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Knights of Thorne
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Code of Thorne
3rd Edition
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Knights of Thorne

Alignment: Any Neutral.
Hit Die: d10.
Class Skills: The Knight of Thorne's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcanna) (Int), Knowledge (Religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (str).
Skill Points per Level: 2 + Int modifier.
Starting Wealth: 5d6 × 10 gp (average 175 gp)

Weapon and Armor Proficiency: Knights of Thorne are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields.

Gifted by Thorne these fearless warriors defend their Charges and seek to fully bring back true arcanna. On the battlefield few can match their prowess and ability but they are humble in their power.  Most need not fear these warriors but any who wrong them or their charges quickly feel the their wrath.  They are Thorne's chosen and any who wrong them wrong Thorne.

Level Base Attack Bonus Fort Save Ref Save Will Save

Special

1st +1 +2 +0 +2 Detect Magic, Bonded Soul , Exotic Weapon Proficiency: Bastard Sword
2nd +2 +3 +0 +3 Divine Justification, Shield Charge
3rd +3 +3 +1 +3 Aura of Courage, Blood Link
4th +4 +4 +1 +4 Arcane Mind 1/day, Cunning Initiative
5th +5 +4 +1 +4 Thorns
6th +6/+1 +5 +2 +5  
7th +7/+2 +5 +2 +5  
8th +8/+3 +6 +2 +6 Arcane Mind 2/day
9th +9/+4 +6 +3 +6  
10th +10/+5 +7 +3 +7 Transposition
11th +11/+6/+1 +7 +3 +7  
12th +12/+7/+2 +8 +4 +8 Arcane Mind 3/day, Guardian Soul
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Stalwart
15th +15/+10/+5 +9 +5 +9  
16th +16/+11/+6/+1 +10 +5 +10 Arcane Mind 4/day
17th +17/+12/+7/+2 +10 +5 +10  
18th +18/+13/+8/+3 +11 +6 +11  
19th +19/+14/+9/+4 +11 +6 +11  
20th +20/+15/+10/+5 +12 +6 +12 Arcane Mind 5/day, Mindlock

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.

  • Runeweaver: Glyphs inscribed by the Runeweaver can be activated by the Knight of Thorne. Runeweavers can inscribe a single glyph on an item that the Knight of Thorne only can activate per day. The level of the glyph scribed can not exceed 1/3 of the Runeweaver's caster level. The use of this glyph does not take up a spell slot.
  • Sorcerer: The Knight can use the Sorcerer's bloodline abilities a number of times per day equal to their Intelligence modifier. These powers are gained at the same time as the Sorcerer and are not dependent upon the Knight of Thorne's level.
  • Witch: One of the Hex abilities of the Witch becomes usable by the Knight of Thorne. The Hex must be one that the Witch already knows and can only be changed once every four levels (ie. at 7th, 11th, 15th, and 19th).
  • Wizard: The Knight gains the Arcane Powers associated with whichever school the wizard is specialized in or the universalist school if they are not specialized. These powers are gained as the Wizard gains them and are not dependent upon the Knight of Thorne's level.

Arcane Mind (Sp): The Knight of Thorne can counter spells by making a successful Spellcraft check.

Cunning Initiative (Ex): 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.

Upon reaching 5th level, a Knight of Thorne forms a divine bond with his Bastard Sword granting the sword a +1 enhancement bonus. This bonus increases by +1 for every 3 additional levels maxing out at +6 at level 20 (+2 at lvl 8, +3 at lvl 11, +4 at lvl 14, +5 at lvl 17, +6 at lvl 20). While wielding their Bastard Sword, the Knight gains the Alertness feat.

At level 6, the sword is treated as though it has one of the following properties: good (only for good Knights), evil (only for evil Knights), silver, cold iron. This is in addition to whatever properties the weapon actually has and does not replace existing properties. Once a property is chosen, it cannot be changed for this particular sword.

At 9th level, the Knight is capable of granting one of the following abilities to the blade as a free action. Once invoked, the effect persists for 1 minute or until the Knight cancels the effect. This ability can be used a number of times per day equal to the Knight of Thorne's class level plus Intelligence modifier. The abilities are: Bane, Flaming, Frost, Shock, Ghost Touch, Keen, Wounding, or Brilliant Energy.

At 12th level, the Sword gains a modified version of the Vicious property that can be activated as a free action. When the sword strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 5d4 points of damage to the opponent and 1d10 points of damage to the wielder.

At 15th level, the Knight of Thorne can pour his personal energy into strikes made with the blade gaining a circumstance bonus equal to their constitution bonus to attack and damage rolls. They must announce this ability at the beginning of their turn and immediately take damage equal to their constitution bonus. This bonus lasts for all attacks made during their turn with the Sword.

At 18th level, any special property granted the Sword by the Knight of Thorne, once activated, persists until it is canceled or until the sword is sheathed.

At 20th level, the Knight of Thorne gains the ability to drain the death energy from anything killed by the sword. On a killing blow, the Knight of Thorne gains a number of temporary hit points equal to twice the damage of the killing strike. These temporary hit points last until spent or 1 minute, whichever is shorter. Alternately, the Knight of Thorne can choose not to draw in the energy and then spend a full round action after killing a creature to draw in the residual energies of the entity healing them for 1d6 per HD of the creature. Any extra hit points gained this way are lost and do not become temporary hit points.

Level Sword Power
5 +1, Alertness Feat
6 good, evil, silver, or cold iron
7  
8 +2
9 Bane, Flaming, Frost, Shock, Ghost Touch, Keen, Wounding, or Brilliant Energy.
10  
11 +3
12 Vicious
13  
14 +4
15 Focus Strike
16  
17 +5
18 Persistant abilities
19  
20 +6, Death Energies

 

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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