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Cameron Guill, Joshua Raynack

Ryan Rawls

Requires the use of a


Roleplaying Game Core Book
published by
Wizards of the Coast, Inc.
Neal Baedke (order #201931)
A Question of Honor: A Guidebook to
Knights
Writing: Visit our website:
Cameron Guill www.aleapublishing.com
Joshua Raynack
Editor: Special Thanks To
Alea Publishing Group Jerime Farris
and associates and each of our loved ones, who
Game Design: without their patience, this
Cameron Guill product would not exist
Joshua Raynack
Graphic Designers: Notes About This Product
Ryan Rawls
Joshua Raynack
When you see this
Creative Director:
symbol, it applies to mechanics
Ryan Rawls
featured in the 3.0 Edition d20
Cartography:
system. Rule changes in 3.5
R&R Maps
have made these mechanics
Cover Art
obsolete or unnecessary.
Ryan Rawls
Joshua Raynack
When you see a word
Dover
underlined, it is hyperlinked.
Interior Art:
Click and see where it takes
Joshua Raynack
you.
Dover
(pg. 6, 7, 8, 9, 27, 28, 35, 43, 48)

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Neal Baedke (order #201931)
Chapter Seven: New Spells. . . . . . . . . . . . . . . . 50
Table of Contents Cleansing Fire 50
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Dark Fire 50
What this Book Provides 4 Ease 50
Brief Overview of Knighthood 4 Melt Weapons 50
Chapter One: New Rules . . . . . . . . . . . . . . . . . . . . . 5 Sense Evil 51
Critical Armor Bonus 5 Sense Good 51
Critical Damage Reduction 5 Silent Arcana 51
Delay Time 5 Still Arcana 51
Drag 5 Appendix One: Hill Lands Supplement. . . . . .51
Rarity Value 5 Ancient Bath 51
Chapter Two: Feats, Skills, and Fighting Styles. . . 6 Ancient Plain 51
New Uses for Skills 6 Argos 51
New Synergy Bonuses 7 Asbrae 54
Types of Feats 7 Balis 54
Feat Descriptions 8 Carpathos 54
Fighting Styles 12 Iron Tooth Castle 55
Combat Skills 12 Knight’s Pass 55
Combat Skill Descriptions 13 Lion’s Road 55
Chapter Three: Prestige Classes. . . . . . . . . . . . . . . . 16 Malsara Desert 55
Ancestral Knight 17 Ocean of Dreams 56
Black Knight 18 Orc Fang Keep 56
Dark Champion 19 Orc Village 56
Dwarven Tor 21 Orc Seer Tree 57
Fallen Knight 22 Soul Keep 57
Knight Champion 23 South Peak 57
Knight of the Dawn 25 Whalebone Graveyard 57
Knight Hospitaller 26 Xorn 58
Knight Templar 27 Appendix Two: Monsters and NPCs. . . . . . . . 58
Knight of the Wild 29 Green Knight 58
Knight-Errant 31 Rust Knight 59
Squire 32 Sir Gerard Winters of Dabny 60
Teutonic Knight 34
Troubadour 35
Chapter Four: Knight Followers. . . . . . . . . . . . . . . 37 Tables
Human Followers 37 3-1: Ancestral Knight 17
Typical 1st Level Followers 37 3-2: Black Knight 18
Typical 2nd Level Followers 39 3-3: Dark Champion 20
Typical 3rd Level Followers 40 3-4: Dwarven Tor 21
Typical 4th Level Followers 41 3-5: Fallen Knight 23
Typical 5th Level Followers 42 3-6: Knight Champion 24
Typical 6th Level Followers 43 3-7: Knight of the Dawn 25
Chapter Five: New Equipment. . . . . . . . . . . . . . . . . 44 3-8: Knight Hospitaller 26
Armor 44 3-9: Knight Templar 29
Weapons 45 3-10: Knight of the Wild 30
Items 45 3-11: Knight-Errant 31
Item Variant: Whetstone 46 3-12: Squire 33
Historical Variant: Swords 46 3-13: Teutonic Knight 34
Historical Variant: Armor 46 3-14: Troubadour 36
Chapter Six: New Magical Items. . . . . . . . . . . . . . . 46 5-1: Armor 45
Awakened Items 46 5-2: Weapons 45
Armor Enhancements 47 5-3: Goods 46
Weapon Enhancements 47 5-4: Sword of Dawn 48
Wondrous Items 48 5-5: Sword of Fallen Lords 49
Artifacts 48

Click the page number to take you the indicated page.

Neal Baedke (order #201931)


During arid sieges, crusading knights, desperate to
Playtester and Advisors satisfy their thirst, were forced to drink urine or the
Carl Bates, Clay Cushman, Micheal Damour, Shawn blood of animals. Disease ran rampant due to unsanitary
Folk, Cameron Guill, Sam Howell, David Keller, Mark conditions within medieval towns and fortresses.
Ramsey, Heather Raynack, Jonathan Raynack (and his In addition to these everyday hardships, many
Seattle Crew) Michael Rollins, and Ed Wetterman from religious orders asked potential members to endure
12 to Midnight. greater self-sacrifices. These hopefuls, in exchange for
religious instruction, discipline, order, and to belong to a
unique sense of brotherhood, were promised possible
Introduction glory in battle amidst foreign lands.
The imagery of knighthood exemplifies the epitome of Upon entering the Order of Knights Templar,
courage, gallantry, honor, and valor beyond normal hopefuls were interviewed by a preceptor with a
standards of any individual. Literature, as well as sobering insight: “You seek what is a great thing, but
motion pictures, revealed the mighty prowess of the you do not know the strong precepts of the Order; for
mounted soldier, whether through conquest, glory, you see us from the outside, well dressed, well mounted,
religious beliefs, or greed. and well equipped, but you cannot know the austerities
This book enables a player to add a certain depth to of the Order . . . for when you wish to be on this side of
a fighter, bard, paladin, cleric, and even a rogue the sea, you will be beyond it, and vice versa, and when
character. It also furthers to enrich any fantasy world you wish to sleep, you must be awake, and when you
with societies, crusades, and emerging brotherhoods. wish to eat you must go hungry. Can you bear these
things . . . and the safety of your souls?” Needless to
say, to except such a task in youth speaks volumes of
What this book bravery, courage, and determination.
Those not belonging to an order also spent many
provides years far from home waging war for king and country
Presented in A Question of Honor: A Guidebook to whether it was on crusade in the Middle East or some
Knights are new rules, feats, and prestige classes to fur- foreign land fighting against others like themselves.
ther specialize your character. This book enables you to When captured, a noble knight, depending on his status,
recapture the legacy knighthood established and have it was treated accordingly to his station. Usually these
exist in any campaign. It brings the fear of a cavalry knights, placed under house arrest, enjoyed many
charge or the heavy armored mounted soldier to a place luxuries and comforts from their capturing host until a
it has yet to exist: the d20 gaming world. ransom could be raised. The ransom, more than likely,
Also included are ready-made knight followers for would leave the noble knight destitute when paid, with
those who select the Leadership Feat described in the only his title and honor intact. However, this was not
DMG. always the case.
Additionally, the appendix introduces a first look Saladin, a brilliant and shrewd commander who
of the world of Terra: overflowing with new cities, posed a great threat against crusaders, refused to ransom
towns, full color maps, art, monsters and powerful battle skilled Knight Templars and usually killed them
NPCs. once captured for fear that they would return to the
The world of Terra is presented in a regional map battlefield. As a result, in years and crusades to come,
of the Hill Lands, a place of ancient cities and crusading many Knight Templars declined to be ransomed,
armies. It is available in this format so that you can knowing full aware of their fate once captured.
either begin examining the world of Terra and its Needless to say, how realistic you wish to present
inhabitants or place the region in an already existing the duties and role of a fantasy knight in your game, is
campaign for your knightly crusading orders to venture. entirely up to you. With this in mind, read and enjoy,
and take from this supplement what you wish.

Brief overview of A Historical or Fantasy Campaign?


Throughout this supplement we provide variant rules
knighthood that allow a more historical portrayal of general
The historic aspects of knighthood deviates, to some medieval times. Incorporating these rules can make a
extent, from the imagery romanticized in literature. Life campaign unique by bringing a historic feel while
as a knight, whether belonging to one of the various maintaining the many fantasy elements a d20 campaign
religious orders, or a servant to a nobler lord, was filled offers. Also, look to our website for free web
with discipline and hardship. enhancements detailing medieval life.

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for his Elven Chain (Market Price: 4,150 gp).
Chapter One: This allows a more realistic portrayal of taking
time to search out the items a character wishes to
New Rules purchase. Additionally, a Delay Time does not
The following rules presented in this chapter will add a necessarily transfer into an actual set time. For instance,
new addition to a campaign as well as compliment the Ramirez the Black may find someone willing to sell his
rules found in the Core Rulebooks. or her Banded Mail of Luck on the 4th day, however he
negotiates over a price the remaining 15 days.
Critical Armor Bonus
Critical armor bonus is a new type of bonus that is Drag
applied to the armor class when determining the result Drag is a new combat option available to those with the
of a critical threat. Some pieces of armor provide Shot on the Run feat. In order to execute this tactic, a
additional protection, such as the kidney belt (described mounted character or charioteer, must first make a
in Chapter Five: New Equipment). A knight wearing a successful trip attack with a whip, lasso, or net while
kidney belt in addition to full plate armor has an armor using the Shot on the Run feat. Afterward, an opposed
class of 18 and an armor class of 19 against a critical Strength check is needed to drag the victim. The
threat (+8 armor bonus from the full plate armor and +1 mounted rider gains a +1 circumstance bonus to the
critical armor bonus from the kidney belt). As with all opposed Strength roll for every ten feet the rider moved
types of bonuses, critical armor bonuses do not stack before making the attack. A successful check results in
with other critical armor bonuses. the victim being dragged suffering 1d6 points of
nonlethal damage for every ten feet the horse traveled
Critical Attack Bonus after the attack. The victim is subsequently released. A
A critical attack bonus only applies to an attack roll failed Strength check results in the rider becoming
following a critical threat. As with most bonuses, unhorsed or, in the case of a charioteer, fall from the
multiple critical attack bonuses do not stack with one vehicle.
another.
Rarity Value
Critical Damage Reduction A group of adventurers have just rescued the beautiful
Critical damage reduction is a new type of reduction that damsel and slain the nasty red dragon, Kormath, whom
is only in effect if a critical threat is confirmed. Some has plagued the small town of Seven Arrows. Hauling
items (see Chapter Five: New Equipment for details on the treasure back into town, each adventurer announces
these items) provide damage reduction against certain that they will be purchasing ancient plate, a relic of the
types of successful critical hits. Critical damage days of yore. What is a DM to do? Due to the large
reduction does not stack with normal damage reduction. dragon haul they have enough to armor themselves in
Apply the higher damage reduction if a character has plate armor forged hundreds of years ago. Have no fear.
both a critical damage reduction rating and a normal Assign a Rarity Value to the item.
damage reduction rating on a successful critical hit. Some items are hard to find and thus have a Rarity
Value. All items featured in the Core Rulebooks are
Delay Time considered to be common and easily found items,
Aside from assigning a Rarity Value (see below) to an however there are others that take a little time. To find
item you can add a Delay Time when either acquiring or the availability of an item, determine the average party
selling a particular magic item. When characters buy or level and multiply that number by the item's Rarity
sell magic items it is assumed that they hunt throughout Value (Uncommon is 20%, Rare is 10%, and Ancient is
a town looking for a particular item as well as a person 5%). For example: Jarix of the Silver Citadel is 6th
willing to sell or purchase the item rather than going to a level, Hodge Lil'thorn is 10th level, Iris of Carpathos is
“magic store”. 5th level, and Omi the Eastbound is 7th level. The
A Delay Time is easy to configure into the items of average party level is 7th level (7 x Rarity Value
the Core Rulebooks, other books, or items specifically determines whether an item is found). The example
created by you for your campaign world. To assign a adventurers have a 140% chance of finding an
Delay Time, look at the cost of an item or the price a uncommon item (values of 100% or more are considered
character is willing to sell an item for. It takes a to be easily found), a 70% chance for a rare item, and a
character a day to sell or buy a magic item for each 35% chance of finding an ancient item. Thus, this group
1,000 gp in the price of the item. For example, it will of adventurers will have a 35% chance of finding one
take Ramirez the Black nearly 19 days to find and suit of ancient plate (a Rarity Value of Ancient).
purchase Banded Mail of Luck (Market Price: 18,900 In addition, the item's availability is still
gp) while he will require at least 5 days to find a buyer

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restricted to the GP value of any given town and only time.
one such item can be found at any given time. Aspiring Leadership: You
Furthermore, you may enhance this rule by adding receive a morale bonus equal to
additional modifiers depending on the size of the your leadership score as it
community. For instance, you may only find pertains in attracting followers.
uncommon and common items in a thorp, while you Note: You receive the penalties
may be able to find 12 sets of ancient plate in a for Cruelty if you use profane
metropolis. tactics, for Failure if you have
failed to convince a besieged
force to surrender in the past
Chapter Two: Feats, (this is cumulative), and for
Aloofness if you fail to hon-
Skills, and Fighting estly listen to the besieged
force’s terms of surrender
Styles before a Diplomacy check is
This chapter explores new types of skills and feats as made.
well as adding new uses to the large repertoire of skills Disease: You receive a +5
and feats that exist throughout d20 gaming world. circumstance bonus if either
blinding sickness or filth fever
disease is spread within
Skills besieged walls. You receive a
The following are new uses of skills, which may prove +10 circumstance bonus if both
useful when running a knightly campaign. These rules are prevalent.
enhance medieval fantasy with a blend of realism from Knowledge (architecture and
history. engineering): If you have 5 or
more ranks in this skill you There are many ways to storm a
New Skill Type: Prestige Skills receive a +2 synergy bonus to keep. What foul machinations
In this chapter, you will find a new type of skill: a your Diplomacy check when shall you choose?
prestige skill. A prestige skill follows all of the normal negotiating surrender.
rules in determining ranks, class, and cross-class limits. Knowledge (military tactics): If
The only exception is acquiring a prestige skill. Prestige you have 5 or more ranks in this skill you receive a +2
skills are acquired if they appear upon the class skill list synergy bonus to your Diplomacy check when
of a prestige class. When advancing in that particular negotiating surrender.
class it is considered a class skill and when advancing in Promising Letter: You receive a +10 circumstance
a class other then the prestige class in which you bonus if a sincere and honest letter of safe passage is
acquired the skill, it is considered a cross-class skill. granted to all defenders upon surrender. You may
attempt a Bluff check (DC opposed Sense Motive check
Diplomacy (Cha) + 10 or DC opposed Sense Motive check + 20 if
You can convince a besieged fortress or town to profane tactics is used) when offering a false promise of
surrender. Reference the following chart: safe passage.
Initial Attitude New Attitude Force Control Shape (Wis; Trained Only; Prestige
Besieged Surrender (DC 150) Skill)
This allows a character to force either an afflicted
Special: The following modifiers apply when lycanthrope or a natural lycanthrope to revert back into
attempting to convince the surrender of a besieged its humanoid form.
garrison: Check: The use of this prestige skill requires a standard
Siege Machines: You receive a +1 circumstance bonus action that does not provoke an attack of opportunity. A
for each visible siege machine you possess. character using this skill must be within 30 feet of the
Profane Tactics: You receive a +5 profane bonus for lycanthrope.
every ten heads of an opposing besieged force that is
catapulted over the defender’s walls. Furthermore, you Task DC
receive an additional circumstance modifier of +1 for Return a lycanthrope to humanoid
every two levels beyond 2nd the victim possessed. form (full moon*) 25
Note: In order for the profane bonus to stack, all heads
must be collected and launched over the wall at the same

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Return a lycanthrope to humanoid friend or foe on the battlefield. 15
form (not full moon) 20
Special: If you have 5 or more ranks in Sense Motive,
*For game purposes, two moons orbit Terra thus a full you get a +2 synergy bonus to Knowledge (nobility and
moon, between the two, lasts six days every month. royalty) when determining another knight is a friend or
Retry: You are only allowed one attempt per foe on the battlefield.
lycanthrope per encounter.
Special: A lycanthrope may try to resist reverting back New Synergy Bonuses
to humanoid form with a successful Control Shape The following synergy bonuses apply to already existing
check (DC 15 during full moon or DC 20 without a full skills:
moon; see Chapter 6: Monster Skill and Feats in the MM Profession (herdsman): If you have 5 or more ranks in
for further details). Handle Animal, you get a +2 synergy bonus on
Profession (herdsman) checks.
Gather Information (Cha)
You may use Gather Information to reduce your Delay
Time. You can reduce your Delay Time by one day
Feats
with a successful Gather Information check (DC varies). The following feats allow characters to enhance their
Also, you can reduce your Delay Time an additional day capabilities or add new abilities to the ones they already
for every 5 points above the DC. possess.

