor and Heavy Shields without incurring spell failure.
Battle Mage's Edge (Ex): A Knight of Knossis is specialized in dealing damage with his spells. Whenever a Knight of Knossis casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the damage dealt. For instance, if a 1st-level Knight of Knossis with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the Battle mage's edge special ability only applies to spells he casts as a Knight of Knossis, not those he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level Knight of Knossis casts magic missile and produces two missiles, only one of them (of the Knight of Knossis' choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls ascribed by a Knight of Knossis doesn't gain any benefit from Battle mage edge. Scrolls activated by a Knight of Knossis also gain no benefit from Battle Mage's Edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by the Knight of Knossis use not only the Knights caster level but also gain the benefits of the Battle Mage's Edge, if applicable.
Bonus Feat: May choose Bonus Feat from fighter catagory.
Combat Casting: Knights of Knossis get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned for having to all too often be up close and personal with their enemy.
Linked Spells (Ex): This ability is one of the hallmarks of the Knights of Knossis class, allowing them to release a rapid-fire stream of spells. A Knight of Knossis of 3rd level or higher is able to intertwine the casting of his spells in such a way that the verbal and somatic components of one spell become part of the same components of the second and subsequent spells. As long as the Knight of Knossis has spells prepared, he can continue unleashing spells at an accelerated rate. There is a risk of being interrupted, which spoils the series, and means that the Knight of Knossis is out 2 or more rounds of work.
When he begins casting a series of linked spells, the Knight must declare which spells will be used in its construction. For every two spells in the chain, the Knight may unleash a third spell in the chain as a free action. Thus, if a Knight of Knossis places six spells into a linked spell series, it will require only four rounds to cast all six spells. Once again, any interruption cancels the series.
A series of linked spells requires precision in its execution and must start with a 1st-level spell. The second spell can be of 2nd or 1st level, at the caster's discretion. Every spell level after the second, however, can be of no level higher than the sum of the levels of all spells that precede it in the series. While a linked spell series must start small, it can quickly build in power to encompass high-level spells.
All spells used in the creation of a linked spell series must have a casting time of a standard action or less. Spells with a longer casting time are simply too involved to work into a series, but see Braided Spells below for a way to incorporate such spells into a combined casting.
Braided Spells (Ex): Where a linked spell series allows a Knight of Knossis to unleash a number of spells in rapid succession, the braided spell enables him to prepare a number of spells and then unleash them all at once. While devastating, this technique is also dangerous because it rapidly depletes the Knights spell reserves. Still, there are times when the ability to thoroughly demolish the opposition in as short a time as possible is worth the risk. The mechanics of braided spells are as follows:
- A braided spell takes as long to cast as all the spells within it would.
- All spells in a braid must be from the same school.
- Battle Mage's Edge applies to every spell in the braid separately. If there are four damage-dealing spells in the braid, then you add the damage in four times. A Knight of Knossis with an Intelligence of 16 would add +3 Battle Mage's Edge four times in this instance, for a total damage bonus of +12 (not all of this will be of the same energy type, however, so that must be tracked separately).
- Spells may have any number of metamagic feats on them at once as part of a braid, but they still take up higher-level spell slots, though this does not increase the casting time, as they have been memorized beforehand.
- Metamagic feats are applied only to that particular spell in the braid and not to any other. This can often mean that quickened or swift/immediate-action spells become very useful, as they often take a free or swift action to braid in, thus cutting down on casting time.
- A braid may be held from one round to the next with a Concentration check. A braid may be dismissed freely, returning the spells back into the Knights working memory.
- The DC for a hold check is (highest-level spell)+ 1 per additional spell.
- Failure of a hold check means that the braid launches immediately. A natural 1 is considered an automatic failure which targets the caster. As always, a braid may be dismissed if there are no targets to attack, though this dismissal may not be invoked to stop the braid going off with a failed hold check, because at that point the loosed magic is considered fully cast and beyond the Knights's ability to control or dismiss.
- For purposes of Spell craft, counter spelling, and dispelling checks, the DC is always 20 + highest-level spell + 1 per additional spell.
- A braid can be countered by any spell in the braid, or their antithesis (for example, light against darkness).
- Spells in a braid must all have the same target. The range is the closest of all spells in the braid. However, this does not mean that area effects affect only that one target, merely that all area spells in the braid are centered or aimed at that target, even if only initially. In the case of spells which are multi-targeted, only one target need be considered the "central" target, with additional targets selected as normal. In the case of multi-targeted spells which have changing targets over a number of rounds, the "initial target" rule only applies in the first round.
