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Knights of Thorne

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.


Requirements:  To qualify to become a Knight of Thorne, a character must fulfill all the following criteria.
        Alignment: Any neutral
        Base Attack Bonus: +4
        Intimidate: 2 ranks
        Sense Motive: 2 ranks
        Spellcraft: 3 ranks
        Weapon Focus
        Weapon specialization
        Special: Must follow the demigod Thorne.  Knights must adhere to Thorne's Code.

Hit Dice: d10

Class Skills:  The Knight of Thorne's class skills (and the key ability for each skill) are: Climb (str), Concentration (con), Craft *weapon (int), Decipher Script (int), Diplomacy (cha), Gather Information (cha), Handle Animal (cha), Innuendo (wis), Intimidate (cha), Jump (str), Knowledge's (arcanna) & (religion) (Int), Listen (wis), Ride (dex), Search (int), Sense Motive (wis), Spot (wis), Swim (str).

                            Skill Points at each level: 2 + Int modifier

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 shields. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also Swim checks suffer a –1 penalty for every 5 pounds of armor or equipment carried.

 

Class 
Level
Base
Attack 
Bonus
Fort
Save
Ref 
Save
Will 
Save
Special
Spells Per Day

0 \ 1 \ 2 \ 3 \ 4 

1st
+1
+2
+0
+2

Thornes of Retribution

3 \ - \ - \ - \ - 
2nd
+2
+3
+0
+3

Divine Justification

4 \ - \ - \ - \ - 
3rd
+3
+3
+1
+3

Steel Body, Craft Thorne

5 \ 3 \ - \ - \ -
4th
+4
+4
+1
+4

Detect Lie

6 \ 4 \ - \ - \ - 
5th
+5
+4
+1
+4
 
6 \ 5 \ - \ - \ - 
6th
+6
+5
+2
+5
Steel Mind
6 \ 6 \ 3 \ - \ - 
7th
+7
+5
+2
+5
 
6 \ 6 \ 4\ - \ - 
8th
+8
+6
+2
+6
 
6 \ 6 \ 5 \ 3 \ - 
9th
+9
+6
+3
+6
Steel Soul
6 \ 6 \ 6 \ 4 \ - 
10th
+10
+7
+3
+7
 
6 \ 6 \ 6 \ 5 \ 3 


Detect Lie: At will, the Knight of Thorne can tell if someone is lying as the spell Discern Lies.

Thornes of Retribution: Any melee attack that hits a Knight of Thorne is subject to the Thornes. When damage is dealt to the Knight of Thorne 33% / per level of that damage is returned to the attacker (round up). A magic weapon can by pass this barrier If the weapon is equal in magical bonuses to half of the Knights Class level.  For example, a 6th level Knights Retribution ability will only be bypassed by a weapon of +3 or greater enchantment.  A Knight of Thorne loses this ability if he uses magical armor of any kind.  Also, a creature with three times the Hit Dice of the Knight of Thorne may also bypass this ability.  For example, a Knight of Thorne with a character level of 12 may be hit by an Wyrm Red Dragon (37 HD) and the dragon not receive the Thorne damage.  This is a divine ability granted by Thorne.  It cannot be dispelled but an opposing cleric can make a turn attempt to disrupt the ability for 1 minute per level of the disrupting priest.

Divine Justification: A Knight of Thorne may apply his charisma modifier to saving throws.

Aura of Courage: A Knight of Thorne is immune to fear (magical and otherwise).

Thorne's Embrace: To cast a spell a Knight of Thorne must have a Charisma of at least 10 + the spells level, so a Knight of Thorne with a Charisma lower than 10 cannot cast spells. Knight of Thorne bonus spells are based on charisma, and saving throws against these spells have Difficulty Class of 10 + spell level + Charisma modifier. A Knight of Thorne does not have to prepare spells but instead casts them like a sorcerer. These spells are considered, in all cases, to be divine.

Craft Thorne: A Knight of Thorne may craft his personal Thorne, which is an intelligent weapon. This weapon cannot be used by anyone other than the Knight. If someone else (including other Knights of Thorne) attempts to use it, the weapon deals 6d6 damage per round held to the user. To do this the Knight of Thorne must have a masterwork weapon that he wishes to enchant. He then undergoes a special ritual in which he transfers part of his life force into the weapon. No craft roll is required but the Knight or Thorne loses between 1-10 hit points permanently.  This amount is his decision and is directly related to the power of the weapon. Special abilities may also require the character to lose hit points per level.

To undergo this secret ritual the Knight must go to a private place where he will be undisturbed for 1 week. He must remain undisturbed and if he is then the ritual fails and he must wait 1 month to attempt it again. After the ritual is completed the Knight is weakened for 1 week. He has a –2 to all-saving throws, attacks, and physical stats. Note: (The weapon is automatically the same alignment of the Knight and the Charisma Wisdom and Intelligence are the same as the Knights).  If the Thorne is ever lost or destroyed, the Knight may craft another weapon only after a month of purification and fasting.  Under no circumstances may a Knight allow the destruction of his Thorne.

Cost of abilities: Each item power costs an amount of hit points (decided during creation). The Knight may not exceed 10 total points. The weapon automatically has sentience and speech and telepathy. Its abilities and powers are determined by the Hit Points spent.  Some abilities require that the Knight of Thorne sacrifice a number of hit points per level.  Treat this as a minus to his hit points attained per level.  A Knight cannot gain fewer than 1 + Con modifier hit points per level.

1 point+1 to the weapon. (maximum of +5)
2 pointsminor special ability (flaming, defending, shock)
2 pointsPrimary ability (determined randomly).
3 pointsItem Purpose and 1 special purpose power (chosen by player).  (-1 HP per level)
4 pointsExtraordinary power (determined randomly). (-1 HP per level)
5 pointsMedium special ability (mighty cleaving, spell storing, wounding)  (-2 HP per level
6 pointsMajor special ability (dancing, speed, vorpal).  (-3 HP per level)
 

Steel Body: The Knight of Thorne can disrupt spells as the break enchantment spell 1 per day/level.

Steel mind: The Knight of Thorne is now unaffected by any divination spells. Any type of scrying used on him or around him automatically fails.

Steel Soul: The Knight of Thorne gains spell resistance. This spell resistance is equal to 5 + the class level of the Knight.

Spells Known:

Class 
Level
0th
1st
2nd
3rd
4th
1st
3
-
-
-
-
2nd
4
-
-
-
-
3rd
4
2
-
-
-
4th
5
2
-
-
-
5th
5
3
-
-
-
6th
6
3
1
-
-
7th
6
4
2
-
-
8th
7
4
2
1
-
9th
7
5
3
2
-
10th
8
5
3
2
1
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