Task DC Advancement Feats


Common 10 Each Advancement feat taken by the character adds the
Uncommon 15 appropriate level adjustment given in the text of the
Rare 20 specific feat. Note: Each additional level adjustment
Ancient 25 stacks with all previous level adjustments. In addition,
as with all rules, consult your Game Master before
Retry: There is no retry when using the skill in this taking any of these feats.
manner.

Knowledge (Culture) (Int; Trained Only)


A Knowledge (culture) skill allows characters an
in-depth view of a particular culture. A character must
choose a particular race that has a culture (note: some
creatures do not have a social structure thus cannot
constitute has having a culture). This skill does no
confer knowledge of creature abilities, strengths,
weaknesses, or combat prowess. The skill merely
ascertains knowledge of the social structure, cultural
taboos, and such of a particular race.

Knowledge (Nobility and Royalty) (Int; Trained


Only)
Heraldry played an important part on the battlefield. A
knight in the midst of swinging swords and axes must
recognize others as either friends or foes among the
confusion. Knights wore a coat of arms and, with each
being unique, were able to distinguish themselves. In
medieval times, it was illegal to display a coat of arms
of another knight. In addition, only knights, nobility,
and royalty displayed a coat of arms. However, as time
pressed on, cities, towns, and guilds were able to possess
their own set of heraldic symbols.
In the fray of battle, it is essential for a knight to recognize an
Task DC ally from a foe, otherwise, confusion and chaos ensue.
Recognizing a knight as a

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Ancestral Feats Animal Bond [General]
Someone in your ancestry has provided you with racial Prerequisite: Handle Animal skill 1 rank or Wild
blood or other similar abilities. All Ancestral Feats may Empathy class ability, Con 13+, and Mounted Combat.
only be taken at 1st level. Benefit: As a standard action (that provokes an attack of
opportunity), you may transfer 1 point of damage per
level from your animal companion or special mount
Taboo Feats onto yourself. You may do this a number of times per
Like Advancement feats, Taboo feats tend to be a little day as your Constitution modifier. Note: This action
more powerful than other feats since the character does not stabilize the animal if it is dying (-1 to -9 hit
selecting the feat must select a restriction. If a character points). You must transfer enough hit points onto
breaks the taboo and returns to their old habits, they yourself so that the animal is disabled (0 hits points) or
immediately lose the abilities of the feat and do not beyond.
regain these abilities until they are the a recipient of an Special: This feat may be purchased with fighter/psionic
atonement spell. warrior bonus feats.

Acolyte [General] Armor Prohibition [Taboo]


You were raised in a You swore never to use a certain armor type either due
monastery or another to faith or personal beliefs.
similar setting before a Prerequisite: Armor Proficiency (Heavy), Armor
life of adventuring. Proficiency (Light), Armor Proficiency (Medium).
Prerequisite: Wisdom Benefit: Choose one of the following:
10+. Medium Armor: When you wear medium armor,
Benefit: You may cast light armor, or no armor, you receive a +2 bonus to
the 0-level cleric spells initiative checks.
cure minor wounds, Light Armor: When you wear light armor or no
guidance, and purify armor, you receive a +2 bonus to initiative checks and a
food and drink once per speed increase of 5 feet.
day each. You are No Armor: When you wear no armor you receive a
treated as a cleric of your +2 bonus to initiative checks and a speed increase of 10
caster level (minimum feet.
1st level) for determin- Special: Like all Taboo feats, if you break the taboo,
ing range at which these you loose the benefits of this feat until you are the
Acolytes are trained to guide weary powers can be cast. You recipient of an atonement spell.
pilgrims to the holy city of Argos. may only take this feat at
first level. Athletic [General]
Prerequisite: Str 13+.
Agile Riposte [General] Benefit: You gain a +2 bonus to Strength when
Prerequisites: Dex 13+, Dodge. determining the result of a Strength based skill check.
Benefit: Once per round, if the opponent the character
has designated as his dodge target (see the Dodge feat) Bigger Than He Looks [General]
makes a melee attack or melee touch attack against the You are adept at fighting with a weapon typically larger
character and misses, the character may make an attack than yourself.
of opportunity with a melee weapon against that Prerequisite: Small character, Str 13+, Weapon Focus
opponent. Resolve and apply the effects from both (weapon to be chosen).
attacks simultaneously. Benefit: You may use your chosen weapon as if a
Even a character with the Combat Reflexes feat Medium-size character.
cannot use the Agile Riposte feat more than once per Normal: Small characters must use smaller weapons
round. This feat does not grant more attacks of than a Medium-size character.
opportunity than the character is normally allowed in a Special: You can gain this feat multiple times. Each
round. time you take the feat, it applies to a new weapon.

Aim [General] Born in the Saddle [Ancestral]


Prerequisite: Precise Shot, Wis 13+. You were raised, as your ancestors before you, in the
Benefit: You may use your Wisdom bonus instead of saddle, constantly on the move. Thus, you handle
your Dexterity bonus when using a ranged attack. You yourself better when mounted.
must use the full attack action to use this feat.

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Prerequisite: Base Attack Bonus +1, Dex 13+, Dazzling [General]
Mounted Combat, Ride 4 ranks. Your radiant personality bedazzles foes.
Benefit: You gain a +1 circumstance bonus to attacks Prerequisite: Chr 19+, Divine Grace ability.
rolls when using a light weapon while mounted and do Benefit: Any humanoid opponent attempting to strike or
not suffer an armor check penalty when attempting a otherwise directly attack you must succeed at a Will
fast dismount if you are wearing light armor. The save (DC 10 + Charisma modifier + half your character
circumstance bonus is in addition to the +1 bonus you level) or become dazzled for 1 round + your Charisma
receive for melee attacks for being on higher ground. modifier. A creature that successfully saves against this
Note: A condition that makes the character lose his or effect cannot be affected by this feat from the same
her Dexterity bonus to Armor Class (if any) also makes character for one day. This is a supernatural, mind-
the character lose the benefits of this feat. affecting effect.
Special: As with all Ancestral feats, you may only take
this feat at 1st level. Diverse [General]
You have ways for overcoming the odds.
Charming [General] Prerequisite: Wis 10+.
Prerequisite: Cha 13+. Benefit: You may pick one cross-class skill. That skill is
Benefit: You gain a +2 bonus to now a class skill for each class you have. This does not
Charisma when determining the allow you to have skills that are class specific.
result of a Charisma based skill Special: You may take this feat multiple times and only
check. at first level.

Critical Mastery Dwarven Blood [Ancestral]


[Advancement] Dwarven blood runs through your veins from a long
A large array of weaponry is ancestor.
deadly in your grasp. Benefit: For all effects related to a race, you are
Prerequisite: Proficient with considered a dwarf. You, for example, can use dwarf
weapon, Weapon Mastery. weapons and magic items with racially specific dwarf
Benefit: Increase the critical powers as if you were a dwarf.
damage multiplier by +1 to all Special: As with all Ancestral feats, you may only take
weapons you are proficient. this feat at 1st level.
Special: You are now considered
to have a level adjustment +1. Elven Blood [Ancestral]
You may take this feat with your Elven blood runs through your veins from a long
fighter/psychic warrior feats. ancestor.
Benefit: For all effects related to a race, you are
The charming troubadour, William Crushing Blow [General] considered an elf. You, for example, can use dwarf
Longbottom, ensnares and
enraptures Lady Rebecca of Goshen.
You learned how to best strike an weapons and magic items with racially specific elf
opponent or object where it will powers as if you were an elf.
hurt. Special: As with all Ancestral feats, you may only take
Prerequisite: Base Attack Bonus +3 or higher, Power this feat at 1st level.
Attack.
Benefit: As a full attack action, you may double your Energetic Disarm [General]
Strength modifier for a single attack or sunder attempt When you disarm an opponent, the weapon goes flying!
(damage only). In addition, if you are using a bludgeon- Prerequisites: Base Attack Bonus +3 or higher, Str 13.
ing weapon, you may add a +2 circumstance modifier to Benefit: After a successful disarm attempt, you may
your sunder attempts. choose to have the disarmed weapon land 1d6 + 4 feet
away of the opponent rather than at the opponent's feet.
Counter Sunder [General] Determine the direction the weapon deviates as per
You’re adept at turning a possible catastrophe into a failed grenade-like weapon attacks.
stroke of luck.
Prerequisite: Combat Expertise or Agile Riposte, Exertion [General]
Improved Sunder. You are capable of over-extending yourself in order to
Benefit: If an attempt to sunder one of your items fails, inflict extra damage.
you may immediately make an attack of opportunity Prerequisites: Base Attack Bonus +1 or higher, Power
against that opponent. Attack, Toughness.

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Benefit: This feat allows the user to expend their own opponents.
hit points during combat in order to take down an Prerequisite: Dex 13+, Dodge.
opponent. With a successful hit, you can expend a Benefit: As Dodge except you may designate a number
number of Hit Points (no more than your base attack of opponents equal to your Dexterity modifier +1. (You
bonus) and add that amount as nonlethal damage upon cannot select an opponent more than once.)
your opponent. This feat uses a full attack action and Note: Conditions that makes you lose your Dexterity
cannot be used in conjunction with Cleave or Great bonus to Armor class (if any) also makes you lose dodge
Cleave. Hit Points lost through Exertion are considered bonuses. Also, dodge bonuses (such as this one and a
nonlethal. dwarf's racial bonus to dodge against giants) stack with
each other, unlike most other types of bonuses.
Exotic Armor Proficiency [General]
Benefit: Choose a type of exotic armor. You are now Improved Agile Riposte [General]
proficient in that type of exotic armor. When a You learned to fight off multiple opponents.
character wears a type of armor with which the character Prerequisite: Base Attack Bonus +6 or higher, Combat
is proficient, the armor check penalty applies only to Reflexes, Dex 15+, Agile Riposte.
Balance, Climb, Escape Artist, Hide, Jump, Move Benefit: As Agile Riposte, but this may be used twice
Silently, Sleight of Hand, Swim, and Tumble checks. per round.
Normal: A character that is wearing armor with which Note: This replaces Agile Riposte.
she is not proficient suffers its armor check penalty on
attack rolls and on all skill checks that involve moving, Improved Sweeping Disarm [General]
including Ride. You may follow through after disarming an opponent.
Prerequisite: Base Attack +4 or higher, Sweeping
Hard to Take Down [General] Disarm.
Benefit: You increase the amount of massive damage Benefit: As Sweeping Disarm, but with no restrictions
you can sustain by an additional 10 points. on the amount of times that this may be used in a round.
Normal: If a character ever sustains damage so massive
that a single attack deals 50 points of damage or more Inspiring Courage [General]
and it does not kill the character outright, that character Your inspiration reaches greater distances.
must make a Fortitude save (DC 15) or die regardless of Prerequisite: Aura of Courage or similar ability.
current hit points. Benefit: You are able to increase the area of your Aura
Special: You may take this feat multiple times and may of Courage ability to an additional 10 feet.
be purchased with fighter/psionic warrior bonus feats. Special: You may take this feat multiple times. Each
time increases the area of the Aura of Courage ability by
Hardened [General] an additional 10 feet.
Prerequisite: Con 13+.
Benefit: You gain a +2 bonus to Constitution when Light Sleeper [General]
determining the result of a Constitution based skill Prerequisite: Alertness.
check. Benefit: You are no longer considered helpless when
you are sleeping.
Hardy [General]
Prerequisite: Toughness. Master Craftsman [Item Creation]
Benefit: You gain an additional hit point whenever you Prerequisite: Craft Magic Arms and Armor
advance in a level. Benefit: The hardness of all armor and weapons that
you create is increased by +5.
Improved Accuracy [General]
Your enemies cannot escape your furry. Nimble [General]
Prerequisite: Favored Enemy or similar ability. Prerequisite: Dex 13+.
Benefit: The distance which you apply a damage bonus Benefit: You gain a +2 bonus to Dexterity when
to your favored enemies with a ranged weapon is determining the result of a Dexterity based skill check.
increased to an additional 10 feet.
Special: You may take this feat multiple times. Each Orc Blood [Ancestral]
time it is taken, increase your range a further 10 feet. Orcish blood runs through your veins from a long
ancestor.
Improved Dodge [General] Benefit: For all effects related to race, you are
You are adept at dodging blows from multiple considered an orc. You for example, can use orc

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weapons and magic items with racially specific orc result of a successful strike against your weapon or
powers as if you were an orc. shield.
Special: As with all Ancestral feats, you may only take Special: This feat may be purchased with fighter/psionic
this feat at 1st level. warrior bonus feats.

