The Star-Sworn Knight
The songs sing; they sing Fate, to be exact.
What man would refuse a chance to listen to that beautiful song? It would be a blasphemous occurrence to stop up one's ears, and yet most people are born with stopped-up ears.
Of course, there are ways to remove such plugs...
Why does anyone adventure? The stars sing differently from place to place, so merely the travel is a thing of wonder; and, well, combat is accompanied by the most wondrous choir you could possibly imagine.
Star-Sworn Knights have a wondrous ability to warp the fates of others to their will; whether granting freedom from the ties that bind an allies hands, or causing the enemies bodies to bleed, they mix this alteration of fate with martial prowess.
Why, an at all, of course; the stars themselves care little for such trifles as alignment.
The stars are religion enough; a God of Fate could be worshiped, but they are a poor substitute.
Somehow, their ears became freed of all blockage from the celestial chorus, and truly heard for the first time in their lives.
And it was wondrous.
Any race that can see the heavens can follow this path; dwarves, admittedly, rarely take this path, as they live beneath the earth, away from the beauteous stars.
Everything has its place, and everyplace has the one thing that fits it. The Star-Sworn Knight does what it does, and everyone else does what they need to do.
A Star-Sworn Knight is primarily a mid-line fighter, buffing allies and debuffing foes before entering into combat itself.
Perhaps they have simply learned Truenaming through a different tradition, or are blessed by some deity of something. I don't know, you tell me.
GAME RULE INFORMATION
Star-Sworn Knights have the following game statistics.
Charisma is pretty darn important; other than that, don't neglect theit physical ability scores.
The Star-Sworn Knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (astronomy/dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis) Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level:
(6 + Int modifier) x 4
Skill Points at Each Additional Level:
6 + Int modifier
THE STAR-SWORN KNIGHT
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Songs Known||Songs Attuned|
|Chorist of the Heavens, Dream of Concordance||1||1|
|Guarded by the Stars||2||2|
|Virtuoso of Stars (1)||3||2|
|Dream of Concordance||4||3|
|Question the Skies 1/day||5||3|
|Virtuoso of Stars (2)||5||4|
|Dream of Concordance||6||4|
|Question the Skies 2/day||7||5|
|Virtuoso of Stars (3)||8||5|
|Dream of Concordance||8||6|
|Question the Skies 3/day||9||6|
|Virtuoso of Stars (4)||10||7|
|Dream of Concordance||11||7|
|Question the Skies 4/day||11||8|
|Virtuoso of Stars (5)||12||8|
|Dream of Concordance||13||9|
|Question the Skies 5/day||14||9|
|Virtuoso of Stars (6)||14||10|
|Dream of Concordance||15||10|
|Ascendant Embodiment of the Stellar Choir||16||11|
All of the following are class features of the Star-Sworn Knight.
Weapon and Armor Proficiencies:
A Star-Sworn Knight is proficient in all simple and martial weapons, as well as all light and medium armor; they are also proficient in all shields, except for tower shields.
Chorist of the Heavens (Su):
A Star-Sworn Knight has given their lives over to the stars and the music of the crystal spheres; as such, they may manipulate that "music" through their voices or footsteps.
At every level other than 6th, 10th, 14th, and 18th a Star-Sworn Knight learns a Song. However, they do not always have access to their Songs to use, and must first Attune to their songs. In their first two levels they learn two Songs, and the ability to Attune to two Songs, but from then on they may only Attune to a number of additional Songs for every two levels beyond 2nd. Their Songs are drawn from the Lexicon of the Evolving Mind, and otherwise function as Utterances (excepting, of course, the Truenaming check, and the Laws)
To Attune to their Songs, a Star-Sworn Knight must spend 10 minutes under the open skies listening to the music that threads its way through the heavens; as such, they need to have relative silence in the area while doing so. Alternatively, if they take three times the time necessary to normally Attune their Songs, they may Attune their Songs without needing a view of the sky.
Using a Song requires a Move action to begin, and then a Swift action is required to sustain the song, for a number of rounds up to 1/2 the Star-Sworn Knight's level (minimum 1). After the Song has finished in any way, the Star-Sworn Knight receives a number of points of Dissonance equal to 1/2 the number of rounds spent performing the song (minimum 1). The effects of the song remain for one round, plus an additional round at 5th, 10th, 15th, and 20th levels, after the Star-Sworn Knight finishes the song.
