The Knightly Order of the Barbed Trefoil

The knights of the Order of the Barbed Trefoil are the militant arm of the Order of the Last Breath. They are a class in the Warrior group.

Hit Die: d10

Prime Ability: Strength

Alignment: Any nonchaotic

Weapons: Any, but pollaxes are preferred

Weapon Proficiency: 4 + 1 per three levels

Nonproficiency Penalty: -2

Armor: Any, but Trefoil Knights prefer their Order's iconic armor

Nonweapon Proficiencies: 3 + 1 per three levels

Advancing within the Order: A knight may advance to the Commanderie of the Sword as soon as he becomes a 3rd-level Gauntlet Knight, and may advance to the Commanderie of the Lily as soon as he becomes a 6th-level Sword Knight. Note that a knight can apply for a higher commanderie at any time after attaining the proper level. Thus, a Knight of the Gauntlet may apply for the Commanderie of the Sword as soon as he reaches 3rd level or may continue as a Gauntlet Knight for many levels before applying.

When a knight advances to a higher commanderie, his experience points drop to zero, though he retains all previous hit points and abilities. His attack is calculated from the lowest level of the new commanderie. He will not gain any new hit points until his new level exceeds his level in the previous commanderie. This rule reflects the fact that even experienced knights are novices when they enter a new commanderie. Thus, a knight who wishes to change commanderies should do so as soon as he is able.

Commanderie of the Gauntlet

LevelXPHit DiceAtkAbilities
101d10+1Fighting style, second wind
22,5002d10+2Cleave
35,0003d10+3
410,0004d10+4
518,5005d10+5
637,0006d10+6
785,0007d10+7*
8140,0008d10+8*
9220,0009d10+9*Indomitable
10300,0009d10+2+10*

*Gauntlet Knights can attack twice per round

Ability Requirements: Strength 10, Dexterity 9, Constitution 10, Intelligence 9, Wisdom 10

Prime Requisites: Strength, Constitution

Nonweapon Proficiency Groups: General and Warrior

Restrictions: Gauntlet Knights take vows of celibacy and poverty. They cannot marry. They cannot possess more wealth than they need to support themselves. All excess goes to the Order. They cannot possess more than 10 magical items, excluding their iconic armor.

Fighting Style

At first level, Gauntlet Knights adopt a particular style of fighting from the list below.

Great Weapon Fighting allows the knight to make an attack against all adjacent targets at a -2 penalty when wielding a two-handed melee weapon. Specializing in this style removes the attack penalty.

Single Weapon gives the knight a +2 bonus to damage rolls when they wield a melee weapon in one hand and no other weapons. Specializing in this fighting style increases the critical threat by 1 (e.g. from 19-20 to 18-20).

Two-Weapon Fighting reduces the knight’s penalty for their main hand to 0 and the penalty to their off-hand to -2, instead of the usual -2/-4. Specializing in this fighting style reduces the penalty to 0 for off-hand attacks.

Weapon and Shield reduces the off-hand penalty for using shield maneuvers to -2 instead of the usual -4. Specializing in this style allows the knight to use shield maneuvers and retain their shield bonus to AC.

Second Wind

On their turn the Gauntlet Knight can use an action to gain 1d6 temporary hit points. The hit points expire at the end of the combat. The knight can use this feature once per day.

Cleave

At 2nd level Gauntlet Knights gain the ability to hack through foes that they have struck down in order to strike another foe within reach. If they deal enough damage to drop their foe they get an immediate extra melee attack against another target within reach. They cannot move before making this attack. The extra attack is with the same weapon and attack bonus that dropped the previous opponent. This ability may be used once per round.

Indomitable

At 9th level the Gauntlet Knight can reroll a failed saving throw. They must use the new roll. They can use this ability once per day.

Commanderie of the Sword

LevelXPHit DiceAtkAbilities
303d10+3Turn undead
412,0004d10+4Summon steed
524,0005d10+5Aura
645,0006d10+6
795,0007d10+7*Weapon specialization
8175,0008d10+8*
9350,0009d10+9*Spellcasting
10700,0009d10+2+10*
111,050,0009d10+4+11*Immunity
121,400,0009d10+6+12*
131,750,0009d10+8+13**
142,100,0009d10+10+14**
152,450,0009d10+12+15**
162,800,0009d10+14+16**

*Sword Knights can attack twice per round

**Sword Knights can attack three times per round

Ability Requirements: Strength 13, Dexterity 9, Constitution 13, Intelligence 9, Wisdom 13

Prime Requisites: Constitution, Wisdom

Nonweapon Proficiency Groups: General, Priest, and Warrior

Restrictions: Sword Knights take vows of chastity in addition to maintaining their vows of celibacy and poverty. They cannot engage in sexual relations.

Turn Undead

Sword Knights can turn and command undead as a cleric of two levels lower.

Summon Steed

At 4th level, Sword Knights can summon a gaunt to serve as a steed.

Aura

At 5th level, Sword Knights are surrounded by a 10-foot radius aura that imposes a -1 penalty to all attacks made by undead not bearing the symbol of the Order.

Weapon Specialization

At 7th level, the knight can spend weapon proficiency slots to specialize in a weapon or fighting style.

Spellcasting

At 9th level, Sword Knights gain the ability to cast divine spells. They have access to the spheres of combat, guardian, law, necromantic, and protection. Preparing spells takes 1 hour of uninterrupted prayer.

LevelCasting Level1st2nd3rd4th
91st1
102nd2
113rd21
124th32
135th321
146th332
157th4321
168th4332

Immunity

At 11th level, Sword Knights gain immunity to the special attacks of undead, such as a ghoul's paralysis or a vampire's energy drain.

Commanderie of the Lily

LevelXPHit DiceAttackAbilities
606d10+6Immune to fear, improved turning
77d10+7*Weapon specialization
88d10+8*Enhanced mount
99d10+9*Spellcasting
109d10+2+10*
119d10+4+11*Immunities
129d10+6+12*
139d10+8+13**
149d10+10+14**
159d10+12+15**
169d10+14+16**Armor phylactery
179d10+16+17**
189d10+18+18**
199d10+20+19***
209d10+22+20***

*Lily Knights can attack twice per round

**Lily Knights can attack three times per round

***Lily Knights can attack four times per round

Ability Requirements: Strength 15, Dexterity 12, Constitution 15, Intelligence 10, Wisdom 13

Prime Requisites: Constitution, Wisdom

Nonweapon Proficiency Groups: General, Priest, and Warrior

Restrictions: Knights of the Lily must be of lawful alignment. Knights of the Lily take a vow of silence in addition to maintaining their vows of celibacy, chastity, and poverty. They cannot speak unless ordered to do so by a superior.

Immune to Fear

Lily Knights are immune to fear effects.

Improved Turning

Lily knights turn and command undead as a cleric of equal level.

Weapon Specialization

At 7th level, the knight can spend weapon proficiency slots to specialize in a weapon or fighting style.

Enhanced Mount

At 8th level, the knight can enhance his gaunt, increasing its HD to 1/2 the knight's level.

Spellcasting

At 9th level, Lily Knights gain the ability to cast divine spells from the spheres of all, combat, guardian, law, necromantic, protection, war, and wards

LevelCasting Level1st2nd3rd4th5th6th*
91st1
102nd2
113rd21
124th32
135th321
146th332
157th4321
168th4332
179th44321
1810th44332
1911th544321
2012th544332

*Only available to knights with a Wisdom of 16 or higher

Immunities

At 11th level, Lily Knights gain immunity to the special attack of undead, such as a ghoul's paralysis or a vampire's energy drain.

Armor Phylactery

At 16th level, the bond the Lily Knight has with their armor is blessed by Death. If the knight dies while on the same plane as their armor, they rise as a Graveknight in 1d4 rounds.