Elven Knight of Evermeet:
Only the finest elven warriors are chosen as knights, the elite defenders of Evermeet. Resplendent in shining elven plate, mounted upon a proud, barded moon horse, armed with tall white lances and enchanted elven long swords, the elven knights are a small but invincible handful of defenders, each worth a dozen ordinary warriors.
Bt tradition, elven are knights are Gold elves, although membership has increasingly of late been offered to those of other subraces. One legend claims that centuries ago, the knights of the Elven Court at Myth Dranno offered to the human Sha’Quessir Mirabella, but this is dimissed as a fable.
The knights are among the leading defenders of the island. Their secondary role is as defenders of the queen. Most knights must remain on Evermeet, available for muster at the queen’s orders, but some adventure on the mainland, keeping contact with Amlaruil through the use of elfrunes.
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Hit Die: d10
Requirements
To qualify to become a Elven Knight of Evermeet, a character must fulfil all of the following criteria:
Patron: Corellon Larethian
Alignment: Any non evil, non lawful
Race: Any elf, all subtypes except drow
Base Attack Bonus: +6
Skills: Diplomacy 5 ranks, Ride 6 ranks, Knowledge (religion) 4 ranks
Feats: Mounted Combat, Ride by Attack, Weapon Focus (longsword)
Special: Must be sponsored by an existing member of the Elven Knights and receive the Queens approval by performing acts in defence and support of the elven peoples.
Class Skills
The Elven Knight of Evermeet class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the Elven Knight of Evermeet prestige class:
Weapon and Armour Proficiency: A Elven Knight of Evermeet is proficient with all simple and martial weapons, and with all types of armour and shields.
Spells: An elven knight has the ability to cast a small number of divine spells. To cast an elven knight spell, an elven knight must have a Wisdom score of at least 10 + the spell’s level, so an elven knight with a Wisdom of 10 or lower cannot cast these spells.
Elven knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the elven knight’s Wisdom modifier. When the elven knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The elven knight’s spell list appears below. An elven knight has access to any spell on the list and can freely choose which to prepare, just as a cleric. An elven knight prepares and casts spells just as a cleric does (though an elven knight cannot spontaneously cast cure or inflict spells).
Fey Gift (Su): A Elven Knight of Evermeet receives a blessing during the ceremony of their appointment, which takes the form of a bonus feat from the following list. Alertness, Athletic, Great Fortitude, Improved Initiative, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Persuasive, Self Sufficient, and Toughness. These feats tend to exemplify a particular trait or characteristic of the knight, bringing it to the fore.
Detect Evil (Sp): At will, an Elven Knight can us detect evil as a spell-like ability, duplicating the effect of the detect evil spell.
Call Weapon (Su): At 1st level an Elven Knight gains the ability to call his weapon into his hand as a free action (if scabbarded), move equivalent if hidden in much the same way as the Quick Draw feat works.
Smite Evil (Su): At 2nd level the Elven Knight of Evermeet may once per day attempt to smite evil on one normal melee attack, he adds his Charisma modifier to attack and deals 1 extra damage per class level. The elven knight gains an additional use of the smite ability at 5th level and then a final use at 10th level.
Aura of Courage (Su): Upon reaching 2nd level the Elven Knight becomes surrounded by an aura of courage that provides the knight immunity to fear (magical or otherwise). The aura additionally provides all allies within 10 feet a +4 moral bonus on saving throws against fear effects.
Last Effort (Ex): At 3rd level, an Elven Knight of Evermeet are so devoted to their role as defenders and filled with passion for their people and cause that they are able to shrug off blows and keep going when they would otherwise succumb. As a result should they receive a wound that would reduce them to 0 or less hit points, they may make a fortitude save (D10 + damage dealt), which if successful turns the blows damage from lethal to subdual in nature. An elven knight must be aware of the attack in order to make use of this ability.
Deadly Charge (Ex): When mounted and using the charge action, an Elven Knight of 3rd level or higher may declare a “deadly charge” before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefit of the spirited Charge feat.
Call Armour (Su): The Elven Knight of Evermeet upon reaching 4th level may once per day call their armour out of thin air ontp them as a move equivalent action. The armour called must be one “chosen” suit the knight own, usually their elven plate. In order for the elven knight to re-attune a new set of armour as their “chosen” set they must wear the new set for a week. The “chosen” armour may also be called away back to its extradimensional storage space as a free action when no longer required.
Moonhorse Companion : Upon reaching 5th level an elven knight is bonded with a Moonhorse companion, which will gain HD and special abilities beyond those of which they normally have as shown on the table below.