Penetrating Shot [General] Scholar [General]


You are able to strike with such deadly force that your Prerequisite: Int 13+.
missile attacks actually travel through your opponent, Benefit: You gain a +2 bonus to Intelligence when
enabling you to hit a second target. determining the result of an Intelligence based skill
Prerequisite: Point Blank Shot, Precise Shot. check.
Benefit: If the character deals a creature enough damage
with a ranged weapon to make it drop (typically by Shield Specialization [General]
dropping it to below 0 hit points, killing it, etc.), the You are particularly adept at blocking with a shield.
character gets an immediate, extra ranged attack against Prerequisites: Base Attack Bonus +1 or higher, Shield
another creature that received cover from the previous Proficiency.
opponent. In addition to the second target receiving a Benefit: The AC bonus of a light or medium shield
cover bonus from the first target, the second opponent increases by +1 in your hands.
must also be in the character’s line of sight. The
character cannot take a 5-foot step before making this Skilled [General]
extra attack. The extra attack is with the same weapon You are exceptionally skillful in the things you know.
and at the same bonus as the attack that dropped the Benefit: You gain an additional 4 skill points.
previous creature. Furthermore, only a character using a Special: A character may gain this feat multiple times
composite ranged weapon [Str +1 or better] or a magical
ranged weapon of a +1 enhancement bonus or greater Smiting Shot [General]
may perform a penetrating shot. The character can use You can smite enemies at a distance.
this ability once per round. Prerequisite: Base Attack Bonus 4+, smite ability.
Benefit: You may use your smite ability with a ranged
Philosopher [General] weapon.
Prerequisite: Wis 13+. Normal: A smite ability requires a melee attack.
Benefit: You gain a +2 bonus to Wisdom when
determining the result of a Wisdom based skill check. Sniper [General]
Your enemies cannot escape your deadly aim.
Pugilist [General] Prerequisite: Sneak Attack or similar ability.
Your unarmed attacks are now even more deadly. Benefit: The distance which you apply extra damage to
Prerequisite: Improved Critical (unarmed strike), a sneak attack with a ranged weapon is increased to an
Improved Unarmed Strike, Stunning Fist, additional 10 feet.
Weapon Focus (unarmed strike). Special: You may take this feat multiple times. Each
Benefit: You receive a +1 to damage rolls when using time it is taken, increase your range a further 10 feet.
an unarmed attack.
Sprint [General]
Psionic Training [General] You are able to move farther over short distances.
Prerequisite: Int 10+. Prerequisite: Dex 13+, Run.
Benefit: You may manifest the 0-level psion powers my Benefit: Your speed increases an additional 5 feet when
light, daze, and far hand once per day each. You are making a double-move action. Furthermore, you no
treated as a psion of your psion manifest level longer provoke an attack of opportunity when
(minimum 1st level) for determining range at which performing a run action.
these powers manifest. You may only take this feat at
first level. Stunning Blow [General]
You have learned to stun your opponent with a chosen
Resist Sunder [General] weapon.
You have learned to quickly move your weapon out Prerequisite: Dex 13+, Improved Critical (bludgeoning
from harm. or slashing weapon to be chosen), Power Attack, Wis
Prerequisite: Combat Expertise, Improved Sunder. +13.
Benefit: You may add your initiative modifier to your Benefit: Declare that you are using this feat before you
opposed attack roll, as a defender, when determining the make an attack roll (thus, a missed attack roll ruins

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the attempt). It forces a foe, damaged by your chosen ability once per round.
bludgeoning or slashing weapon, to make a Fortitude
saving throw (DC 10 + one-half your level + your Weapon Mastery [Advancement]
Wisdom modifier) in addition to receiving damage You are skilled in a large array of weaponry.
normally. If the defender fails his saving throw, he is Prerequisite: Base attack bonus +2 or higher, proficient
stunned for 1 round (until just before your next action). with weapon.
A stunned character can’t act and loses any Dexterity Benefit: You add a +1 to all attack and damage rolls
bonus to AC, and takes a –2 penalty to AC. You may with all weapons in which you are proficient.
attempt a stunning attack once per day for every four Special: You are now considered to have a level
levels you have attained, and no more than once per adjustment +1. You may take this feat with your
round. fighter/psychic warrior feats.
Special: Attacks using Stunning Blow are in addition to
any stunning attacks already possessed by a character, Wild Fighting [General]
such as a monk. You possess savagery with each attack.
Benefit: When you are using a full attack action in
Subterranean Armor [General] melee, you may gain a +2 bonus to attack rolls and a -4
Prerequisite: Dwarf, Gnome, or Elf (Drow). penalty to Armor Class. The changes to attack rolls and
Benefit: You receive a +1 dodge bonus to Armor Class Armor Class last until your next action.
against attacks when underground.
Note: A condition that makes you lose your Dexterity
bonus to Armor Class also makes you lose dodge bo-
Fighting Styles (Optional)
nuses. The medieval knight was well versed in many fighting
styles and each thrust or cut of the sword required
Superstitious [Taboo] dedicated skill, footwork, and knowledge of a plethora
You fear magic of any type and cast a watchful eye on of guards, counterattacks, and avoidance maneuvers.
spellcasters. Combatants of the middle ages were not clumsy sword
Prerequisite: A class without a spell list. swinging hack and slash mongrels portrayed in many
Benefit: You receive a +3 morale bonus to saving books and movies. The knight was a sophisticated
throws against all magic. This also includes beneficial combatant using every part of his sword from thrusting
magic from spells and magic items that bestow such with the tip of the blade to bashing opponents senseless
magic, (i.e. potions and wands) with which you must with the pommel.
also always make a saving throw against. In addition, Furthermore, his entire armored body became a
you refuse to cast spells, from any source. ruthless tool in helping him win an upper hand in
Special: Like all Taboo feats, if you break the taboo, combat. Do not be fooled into believing heavily
you loose the benefits of this feat until you are the armored knights were slow, unable to use their legs to
recipient of an atonement spell. In addition, if you later kick or push opponents away or use their arms to catch
acquire a class that contains a spell list you permanently their adversary’s weapon between their forearm and
lose the benefits of this feat despite being a recipient of torso.
an atonement spell. However, when using a rules system to mirror the
real world, nuances are lost in light of maintaining game
Sunder Object [General] balance, which should always be the first consideration.
Any object is a target. The Combat Skills presented here are designed to add a
Prerequisite: Base Attack Bonus +6 or higher, little extra flavor to your combat. Fighter characters
Sunder. typically are reduced to rolling the dice and adding up
Benefit: When you strike at an opponent’s held, carried, damage before passing to the next player in initiative.
or worn objects; you do not provoke an attack of This allows a little more interaction on their behalf and
opportunity. realistically portrays, to an extent within a game system,
the fear a trained fighter represents on the battlefield as
Sweeping Disarm [General] opposed to those that do not sleep with their swords.
You can follow through after disarming an opponent.
Prerequisite: Dex 13+, Improved Disarm. Combat Skills
Benefit: If you disarm a creature, you get an immediate, Combat Skills are actually a group of skills that are used
extra melee disarm attack against another creature in the to outmaneuver an opponent into provoking an attack of
immediate vicinity. You cannot take a 5-foot step opportunity, prevent an attack, or launch into a counter-
before making this extra attack. The extra attack is with attack.
the same weapon and at the same bonus as the attack Combat Skills adhere to all the normal rules
that disarmed the previous creature. You can use this applied to normal skills except how they are

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Acquired. Also, they are always considered class skills. The skill name line includes the following information:
Key Ability: The abbreviation of the ability whose
Acquiring Combat Skill Ranks? modifier applies to the skill check.
Combat Skills can be purchased through use of Combat Trained Only: If "Trained Only" is included in the
Skill Points. Combat Skill Points are acquired whenever skill name line, the character must have at least 1 rank in
a character receives an additional base attack bonus. For the skill to use it. If it is omitted, the skill can be used
each increase in a character’s base attack bonus, he or untrained (with a rank of 0). If any special notes apply to
she receives 8 Combat Skill Points. For example, a 3rd trained or untrained use, they are covered in the Special
level fighter (Base Attack Bonus +3) would have section (see below).
acquired 24 Combat Skill Points while a 3rd level Armor Check Penalty: Apply any armor check
wizard (Base Attack Bonus +1) has gained a total of penalty to skill checks for this skill.
only 8 Combat Skill Points. As you can see from the After the description are two other types of
example, a fighter is definitely more skilled in information:
combative styles than a wizard. Check: What the character can do with a successful
skill check, how much time it takes to make a check,
Using Combat Skills and the check's DC.
When you use a Combat Skill, you make a Combat Skill Special: Any extra facts that apply to the skill, such
check as you would with any other skill to determine as rules regarding untrained use, or if this skill has a
how well you do. As with normal skills, you must synergistic relationship with other skills, or benefits that
match or beat a particular number in order to succeed or certain characters receive because of class or race.
proceed. All Combat Skills, save for Swordcraft, are
opposed checks. The Combat Skills

Attack Combat Skills Avoidance (Dex; Armor Check Penalty; Combat


Each type of attack Combat Skill, whether it is a Skill)
powerful cut from above or a low thrust, requires the useYou avoid deadly thrusts and overhand cuts by being
of an attack of opportunity and must be part of, and in where the sword is not.
conjunction with, a full attack action. If you do not have Check: After failing a Stance or Footwork check
an attack of opportunity left or you did not perform a and you are not wielding a weapon, you may make an
full attack action, you may not use a Combat Skill to Avoidance check against either your opponent’s Thrust
gain an extra attack. or Cut check to avoid the dramatic attack of opportunity.
Special: If you have 5 or more ranks in Tumble,
Dramatic Attacks of Opportunity you receive a +2 synergy bonus to your Avoidance
As stated above, some of the Combat Skills use unspent check. In addition, small characters receive a +2 racial
attacks of opportunity. However, when it is discussed bonus to Avoidance checks.
about a character provoking an attack of opportunity, it Note: The use of this skill does not prevent normal
only applies to a character making an attack with a attacks of opportunity. Only dramatic attacks of
Combat Skill. These are called dramatic attacks of opportunity delivered by a Combat Skill may be
opportunity so as not to be confused with a normal prevented through use of this skill. Furthermore, the use
attack of opportunity. Furthermore, a dramatic attack of of this skill is a free action.
opportunity is used in place of your normal attack of
opportunity when dealing with Combat Skill checks; Counterattack (Dex; Trained only; Combat Skill)
however, you may not use a normal attack of With a successful block you immediately counter with
opportunity in place of a dramatic attack of opportunity an attack of your own.
when using a skill check (see below for skill Check: After successfully identifying a particular
descriptions and an example to illustrate this concept cut or thrust through use of a Swordcraft check and after
more clearly). a successful check with the proper Guard technique, you
may make an immediate counterattack. If you succeed
Combat Skill Descriptions in a Counterattack check (DC opponent’s armor class)
This section describes each skill, including common you deliver damage equal to your Strength modifier, if
uses and typical modifiers, beginning with the skill positive.
description format below. Special: In addition, if you possess Weapon
Specialization (weapon used in the counterattack) you
Skill Name ([Key Ability]; Trained only; Armor deal
check penalty)

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an additional 2 points of damage. of your attacks of opportunity. If you do not have an
Note: Making a counterattack requires use of one attack of opportunity you cannot make a Middle Cut.
of your attacks of opportunity. If you do not have an
attack of opportunity you cannot make a counterattack. Footwork (Dex; Combat Skill)
Footwork allows you to keep your distance from your
Cuts attacker or to get in close and follow through with a cut
Below are the different cuts that can be used. Each or thrust.
requires the use of an attack of opportunity and must be Check: Before you thrust or cut your opponent,
used in conjunction with a full attack action. If you do you must first close the distance using the Footwork
not have an attack of opportunity you cannot make a cut. combat skill. Likewise, someone wishing to avoid
becoming outmaneuvered, thus provoking a dramatic
High Cut (Str; Trained only; Combat Skill) attack of opportunity, must also make a Footwork check.
Otherwise known as the powerful cut, by lifting your This is an opposed roll. If
weapon high above your head you are able to deliver a you are trying to close the A knight advances with a
devastating blow. gap to proceed with a cut high cut, also known as a
Check: After succeeding with a Footwork combat or thrust, you must first powerful cut. Are you
skill check, you may make a High Cut combat skill beat your opponent’s ready?
check (DC opponent’s armor class). If you succeed, you Footwork check. If you
deliver damage equal to your Strength modifier, if fail, you cannot proceed
positive. with a cut or thrust and you
Special: In addition, if you possess Weapon lose an attack of opportunity.
Specialization (weapon used in high cut) you deal an Special: If you have 5
additional 2 points of damage. or more ranks in Tumble, you
Note: To deliver a High Cut requires use of one of receive a +2 synergy bonus to
your attacks of opportunity. If you do not have an attack your Footwork check. In
of opportunity you cannot make a High Cut. addition, small characters
receive a +2 racial bonus to
Low Cut (Dex; Trained only; Combat Skill) Footwork checks when
Also known as the harassing cut, a low cut is an attack preventing a thrust or a cut.
made from the wrists and hands. Note: The use of this
Check: After succeeding with a Footwork combat skill does not prevent normal
skill check, you may make a Low Cut combat skill attacks of opportunity. Only
check (DC opponent’s armor class). If you succeed, you dramatic attacks of
are able to decrease your opponent’s speed by 5 feet, for opportunity delivered by a
1 round. Combat Skill may be
Note: To deliver a Low Cut requires use of one of prevented with use of this
your attacks of opportunity. If you do not have an attack skill. Furthermore, the use of
of opportunity you cannot make a Low Cut. this is a free action.

Middle Cut (Dex; Trained only; Combat Skill) Guards


Also known as the medium cut, a middle cut is made Below are the different guards that can be used. If
from the extension of the elbow. successful, they allow you to launch a counterattack.
Check: After succeeding with a Footwork combat
skill check, you may make a Middle Cut combat skill High Guard (Str; Trained only; Combat Skill)
check (DC opponent’s armor class). If you succeed, you The high guard counters a high cut.
deliver a wounding (1 point) cut lasting a number of Check: After making a successful Swordcraft
rounds equal to your Dexterity modifier, if positive. check, and discover your opponent is following through
Continual Middle Cuts do not increase this damage, with a High Cut, you may use a High Guard check (DC
however, it does extend it additional rounds equal to opposed High Cut) to prevent it. Additionally, if
your Dexterity modifier. Any healing magic or a Heal successful in preventing a High Cut through use of this
check (DC 15) stops the wounding cut. skill, you may make an immediate Counterattack if you
Special: If you have Weapon Finesse (weapon have an attack of opportunity.
used in low cut) you receive a +1 circumstance bonus to Note: If your opponent fails to make the DC (your
your Middle Cut combat skill check.
Note: To deliver a Middle Cut requires use of one

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armor class) and you still beat his roll, you still may check, and discover your opponent is following through
continue with your counterattack since he has now with a Low Cut, you may use a Low Guard check (DC
provoked a dramatic attack of opportunity. opposed Low Cut) to prevent it. Additionally, if
successful in preventing a Low Cut through use of this
Left to Right Guard (Str; Trained only; Combat skill, you may make an immediate Counterattack if you
Skill) have an attack of opportunity.
Also known as the oxen guard, the right to left guard Note: If your opponent fails to make the DC (your
counters a thrust. armor class) and you still beat his roll, you still may
Check: After making a successful Swordcraft continue with your counterattack since he has now
check, and discover your opponent is following through provoked a dramatic attack of opportunity.
with a Thrust, you may use a Left to Right Guard check
(DC opposed Thrust) to prevent it. Additionally, if Middle Guard (Dex; Trained only; Combat Skill)
successful in preventing a Thrust through use of this Also known as the plough, the middle guard counters a
skill, you may make an immediate Counterattack if you middle cut.
have an attack of opportunity. Check: After making a successful Swordcraft
Note: If your opponent fails to make the DC (your check, and discover your opponent is following through
armor class) and you still beat his roll, you still may with a Middle Cut, you may use a Middle Guard check
continue with your counterattack since he has now (DC opposed Middle Cut) to prevent it. Additionally, if
provoked a dramatic attack of opportunity. successful in preventing a Middle Cut through use of
this skill, you may make an immediate Counterattack if
Low Guard (Dex; Trained only; Combat Skill) you have an attack of opportunity.
Also known as an iron gate, the low guard counters a Note: If your opponent fails to make the DC (your
low cut. armor class) and you still beat his roll, you still may
Check: After making a successful Swordcraft continue with your counterattack since he has now
provoked a dramatic attack of opportunity.

Setting Aside (Str; Combat Skill)


You avoid deadly thrusts and overhand cuts by pushing
aside your attacker’s weapon with your own.
Check: After failing a Stance or Footwork check
and you are wielding a weapon, you may make a Setting
Aside check against either your opponent’s Thrust or
Cut check to avoid the dramatic attack of opportunity.
Special: If you have 5 or more ranks in Balance,
you receive a +2 synergy bonus to your Setting Aside
checks.
Note: The use of this skill does not prevent normal
attacks of opportunity. Only dramatic attacks of
opportunity delivered by a Combat Skill may be
prevented. Furthermore, the use of this skill is a free
action.

Stance (Dex; Combat Skill)


Stance allows you to keep your distance from multiple
attackers.
Check: When surrounded by multiple attackers,
you must make a Stance check rather than a Footwork
check to avoid becoming outmaneuvered, thus
provoking a dramatic attack of opportunity.
Note: The use of this skill does not prevent normal
attacks of opportunity. Only dramatic attacks of
opportunity delivered by a Combat Skill may be
prevented. Furthermore, the use of this skill is a free
action.

One knight struggles, however fails his attempt to


block with a middle guard.

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Swordcraft (Int; Trained only; Combat Skill) Thomas is following through with a High Cut.
You identify different cuts and thrusts enabling you to William has now two choices: since he is armed
correctly choose the correct guard. with a weapon, he may attempt to make a Setting Aside
Check: You identify cuts and thrusts. check (not his best skill) or use his High Guard combat
skill to block and, if successful, follow up with a
DC Task Counterattack. William decides to use his High Guard
10 + opponent’s rank Identify a cut or thrust being combat skill.
used. No retry. Thomas makes his High Cut check (rolling a 17)
and succeeds in hitting William’s armor class (AC 15).
Note: If you fail to identify a cut or a William makes a High Guard check and rolls an 18.
thrust, you may still choose a guard to block, however, William succeeds in blocking Thomas’s attack.
if you guess the wrong guard to block, the guard check William now wishes to follow through with a
automatically fails. Counterattack, however he remembers he used his one
attack of opportunity earlier that round against Reynold
Thrust (Str; Trained only; Combat Skill) as he moved through his threatened area. Since William
With a powerful thrusting blow, you are able to knock has no attacks of opportunity left, he cannot proceed
the wind from your opponent. with a Counterattack.
Check: After succeeding with a Footwork combat Reynold was unable to make use of his Combat
skill check, you may make a Thrust combat skill check Skills for he double moved to get into position and did
(DC opponent’s armor class). If you succeed, your not use a full attack action, although he still had an
opponent becomes fatigued (-2 Str and –2 Dex) for 1 attack of opportunity left.
round.
Note: To deliver a Thrust requires use of one of These rules are considered optional and are intended to
your attacks of opportunity. If you do not have an attack add a realistic flavor to the game without being
of opportunity you cannot make a Thrust. overpowering. However, the rules may slow combat at
first, but as soon as those participating fully understand
An Example of Utilizing Combat Skills these rules, combat should move as smoothly as before.
We have a team consisting of Thomas, 1st level fighter,
and Reynold, a 2nd level rogue, against William, a 1st Monsters and Combat Skills
level fighter. Monsters may possess combat skills. As with
Thomas uses a full attack action against William characters, a monster receives 8 Combat Skill Points per
and hits with his longsword for 4 points of damage. Base Attack Bonus. However, only humanoids and
Since he used a full round action and did not use an monstrous humanoids, all of which must have an
attack of opportunity this round, Thomas decides to use Intelligence score of 3 or higher, may possess Combat
his Combat Skill High Cut against William to deliver a Skills. All other creatures may not possess Combat
terrible blow from above. Skills and are immune to their effects.
Thomas makes a Footwork check against
William’s Stance check. Normally, William would use Combat Reflexes and Combat Skills
a Footwork check, however, since Reynold moved into a A character possessing the Combat Reflexes feat is
flanking position, William is forced to use a Stance allowed additional thrusts or cuts, as he in essence has
check instead because he has multiple attackers within more attacks of opportunity available per round,
his threatened area. Thomas, who has no skill ranks in however each additional thrust or cut a character uses
Footwork, rolls a 15. William makes a Stance check must be applied to a different target.
and rolls a 14.
Since Thomas outmaneuvered William, William
now provokes a dramatic attack of opportunity and Chapter Three:
Thomas will now attempt to deliver a High Cut. Now,
even though William has been outmaneuvered and Prestige Classes
provokes a dramatic attack of opportunity, Reynold The prestige classes presented here extend upon the list
cannot take advantage of this opening because William that originally appeared in the DMG. These allow a
provokes an attack from Thomas; the character using the player to drive his or her character into a specialized
Combat Skill. concept beyond the classes presented in the Player’s
William now makes a Swordcraft check (DC 14; Handbook. Prestige classes have requirements that must
Thomas has 4 ranks in High Cut) to identify the attack be met by a PC or NPC before advancement in a
Thomas is using. He rolls a 17 and discovers that particular class.

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Class Skills
Ancestral Knight The ancestral knight’s class skills (and the key ability
An ancestral knight receives guidance from spirits for each skill) are Climb (Str), Concentration (Con),
providing stability and encouragement to those of his Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge
race. This allows them to provide guidance and vigor (all skills, taken individually) (Int), Profession (Wis).
on the battlefield against the numerous encroaching
armies of man. Most are long retired warriors; emerging Skill Points at Each Level: 2 + Int modifier.
now as great leaders, storytellers, and generals.
Though knighthood is a human concept, the Class Features
ancient civilized races have adopted well the notions of All the following are class features of the ancestral
chivalry along with the ferocity mirrored in those of knight prestige class.
man without the savage butchery. In peacetime, when Weapon and Armor Proficiency: Ancestral
man, according to one elven scholar, “travels the knights gain no new weapon or armor proficiencies.
countryside inciting others to the ways of Ancestral Link: If within 30-feet of another ally
war-mongering”, ancestral knights attempt to hold the of the same race as the ancestral knight, he receives a +1
peace as teachers. morale bonus to attack and damage.
However, if duty calls them to war, they proudly Inherited Leadership: The ancestral knight is
take their place on the battlefield. They encourage new exceptional at heartening others under his command.
heroes by inspiring them with great feats, so that one By forgoing any action and instead focusing on
day, these young heroes can take their place lending encouraging all allies of the same race within 30-feet,
guidance and glory to their race. the ancestral knight may grant them an additional +1
competence bonus to any attack roll, save, or skill check
Hit Die: d10. made during that round. This bonus increases by an
additional +1 every three levels thereafter.
Requirements Ancestral Weapon: Once per day, an ancestral
To qualify as an ancestral knight (AncKn), a character knight can choose one weapon possessed by an ally of
must fulfill all the following criteria. the same race within 30-feet. The weapon is considered
Alignment: Any good. affected by a bless weapon spell cast by a 5th level
Race: Dwarf or elf. paladin. This is a spell-like ability that provokes an
Base Attack Bonus: +5. attack of opportunity.
Skills: Knowledge (history) 2 ranks, Knowledge Ancestral Courage: Beginning at 2nd level, an
(local) 2 ranks, Knowledge (nobility and royalty) 2 ancestral knight is immune to fear (magical or
ranks. otherwise). Allies of the same race within 10 feet of the
Feat: Combat Reflexes, Improved Initiative, ancestral knight gain a +4 morale bonus on saving
Leadership. throws against fear effects. Granting the morale bonus to
allies is a supernatural ability.
Ancestral Bond: As protectors, ancestral knights
respond immediately to threats on their allies. At 6th

Table 3-1: The Ancestral Knight


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Ancestral link, inherited leadership +1
2nd +2 +3 +0 +0 Ancestral weapon, ancestral courage
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Inherited leadership +2
5th +5 +4 +1 +1
6th +6 +5 +2 +5 Ancestral bond
7th +7 +5 +2 +5 Inherited leadership +3
8th +8 +6 +2 +6
9th +9 +6 +3 +6 Hearten
10th +10 +7 +3 +7 Inherited leadership +4

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level, the ancestral knight may make an extra melee Hit Die: d10.
attack against an opponent within the threatened area of
an ally of the same race. Requirements
Hearten: Once per day, as a standard action, an To qualify as a black knight (BlkKn), a character must
ancestral knight can choose to encourage one ally of the fulfill all the following criteria.
same race within 30-feet. This provides the following Alignment: Any nonlawful.
bonuses, lasting for one hour: Base Attack Bonus: +7.
• +2 on all attack and damage rolls. Skills: Bluff 4 ranks, Disguise 4 ranks.
• +3 Hit Dice (d10s that gain temporary hit points). Feat: Skill Focus (Disguise).
This is a supernatural ability. Special: Vigil class ability (see squire prestige
class for description).
Ex-ancestral knights: An ancestral knight who becomes
non-good cannot gain new levels as an ancestral knight Class Skills
and loose all ancestral knight’s abilities. The black knight’s class skills (and the key ability for
each skill) are Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Handle Animal
Black Knight (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Sense
“I approached the ridge on horseback to survey the vast Motive (Wis), and Swim (Str).
horde of united orc tribes under the banner of Grune
Vel’Thok. My scouts informed me that Vel’Thok’s Skill Points at Each Level: 2 + Int modifier.
shaman, under much courage, gathered listeners and
won their ears and hearts of these chaotic beings to Class Features
rally against us; man. We prepared by training men All the following are class features of the black knight
and devising battle plans, for we knew that this prestige class.
eventuality would come. Weapon and Armor Proficiency: Black knights
Though they were too numerous to count, I was gain no new weapon or armor proficiencies.
confident . . . until I saw a knight among the savages, a Immunities: Black knights are immune to detect
human knight who bore neither noble family crest nor thoughts, discern lies, and any attempt to magically or
banner of allegiance. He lifted his visor to instruct the psionically discern her alignment.
beasts on Grune Vel’Thok’s behalf. It was my chief Improved Disguise: Beginning at 1st level a black
military advisor. I had been duped and knew the knight no longer receives a -2 modifier when
forthcoming battle lost and my life forfeit.” attempting to use the Disguise skill to disguise as a
- Chronicles of Avery Goodfellow, Marshal of specific class. At 2nd level, the -2 modifier no longer
Arms. applies when attempting to disguise as a different race.
At 3rd and 4th level, the black knight no longer receives
A black knight chooses to hide their identity for the -2 modifier attempting to disguise as a different sex
furthering purposes of good, evil, or to avenge a wrong. or age, respectively.
Quest: A black knight does not receive a -1

Table 3-2: The Black Knight


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Immunities, improved disguise (class), quest, subtle
attack +1d4
2nd +2 +3 +0 +0 A hundred faces, improved disguise (race), slippery
mind, Improved Feint
3rd +3 +3 +1 +1 Cunning emulation (class), improved disguise (sex),
poison use, subtle attack +2d4
4th +4 +4 +1 +1 Cunning emulation (race), improved disguise (age),
masking touch
5th +5 +4 +1 +1 A thousand faces, cunning emulation (alignment),
subtle attack +3d4

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modifier for moving around a lot under the Followers- Some magic items work only for certain races, or
Only Leadership Modifiers as described under the work better for those of certain races. At 4th level, a
Leadership feat in the DMG. black knight can emulate a particular race of the black
Subtle Attack: Any time the black knight's target knight's choice. The character can emulate only one race
would be denied a Dexterity bonus to AC (whether the at a time. Some magic items have positive or negative
target actually has a Dexterity bonus or not), or when effects based on the black knight's alignment. At 5th
the black knight flanks the target, the black knight's level, the black knight can use these items as if she was
attack deals extra damage. The extra damage is +1d4 at of an alignment of the black knight's choice. The black
1st level and an additional 1d4 every two levels knight can emulate only one alignment at a time.
thereafter. Should the black knight score a critical hit To use this ability, a black knight must make a
with a subtle attack, this extra damage is not multiplied. cunning emulation check (d20 + Charisma modifier +
Ranged attacks can only count as subtle attacks if black knight level) against DC provided under the Use
the target is within 30 feet. The black knight can't strike Magic Device skill explanation in the Player’s
with deadly accuracy from beyond that range. Handbook.
With a sap (blackjack) or an unarmed strike, the If the black knight fails by 10 or more, she suffers
black knight can make a subtle attack that deals a mishap. A mishap means that magical energy gets
nonlethal damage instead of normal damage. The black released but it doesn't do what the character wanted it to
knight cannot use a weapon that deals normal damage to do. The DM determines the result of a mishap. The
deal nonlethal damage in a subtle attack, not even with default mishaps are that the item affects the wrong target
the usual -4 penalty. or that uncontrolled magical energy gets released,
A black knight can only use subtle attack on a dealing 2d6 points of damage to the character. If a black
living creature with a discernible anatomy. Any creature knight ever rolls a natural 1 while attempting to activate
that is immune to critical hits is also not vulnerable to an item and the black knight fails, then she can't try to
subtle attacks. The black knight must be able to see the activate it again for a day.
target well enough to pick out a vital spot and must be In addition, any ranks in Use Magic Device stack
able to reach the vital spot. The black knight cannot use with cunning emulation.
subtle attack while striking a creature with concealment Poison Use: Black knights are trained in the use of
or striking the limbs of a creature whose vitals are poison and never risk accidentally poisoning themselves
beyond reach. when applying poison to a blade.
Damage delivered by a subtle attack stacks with Masking Touch: At 4th level, a black knight is
sneak attack damage. able to disguise the magical identity of the items she
A Hundred Faces: At 2nd level, a black knight carries. All items in the immediate possession of the
gains the supernatural ability to change her appearance black knight, i.e., held, worn, or on her person, are
at will, as if using the spell change self (see the spells continually affected if as though the spell magic aura
section in the Player‘s Handbook). had been cast on each item. Once the object has left the
Slippery Mind: At 2nd level, the black knight black knight’s immediate possession, it is returns to its
gains a slippery mind. If a black knight with a slippery normal state. This is a supernatural ability.
mind is affected by an enchantment and fails the saving A Thousand Faces: At 5th level, a black knight
throw, 1 round later the black knight can attempt the gains the supernatural ability to change her appearance
saving throw again. The black knight only gets this one at will, as if using the spell alter self (see the spells
extra chance to succeed. This is an extraordinary ability. section in the Player‘s Handbook).
Improved Feint: At 2nd level, a black knight
gains the Improved Feint feat for free, as described in Ex-black knights: A black knight who changes to a
the Player’s Handbook. prohibited alignment cannot gain further levels as a
Cunning Emulation: At 3rd level, a black knight black knight.
can emulate a class feature to activate a magic item. The
black knight's effective level in the emulated class
equals the black knight's result minus 20. This ability Dark Champion
does not let the black knight to use the class feature of Dark Champions first appeared from Soul Keep during
another class. It just lets the black knight activate magic the Siege of Xorn. Many scholars believe they are the
items as if she had the class feature. If the class whose mystical creations of all things dark and horrible
feature the black knight is emulating has an alignment fashioned into elite soldiers by the Wizards of Hashim.
requirement, she must meet it, either honestly or by They take to the battlefield surrounded by fiendish
emulating an appropriate alignment as a separate check servants and creatures while bringing terror and
(see below). uncertainty to every foe.

