Sovereign Guard
(Sub Class of Knight)
"To Live by my Loyalty to My Sovereign...Forsaking all else,
I offer my sword and my Life. So do I swear before the Gods."- Sir Raphael Lecuyer.
Established in year 2402 Tripudium (Age of Dance), after the child ruler Wilhelmine took the throne and married; this order was created by Wilhelmine’s husband, Sovereign Lithluanson following the deaths of both Wilhelmine’s parents and her elder brother, Sovereign Rhiasart. The Sovereign Guard is the military unit charged with ensuring the safety of the royal family in times of peace, crisis, and war.
To ascend to Sovereign Guard from Knighthood one had to be Ellearn. This would not be changed until year 3365 Lilia (Age of Lilies,) by Sovereign Joscelin I, to allow all with Ellearn descent, which included Fefinol (Half Bloods) and Le'lis, to become Sovereign Guard. Humans did not become part of the Sovereign Guard until 3378 Judicium (Age of Judgement,) under Sovereign Peter. However, the tradition that the Officer rank was only open to Ellearns remained. This meant that although those of Ellearn descent and humans both, could become part of the Sovereign Guard, they could never make Commandant or Lieutenant.
The terms of service are life, and most Sovereign Guard remain single, never marrying, as ensuring the safety of the royal family is all-encompassing. It is never required of a person to serve in such a manner, and most remain Knights, alone. Those who become Sovereign Guard do so of their own will. Be strong in your loyalties and loving in your devotion, honour your brethren and your liege. It is considered a thankless profession, besides knowing the Sovereign will rule another day. It is often said that knowing the royal family is safe, is thanks enough. The duties of the Sovereign Guard are plenty, and the knowledge they have garnered over years of study is rivaled only by scholars.
As of 3394 Judicium, it is said that any Sovereign Guard who did not perish in defense of High King Peter and Queen Elaina have either killed themselves or have gone into hiding due to their shame.
Requirements:
Alignment: Lawful
Take the following Oath: "I vow to faithfully, honestly and honourably serve the reigning Sovereign [name of Sovereign] and their legitimate successors of Camar'a, and to dedicate myself to them with all my strength, ready to sacrifice, should it become necessary, even my own life for them. Furthermore, I pledge to the Commandant and all my superiors respect, fidelity, and obedience. I swear to abide by all the requirements and dignity of my rank."
Abilities:
- Strength & Constitution: Their Oath puts them in frontline combat or protecting another. Strength and Constitution are both important to
Sovereign Guard in order to deal and withstand damage in melee.
- Charisma: Charisma bonus affects all Knight's challenge abilities.
- Intelligence: Intelligence reflects years of study and the many skills a Sovereign Guard has as Class Skills.
Class Features
Skill points: (4 + Intelligence modifier) x 4
4 + Intelligence modifier per level.
Weapon proficiency: Proficient with all simple and martial weapons,
Armor: All types of armor (heavy, medium, and light), and all shields
Known Skills: Climb (Str), Diplomacy (Cha), Gathering Information (Cha), Handle Animal (Wis), Intimidate (Wis or Str), Jump (Str), Knowledge (Geography), Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Religion), Knowledge (Military) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str)
Hit Die: D12
Code of Chivalry:
(Knight's Code)
* To fear The Gods and maintain their temples.
* To serve thy liege lord in valour and faith.
* To protect the weak and defenceless.
* To live by honour and for glory.
* To fight for the welfare of all.
* To stop unfairness, meanness and deceit.
* At all times to speak the truth.
* To persevere to the end in any action begun.
* Never to refuse a challenge from an equal.
* Never to turn the back upon a foe.
The Code focuses on honour and does not allow the following:
*A Knight does not gain the +2 bonus on attack rolls when flanking,
however, allies still do. Taking this bonus violates your code.
*A Knight never strikes foes that are tripped, grappled, disarmed,
blinded, stunned in any way flat-footed. Including attacks of Opportunity.
*A Knight never deals lethal damage to a helpless foe. You can
strike such a foe but only with non-lethal/subdual damage.
If you violate any part of this code, you lose one of your challenge abilities for the day, even when they are not available to be violated. You take -2 penalty on all attack rolls and saves for the rest of the day. Your betrayal of the code of conduct undermines your foundation of confidence and the honour that drives you forward. But it must be remembered that in your pursuit of glory and chivalry to not force your views on others. You might chide a rogue for sneaking but you recognize (and are able to feel a little smug about it) that the reality is that not everyone is fit to follow the Knight's and Sovereign Guard's path.
Knight's Challenge:
Starting at 1st level, a Sovereign Guard gains the power to call out a foe and gain various advantages in combat. The subject of the challenge must meet certain requirements as noted in the class description.
As the Sovereign Guard gains levels in the class, these advantages become more potent. The Sovereign Guard can use this ability a number of times per day equal to half her Sovereign Guard's class level + her Charisma bonus (minimum once per day). Each of the effects described below consumes one daily use of the Sovereign Guard's challenge ability.
