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Diabolical Blessing: The fallen knights levels are for each skill) are Balance (Dex), Climb (Str), Craft
considered to be levels of paladin to determine the extra (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str),
abilities gained by a fallen paladin blackguard when a Ride (Dex), Swim (Str).
character eventually becomes a blackguard. This is in
addition to any previous levels of paladin that the fallen Skill Points at Each Level: 2 + Int modifier.
knight possessed before becoming a fallen knight.
Hide: Beginning at 1st level, the fallen knight Class Features
automatically acquires a rank in the Hide skill. This All the following are class features of the knight
rank, although free, is still limited to the amount of champion prestige class.
ranks a character can have at any given level whether it Weapon and Armor Proficiency: Knight
is a cross-class or class skill. A fallen knight continues champions gain no new weapon or armor proficiencies.
to receive an additional rank in Hide at each additional Bonus Feat: Beginning at 2nd level, the knight
level. champion may choose a bonus feat in place of adding a
Power Attack: At 1st level, the fallen knight gains devoted level to an existing class. These bonus feats
Power Attack as a bonus feat. must be drawn from the fighter bonus feat list in the
Improved Sunder: At 3rd level, the fallen knight Player’s Handbook or other feats designated on the list
gains Improved Sunder as a bonus feat. of bonus fighter feats.
Important: A knight champion must still meet all
prerequisites for a feat, including ability score and base
Knight Champion attack bonus minimums.
A knight champion is devoted to a single cause whether Dazzling: A knight champion of 10th level and
it is for a church, king and country, or some other noble possessing the divine grace or dark blessing ability
aspiration. Such knights are on the forefront of the
battlefield, distinguishing themselves or inspiring other
knights to follow suit.
They are single-minded, courageous warriors
capable of capturing grains of glory or inflicting a
disease of terror among the general populace. They are
the substance of legends and nightmares.
Requirements
To qualify as a knight champion (KnCpn), a character
must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +5.
Feats: Mounted Combat, Run, Weapon Focus
(any).
Armor Proficiency: All armor (heavy, medium,
and light).
Class Skills The dutiful knight champion takes upon himself the command of
The knight champion’s class skills (and the key ability leadership upon the battlefield regardless of peril.
Class Skills
The Knight Templar’s class skills (and the key ability
for each skill) are Climb (Str), Concentration (Con),
Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
Heal (Wis), Jump (Str), Knowledge (arcana) (Int),
Knowledge (religion) (Int), Profession (Wis), Ride
(Dex), Swim (Str).
Class Features
All the following are class features of the Knight
Templar prestige class.
Weapon and Armor Proficiency: Knight
Templars gain no new weapon or armor proficiencies.
Brotherhood: A Knight Templar forms extremely
close-knit relationships with other members of the order
and train constantly together in order to form a better
fighting unit. Beginning at 1st level, a Knight Templar
is considered flanking an opponent if the opponent is
within a threatened space and adjacent of another Knight
Templar despite position of either Knight Templars.
Additionally, the use of this ability broadens as the
Knight Templar advances. At 3rd level, a Knight
Templar opponent is denied their Dex bonus if the
opponent is within a threatened space and adjacent of
Through discipline, brotherhood, and battle prowess, Knight another Knight Templar. Also, at 5th level, a Knight
Templars are respected and greatly feared on the battlefield. Templar is allowed an attack of opportunity against any
opponent striking another Knight Templar if the
breathes in the Hill Lands indefinitely. Their vast opponent is within a threatened space and adjacent.
banking and merchant network have enabled them to Ki weapon strike: At 1st level, a Knight
provide a constant flow of income into the crusades Templar's weapon is empowered with ki. The damage
while forging the power and influence of a small dealt from such a weapon can deal damage to a creature
kingdom. There are the only knightly order that built with damage reduction as if the blow were made with a
and maintains their own fleet of ships. magic weapon. This ability increases to lawful at 3rd
When the fervor of crusading wanes, they serve as level and adamantine at 5th level. Ki weapon strike is a
protectors of merchandise or travelers, spreading their supernatural ability.
influence and power among the people of many nations. Knightly order: A Knight Templar has a +2
circumstance bonus to Diplomacy checks when dealing
Hit Die: d8. with other members of the same order. This ability also
prevents a character from joining another knightly order
by any means, regardless of expulsion from the
Brotherhood of the Temple of Solomon. never again raise her Knight Templar level, though she
Still mind: At 1st level, a Knight Templar gains a retains all Knight Templar special abilities following the
+2 bonus to saving throws against spells and effects prohibitions above.
from the Enchantment school. Important note: An ex-Knight Templar still retains
Armor of Wisdom: At 2nd level, a Knight the knightly order class ability except she no longer
Templar is able to infuse her mental teachings of receives a +2 circumstance modifier to Diplomacy
endurance into her armor gaining an enhancement bonus checks with other members of the same order.
