Game Information for Knights of Solamnia (TotL)

__TOC__
Advancing to Another Order: A knight may advance to the Order of the Sword as soon as he becomes a 3rd-level Crown Knight, and may advance to the Order of the Rose as soon as he becomes a 4th-level Sword Knight. Note that a knight can apply for a higher order at any time after attaining the proper level. Thus, a Knight of the Crown may apply for the Order of the Sword as soon as he reaches 3rd level or may continue as a Crown Knight for many levels before applying.
When a knight advances to a higher order, his experience points drop to zero, though he retains all previous hit points. His THAC0 and saving throws are calculated from the lowest level of the new order. He will not gain any new hit points until his new level exceeds his level in the previous order. This rule reflects the fact that even experienced knights are novices when they enter a new order. Thus, a knight who wishes to change orders should do so as soon as he is able.
If an experienced warrior joins the knighthood, he becomes a 1st-level Crown Knight but retains his hit points, THAC0, level, and proficiencies as a warrior (a slight modification to the dual class rules). From that point on, however, he no longer advances in level as a warrior; he instead uses the Advancement Table for Crown Knights. Further, no increase occurs to the character’s hit points, THAC0, or proficiencies until his level as a Solamnic Knight exceeds that of his last class. Then these statistics are recalculated according to the new level. The character cannot switch back and forth.
There is only one High Warrior, High Clerist, and High Justice in their respective orders. All other knights who reach these levels or above retain the titles of Lord Warrior, Lord Clerist, and Lord Justice respectively until elected to the proper positions.
Statistics for the Knights of Solamnia: Knights of Solamnia are part of the warrior group, and consequently use d10s for their Hit Dice. They derive proficiencies, saving throws, and THAC0s from the warrior group.
Knights who are not well known in an area suffer a -4 penalty to NPC reactions.
Weapon Proficiencies: Required: Lance (any) and Sword (any).
Recommended: All other Lances and Swords, all Horsemen’s Weapons, Dagger, Spear, Javelin.
Nonweapon Proficiencies: Bonus: Land-Based Riding. Recommended: Animal Handling, Heraldry, Healing, Reading/ Writing, Blind-Fighting, Endurance.
Equipment: A Knight of Solamnia must spend his initial steel pieces on at least two weapons-one lance and one sword.
==Crown Knights==
Crown Knights	Minimum Scores
Strength 	10
Dexterity 	8
Constitution 	10
Intelligence 	7
Wisdom 	10
 Crown Knight Advancement Table
Level	ExperiencePoints	Hit Dice	Title
1 	0 	2 	Squire of Crown
2 	2,500 	3 	Defender of Crown
3 	5,000 	4 	Knight of Crown
4 	10,000 	5 	Scepter Knight
5 	18,500 	6 	Shield Knight
6 	37,000 	7 	Shield of Crown
7 	85,000 	8 	Lord of Shields
8 	140,000 	9 	Lord of Crown
9 	220,000 	10 	Master Warrior
10 	300,000 	10+2 	Lord Warrior
11 	600,000 	10+4 	High Warrior
12 	900,000 	10+6 	
13 	1,200,000 	10+8 	
14 	1,500,000 	10+10 	
15 	1,800,000 	10+12 	
16 	2,100,000 	10+14 	
17 	2,400,000 	10+16 	
18 	2,700,000 	10+18 	
19 	3,000,000 	10+20 	
20 	3,300,000 	10+22 	
21 	3,700,000 	10+23 	
22 	4,100,000 	10+24 	
23 	4,500,000 	10+25 	
24 	5,000,000 	10+26 	
25 	5,500,000 	10+27 	
Knights of the Crown may use weapon specialization. They are in all other respects treated as members of the Warrior group, with commensurate THAC0, saves, and proficiencies.
