Ljosalfr Knight

Ljosalfr_Archer.jpg

Name: Ljosalfar Knight
Size/Type: Medium Alfr
Hit Dice: 7d8 (30 hp)
Wound: 7
Initiative: +3
Speed: 25 feet (5 hexes) [30 feet (6 hexes) when not wielding a shield]
Armor Class: 25 (+3 Dex, +8 armor, +4 shield), touch 13, flat-footed 22
BAB/Grapple: +7/+9
Attack: Sword +10 melee (1d8+3) or Longbow +10 ranged (1d8+3)
Full Attack: Sword +8/+8 melee or Longbow +8/+8 ranged or Sword +8 melee and Longbow +8 ranged
Space/Reach: 1 hex wide/1 hex
Special Attacks: Courtly Magic, Knightly Training, Proficiencies
Special Qualities: Creature of Light, DR 6/piercing, DR 10/iron, Energy Resistance 6 (cold [Summer] or fire [Winter]), Iron Revulsion, Proficiencies, Superior Senses
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 14, Dex 16, Con 11, Int 17, Wis 15, Cha 18
Skills: Alchemy +13, Disguise +13, Escape Artist +13, Heal +13, Hide +13, Listen +13, Move Silently +13, Search +13, Sleight of Hand +13, Spot +13, Survival +13, Tumble +13
Proficiencies: Expert Upper Worlds, Master Medium Armor, Master Mobile Fighting, Master Projectile Weapons, Expert Heavy Armor, Expert Kite Shield, Expert Light Armor, Expert Swords, Basic Nature, Basic Runes, Basic Sagas, Basic Traditions, Basic Scribe
Feats: Combat Reflexes, Precise Shot, Quick Draw, Ranged Pin
Challenge Rating: 8
Treasure: 2150 sp worth of equipment

The most successful warriors among the ljosalfar of the Summer and Winter Courts are inducted into a prestigious knightly order and placed in command over other warriors and sent on the missions of greatest import to the courts. Ljosalfr warriors of similar prowess exist in the Wild Court, but they remain free agents rather than organizing themselves into a single order.

Ljosalfr knights are specimens of physical perfection, having the features of the most distinguished jarl and the body of a warrior in the prime of his life. They are never seen without their armor and shields covered with the heraldry of their courts, and most of their days are spent conducting war games, composing poetry, exploring the natural world, or pursuing whatever other pursuits or passions they may have.

Combat
Ljosalfr knights are well-rounded combatants, having some martial training, some magical training, a good number of skills, and a good number of proficiencies. Their magic and maneuvers are limited and take time to use, however (which is not usually an issue, as even “ambushes” in ljosalfar war games are highly formalized and can be scheduled days or weeks in advance), so they prefer skirmishing in and out of combat in short bursts and only engage in protracted combats when they feel absolutely in control of the situation.

Courtly Magic: Ljosalfr knights have a caster level equal to their hit dice. Additionally, they can cast all spells of 4th level or lower from three rune pairs, though they have no spell slots and cannot prepare spells. Summer Knights cast spells from the Hearth, Honor, and Light rune pairs, and Winter Knights cast spells from the Cycles, Fortune, and Light rune pairs.

Creature of Light: Ljosalfr knights are immune to blinding and any light-based effects, and any such effects they use themselves gain a +2 bonus to their caster level and any save DC they may possess.

Iron Revulsion: Attacks made against ljosalfr knights with iron or steel weapons are made as if with a bane weapon, gaining +2 to attack and +2d6+2 damage, and when struck by an iron or steel weapon a ljosalfr knight must make a Fortitude save (DC 10 + 1/2 attacker’s base attack bonus + attacker’s Strength modifier) or be sickened for 1d4+1 rounds; a successful called shot or critical hit forces the same save, but the ljosalfr is sickened on a successful save or nauseated on a failed save for the same duration. Ljosalfr knights automatically fail wound saves made against wounds inflicted by iron weapons.

Knightly Training: Ljosalfr knights have a base attack bonus and an initiator level equal to their hit dice. Additionally, they know one maneuver each of 1st, 2nd, 3rd, and 4th level and one stance of 3rd level, chosen from the disciplines of Devoted Spirit and either Diamond Mind (for Summer Knights) or Iron Heart (for Winter Knights); they regain their maneuvers as a warblade. Summer Knights typically learn Sapphire Nightmare Blade, Foehammer, Insightful Strike, Pearl of Black Doubt, and Entangling Strike, while Winter Knights typically learn Steel Wind, Wall of Blades, Iron Heart Surge, Thicket of Blades, and Mithral Tornado.

Proficiencies: A ljosalfr knight gains the following benefits from his proficiencies:

  • Concealment against ranged attacks against which they can apply their shield bonus.
  • After scoring a critical hit, makes a successful called shot, or wounds a creature with a sword, the target begins bleeding for 2 points of damage per round.
  • Can take a second 5-foot step and change his facing when taking a 5-foot step.
  • Can move before and after each attack and can change his facing twice during a charge.
  • Projectile weapons have a maximum range of 10 range increments.
  • Ignore cover or reduce improved cover to normal cover when a target is farther than one range increment away.
  • Double the attack or damage bonus from being in a fighting stance.
  • Move: aim for +2 attack and +1d8 damage with a ranged attack and count the target as one range increment closer when beneficial.

Superior Senses: Ljosalfr knights possess superior low-light vision, can take 15 on Empathy and Perception checks instead of taking 10, can always identify their elevation and the cardinal direction they are facing, and automatically roll 20s on Survival checks to avoid getting lost and to track creatures (and they can follow tracks with DCs above 10 even if they lack the Track feat).

Treasure
Ljosalfr knights carry equipment that appears to be made of iron or steel, though it actually is not, due to the ljosalfar aversion to ferrous metals. Instead, such equipment is made but of a material known as alfurjarn or “elf-iron,” a light but incredibly strong metal similar to both iron and silver whose exact properties are unknown.

Equipment: Every knight, regardless of court, wears armor of fine chain links covered in a long flowing linen tabard and decorated with elaborate pauldrons and bracers [Medium Mail armor, 800 sp] and carries a beautiful rune-inscribed and slightly curved sword [Small Martial weapon, Icelandsk origin, Swords group, Finesse quality, 720 sp], a tall shield emblazoned with symbols denoting their court, allegiance, and notable deeds [Kite Shield, Hide construction, Alfur origin, 350 sp], and a longbow of specially-grown elm wood [Medium Martial weapon, Éireannaigh origin, Projectile group, Finesse quality, 240 sp], all constructed individually for each knight by the most skilled dvergr smiths.

Each knight also wears a brooch, signet ring, or other piece of intricate jewelry, worth 300 silver pennies for its physical value alone; if these pieces of jewelry have any magical powers or political meaning to other ljosalfar, such significance has not yet been discovered by mortals, as none have yet proven capable of defeating a ljosalfr knight in order to claim it.

Ljosalfr Knight

Saga of the Northlands PsychicTheurge