The Dragonlance Nexus

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Knights of Krynnspace

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman & Alzrius


The Knights of Krynnspace, originally known as the Star Knights, are the guardians and peacekeepers of Krynnspace. The knighthood came together after the War of the Lance, when Dante Lionmane bought a dragonfly named Dante's Pride. Along with his friend Amaan, a white-robed wizard, and six loyal Knights of Solamnia, Dante formed the initial incarnation of the Knights of Krynnspace, known at the time as the Star Knights.

Ten years later at the age of 75, Dante Lionmane passed away. He was "buried" in the clouds of freezing vapor found within the sphere. He passed on the company to Amaan, as well as plans for reorganizing the Knighthood. The Star Knights would then cease to be, and would become known as the Knights of Krynnspace. The company, formerly used to protecting just Krynn and Reorx, would now be responsible for guardianship of the entire sphere.

The knighthood would then be divided into three distinctive orders:

Knight of the Sun

"Like the sun's shining light, so shall we be the light of Krynnspace."

The Knights of the Sun are founded on the ideals of loyalty and courage. They serve as the "sword arm" of the Knights of Krynnspace, protecting the weak and oppressed.

Sun Knights are committed to protecting Krynnspace from threats within the sphere, and ones from outside. The Dragonfleet is key amongst their enemies, and the Minotaur Fleet is a threat to be watched. Sun Knights also seek to put an end to the pirating in the sphere, although the size of Krynnspace makes this difficult.
Hit Die: d10.

Requirements

In order to become a Knight of the Sun, a character must fulfill the following requirements:

Alignment: Lawful good.
Base Attack Bonus: +5.
Skills: Diplomacy 2 ranks, Knowledge (religion) 2 ranks.
Feats: Armor Proficiency (heavy), Honor-bound*, Martial Weapon Proficiency (any one), Shield Proficiency.
Special: Squire of the Sun: A candidate wanting to become a Knight of the Sun must have a patron (a Knight of the Sun of at least 3rd level). If deemed acceptable, the candidate becomes a Squire of the Sun. Optionally, the Dungeon Master may allow a character to start the campaign as a Squire of the Sun. Upon entry as a Knight of the Sun, the Squire of the Sun must complete a trial similar to the trials that a prospective Knight of the Crown must undertake.
*Found in the Dragonlance Campaign Setting.

Class Skills

The Knight of the Sun's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Jump (Str), Knowledge (Krynnspace) (Int), Knowledge (religion) (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Knight of the Sun
Class Level Base Att. Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Smite evil 1/day
3rd +3 +3 +1 +1 Heat shield 1/day
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Smite evil 2/day
6th +6 +5 +2 +2 Sunburn 2/day
7th +7 +5 +2 +2 Bonus feat
8th +8 +6 +2 +2 Smite evil 3/day
9th +9 +6 +3 +3 Sun screen 2/day
10th +10 +7 +3 +3 Bonus feat, solar flare 1/day

Class Features

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

Weapon and Armor Proficiency: A Knight of the Sun is proficient with all simple and martial weapons and all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st, 4th, 7th, and 10th level, the Knight of the Sun gains a bonus feat. These feats must be drawn from the list of fighter bonus feats. The Knight of the Sun must still meet any prerequisites listed in order to qualify for the feat.

Smite Evil (Su): Once per day at 2nd level, the Knight of the Sun may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If the character has levels in another class with the smite evil ability (such as paladin), he may add that class when calculating damage, and in turn may add his Knight of the Sun level when calculating damage for a smite evil ability from another class held. If the Knight of the Sun accidentally smites a creature that is not evil, the smite has no effect but it is still used up. The Knight of the Sun may use smite evil twice per day at 5th level, and three times per day at 8th level.

Heat Shield (Sp): At 3rd level, the Knight of the Sun begins to learn how to focus the power of the sun for protective use. He may cast resist elements once per day. He may only use this ability to resist fire or cold damage, and the caster level is equal to the Knight of the Sun's class level.

Sunburn (Sp): At 6th level, the Knight of the Sun learns how to focus the heat of the sun on metallic objects. He may cast heat metal twice per day. The caster level is equal to the Knight of the Sun's class level.

Sun Screen (Sp): At 9th level, the Knight of the Sun may harness the power of the sun to bring retribution to those who would harm him. He may cast fire shield twice per day. The caster level is equal to the Knight of the Sun's class level.

Solar Flare (Sp): At 10th level, the Knight of the Sun learns how to call down a small piece of the sun itself. He may cast sunburst once per day. The caster level is equal to the Knight of the Sun's class level.

Knight of the Star

"To see the stars is to see light piercing the darkness. Hope shall always prevail."

Knights of the Star are the spiritual leaders within the Knights of Krynnspace, serving the gods of light. Each of the gods of light grants special abilities to the Star Knights, save for Solinari who does not grant divine power.
Hit Die: d8.

