PDA

View Full Version : D&D 3.x Class Knight of Tir fo Thuinn (3.5, Martial Initiating PrC, Fey)



Zaydos
2015-03-17, 01:44 PM
KNIGHT OF TIR FO THUINN

"The wind whispers terror; the Winter Court holds sway in this place."

Sworn in the service of the Seelie Court, a Knight of Tir fo Thuinn (the Land Under the Waves, an old name for the Otherworld of the Fey) is a mortal granted place and favor among the Seelie fey in exchange for the services that only a mortal can provide. Trained in the ancient martial ways of the High Courts of the Fey, they are masters of sword play and add to their martial prowess a smattering of magical talents and blessings.

BECOMING A KNIGHT OF TIR FO THUINN
To become a Knight of Tir fo Thuinn one must show a talent and knowledge of the sublime way. This skill alone is not enough, however, they must attract the favor and tutelage of the Seelie Court, gaining the eye of one of its noble leaders and their patronage. Once this is done a Knight of Tir fo Thuinn gains both their blessing and teaching. Many Knights of Tir fo Thuinn begin their career as Wildwood Knights (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) but it is not unheard of for them to be drawn from the ranks of Crusaders and Swordsages. Warblades are rarer, but not completely unknown.

ENTRY REQUIREMENTS
Martial Initiating: Able to initiate at least 2 Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29) maneuvers, one of which must be 4th level or higher.
Feats: Dream of the Summer Stars
Skills: Bluff 5 ranks, Diplomacy 10 ranks, Knowledge (nature) 5 ranks, Knowledge (nobility and royalty) 5 ranks, Sense Motive 5 ranks.
Special: Must swear allegiance to a fey noble of the Seelie Court.

Class Skills
The Knight of Tir fo Thuinn's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Knowledge (Nobility and Royalty) (Int), Martial Lore (Int), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMan. KnownMan. ReadiedStances
1st
+1
+2
+0
+2Courtly Skills, Patron, Tongue of Beasts, Wild Empathy
1
0
0
2nd
+2
+3
+0
+3Stance of Summer (Least)
0
0
0
3rd
+3
+3
+1
+3Sense Glamour
1
1
0
4th
+4
+4
+1
+4Reinvigorating Strikes
0
0
1
5th
+5
+4
+1
+4Stance of the Fair (Lesser), Walk the Fey World
1
0
0
6th
+6
+5
+2
+5Blessing of Wooded Realms, Control Beast
0
1
0
7th
+7
+5
+2
+5Fragrance of Summer Stars
1
0
0
8th
+8
+6
+2
+6Stance of the Fair (Greater)
0
0
1
9th
+9
+6
+3
+6Root Dreams
1
1
0
10th
+10
+7
+3
+7Curse Shedding Stance, Stance of the Fair
0
0
0


Weapon Proficiencies: A Knight of Tir fo Thuinn gains proficiency in the rapier, elven thinblade, elven courtblade, and dagger.

Martial Maneuvers: A Knight of Tir fo Thuinn gains martial maneuvers like a sublime prestige class. It gains a new maneuver known at every odd level, a new maneuver readied at 3rd, 6th, and 9th, and a new stance at 4th, and 8th level.

A Knight of Tir fo Thuinn selects their maneuvers known from Diamond Mind, Devoted Spirit, Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29), and White Raven.

Courtly Skills: At each level of Knight of Tir fo Thuinn a Knight of Tir fo Thuinn gains 2 bonus skill points in addition to their norm. These skill points may only be spent on Diplomacy, Knowledge (nature), or Knowledge (nobility and royalty).

Patron: To become a Knight of Tir fo Thuinn you must swear allegiance to a fey noble of the Seelie Court. This noble becomes your Patron. Your patron may 1/month Geas you as a free action (SR does not apply), and may request your services in other circumstances. In return you may call upon the resources of your patron, gaining a +2 bonus to Charisma based checks to deal with Seelie fey, increasing to +4 if they are under your patron. When in lands where your patron holds influence you can use this influence to gain information from local fey and house fey, this functions as if with Gather Information but you can use your Knowledge (nature) or Knowledge (nobility and royalty) in place of Gather Information and gain a bonus to this check equal to your class level. You can also use this influence to request food and drink from Seelie fey and when in any natural area with fey activity you will be provided with food and drink for yourself, your mount or animal companion, and one creature and their mount per class level. This influence also allows you to obtain free lodging from any who serve under your lord, as well as a variety of non-combat services such as the commissioning of low level magic items and obtaining free spellcasting from nymphs and the like in service of your patron. As a final benefit you may borrow magic items from your patron's personal armory, you may borrow no more than 3 magic items at a time and the total GP value of these items must not be higher than 50 GP x your Knight of Tir fo Thuinn level x your Charisma modifier. You must return all items before being allowed to borrow them again, and must return all items within a year and a day of borrowing them. If an item is lost or destroyed you must repay your patron its value and 10% more of it. If the item has limited uses or charges (such as a wand) you must pay for each charge used.

Tongue of Beasts (Sp): Your position in the Summer Court gives you the ability to speak to and command animals. You may use Animal Messenger and Speak with Animals as spell-like abilities at-will (CL = character level), and may use Animal Trance and Charm Animal 3 times per day each.

Wild Empathy (Ex): A Knight of Tir fo Thuinn gains Wild Empathy as a druid 3 levels higher.

