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Herati Knight

The Herati Knights are the knights of Fire. The Herati are the police, and the Information gatherers. The Herati can go from being reasonable to breaking heads at the snap of a finger. Despite this, they are also known for their ability to keep level headed, and cool in any situation.

Table 2

..........................................................................................................................................Spells Per Day

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

0

0

Rune Transfer

1

-

-

-

2nd

+2

+3

0

0

Lay on Hands

1

0

-

-

3rd

+3

+3

+1

+1

-

2

1

-

-

4th

+4

+4

+1

+1

Sense Lie

2

1

0

-

5th

+5

+4

+1

+1

-

2

2

1

-

6th

+6

+5

+2

+2

Alertness

3

2

1

0

7th

+7

+5

+2

+2

-

3

2

2

1

8th

+8

+6

+2

+2

Flaming Weapon

3

3

2

1

9th

+9

+6

+3

+3

-

4

3

2

2

10th

+10

+7

+3

+3

Truth Force

4

3

3

2

Hit Die: d10

Requirements

To become a Herati Knight of Telatium, a character must fulfill all the following requirements.

Race: Human

Base Attack Bonus: +6

Knowledge (Religion): 2

Ride: 1 rank

Diplomacy: 1 rank

Gather Information: 1 rank

Intimidate: 1 rank

Feats: Alertness, Expertise

Special: In addition, the Knight must have been a squire to another Knight of Telatium. This also requires being a member of the Church of Telatium. A Knight of Telatium also cannot cast spells from any other source accept for those granted by their god. This means that they can only cast cleric spells or paladin spells (If granted by their God). If an initiate has the ability to cast other spells, they must forfeit that ability to cast those spells.

Class Skills

The Herati Knight's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Nobility & Royalty) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis)

Skill Points at Each level: 2 + Int Modifier.

Class Features

All of the following are class features of the Knight prestige class.

Rune Transfer:

Rune Transfer is the method in which a Knight may put new spells onto their armor. The Knight may cast Rune Transfer. This spell will either transfer new spells onto his armor, or it can move the knight's entire rune assemblage to another set of armor. This spell can only be cast once a week has past since the last casting on that set of armor. Also, all runes in the armor must be fully charged (See Rune Magic below). The runes will only work on specially made, or treated armor. The armor must have flat, etch able surfaces on which the runes reside (No chain mail or padded armor for example), it must also be masterwork armor. Finally, A priest of Telatium must bless the armor (Treat it as if the Priest made a set of magic armor, and put the spell bless into it.) Only one rune can be added in a casting (or an entire assemblage can be moved to a new set of armor that has no runes on it.) A knight can have as many runes as needed on his set of armor, however it is unlikely that a knight will receive lots of spells at any one time. Mostly, runes are given to a knight as rewards for performing his duties. It is possible that a knight may run across a set of runes, and use his rune transfer ritual to add those spells to his armor (as long as they are on his list of acceptable spells.)

Rune Magic:

The magic of the Knights is called Rune Magic. The name was given because all of the spells a knight has access to are runes engraved upon his armor. Without his armor a knight cannot cast spells. Each spell is one rune. Each grouping of runes of similar power is know as a structure. (Each structure being of a different spell level) Power is restored over time. I recommend that the armor charges at dawn each day.

To put this all simply, each structure represents a level, and that structure contains enough energy to cast only so many spells of that level per day. This power rises with the level of the character, and thus follows the spell progression chart.

Spells are added to the armor by use of a special spell, which is central to the first level structure, (and doesn't count as rune for the above chart) this spell is Rune Transfer, and is detailed above.

The Herati Knight Order uses the Charisma ability score for the purposes of their spells.

Herati Spell List:

1st Level - Endure Elements (Fire), Burning Hands, Detect Magic, Cause Fear, Magic Weapon, Inflict Light Wounds, Nystul's Undetectable Magic Aura, Faerie Fire, Flare, Color Spray, Magic Missile, Bane

2nd Level - Produce Flame, Inflict Moderate Wounds, Calm Emotions, Resist Elements (Fire), Zone of Truth, Flaming Sphere, Daylight, Continual Flame, Pyrotechnics, Heat Metal

3rd Level - Inflict Serious Wounds, Protection From Elements (Fire), Searing Light, Glyph of Warding, Flame Arrow, Fireball, Vampiric Touch, Suggestion

4th Level - Inflict Critical Wounds, Wall of Fire, Fire Shield, Flame Strike, Rainbow Pattern, Wall of Fire

Lay on Hands:

(As Per Paladin - this description comes from the Player's Handbook, page 42) A Knight of Telatium can heal wounds by touch. Each day they can cure a total number of hit points equal to their charisma bonus times their level. For example, a 7th level Herati Knight with a 16 Charisma (+3 Bonus) may cure up to 21 points of damage. The Knights can cure themselves. They may choose to divide their curing among multiple recipients, and they don't have to use it all at once. Lay on Hands is a spell-like ability whose use is a standard action.

Sense Lie

Once per day per level, a Herati Knight can sense if a person is lying. This does not mean they detect if they are telling the whole truth, or are bending the truth - only lies are detected. This functions as the Discern Lies spell (PHB pg 195). This effect lasts for 1 round per level. The Knight must concentrate on one subject who is within range (25 ft + 5 ft/2 levels). The Herati will know if the subject deliberately and knowingly speaks a lie by discerning disturbances in their aura caused by the lie. The ability does not revel the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round the Herati may concentrate on a different subject.

Alertness

The Herati gains the Alertness Feat (PHB pg 80). Over time, the Herati gains finely tuned senses. The effect of this is that the Herati gains a +2 bonus on all Listen checks and Spot checks.

Flaming Weapon

Any weapon held by the Herati Knight can act as if under the effects of a Flaming magical effect (DMG Pg 186). Upon command, the weapon is sheathed in fire. The fire does not harm the hands that hold the weapon. A flaming weapon deals +1d6 points of bonus fire damage on a successful hit. If this ability is used with a ranged weapon, the flame will affect the ammunition of the weapon. Damage done is not rolled again in the event of a critical hit.

Force Truth

Once per day per level, a Herati Knight can force a person to tell the truth. This ability allows the Herati to cause a person to make a Will saving throw (DC 20 + Herati Level) or they will answer the Knight's question honestly, and completely, without evasions.

 


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