The Elemental Knights

The elemental knights of the REDEMPTION world setting are much like both crusaders and paladins of other common campaign settings, however, instead of doing the righteous, these fellow holy warriors seek to work natures will. Yet, their name is misleading, much like that of the paradox of the campaign settings title; as they do not typically dress as medieval knights, like those of common worlds. Instead they very in appearance and gear preferences as much as the unusual elements they are powered by.

Furthermore, because of their powers and spellcasting ability they must earn experience points equivalent to a paladin or ranger, instead of the normal cleric values in order to progress to the next level in the elemental knight class. There progression thus flows in the following order:

TABLE 1: ELEMENTAL KNIGHT EXPERIENCE LEVELS
Elemental Knight Level
Experience Points
Hit Dice (d10)
Weapon Proficiencies
Nonweapon Proficiencies
1
0
1
4
3
2
2,250
2
3
4,500
3
5
4
4
9,000
4
5
18,000
5
6
36,000
6
6
5
7
75,000
7
8
150,000
8
9
300,000
9
7
6
10
600,000
9+3
11
900,000
9+6
12
1,200,000
9+9
8
7
13
1,500,000
9+12
14
1,800,000
9+15
15
2,100,000
9+18
9
8
16
2,400,000
9+21
17
2,700,000
9+24
18
3,000,000
9+27
10
9
19
3,300,000
9+30
20
3,600,000
9+33

Each of the knights is a holy warrior of one of the four main elements, can specialize in a weapon, and gains the THAC0 and Saving Throws as if they were true fighters. All elemental knights receive the reading/writing and religion (Redemption) nonweapon proficiencies for free. Otherwise they have the following differences:

TABLE 2: ELEMENTAL KNIGHT CLASS BASICS
Finisterre
Herati
Ir'Kithlen
Tolgarien
ELEMENT
Air
Fire
Water
Earth
REQUIRED
ATTRIBUTES
Strength 12,
Intelligence 10,
Wisdom 14
Strength 12,
Intelligence 13,
Wisdom 10
Strength 14,
Dexterity 13,
Wisdom 10
Strength 15,
Constitution 13,
Wisdom 10
NONWEAPON
PROFICIENCY
CROSSOVER
Priest,
Warrior,
General
Warrior,
Wizard,
General
Rogue,
Warrior,
General
Priest,
Warrior,
Wizard,
General
SCHOOLS
AVAILABLE
Alteration
Abjuration
Elemental Air
Enchantment/Charm
Divination
Invocation/Evocation
Elemental Fire
Conjuration/Summoning
Elemental Water
Illusion/Phantasm
Necromancy
Alteration
Conjuration/Summoning
Elemental Earth
Invocation/Evocation
SPHERES
All, Combat,
Elemental Air,
Guardian, Healing,
Law, Protection
All, Charm, Combat,
Divination, Elemental
Fire, Healing, Law
All, Combat, Elemental
Water, Law, Travelers,
Weather
All, Combat, Elemental
Earth, Healing, Law
SPECIAL
ABILITY
+1 to initiative:
Quickness of Wind
+1 to attack undead:
Fires of Purity
+1 to AC:
The Evasive Waters
+1 on each Hit Die:
Endurance of Stone


The Knights:

Finisterre

The Finisterre Knights are the elemental knights of Air. They are known as the most religious of the four knightly orders. They are trained in many of the healing arts, and are therefore known as the 'combat medics' of the REDEMPTION campaign setting. Many Finisterre are known for being zealots. More than one Finisterre has stood over the headless corpse of one they felt was heretical.

Weapon Proficiencies: Bonus: None. Required: Dart at 1st-level, knife at 3rd-level, axe at 6th-level. Recommended: Blades (any).

Nonweapon Proficiencies: Bonus: Weather Sense. Required: Heraldry and Healing at 1st-level, Riding Land-Based at 3rd-level, Herbalism at 6th-level. Recommended: Ancient History, Astrology, Direction Sense, Etiquette, Hunting, Observation, Swimming.

At 1st-level, the Finisterre considered a 'Breeze' (a knight in training) and is granted a clear natural glass that has been heated and molded into an unblemished dart, as well as a similarly produced glass whistle as his holy symbol, and a cloudy dark grey tabard, which represents that he still has far to go to reach wisdom and clear skies.

At 5th-level, the Finisterre becomes a 'Knight' and is granted chain mail carved to appear as wisps of wind, and a tabard that cascades from a rich azure to pale grey at its bottom, which represents the journey to true knighthood and the vast reward the world has to offer.