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Please note, that the spell list for the dark Class Features
champion is a bit more powerful than normal spell lists. All the following are class features of the dark champion
Although the level of a character when those spells are prestige class.
obtained is justifiable in comparison to other spellcasters Weapon and Armor Proficiency: Dark
of equivalent level, this class is designed for an NPC champions gain no new weapon or armor proficiencies.
rather than a PC because the Wizards of Hashim and Command Undead: Beginning at 2nd level, the
those associated with such are wholly evil and vile. dark champion may command undead as a cleric at half
However, this is not a restriction. Ask permission of their level. If the character already has this ability, then
your Game Master before taking levels in this particular his dark champion levels stack with levels of his
previous class.
prestige class or feel free to modify the spell list if you
feel that these spells do not suit your game. Darkvison: When a dark champion reaches 3rd
level, he gains darkvision 30 ft. If he already possesses
Hit Die: d10. darkvision, it increases an additional 30 ft.
Deeper Darkness: Twice a day, when reaching
Requirements 10th level, the dark champion may cast deeper darkness.
To qualify as a dark champion (DrkCpn), a character This is a spell-like ability.
must fulfill all the following criteria. Desecrated: At 1st level, the dark champion is
Alignment: Any evil. permanently affected as if he were the center of a
Base Attack Bonus: +6. desecrate spell. This is a supernatural ability.
Skills: Concentration 6 ranks. Light Sensitivity: A dark champion, beginning at
Feat: Combat Casting. 4th level, is dazzled in bright sunlight or within the
Weapon and Armor Proficiency: All simple radius of a daylight spell.
weapons and all armor (heavy, medium, and light). Poison Use: Dark champions are trained in the use
Special: Must be able to cast one of the following of poison and never risk accidentally poisoning
spells: animate dead, summon monster II or higher, or themselves when applying poison to a blade.
summon nature’s ally II or higher. In addition, the Unnatural Aura: Animals, whether wild or
character must have traveled to the Plane of Shadow or domesticated, can sense the unnatural presence of a dark
the Negative Energy Plane and visibly branded by a champion at a distance of 30 feet. They will not
demon or devil patron (12 HD or higher). willingly approach nearer than that and panic if forced
to do so; they remain panicked as long as they are within
Class Skills that range. This is a supernatural ability.
The dark champion’s class skills (and the key ability for Spells per day: Beginning at 1st level, a dark
each skill) are Concentration (Con), Ride (Dex), Jump champion gains the ability to cast a small number of
(Dex), Swim (Str), Knowledge (religion) (Int), divine spells. To cast a spell, the dark champion must
Knowledge (arcana) (Int), Knowledge (military tactics) have a Wisdom score of at least 10 + the spell’s level, so
(Int), Knowledge (officer) (Int), Spellcraft (Int). a dark champion with a Wisdom of 10 or lower cannot
cast these spells. Dark champion bonus spells are based
Skill Points at Each Level: 2 + Int modifier. on Wisdom, and saving throws against these spells have
a DC of 10 + spell level + the dark champion’s Wisdom
modifier (if any). When the dark champion gets 0 spells

Table 3-3: The Dark Champion


Class Base Fort Ref Will Spells per day
Level Attack Bonus Save Save Save Special 1 2 3 4 5
1st +1 +2 +0 +2 Desecrated 0 - - - -
2nd +2 +3 +0 +3 Command undead 1 - - - -
3rd +3 +3 +1 +3 Darkvision (60 ft.) 1 - - - -
4th +4 +4 +1 +4 Light sensitivity 2 0 - - -
5th +5 +4 +1 +4 2 1 - - -
6th +6 +5 +2 +5 Poison Use 3 2 0 - -
7th +7 +5 +2 +5 3 2 1 - -
8th +8 +6 +2 +6 Unnatural Aura 4 3 2 0 -
9th +9 +6 +3 +6 4 3 2 1 -
10th +10 +7 +3 +7 Deeper Darkness 4 4 3 2 1

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of a given level, such as 0 1st-level spells at 1st level, them to manipulate deep tremors to rise to the surface.
the dark champion gets only bonus spells. A dark A dwarven tor believes that through intensive
champion without a bonus spell for that level cannot yet meditation, understanding the heart within a stone, along
cast a spell of that level. The dark champion’s spell list with martial prowess, they forge a strong bond with the
appears below. A dark champion prepares and casts earth itself, enhancing the fierce blood of ancient kin.
spells just as a cleric does.
Constant Darkness: Any non-magical light Hit Die: d12.
source is automatically extinguished when it comes
within 30 ft. of the dark champion. Requirements
To qualify as a dwarven tor (DwnTor), a character must
Dark champions choose their spells from the following fulfill all the following criteria.
list: Alignment: Any lawful.
1st level— cause fear, cause light wounds, detect Race: Dwarf.
undead, doom, faerie fire, summon monster I (non-good Base Attack Bonus: +6.
creatures only). Feats: Endurance, Power Attack, Toughness.
2nd level— animate dead, darkness, cause moderate
wounds, summon monster II (non-good creatures only),
warp wood. Class Skills
3rd level— cause serious wounds, deeper darkness, The dwarven tor’s class skills (and the key ability for
greater magic weapon, poison, summon monster III each skill) are Climb (Str), Craft (Int), Intimidate (Cha),
(non-good creatures only). Listen (Wis), and Spot (Wis).
4th level— cause critical wounds, rusting grasp,
summon monster IV (non-good creatures only), vampiric Skill Points at Each Level: 2 + Int modifier.
touch.
5th level— create undead, dark fire*, harm, summon Class Features
monster V (non-good creatures only), unholy blight. All the following are class features of the dwarven tor
prestige class.
*New spell described in Chapter Seven: New Spells Weapon and Armor Proficiency: Dwarven tors
gain no new weapon or armor proficiencies.
Earth Mastery: A dwarven tor gains a +1 attack
Dwarven Tor and damage bonus if both he and his foe touch the
A dwarven tor, commonly called a knight of stone, is ground. If an opponent is airborne or waterborne, the
empowered by the strength of earth to overcome bitter dwarven tor suffers a -4 penalty to attack and damage
enemies. Many serve as great warriors in the offense rolls. This is an extraordinary ability.
against the numerous enemies of the Dwarven Earthen Blow: At 3rd level, the dwarven tor can
Kingdoms, while others choose solitude, venturing deep stomp upon the ground causing others to fall prone. All
within forgotten mines and caverns. those within a 30 ft. straight line must make a Reflex
They are intimate with earth and stone enabling save (DC 10 + 1/2 dwarven tor’s class level + Strength

Table 3-4: The Dwarven Tor


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Earth mastery, grounded
2nd +2 +3 +0 +3 Improved Bull Rush
3rd +3 +3 +1 +3 Earthen blow
4th +4 +4 +1 +4 Tremorsense (10 ft.)
5th +5 +4 +1 +4 Earth superiority
6th +6 +5 +2 +5 Quake ( up to 10 ft.)
7th +7 +5 +2 +5 Tremorsense (20 ft.)
8th +8 +6 +2 +6 Quake (up to 20 ft.)
9th +9 +6 +3 +6
10th +10 +7 +3 +7 Quake (up to 30 ft.), tremorsense (30 ft.)

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Sir Valen of
Meadhollow
modifier) or be knocked prone. A dwarven tor can use into the noble gleefully
this ability a number of times per day equal to 3 + knight’s ear.” negotiates his
Constitution modifier. This is a supernatural ability that -The Journal of Sir escape by
requires a standard action and does not provoke an Garth of Winewood. threatening
attack of opportunity. Lady Maria
Earth Superiority: A dwarven tor no longer A fallen knight is Del’Gotto. A
suffers a -4 penalty to attack and damage against one, once of noble typical ploy of
airborne or waterborne opponents. This is an heart, that seeks a a fallen knight.
extraordinary ability. path so few venture:
Grounded: Beginning at 1st level, the dwarven tor to become a
gains a +4 competence bonus to resist bull rush, trip, and blackguard. After
overrun attempts. completing such a
Improved Bull Rush: At 2nd level, the dwarven journey, one has the
tor gains Improved Bull Rush as a bonus feat. In requirements of
addition, the combat modifiers given in Earth Mastery, becoming a
above, also apply to the dwarven tor’s opposed Strength blackguard.
checks.
Quake: Once per day, as a standard action, a Hit Die: d10.
dwarven tor can stomp upon the earth causing the
ground in a 10-foot radius around him to shake Requirements
violently. Any creatures touching the ground within the To qualify as a fallen
area of effect must make a Reflex save (DC 10 + knight (FllnKn), a
dwarven tor’s class level + Strength modifier) or character must fulfill
become entangled as the entangle spell with a duration all the following criteria.
of 1 minute. The area of affect increases to a 20-ft. Alignment: Any Evil
radius at 8th level, and once more to a 30-ft. radius at Base Attack Bonus: +4.
10th level. Feat: Skill Focus (hide) or Skill Focus (bluff).
This is a supernatural ability that requires a Language: Abyssal.
standard action and does not provoke an attack of Special: A character must be either an ex-paladin
opportunity. A dwarven tor is immune to this effect. or ex-knight champion to become a fallen knight. In
Tremorsense: At 4th level, the dwarven tor begins addition, a character must sacrifice an innocent to prove
to feel tremors gaining the tremorsense ability. The area the willingness and determination to pursue a path to
of this ability increases to 20 feet at 7th level and to 30 become a blackguard.
feet at 10th level.
Class Skills
Ex-dwarven tors: A dwarven tor that becomes The fallen knight’s class skills (and the key ability for
nonlawful cannot gain new levels as a dwarven tor but each skill) are Bluff (Cha), Craft (Int), Handle Animal
retains all dwarven tor’s abilities. (Cha), Diplomacy (Cha), Knowledge (Religion),
Profession (Wis), Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.


Fallen Knight
“ Sir Valen of Meadhollow, a most honorable knight, Class Features
worthy of the praises sung in his tribute, hunted the All the following are class features of the fallen knight
demon, Bal ‘ni-for, and slew the terrible beast. The prestige class.
wretched outsider plagued Carpathos no more. Weapon and Armor Proficiency: Fallen knights
However, to my surprise and astonishment, that when gain no new weapon or armor proficiencies.
our fair Queen, Lizah of the Silverglades, announced a Cleave: At 5th level, the fallen knight gains
traitor existed among us, Sir Valen stood from the Cleave as a bonus feat.
banquet table, drew his sword, and held it against the Demonic Summoning: A fallen knight of 4th level
fair neck of Lady Maria Del’Gotto. Threatening her is able to summon a demon of 2 HD or less once per
life, he made his escape into the darkness. day. This is similar as a summon monster spell cast by a
“What caused a noble knight, such as Sir Valen, to 5th-level caster.
disregard everything he stood for and travel the path of Demonic Whispers: Upon reaching 2nd level, a
uncertainty and villainy? Some say, as Sir Valen fallen knight is able to communicate telepathically with
delivered the killing blow to the demon, Bal ‘ni-for, the creatures within 100 feet that speak Abyssal.
beast, with its dying breath, whispered something vile

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Table 3-5: The Fallen Knight
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Hide (+1 rank), Power Attack
2nd +2 +3 +0 +0 Demonic whispers, hide (+1 rank)
3rd +3 +3 +1 +0 Hide (+1 rank), Improved Sunder
4th +4 +4 +1 +1 Hide (+1 rank), demonic summoning
5th +5 +4 +1 +1 Cleave, hide (+1 rank), diabolical blessing

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.

Hit Die: d10.

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.

