Trinity Knight (Prestige Class)
The City of 7 Seraphs

Note: This content is from Lost Spheres Publishing and is not official Spheres content. It is intended to be used within the framework of the City of 7 Seraphs.

Warriors who train to blend their psychic potential and spiritual virtues with their combat style, the Eight Jeweled Orders each maintain a core of trinity knights. Leaders and specialists they find themselves involved in nearly any significant conflict that the Eternal Dawning spearheads.

Hit Dice: d10

Requirements: To qualify to become a Trinity Knight, a character must fulfill all of the following criteria:

  • Base attack bonus +5
  • Levels in three non-prestige classes, two of which must have the following abilities: the ability to cast 1st level spells from a single source, spherecasting CL 1st, essence pool of 3, or manifest 1st level powers.
  • Feat: Trinity Warrior (See Everlasting Dawn Feats)
  • Skills: Knowledge (martial, religion, or history) 5 ranks, Spellcraft 5 ranks
  • Special: Must be a member of the Everlasting Dawn

Class Skills: The trinity knight’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), and Spellcraft (Int).

Skills Points at Each Level: 2 + Int modifier

Class Features

Table: The Trinity Knight
Level Base Attack Bonus Fort Save Ref Save Will Save Special Aligned Class
1st +1 +1 +0 +1 path of the knight +1 level of lowest aligned class
2nd +2 +1 +1 +1 trinity combat +1 level of any 2 aligned classes
3rd +3 +2 +1 +2 path of the knight +1 level of any 2 aligned classes
4th +4 +2 +1 +2 +1 level of lowest aligned class
5th +5 +3 +2 +3 path of the knight +1 level of lowest aligned class
6th +6 +3 +2 +3 trinity mastery +1 level of any 2 aligned classes
7th +7 +4 +2 +4 path of the knight +1 level of any 2 aligned classes
8th +8 +4 +3 +4 +1 level of lowest aligned class
9th +9 +5 +3 +5 path of the knight +1 level of lowest aligned class
10th +10 +5 +3 +5 trinity strike +1 level of any 2 aligned classes

Weapon and Armor Proficiency

Trinity knights gain proficiency with martial weapons and light and medium armor.

Aligned Class (Ex)

Trinity knights are required to study different disciplines to fuse into one specific trinity state. They must select three of their non-prestige classes as aligned classes upon entering this prestige class. At the indicated levels, a trinity knight must choose an aligned class they belonged to before adding the prestige class to advance. They gain all the class features for one additional level of their aligned class as if they had gained a level in it. They gain the class features of an additional level of their lowest aligned class as indicated on the table above. They still retain the hit dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class.

Path of the Knight (Su)

At 1st level, a trinity knight can select one class to count trinity knight levels in for purposes of the following class features: proficiencySoM, initiator level, or enhanced mindblade. At 1st level and every odd level thereafter, the trinity knight may select one of the following: a blade skill, an extra combat talent for Spheres of MightSoM, or to progress stances and maneuvers known. Alternatively, the trinity knight may progress a cavalier order as though trinity knight levels were cavalier levels. Once this decision is made it may not be changed.

Trinity Combat (Su)

At 2nd level, a trinity knight learns to cast spells, activate supernatural abilities, veil powers, or manifest powers and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a ability that is being used. To use this ability, the trinity knight must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, they can make a single attack with his melee weapon at a –2 penalty and can also activate a power, spell, veil, or supernatural ability with an activation time of 1 standard action (any attack roll made as part of this power also takes this penalty). If they activate defensively, they can decide to take an additional penalty on their attack rolls, up to their caster or power modifier bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the power and its power points are wasted, but the melee attack still takes the penalty. A trinity knight can choose the order of attacks and activations.

Trinity Mastery (Ex)

At 6th level, a trinity knight may combine two swift actions to activate abilities from different classes as a single swift action. A trinity knight could switch martial stances and change essence investment, manifest a swift action spell and a swift action power, and so on. A trinity knight can only use trinity mastery once per day per point of their lowest mental ability modifier to a minimum of once per day.

Trinity Strike (Su)

At 10th level, the trinity knight can make a trinity strike. When doing so, they perform an attack action or initiate a strike normally requiring a standard action, while also casting, manifesting, or activating any combination of two spells, powers, or supernatural abilities (that cannot be maneuvers) against a single target (regardless of normal area-of-effect) they hit from the attack action or initiated strike maneuver.

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