Knights Draconis: Solamnus
D&D 3e (3.0/3.5) Rules
The Knights Draconis: Solamnus are descended from the Knights of Solamnia that fought against the evil dragons and the Dark Queen during the Third Dragon War. Instead of parting ways with their companion dragons they hid from the world. Over the centuries, knowledge of this order was lost from the libraries of Krynn and very few people know of its existence.
The current knights are descended from these knights and preserve the cooperation between dragons and the other children of Krynn. Within the order there are five sub-orders that strive to maintain balance amongst the whole order. Everyone that is associated with the order is trained from birth in how to fight and handle a dragon as well as living with them. To become a Knights Draconis: Solamnus a petitioning member must embark on a series of quests in order to prove themselves to not only the order, but to the dragons. During their travels, the initiate must never reveal the order to outsiders and must exhibit one of the measures of the Knights of Solamnia. The choice of code is left up to the initiate and they must adhere to it or they will not earn the honor of being a companion.
Once the dragons determine that the initiate is worthy of the honor of being a companion to a dragon the initiate embarks upon a final quest; usually at the third level of their original class. The quest is designed to put the initiate's skills, abilities, morality, and ethics to the test. Once the quest is finished, the initiate finally becomes a full-fledged member of Knights Draconis: Solamnus. At the completion of the quest the knight takes on the measure that is followed by the sub-order they belong to, but they must still adhere to the basic measures.
The new knight is then chosen by one of the dragons after a long ritual that binds the two together so they can be as one. The ritual helps determine compatibility between the knight and the dragon by showing each other strengths and weaknesses to the other. Some of the greatest knights have overcome incompatibility between themselves and their dragon companion. The dragon will serve as the knight's mount, companion, and mentor for the life of the knight.
Motto and Laws
The Knights Draconis: Solamnus follow the same oath that the Knights of Solamnia follow; which is this simple oath, Est Sularis oth Mithas-My honor is my life.
Orders of the Knights Draconis: Solamnus
Honor is allegiance to one's Oath to defend the cause of Good. Knights of this order perform honorable deeds including sacrificing oneself for the sake of others, refusing to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the Oath in all matters.
Heroism is the self-sacrificial fight for the cause of Good. Knights of this order perform heroic deeds including strengthening the weak, enriching the poor, freeing the enslaved, exonerating the falsely accused, championing the defenseless, and aiding fellow knights in need.
Loyalty is the unquestioning faithfulness to the cause of a higher power. Knights of this order view loyalty as a tribute to be justly and voluntarily rendered, to defend those worthy of loyalty and protection, to those who suffer under evil's weight, and to their god.
Wisdom is the prudent use of one's abilities and resources to uphold honor and render Justice. Acts of wisdom include when a knight uses his powers and resources, i.e. money, followers, land, etc... to uphold the idea of honor and to bring about justice to those that lack it or are in need of it, seeing that truth is sought in all matters, to render truthful service to those around them, and to ensure that wisdom prevails in all matters regarding conflict between peoples.
Justice is to render everyone his or her due. Knights of this order render everyone-creature, person, or god---his or her due. Just acts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except for what is needed for personal or parochial upkeep), worshipping and obeying Paladine and the gods of Good, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in vain.
Must go on a quest to prove ones abilities, ethics, and morals to the order and to the dragons. If successful, they are inducted into the order as level 1.
Base Attack Bonus: +5
If the initiate meets the criteria noted above, he can become a Knight Draconis. Bonding with the dragon usually takes 24 months minus the character's INT. A Knight Draconis can never be multiclassed or dual classed as they are raised from birth as an initiate. The age of the dragon and the age of the initiate must be of similar maturity so as they bond best.
Knights Draconis cannot attract followers as the dragon scares them away and fighting mounted on any other creature they suffer a -4 to their to-hit rolls and do not gain their BAB.
Class Skills: The Knights Draconis class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Dragon (Cha), Heal (Wis), Jump (Str), Knowledge (history, nobility, and religion, each purchased as a separate skill) (Int), Dragon Riding (Dex), and Sense Motive (Wis). They also can take skills allowed by the fighter class as well. See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + INT modifier.
Weapon and Armor Proficiency: The knight is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried. They do not use shields or swords (see sword use), but may use any polearm or missile weapon they wish.
Bravery: When engaged in honorable combat, a Knights Draconis applies his Charisma modifier (if positive) as a bonus to his Fortitude saving throws. No true Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes, unless he considers the fight foolish or pointless.
Sword Use: A Knights Draconis cannot use a sword from dragon-back.
Code of Conduct: They must also demonstrate at least one of the measures of the Knights of Solamnia. The choice of code is up to the Initiate, but they must adhere to it or the honor of being a Companion will be denied them.
Wing Buffet, Plummet, Stall, Tail Slap, and Kick: These attacks that a dragon may perform while not being ridden can be performed with a rider. If a character attempts to use these feats untrained they incur a -4 penalty to their roll and if the roll fails they have become unseated from the dragon. If the rider has become unseated they will fall and apply falling damage as normal.
Dragon Riding: This skill allows for a character to be able to ride a dragon with no penalty and is exclusive to the Knights Draconis or the Dragon Knight class.
Dragon Companion Telepathy: The character has developed a special mind link with their dragon companion and they may be able to freely talk via telepathy to each other.
Mounted Combat (Dragon): The character is able to fight from dragon-back without penalty in the respected subcategories of Archery and Lances. To fight without this feat incurs a -8 penalty to the roll and if failed the rider has become unseated.
Immune to Dragon Awe: The character is able to ignore the effects of dragon awe from any dragon.
Immune to Dragon Fear: The character is able to ignore the effects of dragon fear from any dragon.
Dragon Charge: The dragon and the rider are able to charge another aerial combatant and if successful they are able to avoid plummeting to the earth. If used while untrained the dragon and rider will not be able to recover from the charge and they plummet to the earth without the possibility of them recovering.
Fly By Attack: The dragon and rider are able to do fly by attacks against aerial and ground targets without penalty and if used while untrained there is a chance that they will collide with the target of their attack. Apply a -8 penalty to the check roll and if failed they suffer the same effects as a Dragon Charge.
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