Sun Knight is the seventh Kai Grand Master rank, and the twenty-fifth Kai rank overall, after Kai Grand Guardian.
Training[]
Sun Knights reaching this rank have mastered six Grand Master Disciplines, and New Order Sun Knights have mastered nine. In both cases, they have also mastered all the Magnakai and Kai Disciplines.
Improved Grand Master Disciplines[]
Sun Knights have improved Grand Master Disciplines over their original, initial mastery of them. Some improvements only apply to the Grand Master series (indicated by [GM]), and some improvements only apply to the New Order series (indicated by [NOGM]).[1][2]
- Grand Weaponmastery
- Sun Knights are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect using only one hand.
- Grand Pathsmanship
- Sun Knights are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.
- Deliverance
- Sun Knights are able to repair serious wounds sustained by creatures other than themselves. The speed at which this healing process takes place increases as a Grand Master rises in rank.
- Telegnosis
- Sun Knights are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.
- Grand Nexus
- Sun Knights are able to feign death by placing themselves into a state of suspended animation. However, whilst in this state, the only sense that a Sun Knight retains is the ability to hear.
- Astrology[NOGM]
- Sun Knights are skilled in the art of chiromancy: the ability to tell fortunes from the skin creases and patterns found on the palms of hands.
- Bardsmanship[NOGM]
- Sun Knights are able to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature's sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).
- Kai-alchemy
- Sun Knights are able to use the following Brotherhood Spells:
- Halt Missile
- Causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
- Strength
- Greatly increases physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in Combat Skill and Endurance scores whilst fighting an enemy.
In the gamebooks[]
In the Grand Master series, completing two gamebooks promotes the reader to Sun Knight. The earliest this can be played as, and canonically for Lone Wolf, is The Darke Crusade.
In the New Order series, completing five gamebooks promotes the reader to Sun Knight. The earliest this can be played as, and canonically for Grand Master, is The Fall of Blood Mountain.
References[]
- ↑ The Curse of Naar: Improved Grand Master Disciplines
- ↑ The Dusk of Eternal Night: Improved Grand Master Disciplines
| Kai Lord (Kai Skurdin) | Novice • Intuite • Doan • Acolyte • Initiate • Aspirant • Guardian • Warmarn/Journeyman • Savant |
| Kai Master (Kai Elrhin) | Kai Master • Kai Master Senior • Kai Master Superior • Primate • Tutelary • Principalin • Mentora • Scion-kai • Archmaster |
| Kai Grand Master | Kai Grand Master • Kai Grand Master Senior • Kai Grand Master Superior • Kai Grand Sentinel • Kai Grand Defender • Kai Grand Guardian • Sun Knight • Sun Lord/Sun Liege[DE] • Sun Thane • Grand Thane • Grand Crown • Sun Prince/Sun Prime[DE] |
| Kai Supreme Master | Kai Supreme Master |
| Related articles | Kai ranks • Kai Virin |