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Detect Magic (Sp): At will, the Knight of Thorne can detect magical auras as per the spell Detect Magic. They may use this ability for a number or rounds equal to their class level per day. These rounds need not be consecutive. Bonded Soul (Su): Thorne drives the Knight of Thorne to bond with an arcane spellcaster. The Knight of Thorne has the ability to choose who they bond with but they must bond with someone before they can advance in levels. This ability allows the Kngiht of Thorne to mentally monitor their relative position and general condition of their charge. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once established, the distance between the charge and the Kngiht of Thorne does not diminish the ability as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, this ability ceases to function. In the case of the charge's death, exile, or no charge is available, the Knight can choose to either serve another Knight of Thorne as a squire or strike out on their own. Knights not serving another still retain their abilities but they must actively seek out arcane casters to bond with. Knights of Thorne can only form bonds with Arcane spell casters. They are restricted to the following classes for which to bond to: Runeweaver, Sorcerer, Witch, and Wizard. Divine Justification (Su): A Knight of Thorne may apply his Charisma modifier to saving throws. Shield Charge (Sp): As a free action, the Knight of Thorne wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the effect ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. This effect lasts for one hour per Knight of Thorne level and only works if both subjects are within 100 ft of each other. When activated, the ability lasts a minimum of on hour but need not continue beyond the first hour. This way a Knight of Thorne can use the ability multiple times per day and the duration need not be consecutive. Aura of Courage (Su): At 3rd level, a Knight of Thorne is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Knight of Thorne is conscious, not if she is unconscious or dead. Blood Link (Su): At third level, the Knight of Thorne develops a blood bond with his chosen ward. This bond gives the Charge and the Knight of Thorne benefits depending on the type of spellcaster bonded to the Knight. The Knight's charge gains the ability to use the Fortitude Save of the Knight of Thorne instead of their own. Also gained by the Charge is a +1 sacred bonus to concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every additional 3 class levels.
Arcane Mind (Sp): The Knight of Thorne can counter spells by making a successful Spellcraft check. Cunning Initiative (Ex): At 2nd level, a Knight of Thorne adds his Intelligence modifier on initiative checks, in addition to his Dexterity modifier. Thorns (Su): The Knight of Thorne's bonded sword turns a deep ebony and begins to grow iron spikes along one edge of the blade and the pomel. The iron spikes grow as the enhancement modifier of the weapon grows. These thorns do not prevent the Knight from wielding the blade but anyone else who attempts to wield it in combat will suffer 1d4 points of damage per round while wielding it and will be considered unskilled with the weapon. The special properties of the Blade do not function for anyone but the Knight of Thorne. The blade has a faint glow of abjuration magic that is not intense enough to illuminate any objects and cannot be detected beyond 5 ft. If the weapon is lost, destroyed, or otherwise needs replaced, the Knight of Thorne must spend at least one month with a new bastard sword before any of these powers take effect.
Transposition (Su): Once per day, a Knight can swap locations with his Charge. The two individuals must be able to physically fit in the target location. If a medium sized Charge tries to Transpose with his small charge crammed into a barrel, this ability is expended but fails to function. Guardian Soul (Ex): At 12th level, a Knight of Thorne gains spell resistance equal to his current Knight of Thorne level + 10. In order to affect the Knight of Thorne with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Knight of Thorne's spell resistance. Stalwart (Ex): At 14th level, a Knight of Thorne can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the knight of thorne is wearing light armor, medium armor, or no armor. A helpless knight of thorne does not gain the benefit of the stalwart ability. Mindlock (Su): At 20th level the Knight of Thornes can make a single melee touch attack on a single target. The touched creature must roll a fortitude saving throw (DC 20 + Knight's Int Modifier) or lose their ability to cast arcane spells for the 3d12 days. Casters who make their saving throw still lose their access to arcane spells for 3d8 hours. This ability can only be used once per day. Not even a Wish or Miracle can restore the target's ability to cast spells early. Additionally, the Knight of Thorne can use the arcane spell abilities taken from the target as if they had the requisite class levels and spell knowledge. Unlike the original caster, the Knight of Thorne can only use the spell power and selection available at the time the spell ability was taken and can not restore spell ability with rest neither can they memorize new spells to use any spells expended. To cast a spell taken in this manner, the Knight of Thorne must make a successful saving throw DC 20 + spell level. Note: The Knights of Thorne disappeared during the Year of Sorrows. The only surviving remnants of the Knights were the renegade group known as the Magehunters. |

Created by Josh Morris
Modified by Bryan Rutherford for Pathfinder
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