| Prime Requisite: | STR and WIS |
| Requirements: | CHA 13 |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
The Harmonious Order is a chivalric order dedicated to Milil, Lord of Song, a saint of Oghma the Wise, but also revering Deneir, the Scribe of Oghma. The Harmonious Knights strive to do heroic deeds worthy of songs and epic tales, not only to help and protect people by their deeds, but to inspire others to do the same down the generations. They are often maligned as glory-seekers and show-offs, but their code prioritizes good deeds above fame, and the best among the order are inspiring, indefatigably joyous warriors of good, shining beacons to any who would follow their example.
Harmonious knights advance in attack throws and saving throws as fighters, by two points every three levels of experience. At first level, a harmonious knight hits an unarmored foe (AC 0) with an attack throw of 10+. Harmonious knights are trained to fight using a broad selection of weapons, including the dagger, hand axe, javelin, lance, longbow, shortbow, short sword, spear, sword, and two-handed sword, and can fight using a weapon and shield, a weapon in each hand, or wielding a weapon two-handed. They can wear any armor. Harmonious Knights increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. Harmonious Knights can use magic items usable by fighters.
Harmonious knights must follow their order's code of conduct: protect the weak, assist the beleaguered, show largesse to the needy, oppose evil and tyranny, lead by example, strive to maintain an inspiring mien and an immaculate countenance, promote the arts, spread true tales of heroism, act boldly and do not give in to fear and despair. They must be Lawful.
Starting at 3rd level (Dulcet Keeper), a Harmonious Knight can cast divine spells as a cleric of ½ his class level (rounded up). Starting at 10th level, they may research spells, scribe scrolls, and brew potions. They may not create more powerful magic items, learn and cast ritual divine spells, or craft magical constructs. Harmonious Knights cannot turn undead.
Harmonious knights cast their spells by spellsinging, reciting words of power with rhythm and melody. Spellsingers perform magic by spending spell points (SP) rather than by expending daily spell slots. Each spell costs a certain number of spell points to sing (see the Spell Point Costs below). Spellsingers recover their spell points in the same way spellcasters recover their daily spell castings, by spending eight hours resting without interruption and one hour concentrating on study, once every 24 hours. Spellsingers can cast spells that are not in their repertoire by extemporaneously singing spells. See Heroic Magic in Heroic Fantasy for details on spellsinging.
All Harmonious Knights are trained in performing songs and chants, equivalent to the Performance (singing) proficiency.
Starting at 5th level (Harmonious Knight), the Harmonious Knight's unbeatable spirit is such that any henchmen and mercenaries hired by the character gain a +1 bonus to their morale score whenever he personally leads them.
At 9th level (Harmonic Champion), a Harmonious Knight can found or capture a fortress and become a leader of warriors. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 Harmonious Knights of 1st – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Harmonious Knights' fortresses are otherwise identical to fighters' castles, as detailed in the Campaign chapter of the ACKS Rulebook.
