Thayan Knight

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PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.

While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan knights, familiar with magic and loyal to none but the tattooed mages. The Thayan knights act as bodyguards and enforcers for the Red Wizards. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. Almost all Thayan knights are fighters, although monks and rangers have been known to pursue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak to perform the duties of a Thayan knight.

Requirements

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To qualify to become a Thayan Knight, the character must fulfill the following criteria.

  • Race: Human
  • Skills: Intimidate 8 ranks, Knowledge: Arcana 4 ranks, Knowledge: Local 2 ranks.
  • Feats: Iron Will, Weapon Focus (Longsword), Disarm, Allegiance to Thay
  • Base Attack Bonus: +6
  • Alignment: Non-Good

Class Skills

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The class skills of the Thayan Knight are:

  • Bluff
  • Climb
  • Craft Armorsmithing
  • Craft Weaponsmithing
  • Craft Woodworking
  • Gather Information
  • Heal
  • Intimidate
  • Jump
  • Knowledge: Arcana
  • Knowledge: Local
  • Lore
  • Parry
  • Spellcraft
  • Spot
  • Swim
  • Taunt

Class Features

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Base Attack Bonus Progression: High

Skill Points at Each Level: 2 + Int modifier

Hit Dice: D10

Weapon and Armor Proficiency: The Thayan Knight gains proficiency in the use of tower shields.

Horrors of Thay: Because of long exposure to the cruelty of her homeland, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively.

Zulkir’s Favor: At 1st level, a Thayan knight undergoes a long and painful tattooing ritual. A magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight gains a +2 morale bonus on Intimidate checks.

Zulkir’s Defender: A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls.

Fighter Feat: At 3rd level, a Thayan knight may choose any one feat except Weapon Specialization from the fighter bonus feat list.

Final Stand: Once per day as a standard action, a Thayan knight of 4th level or higher can inspire her troops. 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 + the knight’s Charisma modifier and lasts the same number of rounds.

Last updated byDispater