MoonhorseCompanion BonusHD NaturalArmour StrAdj. DexAdj. MoveRate Special
12th or lower +2 +1 +1 +1 - Empathic link, Improved evasion, Share saves, Share spells
13th to 15th +4 +3 +2 +2 +10 ft. Speak with Elven Knight
16th to 18th +6 +5 +3 +3 - Devotion
19th to 20th +8 +7 +4 +4 +20 ft. Spell Resistance
Character Level: The character level of the elven knight (his elven knight level plus his original class level).
Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the moonhorse’s base attack and base save bonuses, as normal.
Natural Armour Adj.: This is an improvement to the moonhorse’s existing natural armour bonus.
Str Adj.: Add this figure to the moonhorse’s Strength score.
Dex Adj.: Add this figure to the moonhorse’s Dexterity score.
Move Rate: Add this amount to the moonhorse’s base movement rate.
The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The elven knight has an empathic link with his moonhorse out to a distance of up to 1 mile. The elven knight cannot see through the moonhorse’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the moonhorse and the elven knight, the elven knight has the same connection to a place or an item that the moonhorse does.
Improved Evasion (Ex): If the moonhorse is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the moonhorse uses either its own base save bonus or the elven knight’s, whichever is higher. The moonhorse applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the elven knight might have.
Share Spells: At the elven knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his moonhorse. The moonhorse must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the moonhorse if it moves farther than 5 feet away and will not affect the moonhorse again even if the moonhorse returns to the elven knight before the duration expires. Additionally, the elven knight may cast a spell with a target of “You” on his moonhorse (as a touch range spell) instead of on himself. An elven knight and his moonhorse can share spells even if the spells normally do not affect creatures of the moonhorse’s type (magical beast).
Speak with Elven knight (Ex): If the elven knight’s character level is 13th or higher, the elven knight and moonhorse can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Devotion (Ex): If the elven knight’s character level is 16th or higher, the moonhorse gains a +4 morale bonus on all Will saves against Enchantment spells and effects.
Spell Resistance (Ex): If the elven knight’s character level is 19th or higher, the moonhorse gains spell resistance equal to the elven knight’s level + 5. To affect the moonhorse with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the moonhorse’s spell resistance.
Corellon’s Blessing (Su): At 7th level the Elven Knight receives Corellons blessing, which effectively makes any longsword (their patrons favoured weapon) count as if it had the Keen special quality. All such weapons will also glow blue automatically should any orc move within 60 feet of the knight. If a knight’s weapon already has the keen special quality then it does not stack.
Light of Arvandor (Su): Finally by 10th level an Elven Knight gains the ability once per day to surround themselves with the Light of Arvandor for 1 minute per level, This effect sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Additionally it provides the knight and all elves within 10 feet a +2 deflection bonus to AC and a +2 resistance bonus to saves against attack effects created by evil creatures. Additionally while the light is in effect no creature within the light may possess them or exercise mental control over them. It does not prevent those within the effect from being targeted by such effects, merely suppresses those effects for the duration. Finally the light of Arvandor prevents bodily contact by summoned creatures (except good summoned creatures), causing natural weapon attacks of such creatures to fail. A summoned creature can try to overcome this if it has Spell Resistance, which if successful allows it to touch the warded creature. Note this warding effect ends immediately if the Elven Knight makes an attack against the summoned creature.
Elven Knight Of Evermeet Spell List:
Elven Knigths of Evermeet choose their spells from the following list:
1st level: Bless, Calm Animals, Cure light wounds, Entangle, Faerie Fire, Magic weapon, Summon natures ally 1.
2nd level: Bladebane, Cure moderate wounds, Delay poison, Eagles splendour, Remove paralysis, Shield other, Status, Strength of stone, Summon natures ally 2.
3rd level: Bladethirst, Cure serious wounds, Create food and water, Daylight, Protection from elements, Quench, Summon natures ally 3.
4th level: Cure critical wounds, Discern lies, Freedom of movement, Neutralise poison, Summon natures ally 4.
Elven Knight of Evermeet Advancement:
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Fey Gift, Detect Evil, Call Weapon 0 - - -
2nd +2 +3 +0 +0 Smite Evil 1/day, Aura of Courage 1 - - -
3rd +3 +3 +1 +1 Last Effort, Deadly Charge 1/day 1 0 - -
4th +4 +4 +1 +1 Call Armour 1/day 1 1 - -
5th +5 +4 +1 +1 Smite Evil 2/day, Moonhorse Companion 1 1 0 -
6th +6 +5 +2 +2 Deadly Charge 2/day 1 1 1 -
7th +7 +5 +2 +2 Corellon’s Blessing 2 1 1 0
8th +8 +6 +2 +2 Call Armour 2/day 2 1 1 1
9th +9 +6 +3 +3 Deadly Charge 3/day 2 2 1 1
10th +10 +7 +3 +3 Smite Evil 3/day, Light of Arvandor 2 2 2 1