- If a braid contains a ranged touch attack, the whole braid's success depends on that attack roll.
- Each spell allowing a save in a braid must be saved for with a DC equal to that of the highest-level spell.
- SR works as if the braid were any other spell.
- The effects of every spell in the braid are resolved separately.
There is a danger to braiding spells, and that is, once again, vulnerability. A Knight braiding spells is a sitting duck, just as if he were casting in linked series. If the Knight is either unnoticed or being defended during his time, then this tactic is not a problem.
Special Ability (Ex): At the levels indicated, a Knight of Knossis may select one of the following special abilities. The class features that provide save bonuses do NOT replace the feats they resemble, but they do stack with them. Each special ability may only be selected once.
Willpower: A Knight who selects Willpower gains a +2 bonus to all Will saves.
Inner Strength: A Knight who selects Inner Strength gains a +2 bonus to all Fortitude saves.
Avoidance: A Knight who selects Avoidance gains a +2 bonus to all Reflex saves.
Improved Toughness: A Knight of Knossis who selects Improved Toughness gains a bonus hit point for every character level they have, and every level afterward gains one bonus hit point. This happens regardless if the character levels are all Knights levels or not.
Arcane Channeling: Much like a Dusk blade, a Knight of Knossis may use a standard action to cast any touch attack spell they have prepared and deliver it through their weapon with a melee attack. This does not provoke an attack of opportunity. The spell must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
Arcane Channeling (Full Attack): If a Knight of Knossis has selected Arcane Channeling, they may select this class feature. They may now channel a touch spell as part of a full attack, and the spell affects everyone hit in that round. If the spell has an effect that lasts longer than 1 round, the effect discharges at the end of the round. The Knight must have selected Arcane Channeling at least nine levels prior to taking this. For instance, if they selected Arcane Channeling at 6th level, they may select this class feature at 15th level.
Evasion: A Knight of Knossis of at least 9th level may select Evasion. They now take no damage on a successful Reflex save. If they already have Evasion from a previous class, then they gain Improved Evasion. If they already have Improved Evasion from a previous class, they may not select this ability.
Improved Evasion: A Knight of Knossis of 18th level may select Improved Evasion, provided they selected Evasion at 9th level. They now take no damage on a successful Reflex save, and only half damage on a failed save. If they selected Evasion at 12th level or higher, they may not select this special ability. If they already got Improved Evasion at 9th level, they may not select this special ability.
Slippery Mind: A Knight of Knossis who selects Slippery Mind may wriggle free from effects that would otherwise control or compel them. If a Knight with Slippery Mind is affected by an enchantment spell or effect and fails their save, they may attempt a second save in the next round to shrug off the effect at the same DC. They only get this one extra chance to succeed at the save.
Stinging Counterspell: A Knight of Knossis of 12th level may select Stinging Counter spell. Whenever the Knight successfully counters a spell, the enemy caster takes 1d4 nonlethal damage +1 point of lethal damage, multiplied by the level of spell used to counter spell. For example, if the spell in question was 4th level, the backlash against the enemy caster is 4d4 points of nonlethal damage, +4 points of lethal damage.
Reignite Spell (Ex): This ability enables Knight of Knossis to attempt to cast a spell twice for a single expenditure of spell levels. This ability can only be used on spells with a single target, and only if the spell was not resisted or successfully saved against. If all of the above are true, the Knight may make a Concentration check (DC 15 + spell level) to immediately cast the same spell again as a free action, with the same target and without the need to expend additional prepared spells or material components. This ability may be used one time per day at 11th level (and an additional use every 3 levels after), and cannot be used in conjunction with linked or braided spells. If any Meta magic feats were used in the casting of the original spell, these same feats apply to the reignited spell, at no additional cost to the Knight. Any one spell cannot be reignited more than once. If a reignite attempt fails, it is wasted for the day.
Multiclassing Note: Owing to the nature of a Knight's training, they are expressly forbidden from multiclassing into wizard, and wizards into Knights of Knossis (given that the Knight is itself derived from conventional wizardry). However, Knights may multi class into any other spell casting class freely, so Knights of Knossis/sorcerers and other variants can happen, but are not likely.
====Epic Knight of Knossis====
|23rd||Reignite Spell 5/day|
|26th||Reignite Spell 6/day|
|29th||Reignite Spell 7/day|
2 + Int modifier skill points per level.