Requirements

In order to become a Knight of the Star, a character must fulfill the following requirements:

Alignment: Lawful good.
Base Attack Bonus: +3.
Skills: Knowledge (religion) 4 ranks.
Feats: Honor-bound*.
Spells: Ability to prepare and cast 3rd-level divine spells.
Special: Squire of the Star: A candidate wanting to become a Knight of the Star must have a patron (a Knight of the Star of at least 3rd level). If deemed acceptable, the candidate becomes a Squire of the Star. Optionally, the Dungeon Master may allow a character to start the campaign as a Squire of the Star. Upon entry as a Knight of the Star, the Squire of the Star must complete a trial similar to the trials that a prospective Knight of the Crown must undertake.
*Found in the Dragonlance Campaign Setting.

Class Skills

The Knight of the Star's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Knowledge (astrology, astronomy, and religion, all taken individually) (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Knight of the Star
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per Day
1st +0 +2 +0 +2 Low-light vision +1 level of existing class
2nd +1 +3 +0 +3 Veil of stars +1 level of existing class
3rd +2 +3 +1 +3 Sign of Majere +1 level of existing class
4th +3 +4 +1 +4 Sign of Branchala +1 level of existing class
5th +3 +4 +1 +4 Darkvision +1 level of existing class
6th +4 +5 +2 +5 Sign of Habbakuk +1 level of existing class
7th +5 +5 +2 +5 Sign of Kiri-Jolith +1 level of existing class
8th +6 +6 +2 +6 Blindsight +1 level of existing class
9th +6 +6 +3 +6 Sign of Mishakal +1 level of existing class
10th +7 +7 +3 +7 Sign of Paladine +1 level of existing class

Class Features

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

Weapon and Armor Proficiency: A Knight of the Star is proficient with all simple weapons. Knights of the Star are proficient with all types of armor (light, medium, and heavy) and with shields (except tower shields).

Spellcasting: Whenever a new Knight of the Star level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before she added the prestige class. She does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, etc). This essentially means that she adds the level of Knight of the Star to the level of some other divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Low-Light Vision (Ex): At first level, the Knight of the Star gains low-light vision from time spent being taught on how to gaze at things with only starlight to see by. If she already has low-light vision, the range does not increase.

Veil of Stars (Su): At 2nd level, the Knight of the Star may use starlight to protect her vision once per day. For one round per character level, she gains a +4 sacred bonus to saving throws against spells or affects that have the Pattern, Figment, or Glamer descriptors, as well as to saves against gaze attacks. She also becomes immune to blindness.

Sign of Majere (Su): At 3rd level, the Knight of the Star gains a deeper understanding of the workings of the god Majere through his constellation, the Rose. Once per day, the Knight of the Star may receive a +4 sacred bonus to a saving throw against a spell or effect with the mind-affecting descriptor. Alternately, she may make a Will save against a mind-affecting spell or effect where none would normally be granted (calculate the DC normally), or may make a new saving throw when under a mind-affecting spell or effect. Neither of these secondary effects, however, gains a bonus.

Sign of Branchala (Su): At 4th level, the Knight of the Star gains a deeper understanding of the workings of the god Branchala through his constellation, the Harp. Once per day, the Knight of the Star may perform an action similar to a Bard's countersong ability. The Knight of the Star may sing for as many rounds as she has Knight of the Star levels; during this time, all creatures within 30 feet of her may add the Knight of the Star's Wisdom modifier to saving throws against sonic or language-dependant magical attacks. While singing, the Knight of the Star may perform other mundane actions, but cannot take magical actions (casting a spell, using a spell-like or supernatural ability, activating a magic item, etc).

Darkvision (Ex): At 5th level, the Knight of the Star gains darkvision to a range of 60 feet. If she already has darkvision, then the range increases by 30 feet.

Sign of Habbakuk (Sp): At 6th level, the Knight of the Star gains a deeper understanding of the workings of the god Habbakuk through his constellation, the Phoenix. Once a day, the Knight of the Star may cast summon monster VII, at a caster level equal to her Knight of the Star level. Only good-aligned creatures may be summoned.

Sign of Kiri-Jolith (Sp): At 7th level, the Knight of the Star gains a deeper understanding of the workings of the god Kiri-Jolith through his constellation, the Bison's Head. Once a day, the Knight of the Star may simultaneously bestow upon herself the effects of an Extended bull's strength and Extended cat's grace.

Blindsight (Su): At 8th level, the Knight of the Star no longer needs light to see, gaining visual information from the stars themselves. The Knight of the Star gains the blindsight special quality with a 10-foot radius. If the Knight of the Star already has blindsight, then the range increases by 10 feet. Effects that cause silence do not negate this ability. In order to use this ability, the Knight of the Star must close her eyes; it does not function otherwise.

Sign of Mishakal (Sp): At 9th level, the Knight of the Star gains a deeper understanding of the workings of the goddess Mishakal through her constellation, the Blue Infinity Sign. Once a day, the Knight of the Star may cast mass heal. The caster level is the character's Knight of the Star class level.

Sign of Paladine (Sp): At 10th level, the Knight of the Star gains a deeper understanding of the workings of the god Paladine through his constellation, the Platinum Dragon. Once a day, the Knight of the Star may cast either holy aura or holy word. In addition, she may cast holy sword three times a day. Her caster level is her Knight of the Star class level.

