General Prestige Class :

Knight of the Rose

The Knights of the Rose are the highest tier of the Solamnic Knights, an order that embraces honor guided by wisdom and justice. They hold themselves up as examples of nobility, bravery, and honor to the knighthood and those who serve under their command.

Knights of the Rose are leaders, who must provide guidance and direction to their charges, as well as inspiration and courage when they must lead their order into battle. They act as diplomats and advisors to other governments, as well as forming the governing body of the Solamnic Knights themselves.

Requirements

To qualify to become a Knight of the Rose, a character must fulfill all the following criteria:

Class Skills

The knight of the Rose's class skills are Craft, Diplomacy, Intimidate, Knowledge (nobility and royalty), Knowledge (religion), Profession, and Ride.

Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: Knights of the Rose do not gain any additional weapon or armor proficiency.

Spells per Day/Spells Known: At each level, the Knight of the Rose gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, bonus feats, and so on). If the character had more than one divine spellcasting class before becoming a Knight of the Rose, the player must decide to which class to add each Knight of the Rose level for the purpose of determining spells per day. Rose Knights receive their divine powers from Kiri-Jolith.

Rallying Cry (Su): The Rose Knight may, as a free action, utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their base speed by 5 feet on the next action. Rallying cry is a mind-affecting ability that may be used up to three times per day. It affects only allies who can hear the Knight of the Rose's cry.

Detect Evil (Sp): At will, the Knight of the Rose can detect evil. This ability duplicates the effects of the spell detect evil.

Aura of Good (Ex): The power of a Knight of the Rose's aura of good is equal to his class level plus his cleric or mystic level (if any) plus his Knight of the Sword levels.

Inspire Courage (Su): At 2nd level, a Knight of the Rose can inspire courage in his allies (including himself) twice per day, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Rose Knight speak. The effect lasts as long as the ally hears the Rose Knight continue to speak and for 5 rounds thereafter. While speaking, the Rose Knight can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic words (such as wands). Affected allies gain a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. At 5th level, and again at 8th level, this bonus increases by +1 and the knight can use the ability one additional time per day. Inspire courage is a mind-affecting ability.

Leadership Bonus: At 3rd level, the Rose Knight gains a +1 bonus to his Leadership score. This bonus increases to +2 at 7th level. This stacks with all other bonuses to Leadership, such as the bonus for being lawful and any bonus derived from the knight's personal reputation.

Divine Grace (Su): A 3rd level Knight of the Rose applies his Charisma modifier (if positive) as a bonus on all saving throws. This ability does not stack with any similar ability.

Inspire Greatness (Su): A 4th level Knight of the Rose can inspire greatness in a single willing ally within 30 feet, granting extra fighting capability. For every three levels the knight attains beyond 4th, he can inspire greatness in one additional creature. Each use of this ability counts against the knight's daily use of his inspire courage ability. To inspire greatness, the knight must speak (as with the inspire courage ability) and the creature must hear the knight speak. The effect lasts for as long as the ally hears the knight continue to speak and for 5 rounds thereafter. A creature inspired with greatness gains temporary hit points equal to two d10 Hit Dice (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. The knight may inspire greatness in himself. Inspire greatness is a mind-affecting ability.

Turn Undead (Su): A Knight of the Rose adds his level -3 to his effective cleric level (including his Knight of the Sword -1 and any cleric levels he possesses) when turning undead.

Wisdom of the Measure (Ex): At 6th level, the Rose Knight may attempt to use his extensive knowledge of the Solamnic Measure to give him guidance. Twice per day, the Rose Knight may make a DC 14 Knowledge (nobility and royalty) check. Success grants the Rose Knight knowledge equivalent to an augury spell cast by a cleric of equal level. The knowledge granted by this ability is always in the form of a historical anecdote, proverb, or law written in the Measure.

Final Stand (Su): Once per day, a 9th level Rose Knight can inspire troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight's class level + his Charisma modifier and lasts an equal number of rounds.

Knighthood's Flower (Su): A 10th level Knight of the Rose is the living embodiment of all that the Knights of Solamnia stand for: honor, wisdom, and justice. He gains complete immunity to compulsion effects (except harmless effects, such as aid). In addition, once per day, the knight can call upon the wisdom inherent in the Measure to grant himself the benefit of a foresight spell for a duration of 100 minutes. The knight can only gain foresight regarding himself, not another creature. Thus, while this effect is active, the knight cannot be surprised or flat-footed, and gains a +2 insight bonus to AC and on Reflex saves.

Knight of the RoseHit Die: d10
CLBABFortRefWillSpecialSpells per Day
1st+1+2+0+2Rallying cry, detect evil, aura of good+1 level of existing class
2nd+2+3+0+3Inspire courage (+2, 2/day)+1 level of existing class
3rd+3+3+1+3Leadership bonus +1, divine grace+1 level of existing class
4th+4+4+1+4Inspire greatness, turn undead+1 level of existing class
5th+5+4+1+4Inspire courage (+3, 3/day)+1 level of existing class
6th+6+5+2+5Wisdom of the measure+1 level of existing class
7th+7+5+2+5Leadership bonus +2+1 level of existing class
8th+8+6+2+6Inspire courage (+4, 4/day)+1 level of existing class
9th+9+6+3+6Final stand+1 level of existing class
10th+10+7+3+7Knighthood's flower+1 level of existing class

Source: Dragonlance Campaign Setting


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General Prestige Classes