equal to her Wisdom modifier. Using this ability
requires a standard action and lasts for a number of
rounds equal to the Knight Templar’s Wisdom modifier. Knight of the Wild
In addition, she can use this ability a number of times Knights of the wild are widely known for their abrasive
per day equal to her Wisdom modifier. This is a attitude toward the enemies they loathe rather than civil
supernatural ability and does not provoke an attack of pageantry. While some once belonged to knightly
opportunity. orders, most are minor noble lords living upon the
Purity of body: At 3rd level, a Knight Templar fringes of civilization seeking to protect their land from
gains immunity to all diseases except for magical hated racial enemies. They prefer the outdoors and
diseases. rugged lands to the bustle and confining city life. They
Weapon of Wisdom: At 4th level, a Knight often risk their lives protecting innocents where normal
Templar is able to flood her weapon with her own defenders fear to tread and would never venture.
strength of will granting it an enhancement bonus equal Knights of the wild frequently build defensive
to her Wisdom modifier. Using this ability requires a structures and live in terrain that is highly inhospitable,
standard action and lasts for a number of rounds equal to and thrive there. These hardy souls usually choose
the Knight Templar’s Wisdom modifier. In addition, enemies that torment those who venture into remote
she can use this ability a number of times per day equal areas. A knight of the wild who lives in swampy
to her Wisdom modifier. This is a supernatural ability regions, like the Bog of Bones to the north, might select
and does not provoke an attack of opportunity. trolls or black dragons, while a knight traveling the cold
Wholeness of body: At 5th level, a Knight climate of the Iron Mountains might hunt and slay yeti
Templar can cure her own wounds. She can cure up to or stone giants.
twice her current class level in hit points each day and However, in the Hill Lands, more and more orcs
she can spread this healing out among several uses. are becoming knights of the wild to rid the scourge of
Wholeness of body is a supernatural ability. man from their lands.
Class Skills
The squire’s class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal (Chr),
Jump (Str), Knowledge (nobility and royalty) (Int), Ride
(Dex), Swim (Str).
Class Features
All the following are class features of the squire prestige
class.
Weapon and Armor Proficiency: Squires gain no
new weapon or armor proficiencies.
Improved Armor Proficiency: Due to intensive
training in armor, the squire is able to increase his
A youthful squire prepares armor’s maximum Dex bonus by 1. Beginning at 1st
the arduous journey into level, the squire can use this ability while wearing light
The Hill Lands. armor. At 3rd level, the squire is able to use this ability
while wearing medium armor. Finally, at 5th level, the
squire is able to use this ability while wearing heavy
armor.
Improved Ride: At 2nd level, the squire’s armor
check penalty does not apply when attempting the fast
mount or dismount riding task pertaining to the Ride
skill (described in the Skills section of the Player’s
Handbook).
Mounted Combat: At 1st level, the squire gains
knight’s arms and armor along with caring for the Mounted Combat as a bonus feat.
welfare of his master’s various mounts. Bonus Feat: At 3rd and 5th level, the squire
benefits from his apprenticeship and may choose a
Hit Die: d10. bonus feat from the following list: Mounted Archery,
Quick Draw, Ride-By Attack, Spirited Charge, Trample,
Requirements Weapon Focus. This is in addition to the feats that a
To qualify as a squire (Sqr), a character must fulfill all character of any class normally gets every three levels.
the following criteria. The character must still meet the prerequisites for these
Troubadour
Troubadours exude the knightly principles of courtly
love and chivalry. Knights in their own right, most
troubadours write tales and songs depicting courtly love
and the noble virtues of knighthood. They have a quick
wit and even quicker tongue thus allowing them to
humiliate even the mightiest of knights.
Troubadours also compose and exchange letters of
love for other knights and their lovely ladies. However,
this usually results in the knight losing his lady to the
charming troubadour while he struggles against the
infidels in the Hill Lands. They are also known for their
perfect combination of diplomatic and combat skills
while maintaining a minor hand in the arcane arts.
Requirements
To qualify as a troubadour (Tbdr), a character must
fulfill all the following criteria.
Alignment: Any nonlawful, nonevil.
Base Attack Bonus: +4.
Skills: Perform 8 ranks, Diplomacy 6 ranks.
Feat: Mounted Combat.
Weapon and Armor Proficiency: All simple
weapons and all armor (heavy, medium, and light).
Spells: Ability to cast arcane spells of 2nd level or
higher.
When a noble knight is away, a troubadour shall play.
Class Skills
The troubadour’s class skills (and the key ability for
each skill) are Climb (Str), Concentration (Con), class he belonged to before adding the prestige class.