Fighting Challenge: At 1st level, a Sovereign Guard can issue a fighting challenge against a single foe as a swift action. The Sovereign Guard gets a boost from the challenge and gains a +1 morale bonus on Will saves and a +1 morale bonus on attack and damage rolls against the challenged foe. If the foe defeats the Sovereign Guard (by reducing her to 0 hit points or less), the Sovereign Guard loses two uses of her Sovereign Guard's challenge ability because of the blow to her ego. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). This ability can be used more than once in the same combat, and if the first foe is defeated or fled this ability can be used on another foe, but only after the original target is gone. At 7th level, the bonus from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.
Test of Mettle: Starting at 4th level, a Sovereign Guard can shout a challenge to all enemies. This is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 10 + 1/2 Sovereign Guard level + the Sovereign Guard's Cha modifier). Creatures that fail this save are forced to attack the Sovereign Guard with their ranged or melee attacks (or spells or special attacks) in preference over other available targets. Using this power is a swift action. If the Sovereign Guard is reduced to 0 or fewer hit points by any opponent forced to attack her through this ability, she experiences a burst of confidence (from facing a slew of foes) and additional use of her Sovereign Guard's challenge ability for the current day, but only one. The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
Call to Battle: Starting at 8th level, a Sovereign Guard makes herself an inspiring figure to an ally. As a swift action, the knight grants one ally an extra save against a fear effect (after failing the initial save against the effect). The ally gains a bonus on the extra save equal to the Sovereign Guard's Charisma bonus (if any). If the second save succeeds, the ally gains the benefits of a successful save against the fear effect.
Daunting Challenge: Starting at 12th level, a Sovereign Guard can call out to opponents striking fear into their hearts. Like a test of mettle, this is a general challenge to all foes within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand your language of some sort and have an intelligence score of 5 or more. Affected creatures must make Will saves (DC 10 + 1/2 knight level + the Sovereign Guard's Cha modifier). Creatures that fail this save are shaken.
Bonus Feats: At 2nd level, a Sovereign Guard gets a bonus combat-oriented feat. The fighter gains an additional bonus feat at level 5, level 10 and level 15. These bonus feats must be drawn from the feats noted as fighter bonus feats. A Sovereign Guard must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Oath of Wrath: Once per day, the Sovereign Guard can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the Sovereign Guard has a +2 morale bonus on melee attack rolls, weapon damage rolls, saves, and skill checks made against the challenged target. The effect is negated immediately if the knight makes an attack or casts a spell targeted at any creature except the challenged opponent or if the knight uses a full-round action to move away from the challenged opponent. The Sovereign Guard may not gain the benefits of Oath of Wrath against more than one opponent at any time.
Armour Mastery (Medium): When in medium armour and with light encumbrance, you only suffer the restrictions associated with light armour. This lets you move at full speed, use Evasion, Tumble, sleep in armour and other similar tasks while in medium armour.
Vigilant Defender: At 5th level, a Sovereign Guard will stand their ground against all enemies, warding a spot where you make your stand to prevent foes slipping past or attacking those you are protecting. If a foe tries to use the Tumble skill to move through the space the knight occupies or through the space the knight threatens without provoking an attack of opportunity, the DC for the tumble check increases by an amount equal to the knight's class level.
Shield Ally: Starting at 6th level, a Sovereign Guard can protect an adjacent ally from damage absorbing the damage from a single attack directed against that ally. The Sovereign Guard designates the ally to be protected as an immediate action. If the ally is subjected to a physical attack (melee or ranged) before the Sovereign Guard's next turn, the Sovereign Guard can absorb half the damage (if any) from the attack. The ally takes the other half of the damage.
Armour Mastery (Heavy): When in heavy armour and with light encumbrance, you only suffer the restrictions associated with light armour. This lets you move at full speed, use Evasion, Tumble, sleep in armour and other similar tasks while in heavy armour.
Defensive Stance: At the start of any turn when the Sovereign Guard is within 5 feet of an adjacent ally that has fewer Hit points than the Guard does, they can transfer up to 3 points of AC to the adjacent ally (making their own AC lower by the same amount).
Improved Shield Ally: At 14th level, a Sovereign Guard can absorb all the damage the protected ally takes from a physical attack once per round, and can continue to take half the damage from another adjacent ally.
Bond of Loyalty: Starting at 16th level, a Sovereign Guard gains a bond of loyalty. This allows the Sovereign Guard to attempt a second saving throw if he fails a saving throw against any mind-affecting attack or effect. If the second save succeeds, the Sovereign Guard gains the benefits of a successful save against the mind-affecting effect. Using this power is a free action.
Impetuous Endurance: Starting at 17th level, a Sovereign Guard can push their fighting spirit beyond the normal limits of endurance. The Sovereign Guard does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to meet or exceed the save's DC.
Retributive Attack: If an ally is rendered unconscious or helpless you can do a retributive attack against the opponent that downed your ally to protect them. This adds your Strength modifier to attack bonus and +10 damage.
Loyal Beyond Death: Starting at 20th level, a knight becomes loyal beyond death. As a free action, he can act for the number of rounds equal to his available Knight's Challenges even when reduced to -10 hit points or less, provided that his body remains more or less intact. If you receive healing that leaves you with more than -10 hit points you survive and/or fall unconscious when appropriate. Otherwise, death overtakes you when you run out of uses of your Knight's Challenge abilities per day.
All Original names and references to the story they are from are Copyright of Nathanial Royale.