Thayan Knight
(Complete Warrior variant, p. 85)
Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages.
Requirements
Base Attack Bonus: +5
Alignment: Any nongood
Race: Human
Skills: Intimidate 2 ranks , Knowledge (arcana) 2 ranks , Knowledge (local) (Thay) 2 ranks
Feats: Iron Will , Weapon Focus (longsword)
Special: Sworn allegiance to the Red Wizards of Thay
Hit die
d10
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Thayan knights gain proficiency with tower shields.
Horrors of Thay (Ex): 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. None of these bonuses apply against attacks from Red Wizards.
Zulkir's Favor (Su): 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 automatically fails any saving throw against a mind-affecting spell cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability.
Zulkir's Defender (Ex): A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls against any creature that attacks her or that she has previously seen attack a Red Wizard.
Fighter Feat: At 3rd level, a Thayan knight may choose any one feat except Weapon Specialization from the fighter bonus feat list (see Table 5—1, page 90 of the Player's Handbook).
Final Stand (Su): 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.
Zulkir's Champion (Su): A 5th-level Thayan knight receives a large magic tattoo across her face, signifying her devotion to the protection of the Red Wizards. Once per day, she can add a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled and after other modifiers have been applied to the roll. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Horrors of Thay (+2 fear, +1 charm), zulkir's favor |
2nd | +2 | +3 | +0 | +0 | Zulkir's defender |
3rd | +3 | +3 | +1 | +1 | Fighter feat |
4th | +4 | +4 | +1 | +1 | Horrors of Thay (+4 fear, +2 charm), final stand |
5th | +5 | +4 | +1 | +1 | Zulkir's champion |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Bluff | CHA | ||
Climb | STR | ||
Craft | INT | ||
Gather Information | CHA | ||
Handle Animal | CHA | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (arcana) | INT | ||
Knowledge (local) | INT | ||
Profession | WIS | ||
Ride | DEX | ||
Spot | WIS | ||
Swim | STR |