Harmonious Knight Proficiency List: Acrobatics, Alertness, Arcane Dabbling, Art, Beast Friendship, Blind Fighting, Bright Lore, Climbing, Combat Reflexes, Combat Trickery (disarm), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Eavesdropping, Elven Bloodline, Fighting Style, Goblin-Slaying, Language, Laying on Hands, Lip Reading, Magical Music, Martial Training, Mimicry, Mystic Aura, Performance, Sensing Evil
| Experience | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | Gallant | 1 | 1d6 | +1 |
| 1,900 | Accordant Squire | 2 | 2d6 | +1 |
| 3,800 | Dulcet Keeper | 3 | 3d6 | +2 |
| 7,600 | Joy-Lark | 4 | 4d6 | +2 |
| 15,000 | Harmonious Knight | 5 | 5d6 | +2 |
| 30,000 | Euphonic Sentinel | 6 | 6d6 | +3 |
| 60,000 | Knight of the Canticle | 7 | 7d6 | +3 |
| 120,000 | Sonorous Paladin | 8 | 8d6 | +3 |
| 240,000 | Harmonic Champion | 9 | 9d6 | +4 |
| 360,000 | Harmonic Champion, 10th level | 10 | 9d6+2* | +4 |
| 480,000 | Harmonic Champion, 11th level | 11 | 9d6+4* | +4 |
| 600,000 | Harmonic Champion, 12th level | 12 | 9d6+6* | +5 |
| 720,000 | Harmonic Champion, 13th level | 13 | 9d6+8* | +5 |
| 840,000 | Master of the Canticle | 14 | 9d6+10* | +5 |
| * Hit point modifiers from Constitution are ignored | ||||
| Spell Level | Spell Point Cost |
|---|---|
| 1st | 1 |
| 2nd | 2 |
| 3rd | 3 |
| 4th | 5 |
| 5th | 7 |
| 6th | 10 |
| Spellsinging Throw | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Caster Level | SP | Automatic | 1st | 2nd | 3rd | 4th | 5th |
| 1 | 1 | 0 | — | — | — | — | — | — |
| 2 | 1 | 0 | — | — | — | — | — | — |
| 3 | 2 | 1 | 1st | 13+ | 15+ | 17+ | 19+ | — |
| 4 | 2 | 1 | 1st | 13+ | 15+ | 17+ | 19+ | — |
| 5 | 3 | 2 | 1st | 12+ | 14+ | 16+ | 18+ | 20+ |
| 6 | 3 | 2 | 1st | 12+ | 14+ | 16+ | 18+ | 20+ |
| 7 | 4 | 4 | 2nd | 11+ | 13+ | 15+ | 17+ | 19+ |
| 8 | 4 | 4 | 2nd | 11+ | 13+ | 15+ | 17+ | 19+ |
| 9 | 5 | 6 | 2nd | 10+ | 12+ | 14+ | 16+ | 18+ |
| 10 | 5 | 6 | 2nd | 10+ | 12+ | 14+ | 16+ | 18+ |
| 11 | 6 | 14 | 4th | 9+ | 11+ | 13+ | 15+ | 17+ |
| 12 | 6 | 14 | 4th | 9+ | 11+ | 13+ | 15+ | 17+ |
| 13 | 7 | 24 | 5th | 8+ | 10+ | 12+ | 14+ | 16+ |
| 14 | 7 | 24 | 5th | 8+ | 10+ | 12+ | 14+ | 16+ |
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1 | 15+ | 14+ | 16+ | 16+ | 17+ | 10+ |
| 2–3 | 14+ | 13+ | 15+ | 15+ | 16+ | 9+ |
| 4 | 13+ | 12+ | 14+ | 14+ | 15+ | 8+ |
| 5–6 | 12+ | 11+ | 13+ | 13+ | 14+ | 7+ |
| 7 | 11+ | 10+ | 12+ | 12+ | 13+ | 6+ |
| 8–9 | 10+ | 9+ | 11+ | 11+ | 12+ | 5+ |
| 10 | 9+ | 8+ | 10+ | 10+ | 11+ | 4+ |
| 11–12 | 8+ | 7+ | 9+ | 9+ | 10+ | 3+ |
| 13 | 7+ | 6+ | 8+ | 8+ | 9+ | 2+ |
| 14 | 6+ | 5+ | 7+ | 7+ | 8+ | 1+ |
Created with HDV 1, FV 2, DV 1, traded down to broad weapon selection.
| First Level Divine Spells | |
|---|---|
| 1 | Angelic Choir PC |
| 2 | Command Word |
| 3 | Light * |
| 4 | Remove Fear * |
| 5 | Sanctuary |
| Second Level Divine Spells | |
| 1 | Bless * |
| 2 | Charm Animal |
| 3 | Enthrall PC |
| 4 | Holy Chant |
| 5 | Sleep |
| Third Level Divine Spells | |
| 1 | Charm Person |
| 2 | Invulnerability to Evil PC |
| 3 | Locate Object PC |
| 4 | Mirror Image |
| 5 | Prayer |
| Fourth Level Divine Spells | |
| 1 | Cure Serious Wounds * |
| 2 | Dispel Magic |
| 3 | Protection from Evil, Sustained * |
| 4 | Smite Undead * |
| 5 | Tongues * |
| Fifth Level Divine Spells | |
| 1 | Charm Monster |
| 2 | Control Animals PC |
| 3 | Dispel Evil |
| 4 | Strength of Mind * |
| 5 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |