Knight of the Anima (3.5e Prestige Class)

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Knight of the Anima[edit]

Yes, most of my brother knights ride horses,...but why ride a horse when you can ride a bear!
—,, Baert, Bear Knight

Knights of the Anima are a mix of druid, barbarian, ranger, and paladin. A code of honor, a distinct connection with an animal, an instinctive rage, these are what make a Knight of the Anima. A knight may choose any animal as his mount assuming it is capable of bearing him. His abilities and progression are based on his mount just as his mount is a reflection of his inner self.

Becoming a Knight of the Anima[edit]

If you're a rider who wants to ride something besides a horse, appeals to paladins, druids, rangers and some barbarians, Cha is the foremost ability as it determines many of your mount related abilities, your secondary ability largely depends on the animal you choose as your mount.

Entry Requirements
Alignment: Any.
Base Attack Bonus: +5.
Race: Any.
Skills: +8 Balance, +8 Handle Animal, +8 Ride.
Feats: Animal Affinity, Mounted Combat.
Spellcasting: none.
Patron: none.
Domains: none.
Special: Will update as class develops.

Table: The Knight of the Anima

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + +
2nd + + + +
3rd + + + +
4th + + + +
5th + + + +
6th + + + +
7th + + + +
8th + + + +
9th + + + +
10th + + + +

Class Skills ( + Int modifier per level)

Class Features[edit]

If you ride it, it is you. The concept is that you channel the animal spirit of your mount. You have such a connection that it allows you to tamed the untameable, to gain reflective benefits, and become a leader of the species! All of the following are class features of the Knight of the Anima.

Spellcasting: At spellcasting class before becoming a , you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. This only applies if you had a previous class with spellcasting abilities. If you did not have a previous spellcasting class then refer to table1-1.

Spells: To cast a particular spell, you must have an score of at least 10 + the spell's level. Your bonus spells are based on your . Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your bonus (if any).

You cast spells as a does. Table: Spells Known, below, details how many spells you can learn at each level. An epic ’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—', ', '.

1st—', ', '.

2nd—', ', '.

3rd—', ', '.

4th—', ', '.

5th—', ', '.

6th—', ', '.

7th—', ', '.

8th—', ', '.

9th—', ', '.

Table: Knight of the Anima Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 — 0 — 0 — 0 — 0 — 0 —
2nd 1 — 1 — 0 — 0 — 0 — 0 —
3rd 2 — 1 — 1 — 0 — 0 — 0 —
4th 2 — 2 — 1 — 1 — 0 — 0 —
5th 3 — 2 — 2 — 1 — 1 — 0 —
6th 3 — 3 — 2 — 2 — 1 — 1 —


'' (Ps):

'' (Sp):



 : See the archmage's "High Arcana" for an example:>}} .

Bonus Feats: .

The epic gains a bonus feat (selected from the list of epic feats) every levels after .

Epic Bonus Feat List:

Ex-Knights of the Anima[edit]

Campaign Information[edit]

Playing a Knight of the Anima[edit]




Knights of the Anima in the World[edit]

NPC Reactions:

Knight of the Anima Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Knights of the Anima in the Game[edit]


Sample Encounter:

EL whatever:

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