At 9th-level, the Finisterre is granted the title of 'Lord Knight of the Tempest' and is gifted with a suit of silvery plate mail (no better than plate mail will ever be gifted. Although better armor can be made to look silvery instead), as well as a white tabard that shimmers with silver threads, which represents that he has attained wisdom and now dwells in clear skies, he is at one with the Winds.


Herati

The Herati Knights are the knights of Fire. The Herati are the police, and the Information gatherers. The Herati can go from being reasonable to breaking heads at the snap of a finger. Despite this, they are also known for their ability to keep level headed, and cool in any situation.

Weapon Proficiencies: Bonus: None. Required: Dagger at 1st-level, any one pole-type weapon at 3rd-level. Recommended: Blades (any).

Nonweapon Proficiencies: Bonus: Fire-Building. Required: Blind Fighting, Interrogation, and Riding Land-Based at 1st-level, Spellcraft at 3rd-level, Observation at 6th-level. Recommended: Direction Sense, Disguise, Endurance, Etiquette, Hunting, Intimidation, Navigation, Rope Use

At 1st-level, the Herati is dubbed a 'Vapor' (a knight in training) and is granted a red hide handled sword of whichever type he chooses, a piece of cooled magma that has been worked into the shape of a flame as his holy symbol, and a red tabard that pales to orange and then yellow as the cloth ascends to the neck, which represents that he has begun his journey to burn the evils from the dread world.

At 5th-level, the Herati becomes a 'Knight of the Blaze' and is granted chain mail carved to appear as interlocking flames, and a cloak that ranges from deepest black to pale grey in swirling patterns from being dyed in the ashes of the fallen, which represents him as true knight and his quest to avenge the wrongs of those against nature.

At 9th-level, the Herati is granted the title of 'Lord of the Cataclysm' and is gifted with a suit of scorched and blackened plate mail (no better than plate mail will ever be gifted. Although better armor can be made to look like its been through Hell instead), as well as a black tabard that shimmers with dull matt grey threads, which represents the fallen ones into the darkness of the world.


Ir'Kithlen

The Ir'Kithlen Knights are the knights of water. They are known for being a bit more on the reckless and adventuresome side. Most of the Ir'Kithlen spend a goodly amount of their time out on the ocean. Most of their magic relates to the sea, and to the shady arts. Many Ir'Kithlen are 'reformed' Thieves. The Ir'Kithlen are the least pious of the Church Knights.

Weapon Proficiencies: Bonus: None. Required: Dagger at 1st-level, trident or net (either one) at 3rd-level. Recommended: Axes, Blades (any).

Nonweapon Proficiencies: Bonus: Swimming. Required: Heraldry, Navigation, and Seamanship at 1st-level, Riding Land-Based at 3rd-level, Rope Use at 6th-level. Recommended: Direction Sense, Disguise, Endurance, Etiquette, Observation, Set Snares.

At 1st-level, the Ir'Kithlen is regarded as a 'Waverider' (a knight in training) and is granted a white colored dagger with a wavy blade, a piece of hardened coral as his holy symbol, and a blue tabard that pales to what appears to be white froth as the cloth ascends to his neck, which represents that he is the defender above the waves, and as he learns the ways of the seas he will be able to protect their depths as well.

At 5th-level, the Ir'Kithlen becomes a 'Blue Knight' and is given tight studded sharkskin armor with broad flat bone studs, and deep blue bracers that represents him as true knight and as one who can traverse under the mighty waves.

At 9th-level, the Ir'Kithlen is granted the title of 'Leviathan Lord' and is gifted with a suit of sea elf scale plate mail carved to appear as waves lapping upon one another (no better than scale plate mail will ever be gifted. Although better armor can be made to look like it is one with the waves instead). As well, he gains a tabard of the deepest blue that shimmers with sparkling silvery threads, which represents the mighty currents and the fact that he is now at peace in the world under the world.


Tolgarien

The Tolgarien Knights are the Knights of the Earth. The Tolgarien Knights are the elite warriors of the church. More than once these heavily armed and armored knights have been referred to as 'moving rocks.' The Tolgarien are the only knights known to have active ties with the Elves.

Weapon Proficiencies: Bonus: None. Required: Dagger at 1st-level, any one flail, mace or morning star at 3rd-level. Recommended: Axes, Blades (any).