Diplomacy (Cha), Gather Information (Cha), Handle He does not, however, gain any other benefit a character
Animal (Cha), Jump (Str), Knowledge (all skills, taken of that class would have gained (improved chance of
individually) (Int), Listen (Wis), Perform (Cha), controlling or rebuking undead, metamagic or item
Profession (Wis), Ride (Dex), Sense Motive (Wis), creation feats, hit points beyond those he receives from
Speak Language (Int), Spellcraft (Int), Swim (Str), the prestige class, and so on), except for an increased
Tumble (Dex). effective level of spellcasting. If a character had more
than one spellcasting class before becoming a
Skill Points at Each Level: 4 + Int modifier. troubadour, he must decide to which class he adds the
new level for purposes of determining spells per day.
Class Features Bardic Music: At 1st level, the troubadour gains
All the following are class features of the troubadour the bardic music ability if he did not already have it
prestige class. from a previous class. All the bardic music effects
Weapon and Armor Proficiency: Troubadours (counter-song, fascinate, inspire competence, inspire
gain no new weapon or armor proficiencies. courage, inspire greatness, and suggestion, etc.) become
Spells per Day: At every second level gained in available to him immediately, subject to only the
the troubadour class, the character gains new spells per Perform skill requirements (see the Bard section in
day as if he had also gained a level in a spellcasting Chapter 3 of the Player’s Handbook).
Typical 4th level knight followers: A squire, usually around the age of eighteen, fulfills
Though most represented below are 4th level followers, many duties, such as cleaning a knight’s arms and
Although, the knight represented here is only 5th level, Typical Light War Horse: CR 1; Large animal; HD
he is a 6th level choice because of an aristocrat is not 3d8+9; hp 22; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size,
usually permitted as a follower. +1 Dex, +4 natural); Atk +4 melee (1d4+3, 2 hooves), -1
Note: This knight is in possession of fluted armor melee (1d3+1, bite); AL N; Space 10 ft.; Reach 5 ft.; SQ
(see Chapter Five: Equipment for more details on fluted Low-light vision, scent; SV Fort +6, Ref +4, Will +2;
You sense the presence of evil. This spell is similar to Appendix One:
the detect evil spell. Note: This spell does not require
concentration. The Hill Lands
The Hill Lands offer new places to explore, plunder, and
Sense Good conquer for newly knighted characters and their foes.
Divination This supplement is designed to fit into an existing
Level: Blk3, Clr3 campaign or enable the game master everything needed
Components: V, S, DF to begin a journey into the world of Terra.
Casting Time: 1 round
Range: 30 ft. Ancient Bath
Area: Circle emanating from you to the extreme of the Ancient Bath (the original name lost with the ancients),
range. once a thriving resort, was built during the Second
Duration: 1 minute/level (D) Kingdom of Man as a place of rest and relaxation for
Saving Throw: None nobles, aristocrats and later, soldiers wounded battling
Spell Resistance: No the orc hordes pressing through Shadow Pass. The
springs that fed the numerous bathes were rumored to
You sense the presence of good. This spell is similar to contain magical healing properties. Soon after the
the detect good spell. Note: This spell does not require barbaric orc hordes flowed into the Hill Lands, Ancient
concentration. Bath was destroyed.
inhabitants as the City of the Dead, have been the tales ancient weapon wielded by the most capable of knights
of many bards and promises opportunities to those that before ascending toward godhood. Furthermore, many
seek fame and glory. come to help the beleaguered city, through military
Though the city has discouraged pilgrims, they might and bravery.
continue to come visiting the Mace of St. George, an A harbor at the edge of the city is the only
South Peak
South Peak solemnly stands bordering the Malsara
Desert and the foul lands surrounding Soul Keep. Much
flora and fauna climb and snake its peak, however the
mountainside is nearly devoid of intelligent creatures
save for a guild of assassins. Those clambering the
rocky peak in search for glory or refuge into the
shadowy mountains better beware for the assassins do
not care for visitors of any kind.
Argos has recently raised enough coin to place an
one hundred thousand gold piece bounty upon the head
of the guildmaster, known only as the Old Man of the
Mount. Needless to say, there are only a handful of
souls eager, brave and willing to undertake such a task,
however even those few hold reservations.
Whalebone Graveyard
Deep into the raging waters of the Aquan Ocean, many
ancient oak seeking knowledge to problems that plague sailors claim that an area of perfect calm exists where
their villages. Usually, a sacrifice of human blood is rocky crags pierce slightly from the water line revealing
needed to awaken the great seer by those that seek its large ivory rib bones. Many foolish souls linger deep
council. into the Ocean of Dreams in search for the graveyard of
ivory, however only to become lost or insane from their
Soul Keep maddening nightmares.
A wealthy and vile fallen knight, Sir Robert de Hashim, Ancient whales, tales further claim, feel a calling
constructed Soul Keep, a monument and bastion of to the graveyard when it is their time to depart from the
terrific evil, during the Second Kingdom of Man after vast waters of Terra and seek out the cradle of crags to
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