Prestige Classes

THAYAN KNIGHT

While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan knights, familiar with magic and loyal to none but the tattooed mages.

The Thayan knights act as bodyguards and enforcers for the Red Wizards (see page 193 of the Dungeon Master’s Guide). They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards.

Almost all Thayan knights are fighters, although monks and rangers have been known to pursue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak to perform the duties of a Thayan knight.

Hit Die: d10.

Requirements

To qualify to become a Thayan knight, a character must fulfill all of the following criteria.

Race: Human.

Alignment: Any nongood.

Base Attack Bonus: +5.

Skills: Intimidate 2 ranks, Knowledge (arcana) 2 ranks, Knowledge (local - Thay) 2 ranks.

Feats: Iron Will, Weapon Focus (longsword).

Special: Sworn allegiance to the Red Wizards of Thay.

Class Skills

The Thayan knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local - Thay) (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.


Table: The Thayan Knight

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Horrors of Thay (+2 fear, +1 charm), Zulkir’s favor
2nd +2 +3 +0 +0 Zulkir’s defender
3rd +3 +3 +1 +1 Fighter feat
4th +4 +4 +1 +1 Horrors of Thay (+4 fear, +2 charm), final stand
5th +5 +4 +1 +1 Zulkir’s champion
Class Features

All of the following are class features of the Thayan knight prestige class.

Weapon and Armor Proficiency: Thayan knights gain proficiency with tower shields.

Horrors of Thay (Ex): Because of long exposure to the cruelty of her homeland, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively. None of these bonuses apply against attacks from Red Wizards.

Zulkir’s Favor (Su): At 1st level, a Thayan knight undergoes a long and painful tattooing ritual. A magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight automatically fails any saving throw against a mind-affecting spell cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability.

Zulkir’s Defender (Ex): A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls against any creature that attacks her or that she has previously seen attack a Red Wizard.

Fighter Feat: At 3rd level, a Thayan knight may choose any one feat except Weapon Specialization from the fighter bonus feat list (see Table 5–1, page 90 of the Player’s Handbook).

Final Stand (Su): Once per day as a standard action, a Thayan knight of 4th level or higher can inspire her troops. Allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight’s class level + the knight’s Charisma modifier and lasts the same number of rounds.

Zulkir’s Champion (Su): A 5th-level Thayan knight receives a large magic tattoo across her face, signifying her devotion to the protection of the Red Wizards. Once per day, she can add a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled and after other modifiers have been applied to the roll. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability.