Aestivic Knight (Paladin Archetype)

Aestivic knights are the elite cavalry of the Summer Kingdom. Expert warriors and trained in arcane magic, they protect the Summer Kingdom and see to it that no evil enters there in. The Aestivic knights also patrol and search for those who violate the laws of the Summer Kingdom, and bring them to justice.

Class Features
The Aestivic knight has the following class features.

Alignment: The Aestivic knight must be lawful good or lawful neutral. This alters the paladin’s alignment restriction.

Detect Alignment (Sp): At will, an Aestivic knight can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. This ability otherwise functions as and replaces detect evil.

Great Renowned (Su): At 2nd level, an Aestivic knight can use her words to influence one or more creatures to trust and react favorably toward the Aestivic knight. Each day she can use this ability a number of times equal to her paladin level plus her Charisma modifier. As an immediate action, an Aestivic knight adds half her class level (minimum 1) to all Diplomacy and Intimidate checks. If the check is successful, the creatures become fascinated with her. Each creature must be within 90 feet, able to see and hear the Aestivic knight, and capable of paying attention to her. The Aestivic knight must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents the ability from working. At 4th level and for every three levels an Aestivic knight has attained beyond 4th, she can target one additional creature with this ability.

An Aestivic knight is trained in addressing large crowds and giving speeches in populated areas. If the Aestivic knight is in a settlement with a total population of 1,000 or fewer people, the modifier to her Diplomacy and Intimidate checks is +1. As she gains levels, she can influence more and more creatures. At 5th level, when she is within a settlement with a total population of 5,000 or fewer people, the modifier on Diplomacy and Intimidate checks is +2. At 9th level, when she is within a settlement with a total population of up to 25,000 people, the modifier on Diplomacy and Intimidate checks is +3. At 13th level, when she is within a settlement with a total population of up to 100,000 people, the modifier to Diplomacy and Intimidate is +4. At 17th level and above, the Aestivic knight’s renown has spread far, and most civilized folk know of him (GM’s discretion); the Aestivic knight’s modifier on Diplomacy and Intimidate checks is +5. This ability replaces lay on hands.

Gather Crowd (Su): At 4th level, an Aestivic knight can spend two uses of her great renowned ability to draw an audience to her position. If she is in a settlement or populated area, she can shout, blow a horn, or otherwise make herself noticed in order to attract an audience to her impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the Aestivic knight’s class level × the result of the Diplomacy check. The crowd gathers over the next 1d10 rounds. If the Aestivic knight fails to engage the crowd, it disperses over the next 1d10 rounds. This ability replaces channel positive energy.

Arcane Knight: At 4th level, an Aestivic knight’s extensive combat and spell training allows her to cast Aestivic knight spells while wearing heavy armor, light armor, or medium armor, and using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. She also gains Eschew Materials as a bonus feat.

Spellcasting: Beginning at 4th level, an Aestivic knight gains the ability to cast a small number of arcane spells which are drawn from the paladin spell list and adds the following spells at the indicated spell levels to that list: 1st level–burning hands, comprehend languages, feather fall, forced quiet, identify, mount, see alignment, sleep; 2nd level–arcane disruption, burning gaze, daze monster, detect thoughts, flaming sphere, protection from arrows, see invisibility; 3rd level–arcane sight, armor lock, aura sight, deep slumber, elemental aura (fire only), flame arrow, hold person, pierce disguise, tongues; 4th level–daze monster (mass), dimensional anchor, flaming sphere (greater), globe of invulnerability (lesser), hold monster, spellcrash (lesser), wall of fire.

To learn or cast a spell, an Aestivic knight must have a Charisma score equal to at least 10 + the spell level. She can cast spells she knows without preparing them ahead of time. The saving throw DC against an Aestivic knight's spell is 10 + the spell level + the Aestivic knight's Charisma modifier.

Like other spellcasters, an Aestivic knight can cast only a certain number of spells of each level per day. Her base daily spell allotment is given on Table: Aestivic Knight. In addition, she receives bonus spells per day if she has a high Charisma score. The Aestivic knight does not need to prepare these spells in advance; she can cast any spell she knows at any time, assuming she hasn't yet used up her allotment of spells per day for the spell's level.

The Aestivic knight's selection of spells is limited. At 4th level, an Aestivic knight knows two 1st-level spells of her choice. An Aestivic knight gains more spells as she increases in level, as indicated on Table: Aestivic Knight Spells Known. Unlike spells per day, the number of spells an Aestivic knight knows is not affected by her Charisma score.

An Aestivic knight must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. Through 3rd level, an Aestivic knight has no caster level. At 4th level and higher, her caster level is equal to her Aestivic knight level –3. This alters the paladin’s spellcasting ability.

Divine Bond (Su): This is exactly like the paladin’s divine bond ability, except that the Aestivic knight must choose to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is always a firemare (see Horse, Firemare or Pony, Firemare) and has the base statistics of a heavy horse (for a Medium Aestivic knight) or a pony (for a Small Aestivic knight). It also gains additional abilities as described in the Firemare description. This mount functions as a druid's animal companion, using the Aestivic knight's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, an Aestivic knight may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the Aestivic knight's level. The mount immediately appears adjacent to the Aestivic knight. An Aestivic knight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, an Aestivic knight's mount gains spell resistance equal to the Aestivic knight's level + 11.

Should the Aestivic knight's mount die, the Aestivic knight may not summon another mount for 30 days or until she gains an Aestivic knight level, whichever comes first. During this 30-day period, the Aestivic knight takes a –1 penalty on attack and weapon damage rolls.

Discern Lies (Sp): At 6th level, an Aestivic knight can discern lies, as per the spell, for a number of rounds per day equal to her paladin level. These rounds do not need to be consecutive. Activating this ability is an immediate action. This ability replaces the mercy gained at 3rd level and 6th level.

Shroud of Fire (Su): At 8th level, an Aestivic knight gains fire resistance 10. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fire-based spells and effects. This ability functions only while the Aestivic knight is conscious, not if she is unconscious or dead. This ability replaces aura of resolve.

Eye of Truth (Sp): At 9th level, an Aestivic knight can spend two uses of her great renowned ability to cast detect thoughts. This ability replaces the mercy gained at 9th level.

Word of Truth (Sp): At 12th level, an Aestivic knight can spend three uses of her great renowned ability to cast hold monster. This ability replaces the mercy gained at 12th level.

Mind of Truth (Sp): At 15th level, an Aestivic knight can spend four uses of her great renowned ability to cast dominate person. This ability replaces the mercy gained at 15th level.

Greater Word of Truth (Sp): At 18th level, an Aestivic knight can spend five uses of her great renowned ability to cast mass hold monster. This ability replaces the mercy gained at 18th level.


Table: Aestivic Knight
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
1st
+1
+2
+0
+2
Aura of good, detect alignment, smite evil 1/day




2nd
+2
+3
+0
+3
Divine grace, great renowned




3rd
+3
+3
+1
+3
Aura of courage, divine health




4th
+4
+4
+1
+4
Arcane knight, gather crowd, smite evil 2/day
0



5th
+5
+4
+1
+4
Divine bond
1



6th
+6/+1
+5
+2
+5
Discern lies
1



7th
+7/+2
+5
+2
+5
Smite evil 3/day
1
0


8th
+8/+3
+6
+2
+6
Shroud of fire
1
1


9th
+9/+4
+6
+3
+6
Eye of truth
2
1


10th
+10/+5
+7
+3
+7
Smite evil 4/day
2
1
0

11th
+11/+6/+1
+7
+3
+7
Aura of justice
2
1
1

12th
+12/+7/+2
+8
+4
+8
Word of truth
2
2
1

13th
+13/+8/+3
+8
+4
+8
Smite evil 5/day
3
2
1
0
14th
+14/+9/+4
+9
+4
+9
Aura of faith
3
2
1
1
15th
+15/+10/+5
+9
+5
+9
Mind of truth
3
2
2
1
16th
+16/+11/+6/+1
+10
+5
+10
Smite evil 6/day
3
3
2
1
17th
+17/+12/+7/+2
+10
+5
+10
Aura of righteousness
4
3
2
1
18th
+18/+13/+8/+3
+11
+6
+11
Greater word of truth
4
3
2
2
19th
+19/+14/+9/+4
+11
+6
+11
Smite evil 7/day
4
3
3
2
20th
+20/+15/+10/+5
+12
+6
+12
Holy champion
4
4
3
3