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receives Dazzling as a bonus feat regardless of the 7th level and lastly at 10th level (see Chapter 2: Feats,
Charisma prerequisite (see Chapter Two: Skills, Feats, Skills and Fighting Styles for details).
and Fighting Styles for more information). Quick in Armor: Beginning at 1st level, the
Devoted Mount or Servant: When a knight knight champion becomes more able to place himself
champion chooses to add a devoted level to an existing quickly in the middle of danger. A knight champion is
class, the result is also used to determine the powers a able to reduce his reduction of speed in armor by 5 feet.
special mount or fiendish servant might possess. For For example, a knight champion, with an original speed
example, Sir William the Bold, an 8th level paladin and of 30 feet, wearing chainmail is able to move at a speed
a 2nd level knight champion chooses to add a devoted of 25 feet rather than the normal 20 feet. Or in the case
level to his paladin class instead of choosing a bonus of a character with an original speed of 20 feet, wearing
feat. For purposes of spell casting, Sir William casts chainmail, the speed remains at 20 feet instead of the
divine spells as a 9th level paladin. In addition, he is normal 15 feet. However, this class ability does not
also treated as a 9th level paladin when determining increase a character’s original speed. Thus a knight
special powers his special mount might have. champion, with a speed of 30 feet and wearing a chain
Fight to the Death: A knight champion believes shirt, still moves with a speed of 30 feet rather than 35
so firmly in his cause that he remains standing when feet.
others have fallen. At 3rd level, a knight champion is no Additionally, at 6th level, a knight champion is
longer disabled, remains conscious, and is able to act able to increase this reduction of speed wearing armor
normally at 0 hp or at negative hp (-1 to -9). However, for a total of 10 feet.
the knight champion is unable to stabilize himself Rally: At 2nd level, all allies within 10 feet per
naturally. At the end of each round (starting with the level of the knight champion gain a +2 morale bonus on
round in which the character dropped below 0), the saving throws against fear effects and mind-affecting
knight champion loses 1 hit point. A successful Heal spells and powers. If the character possesses the Aura
check (DC 15) or if any sort of healing cures the knight of Courage ability from a previous class, the +2 morale
champion of even 1 point of damage, he stops losing hit bonus granted from this ability stacks with the +4
points and becomes stable. A knight champion brought morale bonus against fear effects.
to -10 hp dies. Spells per Day (devoted): At every second level
Force Rally: At 7th level, the knight champion gained in the knight champion prestige class, the
may force a single target, other than himself, to character gains new spells per day as if he had also
immediately make another save to resist fear or gained a level in either a paladin or blackguard class he
mind-affecting effects. The target only gets this one belonged to before adding the prestige class. He does
extra chance to succeed. This is an extraordinary ability not, however, gain any other benefit a character of that
that requires a miscellaneous standard action that does class would have gained, save for the devoted mount or
not provoke an attack of opportunity. servant class ability, (improved chance of controlling or
Hard to Take Down: Beginning at 4th level, the rebuking undead, metamagic or item creation feats, hit
knight champion gains the Hard to Take Down feat. points beyond those she receives from the prestige class,
Additional, a knight champion gains this feat again at

Table 3-6: The Knight Champion


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +1 +2 +0 +0 Quick in armor (5)
2nd +2 +3 +0 +0 Rally +1 devoted level of existing
class or bonus feat
3rd +3 +3 +1 +1 Fight to the death
4th +4 +4 +1 +1 Hard to take down +1 devoted level of existing
class or bonus feat
5th +5 +4 +1 +1
6th +6 +5 +2 +2 Quick in armor (10) +1 devoted level of existing
class or bonus feat
7th +7 +5 +2 +2 Force rally, hard to take down
8th +8 +6 +2 +2 Stubborn +1 devoted level of existing
class or bonus feat
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Dazzling, hard to take down +1 devoted level of existing
class or bonus feat

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except for an increased effective level of spellcasting. Base Attack Bonus: +5.
Stubborn: At 8th level, a knight champion does Feats: Track, Weapon Focus (any).
not die at -10 hp. Instead, a knight champion dies once Armor Proficiency: Armor Proficiency (heavy).
he reaches negative hp equal to his Constitution score if Special: A character must have defeated one of the
it is greater than 10. For example, Sir William the Bold, following creatures in personal combat: a humanoid
a knight champion with a Constitution of 16, will not die with light sensitivity, a lycanthrope, or an undead
until he his brought to -16 hp. This is an extraordinary creature.
ability.
Class Skills
Ex-knight champions: A knight champion who The knight of the dawn’s class skills (and the key ability
becomes nonlawful cannot gain new levels as a knight for each skill) are Climb (Str), Craft (Int), Force Control
champion but retains all knight champion abilities. Shape (Wis)*, Hide (Dex), Jump (Str), Knowledge
(culture; chosen enemies of the light)**, Listen (Wis),
Move Silently (Dex), Ride (Dex), Search (Int), Swim
Knight of the Dawn (Str), Use Rope (Dex), and Survival (Wis).
Knights of the Dawn revel in the destruction of those
harboring within the realm of night and all foul * See Chapter Two: Feats, Skills and Fighting Styles
nocturnal creatures. Against such powerful adversaries for more information.
such as undead, lycanthropes, and fetid creatures who ** Please note that particular enemies of the light, such
fear the light of day, the knights of the dawn wield the as undead, do not have a specific culture. This skill only
power of faith and conviction. pertains to creatures that actual form a society amongst
These fearless knights believe only the righteous one another.
can withstand the light of day and within recent history,
many predominant churches are beginning to inquire Skill Points at Each Level: 2 + Int modifier.
whether their “sun worship” ritualistic behavior borders
heresy. However, due to their indomitable courage, Class Features
their willingness to venture into places others fear, and All the following are class features of the knight of the
their continued success, the knights of the dawn are dawn prestige class.
greatly protected in the political arena. Weapon and Armor Proficiency: Knights of the
Still, many skeptics claim their boldness is not due dawn gain no new weapon or armor proficiencies.
to their righteous philosophy, but their greed of ancient Blessing of the Dawn: Beginning at 2nd level, a
treasures and secrets. knight of the dawn is blessed by the nature of his cause
against creatures that are able to induce level loss. A
Hit Die: d10. knight of the dawn receives a +2 resistance bonus to
saving throws to resist level loss from an energy drain.
Requirements In addition, a knight of the dawn may make an
To qualify as a knight of the dawn (KnDwn), a immediate save to determine whether an energy drain is
character must fulfill all the following criteria. successful. Furthermore, the resistance bonus gained

Table 3-7: The Knight of the Dawn


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Turn undead
2nd +2 +3 +0 +3 Blessing of the Dawn (+2)
3rd +3 +3 +1 +3 1st enemy of the light
4th +4 +4 +1 +4 Blessing of the dawn (+4), smite enemy (1/day)
5th +5 +4 +1 +4 Sense incorporeal
6th +6 +5 +2 +5 Blessing of the dawn (+6), 2nd enemy of the light
7th +7 +5 +2 +5
8th +8 +6 +2 +6 Blessing of the dawn (+8), smite enemy (2/day)
9th +9 +6 +3 +6 3rd enemy of the light
10th +10 +7 +3 +7 Blessing of the dawn (+10), incorporeal strike

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from this ability increases an additional +2 every other during crusade since many orcs frequently and
level. unchivalrously attack the weary wounded soldiers. In
Enemy of the Light: This ability is similar to the later times, the Knight Hospitaller stood for sanctuary
Favored Enemy ability possessed by rangers with the and peace, though their ability to defend against
following exceptions: atrocities that would otherwise defile is well known.
Enemies of the light are selected from the following They contain the heart and passion of a warrior and still
list: Humanoids with light sensitivity, lycanthropes, retain the compassion of a priest.
and undead. Since time is not a luxury on crusades, many
Incorporeal Strike: Finally, at 10th level, a knight Knight Hospitallers have taken on the duty of finding
of the dawn strikes incorporeal creatures as if he and clearing tombs of the dead for hospital space. Many
possessed a magical weapon and ignores the normal skirmishes with the disturbed undead resting within
miss chance for striking an incorporeal creature with a these same catacombs have made this knightly order
corporeal source. legendary.
Sense Incorporeal: Beginning at 5th level, the
knight of the dawn is able to sense incorporeal creatures Hit Die: d8.
within an area. At will, the knight of the dawn can sense
incorporeal as a spell-like ability. This ability functions Requirements
similar as a detect evil spell save that it detects To qualify as a Knight Hospitaller (KnHspr), a character
incorporeal creatures. must fulfill all the following criteria.
Smite Enemy: Once per day, a knight of the dawn Alignment: Any good.
of 4th level or higher may attempt to smite an enemy of Base Attack Bonus: +7.
the light with one normal melee attack. He adds his Skills: Heal 4 ranks, Profession (herbalist) 4 ranks.
Charisma modifier (if positive) to his attack roll and Feats: Skill Focus (heal).
deals 1 extra point of damage per level. Upon reaching Spells: Ability to spontaneously cast cure spells.
8th level, the knight of the dawn may use this ability Special: Must posses the vigil class ability (see
twice per day. squire prestige class for description), and be inducted as
Turn Undead: A knight of the dawn has the a member in the order Knights of St. John of the
supernatural ability to turn undead. A knight of the Hospital.
dawn may attempt to turn undead a number of times per
day equal to three plus his Charisma modifier. Previous Class Features
levels of good or neutral clerics, capable of turning All the following are class features of the Knight
undead, stack with knight of the dawn levels for Hospitaller prestige class.
determining the result of a turn undead attempt. Weapon and Armor Proficiency: Knight
Hospitallers gain no new weapon or armor proficiencies.
Defensive Stance: When Knight Hospitaller
Knight Hospitaller needs to, she can become a stalwart bastion of defense.
A Knight Hospitaller is a member of the Knights of St. In this defensive stance, a defender gains phenomenal
John of the Hospital. They are battlefield healers, bane strength and durability, but she cannot move from the
of undead and hospital defenders. spot she is defending. She gains the following benefits:
This order was founded to defend the injured +2 Strength

Table 3-8: The Knight Hospitaller


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +2 +0 +2 Defensive stance (1/day), knightly order +1 divine level
of existing class
2nd +1 +3 +0 +3 Alleviating touch +1d4 +1 divine level
of existing class
3rd +2 +3 +1 +3 Defensive stance (2/day) +1 divine level
of existing class
4th +3 +4 +1 +4 Alleviating touch +2d4 +1 divine level
of existing class
5th +3 +4 +1 +4 Alleviating touch +3d4, defensive stance (3/day) +1 divine level
of existing class

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+4 Constitution
+2 resistance bonus on all saves
+4 dodge bonus to AC
While defending, a Knight Hospitaller cannot use
skills or abilities that would require her to shift her
position, such as Move Silently or Jump. A defensive
stance lasts for 3 rounds, plus the character’s (newly
improved) Constitution modifier. The Knight
Hospitaller may end the defense voluntarily prior to this
limit. At the end of the defense, the Knight Hospitaller is
winded and suffers a -2 penalty to Strength for the
duration of that encounter. The Knight Hospitaller can
only take her defensive stance a certain number of times
per day as determined by her level. Taking the stance
takes no time itself, but the Knight Hospitaller can only
do so during his action.
Knightly order: A Knight Hospitaller has a +2
circumstance bonus to Diplomacy checks when dealing
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 Knights
of St. John of the Hospital.
Spells per Day: At every level gained in the
Knight Hospitaller class, the character gains new spells
per day as if she had also gained a level in a divine
spellcasting class she belonged to before adding the
prestige class. She does not, however, gain any other
benefit a character of that class would have gained
(improved chance of controlling or rebuking undead,
metamagic or item creation feats, hit points beyond
those she receives from the prestige class, and so on),
except for an increased effective level of spellcasting.
Alleviating Touch: Beginning at 2nd level, a
Knight Hospitaller is able to increase the benefits of A Knight Hospitaller stands at the ready, prepared to
healing magic. A Knight Hospitaller heals +1d4 hit defend and help the weak and worn at personal cost.
points to the recipient of each cure spell cast with the
exception of a cure minor wounds spell (a cure spell is
any spell with “cure” in its name). This amount
increases as determined by her level. Knight Templar
A member of the Brotherhood of the Temple of
Ex-Knight Hospitallers: A Knight Hospitaller who Solomon is dedicated to protecting pilgrims on route to
ceases to affiliate with the Knights of St. John of the the Hill Lands and fighting any scourge threatening the
Hospital or who changes to a prohibited alignment loses cities of Carpathos and Argos.
all Knight Hospitaller abilities (see below) and cannot The fighting expertise possessed by the Knight
gain levels as a Knight Hospitaller. Templar has impressed scholars and pilgrims alike. The
A Knight Hospitaller who gains a new class or (if notion that one man can contain the ideals of monk
already multiclass) raises another class by a level may teachings and transfer them into the martial skill of a
never again raise her Knight Hospitaller level, though sword is unparalleled.
she retains all Knight Hospitaller special abilities The Knight Templar, when founded,
following the prohibitions above. revolutionized military warfare, since they were seen as
Important note: An ex-Knight Hospitaller still the first professional soldier since the Romus Empire.
retains the knightly order class ability except she no Their discipline and loyalty are unwavering and they are
longer receives a +2 circumstance modifier to a greatly feared unit on the battlefield.
Diplomacy checks with other members of the same While most knights leave on crusade for temporary
order. pleasure or repentance, the Knight Templar lives and

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Requirements
To qualify as a Knight Templar (KnTpr), a character
must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +7.
Skills: Knowledge (religion) 2 ranks, Ride 10
ranks.
Feats: Combat Reflexes, Endurance.
Special: Must posses the vigil class ability (see
squire prestige class for description), and be inducted as
a member in the Brotherhood of the Temple of
Solomon.

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).

Skill Points at Each Level: 4 + Int modifier.

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

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Table 3-9: The Knight Templar
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +2 +2 Brotherhood (flanked opponents), ki weapon strike ````
(magic), knightly order, still mind
2nd +1 +3 +3 +3 Armor of wisdom
3rd +2 +3 +3 +3 Brotherhood (opponents denied Dex bonus), ki
weapon strike (lawful), purity of body
4th +3 +4 +4 +4 Weapon of wisdom
5th +3 +4 +4 +4 Brotherhood (attack of opportunity), ki weapon strike
(adamantine), wholeness of body

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.

Ex-Knight Templars: A Knight Templar who ceases to Hit Die: d10.


affiliate with the Brotherhood of the Temple of Solomon
or who changes to a prohibited alignment loses all Requirements
Knight Templar abilities (see below) and cannot gain To qualify as a knight of the wild (KnWld), a character
levels as a Knight Templar. must fulfill all the following criteria.
A Knight Templar who gains a new class or (if Base Attack Bonus: +5
already multiclass) raises another class by a level may Skills: Survival 8 ranks.