Stance of Summer (Ex): A Knight of Tir fo Thuinn is more in tune with the mystical dreams of the Fey which bridge the Otherworld and the Material Plane, and increase both in the action. This allows for a Knight of Tir fo Thuinn to maintain a Star Dream stance effortlessly allowing for a second martial stance. At 2nd level a Knight of Tir fo Thuinn may use this ability to be in 2 stances at once as long as one is a 1st level Star Dream stance without Winter in its name. At 5th level this ability improves and they may now maintain a 3rd level or lower Star Dream stance without Winter in its name in addition to another stance. At 8th level it may now be a 5th level or lower Star Dream stance without Winter in its name. At 10th level a Knight of Tir fo Thuinn may be in two stances at once as long as at least one is a Star Dream stance without Winter in its name. This ability can be combined with a Warblade or Master of Nine's similar abilities to allow for a third stance.

Sense Glamour (Su): A Knight of Tir fo Thuinn's senses are keen both to the playful trickery of the Seelie Fey and the malicious attacks of Unseelie. Beginning at 3rd level a Knight of Tir fo Thuinn is automatically able to sense the number of Illusion effects within 30-ft of themselves.

Reinvigorating Strikes (Su): The Blessing of the Summer Court allows a Knight of Tir fo Thuinn to stir life and vitality through their body with the use of their sublime talents. Beginning at 4th level whenever a Knight of Tir fo Thuinn uses a Star Dream strike against a creature which poses an active threat to themselves, their patron, or any other who holds fealty to their patron, they regain hit points equal to the strike's level. When they use a non-Star Dream strike against such a creature they instead regain hit points equal to 1/2 its level rounded down. If a strike hits multiple targets they gain this healing if any target is valid, but only once per strike regardless of valid targets. If the strike misses completely the Knight of Tir fo Thuinn does not regain hit points.

Walk the Fey World (Sp): A Knight of Tir fo Thuinn as a mortal agent of the Fey Courts is empowered to move between the mortal world and their world. Beginning at 5th level, a Knight of Tir fo Thuinn may move between conterminous planes (such as the Prime and the Ethereal, or the Prime and the Plane of Faerie in some settings) as a standard action taking with them up to one willing touched creature per 2 Knight of Tir fo Thuinn levels; this is the equivalent of a 5th level spell. A knight and their companions appear in the equivalent space on the conterminous plane; if it is occupied they are shunted to the nearest unoccupied space taking 1d6 damage per 5-ft traveled. They may only use this ability number of times per day equal to their Charisma modifier.

Blessing of the Woodland Realms (Sp): Beginning at 6th level a Knight of Tir fo Thuinn is further blessed by the Fey allowing them to use Entangle and Speak with Plants as at-will spell-like abilities. In addition they may use Tree Stride as a spell-like ability twice per day, but movement between trees within 30-ft of each other per Knight of Tir fo Thuinn level does not count against their limit of trees they may enter within a single casting. The caster Level for these abilities is equal to the Knight's character level.

Command Beast (Sp): Beginning at 6th level a Knight of Tir fo Thuinn may use Dominate Animal as a spell-like ability (CL = character level) twice per day. While an animal is dominated this way they may see through its eyes and ears at any time as a standard action. This functions as if they were using it as a scrying sensor, but they gain any low-light vision it possesses, any racial bonuses to search, spot, or listen, any special senses (such as scent, blindsight, or blindsense) it possesses, and may use its search, spot, or listen skill modifier in place of their own if it is better.

Fragrance of the Summer Stars (Su): At 7th level a Knight of Tir fo Thuinn gains a special maneuver. They may ready this maneuver without it counting against their maneuvers readied and may not trade it for a different maneuver on level up. This maneuver is considered to be a Star Dream maneuver.

Fragrance of the Summer Stars
Star Dream [Mind-Affecting]
Level: 7th
Initiation Action: Standard action.
Range: 30-ft.
Targets: All allied creatures within range (including yourself).
Duration: 3 rounds.
You release a mental fragrance which wafts across the spirits of your allies, uplifting them and driving away baleful mental influences.
When you use this maneuver all targets gain a bonus to Will saves against mind-affecting effects equal to your Charisma modifier. In addition any target currently under the effect of a mind-affecting effect can make a new save against any number of mind-affecting effects affecting them against the same DC as the initial effect. If they succeed it is treated as if they had succeeded their original save. This has no effect against mind-affecting effects which do not allow saves.

Root Dreams (Su): The souls of trees have roots as deep as their bodies, powerful reserves of spiritual power and Ki. Beginning at 9th level a Knight of Tir fo Thuinn may tap into these reserves 1/day as a free action. When they do so the Knight of Tir fo Thuinn gains a +4 enhancement bonus to all ability scores, DR 5/cold iron, and may use martial maneuvers without expending them until the beginning of their next turn.

Curse Shedding Stance (Su): As masters of the sublime arts of the Summer Court of the Fey a Knight of Tir fo Thuinn learns to shield themselves from hostile magic. They gain a special stance, this stance counts as an 8th level Star Dream stance and while in it the Knight of Tir fo Thuinn loses access to their second stance granted by Stance of the Fair. This stance grants the Knight infinite spell resistance as long as they are in it, but they may only remain in this stance for 20 rounds each day.