Knight of the Weave
(Champions of Valor variant, p. 111)
Over a dozen deities have worshipers who are paladins, promoting law and good across Faerûn, but it is the Weave itself that empowers and strengthens the Knights of the Weave. Distinct from the worship of Mystra, members of this mystic order of sacred defenders cherish the Weave like a fine wine, knowing that its existence enriches all of Faerûn. They drink deeply of its power, use that energy to extend its reach, and utterly smash those who would hurt the object of their love. Their power comes from pure magic, and unlike typical paladins, their power is arcane rather than divine. Over time they become imbued with the power of the Weave, capable of unleashing magic in its raw form.
Alignment: Any non-evil
Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells.
Oath to the Weave: A knight must swear to defend the Weave at all costs, sacrificing his own life to preserve it if necessary.
Special: Cannot be a Shadow Weave user.
2 + Int
Detect Magic (Sp): At 1st level, you gain the ability to use detect magic at will.
Read Magic (Sp): At 1st level, you gain the ability to use read magic at will.
Spellcasting: Knights of the Weave cast arcane spells like a sorcerer (you use your Charisma score to determine bonus spells per day, save DCs, and so on). Refer to Table 4—3 to determine your spells known and spells per day. You incur the normal arcane spell failure chance for wearing armor (but see Armored Caster, below). Your caster level for your knight spells is equal to your knight class level plus any other arcane caster levels you may have.
This class's spellcasting progression allows you to quickly approach the highest-level spells available to a single-class spellcaster of your character level, but you will always know fewer spells and be able to cast fewer spells per day than a single-class spellcaster.
Armored Caster (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). At 2nd level, you become more attuned to the Weave and can cast your arcane spells while wearing light armor without incurring the normal arcane spell failure chance. If you wear medium or heavy armor or carry a shield, you incur an arcane spell failure chance if the spell has a somatic component.
At 8th level and higher, you can cast your arcane spells in light or medium armor without incurring arcane spell failure. Casting in heavy armor or with a shield still incurs the normal arcane spell failure chance.
Fast Metamagic (Ex): At 4th level you become able to channel extra magic into an arcane spell to employ metamagic feats more efficiently. When spontaneously casting an arcane spell (such as a sorcerer spell or a knight spell) with one or more metamagic effects applied to it, you can expend an extra spell slot to cast the spell without increasing its casting time (as normal for applying metamagic to a spontaneously cast spell). The extra spell slot must equal or exceed the spell slot used to cast the metamagic-affected spell, but need not be from the same spellcasting class.
For example, if you wanted to apply your Silent Spell metamagic feat to a magic missile spell, you would normally cast the spell as a full-round action. If you expended an extra spell slot of 2nd level or higher, you could cast the silent magic missile as a standard action instead. You could even quicken the magic missile spell, but you would have to expend a 5th-level or higher spell slot.
This ability doesn't let you apply a metamagic effect if you don't already have the appropriate feat.
Spellfire (Su): While you are not a natural user of spellfire, your connection to the Weave gives you a limited ability to channel raw magical energy as if you were born with this talent. You cannot absorb spells targeted at you, nor can you store spellfire energy for later use, but you can use your own arcane spell energy to heal (or later, to blast).
Starting at 6th level, you can convert your available arcane spells (from any class) to healing spellfire. You can convert a single arcane spell slot or prepared arcane spell as a standard action to heal a target by touch, restoring 2 hit points per spell level expended for this purpose.
At 10th level, you can also convert your arcane spells into spellfire blasts that deal damage. As a standard action, you can convert a single arcane spell slot or prepared arcane spell into a ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per spell level expended, Reflex DC 20 half. Spellfire damage is half fire damage and half raw magical power; creatures with immunity or resistance to fire apply this effect only to half the damage. See page 56 of the FORGOTTEN REALMS Campaign Setting for more details on this ability.
Multiclassing: A paladin who takes levels in Knight of the Weave can still take levels in paladin.
|Spells per Day and Spells Known|
|1st||+0||+2||+0||+2||Detect magic, read magic, spellcasting||2||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Armored caster (light)||2||—||—||—||—||—|
|8th||+6||+6||+2||+6||Armored caster (medium)||4||4||3||3||2||2|
|Skill name||Key ability||Trained only||Armor check penalty|
|Use Magic Device||CHA|