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Special: A character must have at least two those she receives from the prestige class, and so on),
favored enemies from a previous class. except for an increased effective level of spellcasting.
Trophies: Beginning at 1st level and each
Class Skills additional level thereafter, the knight of the wild is able
The knight of the wild’s class skills (and the key ability to don trophies of his victims onto various pieces of his
for each skill) are Balance (Dex), Climb (Str), Craft armor. For each armor bonus a piece of armor provides,
(Int), Hide (Dex), Jump (Str), Knowledge (culture; fa- a knight of the wild may attach a trophy. For example,
vored enemies only)* (Int), Listen (Wis), Move Silently Holger the Fearless, a knight of the wild, wears a suit of
(Dex), Ride (Dex), Search (Int), Swim (Str), Use Rope full plate armor, which has an armor bonus of +8; he
(Dex), Survival (Wis). then can wear eight trophies. If Holger also carries a
large shield, a +2 armor bonus, he may don two
* Please note that particular favored enemies, such as additional trophies giving him a total of ten.
undead, do not have a specific culture. This skill only All trophies require 15 minutes and a Craft
pertains to creatures that actual form a society amongst (armorsmithing) check (DC 10 + armor bonus of the
one another. armor the trophy is being fashioned to) to don, which a
knight of the wild must do himself without assistance.
Skill Points at Each Level: 4 + Int modifier. Furthermore, a trophy is only useful for the knight
of the wild who fashioned it, and no one else. It is
Class Features considered a minor magic item and not subject to the
All the following are class features of the knight of the magic item limit a character can possess. Also, the
wild prestige class. effects of the trophies only work on the favored enemy
Weapon and Armor Proficiency: Knights of the of which they were obtained. Thus, Holger bearing a
wild gain no new weapon or armor proficiencies. hand trophy of a troll would only receive a morale bonus
Favored Enemy: Beginning at 2nd level, the to hit with an unarmed strike against a troll and not one
knight of the wild is able to choose a favored enemy. of his other favored enemies. In addition, a knight of
This ability is exactly the same as the ranger ability of the wild may not wear more than one of a particular type
the same name. Every four levels thereafter, a knight of of trophy at any one time. Thus, Holger can don an ear
the wild may choose an additional favored enemy. trophy and a hand trophy, but cannot don two hand
Spells per Day (natural): At every second level trophies.
gained in the knight of the wild class, the character gains Also, a trophy provides a penalty equal to a
new spells per day as if he had also gained a level in favored enemy bonus to all checks involving peaceful
either a druid or ranger class he belonged to before interaction with a particular race of the trophy the knight
adding the prestige class. He does not, however, gain of the wild dons.
any other benefit a character of that class would have The following trophies provide a morale bonus
gained, save for the animal companion class ability, equal to the bonus received from a favored enemy:
(improved chance of controlling or rebuking undead, Bone: Provides a morale bonus to hit with a melee
metamagic or item creation feats, hit points beyond weapon against a favored enemy. This bonus also is

Table 3-10: The Knight of the Wild


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +1 +2 +0 +0 Trophy: ear
2nd +2 +3 +0 +0 1st favored enemy, trophy: eye +1 natural casting of
existing class
3rd +3 +3 +1 +1 Trophy: spine
4th +4 +4 +1 +1 Trophy: skin +1 natural casting of
existing class
5th +5 +4 +1 +1 Trophy: hand
6th +6 +5 +2 +2 2nd favored enemy, trophy: scalp +1 natural casting of
existing class
7th +7 +5 +2 +2 Trophy: bone
8th +8 +6 +2 +2 Trophy: teeth +1 natural casting of
existing class
9th +9 +6 +3 +3 Trophy: foot
10th +10 +7 +3 +3 3rd favored enemy, trophy: head +1 natural casting of
existing class

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equivalent to an enhancement bonus needed to the noble knights, a knight-errant is more likely to make
overcome damage reduction. friends and associate himself with others typically
Ear: Usually attached to a helm, this trophy deemed beneath his station. Also, many knight-errants
provides a morale bonus to Listen checks involving a travel to the many fairs that dot the countryside
favored enemy. participating in jousts and other forms of contests.
Eye: Normally impaled on spiked armor, this
trophy provides a morale bonus to Spot checks Hit Die: d10.
involving a favored enemy.
Foot: Provides a morale bonus to Move Silently Requirements
checks against a favored enemy. To qualify as a knight-errant (KnErt), a character must
Hand: Provides a morale bonus to hit with an fulfill all the following criteria.
unarmed strike against a favored enemy. This bonus Alignment: Any lawful.
also is equivalent to an enhancement bonus needed to Skills: Knowledge (nobility) 4 ranks, Ride 10
overcome damage reduction. Furthermore, a knight of ranks.
the wild does not provoke an attack of opportunity Feats: Weapon Focus (mace), Weapon Focus (any
making unarmed attacks against the favored enemy and sword).
is considered armed. Special: Vigil class ability (see squire prestige
Head: Provides a morale bonus to saving throws class for description).
that resist spells cast by a particular favored enemy.
Scalp: Adds additional effective caster levels when Class Skills
casting offensive spells on a particular favored enemy. The knight-errant’s class skills (and the key ability for
Skin: A knight of the wild covers himself with the each skill) are Climb (Str), Craft (Int), Diplomacy (Cha),
skin of his victim providing a morale bonus to armor Handle Animal (Cha), Jump (Str), Knowledge (nobility
class against a particular favored enemy. and royalty) (Int), Ride (Dex), Swim (Str).
Spine: A spine of a fallen victim provides damage
reduction (favored enemy bonus/-) against a particular Skill Points at Each Level: 2 + Int modifier.
favored enemy.
Teeth: Provides a morale bonus to damage against Class Features
a particular favored enemy. All the following are class features of the knight-errant
Thus, Holger the Fearless, dons a bone from a troll, prestige class.
his first favored enemy, an ear from an orc, his second Weapon and Armor Proficiency: Knight-errants
favored enemy, and a spine of a goblin, his third favored gain no new weapon or armor proficiencies.
enemy. Holger receives a +6 morale bonus to hit Bonus Feats: At 1st level, the knight-errant gets a
against trolls, a +4 morale bonus to Listen checks bonus feat in addition to feats normally acquired. The
against orcs, and finally, damage reduction +2/- against knight-errant gains an additional feat at 3rd level and at
goblins. 5th level. These bonus feats must be drawn from the
fighter bonus feat list in the Player’s Handbook or other
feats designated on the list of bonus fighter feats. A
Knight-Errant knight-errant must still meet all prerequisites for a feat,
The knight-errant is a traveling knight unaffiliated with including ability score and base attack bonus minimums.
an order. Most are landless nobles seeking adventure, Minor Prestige: At 1st, 3rd, and 5th level, the
fulfilling the role and epitome of knighthood. Most knight-errant gains a +1 bonus to his leadership score
knight-errants are self-reliant and wary of suspicious for the purpose of acquiring cohorts and followers with
strangers since they often travel alone. However, of all the Leadership feat described in the DMG.

Table 3-11: The Knight-Errant


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Bonus feat, minor prestige +1, quest, virtue
2nd +2 +3 +0 +3 Virtue
3rd +3 +3 +1 +3 Bonus feat, minor prestige +1, virtue
4th +4 +4 +1 +4 Virtue
5th +5 +4 +1 +4 Bonus feat, minor prestige +1, virtue

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Quest: A knight-errant does not receive a -1 Impetuous: A knight-errant, by selecting this
modifier for moving around a lot under the Followers- virtue, gains a +4 bonus on initiative checks. However,
Only Leadership Modifiers as described under the if able to do so, the knight-errant must attack during his
Leadership feat in the DMG. first round of actions or loose the initiative bonus
Virtue: At 1st level, and each level thereafter, the granted by this virtue.
knight-errant chooses one virtue from the following list: Purity: A knight-errant gains the spell-like ability
Ardor: The knight-errant may invigorate himself to cast either protection from evil or protection from
with a passionate zeal to become a stout, strengthened good as described in the Spells section of the Player’s
warrior. he knight-errant temporarily gains +2 to Handbook. The knight-errant must choose one or the
Strength, +2 to Constitution, and a +1 morale bonus on other when this virtue is selected. It is usable once per
Will saves, but suffers a -1 penalty to AC. day targeting self only. This ability is as the spell cast
The increase in Constitution increases the by a 3rd-level cleric.
knight-errant's hit points by 1 point per character level, Temper: A knight-errant gains a +2 bonus to
but these hit points go away at the end of ardor when the saving throws against spells and effects from the
Constitution score drops back to normal. While Enchantment school.
impassioned, a knight-errant cannot use skills or abilities Valor: By gaining this virtue, a knight-errant is
that require patience and concentration. (The only class infused with determination when facing great danger.
skills he can't use while impassioned are Craft, Handle When the knight-errant hit points are reduced to the
Animal, and Intuit Direction.) He can use any feat he point he is disabled (0 hit points) or dying (-1 to -9 hit
might have except for Combat Expertise, item creation points), he immediately gains 2d10 temporary hit points,
feats, metamagic feats, and Skill Focus (if it's tied to a but these hit points go away at the end of the duration.
skill that requires patience or concentration). The temporary hit points last for 1 round per Charisma
Ardor lasts for a number of rounds equal to 3 + the modifier (if any). If the temporary hit points gained
character's (newly improved) Constitution modifier. The brings you from dying to disabled you are still consid-
knight-errant may prematurely end the zeal voluntarily. ered disabled. If the temporary hit points gained fails to
At the end of the ardor, the knight-errant is fatigued (-2 bring your current hit points to exactly 0 or above, you
to Strength, -2 to Dexterity, can't charge or run) for the are still considered dying (both disabled and dying are
duration of that encounter. The knight-errant can only described in the Combat section of the Player’s
become impassioned once per encounter, and only a Handbook). This virtue is usable once per day.
certain number of times per day (determined by class Unless otherwise stated, a specific virtue may only
level). Entering ardor takes no time itself, but the be chosen once.
knight-errant can only do it during his action.
Compassion: Each day a knight-errant possessing Ex-knight-errants: A knight errant who becomes
this virtue can cure a total number of hit points equal to nonlawful cannot gain new levels as a knight-errant but
the knight-errant's Charisma bonus (if any) times the retains all knight-errant abilities.
knight-errant's level. The knight-errant can only cure
people other than himself. The knight-errant may choose
to divide his curing among multiple recipients, and he or Squire
she doesn't have to use it all at once. An evil knight- The journey of becoming a knight began at an early age,
errant cannot choose this virtue. Compassion is a when a noble, usually the second eldest son of a
spell-like ability whose use is a standard action. household, became a page. Around the age of eighteen,
Devotion: Choosing this virtue allows the knight- the page would qualify to become a squire.
errant to provide a +4 bonus instead of a +2 bonus when A squire provides many duties for a knight while
using the aid another action as described in the Combat receiving training to become knights themselves. On
section of the Player’s Handbook. the battlefield, the squire fights ardently beside his
Discipline: A knight-errant may add a +4 bonus to master, arming him when he loses his weapon, helping
one of the following skills: Balance, Climb, Craft, Jump, him remount when fallen, or drag him from the fray if
Knowledge, Perform, Swim, Tumble, Use Rope. A the knight is unable.
knight-errant may choose this virtue more than once, When his master is captured, it is the duty of the
however a new skill must be selected each time. squire to offer himself as a captive while the knight rides
Faith: A knight-errant may choose one of the away to raise the ransom. In addition, he is sent through
following feats: Great Fortitude, Iron Will, Lightning hostile territory to deliver important strategic messages
Reflexes. A knight-errant may choose this virtue more or not so important ones such a note of courtly love to a
than once, however a different feat must be selected knight’s mistress.
each time. These duties are coupled with maintaining the

Neal Baedke (order #201931)


Base Attack Bonus: +4.
Skills: Knowledge (nobility and royalty) 2 ranks,
Ride 6 ranks.
Feat: Weapon Focus (lance).
Special: The character must have a patron willing
to provide the character with a stipend between 5 gp to
50 gp a month, room, and board.

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).

Skill Points at Each Level: 2 + Int modifier.

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

Table 3-12: The Squire


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Improved armor proficiency (light), Mounted Combat
2nd +2 +3 +0 +0 Improved ride
3rd +3 +3 +1 +1 Bonus feat, improved armor proficiency (medium),
vigil (medium)
4th +4 +4 +1 +1 Mounted cover
5th +5 +4 +1 +1 Bonus feat, improved armor proficiency (heavy),
vigil (heavy)

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bonus feats. Ride (Dex), Swim (Str), Survival (Wis).
Vigil: Squires are required to stay awake the night
before being ceremonially knighted. A squire need only Skill Points at Each Level: 2 + Int modifier.
sleep 2 hours to gain the benefit of 8 hours sleep. In
addition, during those 2 hours of sleep, the squire Class Features
may sleep in medium armor without gaining the All the following are class features of the Teutonic
penalties while sleeping in armor (described in the Knight prestige class.
Equipment section of the Player’s Handbook). At 5th Weapon and Armor Proficiency: Teutonic
level, he is able to sleep in heavy armor during those 2 Knights gain no new weapon or armor proficiencies.
hours of sleep without penalty. A squire can use this Chosen Nemesis: Teutonic Knights are trained to
ability 1 day per class level. The use of this ability need fight a specific type of character class, which they
not be consecutive days. Once the limit of this ability is choose at the time their training commences.
reached, the squire must sleep normally for a week Damage Bonus: Teutonic Knights are trained in a
before using this ability again. variety of lethal strikes and deadly techniques specific to
Mounted Strike: Due to rigorous mounted combat their chosen nemesis. If a melee strike against the
training, the squire can make a single attack while using Teutonic Knight’s chosen nemesis is successful; the
the cover riding task pertaining to the Ride skill knight gains a damage bonus equal to +1d4 at 1st level.
(described in the Skills section of the Player’s This increases to additional damage every two levels
Handbook). thereafter (3rd and 5th).
Knightly order: A Teutonic Knight has a +2
circumstance bonus to Diplomacy checks when dealing
Teutonic Knight with other members of the same order. This ability also
Teutonic Knights is a knightly order founded in prevents a character from joining another knightly order
Calderis, mercenary in nature, trained in fighting a by any means, regardless of expulsion from the Teutonic
particular class. They designate most of their resources Knights.
in fighting barbarians in the Northlands in exchange for Retributive Strike: Whenever a Teutonic Knight
land in order to establish strongholds and farms. is attacked by his chosen nemesis and the attacker
misses, the Teutonic Knight may make an immediate
Hit Die: d10. attack of opportunity against his foe.
Infuriated strike: At 4th level, as a full attack
Requirements action, a Teutonic Knight may make a single attack
To qualify as a Teutonic Knight (TutcKn), a character against his chosen nemesis at his highest base attack
must fulfill all the following criteria. bonus. If this attack is successful, it is automatically a
Alignment: Any lawful. critical hit. This ability may be used once per encounter.
Base Attack Bonus: +7.
Skills: Ride 10 ranks, Survival 4 ranks. Ex-Teutonic Knights: A Teutonic Knight who ceases to
Feats: Combat Reflexes, Track. affiliate with the Teutonic Knights or who changes to a
Special: Vigil class ability (see squire prestige prohibited alignment loses all Teutonic Knight abilities
class for description). (see below) and cannot gain levels as a Teutonic Knight.
A Teutonic Knight who gains a new class or (if
Class Skills already multiclass) raises another class by a level may
The Teutonic Knight’s class skills (and the key ability never again raise her Teutonic Knight level, though she
for each skill) are Climb (Str), Craft (Int), Handle retains all Teutonic Knight special abilities following
Animal (Cha), Jump (Str), Knowledge (nature) (Int), the prohibitions above.