To perform a Song, the Star-Sworn Knight is required to make a Concordance check (1d20+Star-Sworn Knight level+Wisdom modifier); when they do so, they must choose whether to sing in harmony with the music of the Spheres or to use it as a guide for a dance. This choice determines whether or not the Song has a Verbal or Somatic component; if the Song has a Somatic component, they are affected by ASF.
A Star-Sworn Knight's Dissonance pool is set to 0 at Midnight; this only occurs if the Star-Sworn Knight has been asleep for at least one hour before midnight if they are below the open sky, or 3 hours if wherever they are sleeping does not have a direct view of the sky.
Dream of Concordance (Ex):
A Star-Sworn Knight knows enough about the structure of the celestial music to use it to create a change in themselves, as well.
Each time the Star-Sworn Knight gains this class feature they may select one of the following abilities:
-Aria of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Armor Class equal to +2, with an additional +1 bonus for every 3 levels after 1st they have in this class.Guarded by the Stars (Su):
-Canticle of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Damage Rolls equal to +1, with an additional +1 bonus for every 2 levels after 1st they have in this class.
-Cantata of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Attack Rolls equal to +1, with an additional +1 bonus for every 3 levels after 1st they have in this class.
-Rhymes of Heaven: The Star-Sworn Knight learns a single Fundamental of Shadow, Cantrip, or Orison as a Rhyme. This ability may be selected multiple times.
-Bonus Feat: The Star-Sworn Knight may choose any Fighter Bonus Feat or Luck feat as a Bonus Feat.
The stars guard their own; and a Star-Sworn Knight has managed to enter that elite group.
A Star-Sworn Knight of at least 2nd level adds their Wisdom Modifier to any two out of the three Saves; they may change this selection as a free action once per round, which may be performed during another creature's action.
In addition, the Star-Sworn Knight may, as an Immediate Action, forgo the use of this ability for the next minute to allow a Will Save to ignore the effects of any spell or spell-like ability that would affect them that they wouldn't normally receive a saving throw against.
Virtuoso of Stars (Su):
A Star-Sworn Knight oftentimes will need to use their Songs in ways that they were not entirely designed for.
A Star-Sworn Knight of at least 3rd level gains a number of Virtuoso points equal to the amount indicated on the table above plus their Wisdom Modifier. They may spend a Virtuoso Point for one of the following benefits:
-Extension: A Star-Sworn Knight may spend a Virtuoso Point to cause the current round of the currently active Song to not count against the maximum duration of the Song itself; in addition, they do not need to use a Swift action to sustain the Song for that round. If they somehow have multiple Songs active, this benefit only applies to one of the Songs.
-Rapidity: A Star-Sworn Knight may spend a Virtuoso Point when activating a new song to have it take a Swift action to begin, rather than a Move action.
-Find the Pitch: A Star-Sworn Knight may spend any number of Virtuoso Points to remove an equal amount of Dissonance.
They regain one Virtuoso point whenever they enter an encounter, and regain a number of Virtuoso Points equal to their Wisdom Modifier whenever they spend the time to Attune their Songs.
Question the Sky (Sp):
A Star-Sworn Knight has a unique connection to the stars; this allows them to be privy to information that would be inaccessible to others.
A number of times per day as indicated by the table above, a Star-Sworn Knight of at least 5th level may use Augury
as a Spell-like ability.
Ascendant Embodiment of the Stellar Choir (Ex):
A Star-Sworn Knight slowly climbs the ladders of the heavens, until they finally learn the final secret: the method of becoming a star.
At 20th level, a Star-Sworn Knight's type changes to being an Outsider with the [Native] and [Void] subtypes; do not recalculate their hit points, saves, or BAB.
In addition, they may expend every daily use of Question the Sky simultaneously to use Contact Other Plane
as a Spell-Like ability, in a ritual that takes 10 minutes to perform.
Finally, they may discard their mortal forms temporarily, becoming star-stuff, for a moment. For a number of minutes per week equal to their Wisdom Modifier, split up as they wish, a Star-Sworn Knight gains the following traits:
-They become Incorporeal; in addition, whatever weapons they wield gain the Ghost-Touch property.
-They shed light as a Daylight spell in a 50 ft radius; this light is visible from up to 20 miles away, as long as nothing impedes line of sight.
-Fly speed 200 ft (Perfect).
-Their weapons deal Dessication damage instead of their normal damage type, due to the extremes of temperature present; anything destroyed by their weaponry is reduced to ash.
-Luck feats and other abilities that grant rerolls or automatic successes on a check do not function within the radius of the Daylight effect.
It takes 1 full minute to enter this state; once they exit this state, they are sickened until they sleep for 8 hours.