Spells: At every level gained after 20th, an Epic Knight of Knossis may add another spell to his spell book for free.
Advanced Training: At 22nd level, and every 3 levels thereafter, the Knight of Knossis may take one of the three Advanced Training class features.
Reignite Spell: At 23rd level, and every 3 levels thereafter, the Knight gains an additional Reignite Spell attempt per day.
Bonus Feats: The Epic Knight of Knossis gains a bonus feat (selected from the list of bonus feats).
Epic Battlemage Bonus Feat List: Armor Skin, Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Enhance Spell, Epic Endurance, Epic Leadership, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Heighten Spell, Improved Manyshot, Improved Metamagic, Improved Spell Capacity, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Intensify Spell, Legendary Commander, Legendary Rider, Legendary Wrestler, Multispell, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Permanent Emanation, Reflect Arrows, Spellcasting Harrier, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the battlemage may select any fighter bonus feat, reserve feat, or metamagic feat not listed here.
====Human Knight of Knossis Starting Package====
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
Feat: Weapon Focus.
Bonus Feats: Eschew Materials (Human).
Gear: Chainmail Chainmail layed in Red and White robes. (+5 AC, Max Dex +2, Armor Check -5 speed 20 ft., 40 lb.), Standard Adventurer's Kit, Case with 10 bolts, Spell Component Pouch, Spellbook containing: all non-prohibited 0-level spells, plus 4 1st-level non-prohibited spells of your choice, plus one extra non-prohibited 1st-level spell of your choice per point of Intelligence modifier.
Gold: 2d4 gp.
====Playing a Knight of Knossis====
Religion: A Knight of Knossis can worship any deity they choose, or none at all, though for obvious reasons many worship deities of magic, war or often both. Religion is not their career's focus, but it can be very important. As they say, there are no atheists on the battlefield.
Other Classes: Knights of Knossis can be found working with any class, but they are most comfortable with wizards, and martial classes. An interesting mix, for instance would be a party with a Knight and a Dusk Blade/ Dusk Bow to back them up. Knights often band together in their own units, and can unleash terrible destruction when working co-operatively.
Combat: A Knight of Knossis' role in combat depends on the magic they use, and to a lesser degree, the weapons and equipment they use. All Knights know the school of Evocation, so their primary role is that of an arcane combatant. Secondary roles include defender (Abjuration), intelligence-gatherer (Divination), summoner/tactician (Conjuration), psychological warfare/control (Enchantment), debuffing/demoralizing/undead control (Necromancy) This is frowned upon though, diversions/espionage (Illusion), and booster/troubleshooter (Transmutation).
Advancement: A Knight of Knossis usually stays as a Knight, so as to enjoy all that a focused career in battle magic has to offer. Those Knights who do branch out, either take levels in a martial class to boost their skill, a secondary casting class (which is rare, but it happens), or a prestige class playing to their strengths.
====Knights of Knossis in the World==== Most often you will only find them in Knossis serving their military. However some can be found anywhere there is battle to be had, especially serving in armies as a sort of advanced tactics and weaponry specialist.
Daily Life: A typical day for a Knight of Knossis involves getting up early, exercising, studying his Spell books, having breakfast, and then some weapon practice. At the end of the day, he cleans his weapons, tends to his armor (and mount if he has one), before going to bed.
Notables: John Parker, protected the Kingdom of Knossis many times in military conflicts showing great prowess. He rose to the rank of Grand General and held his own against the Black Tyrant. When he lost, his country was consumed, but the knights lived on reforming the kingdom.
NPC Reactions: How an NPC reacts to a Knight of Knossis depends on how they view Spell Casters and Military Personnel. Lands or peoples with a strong martial or magical tradition tend to view a local Knight with respect. Opposing lands will hate and fear them, usually.
====Knight of Knossis Lore====
Characters with ranks in Knowledge (War) or Knowledge (Arcana) can research battlemages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Knights of Knossis? They are a group of Knights based out of Knossis. Known for blending Martial Prowess with Spell Casting.|
|10||Knights Of Knossis use magic typically only seen on the battlefield, and do more damage with it.|
|15||Knights of Knossis can do things like braiding or linking magic, and sometimes stranger things like channeling spells through their weapons.|
|20||Specific information about a particular Knight of Knossis, including his whereabouts, habits, etc.|
==== The Knight of Knossis in the Game ====
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