==Sword Knights==
Sword Knights	Minimum Scores
Strength 	12
Dexterity 	9
Constitution 	10
Intelligence 	9
Wisdom 	13
 Sword Knight Advancement Table
Level	ExperiencePoints	Hit Dice	Title
3 	0 	4 	Novice of Swords
4 	12,000 	5 	Knight of Swords
5 	24,000 	6 	Blade Knight
6 	45,000 	7 	Knight Clerist
7 	95,000 	8 	Abbot of Swords
8 	175,000 	9 	Elder of Swords
9 	350,000 	10 	Master of Swords
10 	700,000 	10+2 	Lord of Swords
11 	1,050,000 	10+4 	Master Clerist
12 	1,400,000 	10+6 	Lord Clerist
13 	1,750,000 	10+8 	High Clerist
14 	2,100,000 	10+10 	
15 	2,450,000 	10+12 	
16 	2,800,000 	10+14 	
17 	3,150,000 	10+16 	
18 	3,500,000 	10+18 	
19 	3,900,000 	10+20 	
20 	4,300,000 	10+22 	
21 	4,700,000 	10+24 	
22 	5,100,000 	10+26 	
23 	5,500,000 	10+27 	
24 	6,000,000 	10+28 	
25 	6,500,000 	10+29 	
 Sword Knight Spells Table
Knight Level	Clerical Spell level	Clerical Spell level	Clerical Spell level	Clerical Spell level	Clerical Spell level	Clerical Spell level	Clerical Spell level
6 	1 	- 	- 	- 	- 	- 	-
7 	2 	- 	- 	- 	- 	- 	-
8 	2 	1 	- 	- 	- 	- 	-
9 	3 	2 	- 	- 	- 	- 	-
10 	4 	2 	- 	- 	- 	- 	-
11 	4 	2 	1 	- 	- 	- 	-
12 	5 	3 	1 	1 	- 	- 	-
13 	6 	4 	1 	1 	1 	- 	-
14 	7 	5 	2 	1 	1 	1 	-
15 	8 	6 	3 	2 	1 	1 	-
16 	9 	7 	3 	2 	2 	1 	1
17 	9 	8 	4 	3 	3 	2 	1
18* 	9 	9 	5 	4 	3 	2 	1
: * Maximum allowable spell level.
Sword Knights do not gain bonus spells for Wisdom. In order to regain a spell, a Sword Knight must spend one-half hour per level of spell in prayer and meditation. A knight can never meditate more than six hours per day.
Knights of the Sword use spells of Kiri-Jolith, though Paladine is the god most revered by this order (see p. 176). This arrangement results from the origins of the knighthood. Kiri-Jolith, being the god of holy warfare, inspired the creation of the Order of the Sword, and so he grants Sword Knights their powers.
==Rose Knights==
Rose Knights	Minimum Scores
Strength 	15
Dexterity 	12
Constitution	15
Intelligence	10
Wisdom 	13
 Sword Knight Advancement Table
Level	ExperiencePoints	Hit Dice	Title
4 	0 	5 	Novice of Roses
5 	27,000 	6 	Knight of Tears
6 	60,000 	7 	Knight of Mind
7 	125,000 	8 	Knight of Heart
8 	200,000 	9 	Knight of Roses
9 	425,000 	10 	Keeper of Roses
10 	800,000 	10+2 	Master of Roses
11 	1,500,000 	10+4 	Archknight
12 	2,000,000 	10+6 	Lord of Roses
13 	2,500,000 	10+8 	Master of Justice
14 	3,000,000 	10+10 	Lord of Justice
15 	3,500,000 	10+12 	High Justice
16 	4,000,000 	10+14 	
17 	4,500,000 	10+16 	
18 	5,000,000 	10+18 	
19 	5,500,000 	10+20 	
20 	6,000,000 	10+22 	
21 	6,500,000 	10+23 	
22 	7,000,000 	10+24 	
23 	7,500,000 	10+25 	
24 	8,000,000 	10+26 	
25 	9,000,000 	10+27 	
Special Abilities: Knights of the Rose are completely immune to fear spells