Knight of Misha


Level Base
Attack
Saves Title Special Abilities
Fort Refl Will
1 +1 +2 +0 +0 Knight Knights Prestige
2 +2 +3 +1 +1   Nature Sense
3 +3 +3 +1 +1 Protector Elite Steed
4 +4 +4 +1 +1   Improved Ride
5 +5 +4 +2 +2 Knight-Protector Fey Steed, Leadership
6 +6 +5 +2 +2   Mount Companion
7 +7 +5 +2 +2 Lord Landed Knight
8 +8 +6 +3 +3 Lord* Mount Companion
9 +9 +6 +3 +3 Lord*  
10 +10 +7 +3 +3 Lord* Mount Companion

History:

Long ago the Tanu elves of the North shared their Fey secrets to the brave Knights of Misha who swore in turn to defend the southern borders of the Tanu forests from invaders. In the centuries since, these secrets are mostly forgotton, but the Mishan house still remains true to its promises and traditions of the past. Due to the close ties with the Tanu, Mishan warriors have become the fierciest warriors in the land, riding great steeds into battle and being able to cover great distances more quickly than other horsemen.

 

Role:

Earning levels as a Knight of Misha: Just as the King of Misha must knight you to take this prestige class, the king must also promote you to every titled level, and every level past Lord. Care should be taken to name someone as a Knight-Protector or Lord, as those positions are usually bestowed amongst the most loyal and noble knights in the kings court, and once named a Lord, always come with larger land grants and responsibilities to the court.

 

 

Game Rule Information:

Prerequisites: Base Attack Bonus: +11
Skills: Handle Animal 8 ranks, Ride 8 ranks
Feats: Spirited Charge
Special: Induction as a Knight by the King of Misha to take this prestige class, and a promotion by the King for all titled levels

Skill Points: 2 + Int Modifier/Level.

Hit Die: 1d10

 

 

Class Skills: The Knight of Misha’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), and Swim (Str).

 

* As a Lord, your title will change depending on the land and property you are given, such as Lord of Perth, or Lord of Traun.

Class Features:


Knights Prestige - A Knight of Misha earns great respect in the many kingdoms as both a warrior and defender of the land. In your homeland, however, this respect influences your dealings and leads to personal power. When dealing with any inhabitants of your homeland as a knight, you receive a +1 bonus for each level of Knight of Misha to all Diplomacy and Intimidation checks. You also are also recognized by the noble houses of Misha as having achieved a position of nobility.


Nature Sense - A Knight of Misha gains a +2 bonus on Knowledge(nature) and Survival checks.


Elite Steed - A Knight of Misha has learned from the Fey how to raise and nurture a steed to be stronger and faster. You can use your Handle Animal skill to have your mount use the elite array as per the Monster Manual p. 290. This means that with a Handle Animal DC 20 check and 1 month of nurturing, you can give your mount a stat increase to elite, modifying the standard ability scores by +4, +4, +2, +2, 0 and -2. The CR rating of your steed increases by 1. As long as the steed remains under your care, the steed retains these benefits. If you are separated from your steed by time longer then a month, the steed returns to the normal array of abilities.


Fey Steed - A Knight of Misha has learned from the Fey how to form a strong bond to a single steed that they have nurtured to an Elite Steed. This ritual taken 30 days, and can be done simultaneous with training a steed to be an Elite Steed. The Fey Bond grants the following special benefits:
Empathic link (su): A Knight of Misha has a mental link to their steed up to 1 mile, and can communicate empathically with them. Note that their mounts are not any more intelligent from this ability, so care must be taken to avoid miscommunications.
Sense calling (su): The steed gains an ability to know when it is needed, and will travel as best it can well in advance of the time it is being called to be there for the knight at the time it is called. No matter how long it has been, the steed will arrive within visual range the same round, and will run adjacent to the knight the following round. If for some reason the knight is in a location that the steed could not normally travel to, the steed will not answer the call.
Improved Evasion (su): When subjected to an attack that allows a reflex save for half damage, the mount will take no damage with a sucessful saving throw, and half damage if the saving throw fails.
Share saving throws: The steed shares the saving throws of its knight as long as they remain within 5' of one another. If the knights saving throw is higher then the steeds, the steed may use the saving throw of it's knight instead of its own.

Leadership - A Knight of Misha gains the Leadership feat.

Improved Ride- A Knight of Misha may use the Ride Skill to ignore any attack on their mount instead of the normal ability to deflect just one, but only when controlling the mount.

Mount Companion- A Knight of Misha may use his Fey teachings to further strengthen his mount to any steed that he makes elite.

Class Level
Bonus HD
Natural Armor Adj.
Str/Dex Adj Bonus
Bonus Tricks
Special
6th-7th
+2
+2
+1
1
Link
8th-9th
+4
+4
+2
2
Multiattack
10th
+6
+6
+4
3

Class Level: The character’s Knight of Misha level.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the knight might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Knight of Misha selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A Knight of Misha can handle and ride hismount as a free action, or push it as a move action.
Multiattack: A mount companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Landed Knight - Upon reaching 7th level, a Knight of Misha is entitled to a grant of land, a monthly stipend, and will have access to the inner court of the Mishan King.

 

 


1ST-LEVEL KNIGHT OF MISHA SPELLS
Endure Elements: Exist comfortably in hot or cold environments.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Summon Nature’s Ally I: Calls creature to fight.

2ND-LEVEL KNIGHT OF MISHA SPELLS
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Summon Nature’s Ally II: Calls creature to fight.


3RD-LEVEL KNIGHT OF MISHA SPELLS
Darkvision: See 60 ft. in total darkness.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.


4TH-LEVEL KNIGHT OF MISHA SPELLS
Dispel Magic: Cancels spells and magical effects.
Freedom of Movement: Subject moves normally despite impediments.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally IV: Calls creature to fight.


Things that need to be worked in?:
? Aura of courage, +2 bonus to all saving throws vs. fear... maybe standards of Misha instead.
? Improved mounts speed, or quick action ride checks.
? Spell Resistance to mount ala Paladin.
Knight of Misha

(printable version)