Nonweapon Proficiencies: Bonus: Tracking. Required: Direction Sense, Heraldry, and Hunting at 1st-level, Riding Land-Based at 3rd-level, Endurance at 6th-level. Recommended: Etiquette, Observation, Set Snares, Spellcraft, Survival (Any Land Type).

At 1st-level, the Tolgarien is named a 'Pebble' (a knight in training) and is granted a seamless stone bludgeoning weapon of whichever type he chooses (flail, mace or morning star), a small statuette of an earth elemental that is supposed to be made from earth once animated by the nature giants as his holy symbol, and an earthy looking green cloth tabard, which represents that he has begun his journey to guard and protect the earth under his feet, that which sustains all life.

At 5th-level, the Tolgarien becomes a 'Knight of the Stones' and is granted stone chain mail that is just as hard as steel with broad flat links, and a cloak of living moss, which represents him as true knight and a lord defender of nature.

At 9th-level, the Tolgarien is granted the title of 'Shield Knight' and is gifted with a suit of earthen armor that is considered to be the equivalent of full plate mail (If no armor is worn then an expensive breastplate can be substituted), as well as a silvery veined green marble shield or weapon (choice of the character) of whatever type the wielder chooses, which represents that he is one with the world.


Rune Magic

The magic of the elemental knights is called Rune Magic. The name was given because all of the spells a knight has access to are runes engraved upon his armor. Without his armor a knight cannot cast spells. Each spell is one rune. Each grouping of runes of similar power is known as a structure. (Each structure being of a different spell level) Each structure can only contain so much power, depending on the amount of runes in the structure, and the amount of control the wearer has (i.e. what level they are). Power is restored over time. I recommend that the armor charges at dawn each day.

To put this all simply, each structure represents a level, and that structure contains enough energy to cast only so many spells of that level per day. This power rises with the level of the character, and thus we get to put in one of those spell progression charts. The amount of runes one can have per structure is also limited, and this rises with level.

Spells are added to the armor by use of a special spell, which is central to the first level structure, (and doesn't count as rune for the above chart) this spell is Rune Transfer, which the Knight may cast once per week. This spell will either transfer new spells onto his armor, or it can move the knight's entire rune assemblage to another set of armor.

The runes will only work on specially made, or treated armor. The armor that the runes are on must be made of metal, further, the armor must contain at least some plates (Historically, this includes Banded Mail, some forms of Brigandine, all plate mails, scale mail, and some forms of heavier chain also included plates over vital areas. It is recommended that for the armor to be of a good enough quality to support the runes, that the armor cost at least twice as much as normal armor of that type (if not more!).

Beneath are the two tables that correspond to the spellcasting methods of the elemental knights. Table 3 below shows how many spells of each level an elemental knight can know of any given spell level at each level of experience he has attained (similar to the DUNGEONS & DRAGONS 3RD EDITION sorcerer).

TABLE 3: RUNES KNOWN PER LEVEL
Knight Level
Spell Level
1
2
3
4
5
6
1
2
1
3
3
4
5
1
5
7
3
6
9
5
7
10
7
1
8
11
9
3
9
12
10
5
10
13
11
7
1
11
14
12
9
3
12
15
13
10
5
13
16
14
11
7
1
14
17
15
12
9
3
15
18
16
13
10
5
16
19
17
14
11
7
1
17
20
18
15
12
9
3
18
20
19
16
13
10
5
19
20
20
17
14
11
7
20
20
20
18
15
12
9

Table 4 below shows how many spells of each level an elemental knight can cast per day.

TABLE 4: NUMBER OF RUNES USABLE PER LEVEL
Knight Level
Spell Level
1
2
3
4
5
6
1
2
1
3
2
4
2
1
5
3
2
6
3
2
7
3
3
1
8
3
3
2
9
3
3
2
10
3
3
3
1
11
3
3
3
2
12
3
3
3
2
13
3
3
3
3
1
14
3
3
3
3
2
15
3
3
3
3
2
16
4
3
3
3
3
1
17
4
3
3
3
3
2
18
4
4
3
3
3
2
19
4
4
3
3
3
3
20
4
4
3
3
3
3

[Bestiary of Nergalis] [Characters of Note] [Classes] [Deities of Nergalis] [Forgotten Realms Heroes' & Villains' Lorebook] [Kits] [Magical Items] [Mystic Places of Nergalis] [Proficiencies] [Races] [Redemption House Rules] [The Redemption Campaign Setting]

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