Knight of the Moon

"Solinari's light shines not only on Krynn, but also throughout the sphere. So is the case with magic."

The Knights of the Moon are the arcane spellcasting branch of the Knights of Krynnspace. While the Sun Knights protect the sphere from physical threats, the Moon Knights protect the sphere from magical threats.

Their devotion and ideals are similar to that of the Wizards of High Sorcery, although Moon Knights are less "fanatical". Moon Knights do not consider arcane magic-users outside of their order to be "renegades", although they try to keep tabs on the arcane magic-users of Krynnspace. If a threat emerges, then the Moon Knights will act upon it.
Hit Die: d4.

Requirements

In order to become a Knight of the Moon, a character must fulfill the following requirements:

Alignment: Lawful good.
Base Attack Bonus: +3.
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 2 ranks, Spellcraft 8 ranks.
Feats: Combat Casting, Honor-bound*, any Metamagic or Item Creation feat.
Spells: Ability to prepare and cast 3rd-level arcane spells.
Special: Squire of the Moon: A candidate wanting to become a Knight of the Moon must have a patron (a Knight of the Moon of at least 3rd level). If deemed acceptable, the candidate becomes a Squire of the Moon. Optionally, the Dungeon Master may allow a character to start the campaign as a Squire of the Moon. Upon entry as a Knight of the Moon, the Squire of the Moon must complete a trial similar to the trials that a prospective Knight of the Crown must undertake.
*Found in the Dragonlance Campaign Setting.

Class Skills

The Knight of the Moon's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int) , Diplomacy (Cha), Knowledge (arcana, Krynnspace, and religion, all taken individually) (Int), Listen (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Knight of the Moon
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Waxing crescent +1 level of existing class
2nd +1 +0 +0 +3 Silver light +1 level of existing class
3rd +1 +1 +1 +3 Solinari's blessing +1 level of existing class
4th +2 +1 +1 +4 First quarter +1 level of existing class
5th +2 +1 +1 +4 Moon metal +1 level of existing class
6th +3 +2 +2 +5 Lunar insight +1 level of existing class
7th +3 +2 +2 +5 Waxing gibbous +1 level of existing class
8th +4 +2 +2 +6 Solinari's favor +1 level of existing class
9th +4 +3 +3 +6 Moon beam +1 level of existing class
10th +5 +3 +3 +7 Full moon +1 level of existing class

Class Features

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

Weapon and Armor Proficiency: Knights of the Moon are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Knights of the Moon are not proficient with any type of armor nor with shields.

Spellcasting: Whenever a new Knight of the Moon level is gained, the character gains new spells per day as if he had also gained a level in an arcane-preparation spellcasting class he belonged to before he added the prestige class. He does not gain any other benefit a character of that class would have gained (free metamagic or item creation feats, improved familiar benefits, etc). This essentially means that he adds the level of Knight of the Moon to the level of some other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Waxing Crescent (Ex): At 1st level, the Knight of the Moon attunes himself slightly to the light of Solinari. His spell DCs gain a +1 bonus.

Silver Light (Ex): Solinari's silver light has often been compared to a blade. At 2nd level, the Knight of the Moon may add his Knight of the Moon class level to a single damage roll with a melee weapon. This ability must be declared before the attack roll is made, and if the attack does not hit, this power is wasted. This ability may be used once a day.

Solinari's Blessing (Ex): At 3rd level, the Knight of the Moon selects a single known metamagic feat. Whenever that feat is used, the spell slot powering that feat is reduced by one (but not below +0). The Knight of the Moon's choice (of which feat to apply this ability toward) has been made, it cannot be changed.

First Quarter (Ex): At 4th level, the Knight of the Moon increases his attunement with the light of Solinari. His spell DCs gain a +2 bonus. This replaces (does not stack with) the bonus gained from Waxing Crescent.

Moon Metal (Su): At 5th level, the Knight of the Moon can extend the power of Solinari to his weapons. Any melee weapon used by the Knight is treated as silver for the purposes of bypassing damage reduction.

Lunar Insight (Sp): At 6th level, the Knight of the Moon has reached a new understanding of the way his magic flows from Solinari. He may cast mage's lucubration once per day.

Waxing Gibbous (Ex): At 7th level, the Knight of the Moon again increases his attunement with Solinari. His spell DCs gain a +3 bonus. This replaces (does not stack with) the bonuses from Waxing Crescent and First Quarter.

Solinari's Favor (Ex): At 8th level, the Knight of the Moon may add a metamagic feat to a single spell at no increase to the spell's level, once per day. The metamagic feat used may be any that the caster knows.

Moon Beam (Sp): At 9th level, the Knight of the Moon may release a blast of concentrated moonlight three times per day. This attack is a ray with a Close range (25 feet + 5 feet for every two Knight of the Moon class levels). The ray deals 1d6 points of damage per Knight of the Moon class level and is considered the equivalent of a 2nd-level spell where appropriate.

Full Moon (Ex): At 10th level, the Knight of the Moon has become completely attuned to the light of Solinari. She retains the +3 bonus to her spell DCs, and additionally is considered to always be under the effects of High Sanction for Solinari when in Krynnspace.

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