Table 3-13: The Teutonic Knight


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Chosen nemesis, damage bonus +1d4, knightly order
2nd +2 +3 +0 +0 Retributive strike
3rd +3 +3 +1 +0 Damage bonus +2d4
4th +4 +4 +1 +1 Infuriated strike
5th +5 +4 +1 +1 Damage bonus +3d4

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Important note: An ex-Teutonic Knight still retains
the knightly order class ability except she no longer
receives a +2 circumstance modifier to Diplomacy
checks with other members of the same order.

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.

Hit Die: d8.

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).

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Table 3-14: The Troubadour
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +2 +2 Bardic music, knowledge of the traveler,
lady‘s favor (veil), inspire courage (+1), Vida
2nd +1 +0 +3 +3 Amorous reputation +2 , lady’s favor (wimple), +1 level of existing class
piecemail armor (5%)
3rd +2 +1 +3 +3 Humiliating strike (flat -footed opponents)
4th +3 +1 +4 +4 Amorous reputation +4, inspire courage (+2), +1 level of existing class
lady’s favor (kirtle), piecemail armor (10%)
5th +3 +1 +4 +4 Humiliating strike (opponents denied Dex bonus)
6th +4 +2 +5 +5 Amorous reputation +6, lady’s favor (girdle), +1 level of existing class
piecemail armor (15%)
7th +5 +2 +5 +5 Humiliating strike (flanked opponents)
8th +6 +2 +6 +6 Amorous reputation +8, inspire courage (+3), +1 level of existing class
lady’s favor (garter), piecemail armor (20%)
9th +6 +3 +6 +6
10th +7 +3 +7 +7 Amorous reputation +10, lady’s favor (tressi), +1 level of existing class
piecemail armor (25%)

Knowledge of the Traveler: A troubadour picks resistance 10 + troubadour’s class level.


up a lot of stray knowledge while wandering the land Vida: A Vida, when sung or recited, tells of the
and learning poems from other troubadours and bards. great deeds of the troubadour to all listening, as well as
A troubadour’s levels add an additional bonus to the biographical sketch of his journeys. A troubadour, by
bard’s special bardic knowledge check. This ability has reciting his Vida, may afterward apply his Charisma
no effect to a character without the bardic knowledge modifier as a bonus to his next attack, damage roll, skill
ability. check, or save. He must announce what the bonus will
Lady’s Favor: At 1st level, a troubadour begins to affect upon completion of the poem. For the Vida to
earn numerous tokens infused with the love of a lady in have an affect, someone must hear the troubadour recite
hopes that the troubadour safely returns to her. A for a full round. The effect lasts for 1 round plus
Lady’s favor is a one use minor magic item, useable Charisma modifier or until the roll is made. While
only by the troubadour, and not subject to the magic reciting, the troubadour can fight but cannot cast spells,
item limit a character can possess. Unless otherwise activate magic items by spell completion (such as
stated, a lady’s favor, is a free action to activate and, scrolls), or activate magic items by magic word (such as
once used, lasts for a number of rounds equal to three wands). This ability can be used 3 times per day plus
plus his Charisma modifier. A troubadour may only Charisma modifier.
have one Lady’s favor of each type and, when used, may Piecemail Armor: A troubadour, being a poor
be replaced after one game month. A Lady’s favor knight, is usually forced to armor himself with selective
consists of the following: pieces of armor. Such armor is less restrictive than
Veil: The troubadour gains use of the Blind-Fight normal armor thus it enables the troubadour to lower his
feat. spell chance failure by 5%. A troubadour is able to
Wimple: The troubadour gains use of the Deflect lower his spell chance failure to 10% at 4th level, to
Arrows feat. 15% at 6th level, to 20% at 8th level, and to 25% at 10th
Kirtle: When used, this favor grants the troubadour level.
acid, cold, fire, electrical, or sonic resistance of 5. Amorous Reputation: Beginning at 2nd level, the
Girdle: This sash is usually worn about the neck. troubadour begins developing a reputation with his
When used, it allows the troubadour a 25% chance to amorous affairs. Unless disguised, a troubadour gains a
negate a single critical hit or sneak attack. The +2 circumstance bonus on Diplomacy checks (for
troubadour must announce use of this favor before humanoid members of the opposite sex) or Intimidate
damage is rolled and can be used even if the troubadour checks (for humanoid members of the same sex).
is helpless or unaware of the attack. Subsequently, every two troubadour levels this bonus
Garter: Activating this favor grants the troubadour increases by +2. Failure to live up to his reputation at
damage reduction of 5/magic. any point may (at the game master’s discretion) negate
Tressi: This braid of hair, usually worn on the belt, these bonuses.
when activated, infuses the troubadour with spell Humiliating Strike: The troubadour is a master of

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quick wit and equally enabled at humiliating his Focus (heal).
opponents. Beginning at 3rd level, a troubadour may Possessions: Cleric’s vestments, dagger, bedroll,
use his Perform skill instead of his normal attack, but wooden holy symbol, belt pouch (containing 3 empty
only when attacking a flat-footed opponent. All the potion vials).
normal rules for multiple attacks apply when using this Total weight of gear: 15 lbs.
ability. Additionally, the use of this ability broadens as Total monthly upkeep: 3 gp.
the troubadour advances. At 5th level, a troubadour can
use this ability against those denied their Dex bonus and, A typical acolyte serves as a religious foundation for an
at 7th level, against those that are flanked. All damage army on the move assisting priests and healers. On the
dealt is considered nonlethal damage. battlefield, they bravely rescue injured soldiers by either
Ex-Troubadours: A Troubadour who changes to a dragging them to the rear, where more experienced
prohibited alignment loses all spells and Troubadour healers wait, or by delivering magical healing potions.
abilities and cannot gain levels as a Troubadour until he Off the battlefield, they offer religious guidance to
atones. However, a Lady’s favor continues to function soldiers.
until used; however he ceases to receive replacements.
Typical Animal Handler: Human Exp1; CR 1/2;
Medium-size humanoid; HD 1d6+1; hp 4; Init +2; Spd
Chapter Four: 30 ft.; AC 14 (+2 Dex, +2 armor); Atk +0 melee (1d4,
spiked gauntlet); SQ Animal companion(s); AL N;
Knight Followers Space 5 ft.; Reach 5 ft.; SV Fort +1, Ref +2, Will +3; Str
Presented in this chapter are ready-made followers that 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15.
someone with the Leadership feat may take. The Skills and Feats: Handle Animal +7 (4), Knowl-
followers presented here offer a distinct alternative for edge (nature) +4 (4), Profession (driver, herdsman,
knight characters, while saving time for game masters. rancher, stablehand, or teamster) +5 (4), Ride +6 (4),
We took the liberty and added another feature. If you Sense Motive +5 (4), Survival +5 (4), Swim +3 (4);
notice in the Skill listings there is a (#) following each Skill Focus (handle animal), Track.
skill modifier. This number is the amount of ranks Possessions: Leather armor, spiked gauntlet,
possessed by an individual. bedroll, signal whistle.

Human Followers Typical Hawk: CR 1/3; Tiny animal; HD 1d8; hp 4; Init


Humans, a dominant race on Terra, preoccupy +3 (Dex); Spd 10 ft., fly 60 ft. (average); AC 17 (+2
themselves with expansion size, +3 Dex, +2 natural); Atk +5 melee (1d4-2, claws);
whether looking for additional AL N; Space 2 1/2 ft.; Reach 0 ft.; SV Fort +2, Ref +5,
A typical farmlands to support a rapidly Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.
acolyte, like growing population or explora- Skills and Feats: Listen +6, Spot +6; Weapon
this priestess, tion. Thus, human knights attract Finesse.
offers many followers seeking adventure and Total weight of gear: 22 lbs.
minor services war in hopes to earn a living Total monthly upkeep: Animal trainer, 7 gp;
a knight better than meager farmers do. hawk, 7 sp, 5 cp.
character
may Typical 1st level knight Typical animal trainers are valuable to any knight.
need. followers: Besides taking care of mounts or livestock, they track
down lost horses, drive wagons, or calm down
Typical Acolyte: Human Com1; frightened mounts. In battle, they enter the fray with
CR 1/2; Medium-size humanoid; trained animals directing their attacks, or calming enemy
HD 1d4; hp 2; Init +0; Spd 30 ft.; animals.
AC 10; Atk +0 melee (1d4 19- An animal trainer can attend and groom six horses
20/x2, dagger); AL N; Space 5 ft.; at a time. However, instead of tending to horses, an
Reach 5 ft.; SV Fort +0, Ref +0, animal trainer can have a trained hawk at the knight’s
Will +0; Str 10, Dex 10, Con 10, disposal.
Int 11, Wis 11, Cha 10. At the initial encounter, a typical animal handler
Skills and Feats: Heal +5 has trained the hawk three tricks: attack, fetch, and seek.
(2), Knowledge (religion) +2 (2), Please note that although delineating a trick to an animal
Listen +2, Profession (herbalist) is a free action, a more complex command, such
+4 (4), Spot +2; Alertness, Skill attacking a specific target, is a standard action (for more

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information on animal companions, consult the Handle 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Animal skill in the Player’s Handbook). Skills and Feats: Climb +2 (3), Jump +2 (3), Listen
+4 (1), Spot +5 (2); Alertness, Weapon Focus (halberd).
Typical Conscript: Human Com1; CR 1/2; Medium- Possessions: Hide armor, halberd, longbow, 20
size humanoid; HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 12 arrows, dagger.
(+1 armor, +1 shield); Atk +0 melee (1d6 20/x3, half- Total weight of gear: 47 lbs.
spear) or +1 ranged (1d6 20/x3, halfspear); SA Set Total monthly upkeep: 6 gp.
against charge; AL N; Space 5 ft.; Reach 5 ft.; SV Fort
+0, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis Typical Soldier: Human War1; CR 1/2; Medium-size
10, Cha 10. humanoid; HD 1d8+2; hp 6; Init +1 (Dex); Spd 30 ft.;
Skills and Feats: Craft (any) +3 (3), Handle AC 16 (+1 Dex, +3 armor, +2 shield); Atk +4 melee
Animal +3 (3), Listen +3 (3), Spot +3 (3); Armor (1d8+2 19-20/x2, longsword) or +2 (+3 within 30 ft.)
Proficiency (light), Shield Proficiency. ranged (1d8 20/x3, longbow); AL N; Space 5 ft.; Reach
Possessions: Padded leather armor, small wooden 5 ft.; SQ Garner food; SV Fort +4, Ref +1, Will +1; Str
shield, halfspear, knife, bedroll. 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Total weight of gear: 24 lbs. Skills and Feats: Climb +4 (4), Intimidate +3 (4),
Total monthly upkeep: 3 gp. Heal +1, Jump +4 (4), Listen +1, Spot +1, Survival +1;
Point Blank Shot, Weapon Focus (longsword).
For more information on a typical conscript, consult the Possessions: Studded leather armor, large wooden
DMG. shield, longsword, longbow, 20 arrows, dagger,
waterskin, backpack (containing bedroll and 5 torches),
Typical Guard: Human War1; CR 1/2; Medium-size belt pouch (containing dice or cards, sewing needle and
humanoid; HD 1d8+2; hp 6; Init +1 (Dex); Spd 20 ft.; thread, and occasionally coins).
AC 14 (+1 Dex, +3 armor); Atk +4 melee (1d10+3 Total weight of gear: 51 lbs.
20/x3, halberd) or +2 ranged (1d8 20/x3, longbow); SA Total monthly upkeep: 6 gp.
Trip attack with halberd; AL N; Space 5 ft.; Reach 5 ft.
(10 ft. with halberd); SV Fort +4, Ref +1, Will +1; Str A typical soldier left the confines of farm life behind to
earn some extra coin and an opportunity to travel. A
typical soldier, if on the move and within a fairly
populated rural area, may make an Intimidate check (DC
11) to garner local farmers for food and supplies. This
cuts the monthly upkeep to 4 gp; of course, this is only
allowed if the character agrees with this tactic.

Typical Mounted Soldier: Human War1; CR 1/2;


Medium-size humanoid; HD 1d8+1; hp 5; Init +2 (Dex);
Spd 20 ft.; AC 18/16 charging (+2 Dex, +4 armor, +2
shield); Atk +3 (+4 mounted/+6 mounted charge) melee
(1d8+2 19-20/x2, longsword); or +4 (+5 mounted/+7
mounted charge) melee (1d6+2 20/x3, light lance); AL
N; Space 5 ft.; Reach 5 ft.; SA Double damage with
lance while charging; SV Fort +4, Ref +2, Will +0; Str
14, Dex 15, Con 13, Int 12, Wis 10, Cha 8.
Skills and Feats: Handle Animal +3 (4), Jump +0
(4) Ride +6 (4), Spot +2 (2); Mounted Combat, Weapon
Focus (lance).
Possessions: Scale mail, large wooden shield, light
lance, longsword, dagger, waterskin, belt pouch
(containing dice or cards, sewing needle and thread, and
occasionally coins).

Typical Light Horse: CR 1; Large animal; HD 3d8+6;


hp 19; Init +1 (Dex); Spd 60 ft.; AC 13 (-1 size, +1 Dex,
+3 natural); Atk –2 melee (1d4+1, 2 hooves); AL N;
Conscripts, though inexperienced, quickly provides a Space 10 ft.; Reach 5 ft.; SQ Low-light vision, scent; SV
knightly character with large body of inexpensive
warriors.

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Fort +5, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 2, Reach 5 ft.; SA Trip; SQ Low-light vision, scent; SV
Wis 12, Cha 6. Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2,
Skills and Feats: Listen +4, Spot +4; Endurance, Wis 12, Cha 6.
Run. Skills and Feats: Jump +8, Listen +5, Spot +5,
Possessions: Bit and bridle, riding saddle, saddle Swim +3, Survival +1*; Alertness, Track (B).
bag (containing bedroll, 5 torches, and tent). Trip (Ex): A war dog that hits with a bite attack
Total weight of gear: Mounted soldier, 53 lbs.; can attempt to trip the opponent as a free action (see the
light horse, 64 lbs. combat section in the Player’s Handbook) without
Total monthly upkeep: Mounted soldier, 6 gp; making a touch attack or provoking an attack of
light horse, 6 gp. opportunity. If the attempt fails, the opponent cannot
react to trip the wolf.
A typical mounted soldier is one of the best trained of Skills: *War dogs receive a +4 racial bonus to
the common soldiers. However, please note, that light Survival checks when tracking by scent.
horses are untrained for war thus the rider must make a Total weight of gear: 22 lbs.
Ride check (DC 20) as a move-equivalent action to Total monthly upkeep: Animal trainer, 7 gp; war
control such a mount. Otherwise, it requires a dog, 1 gp, 5 sp.
full-round action (consult the Combat section of the
Player’s Handbook for additional information). Although, the animal handler above is 1st level, he
counts as a 2nd level choice because of the replacement
Typical Page: Human Com1; CR 1/2; Medium-size of the hawk with a war dog.
humanoid; HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10; At the initial encounter, a typical animal handler
Atk +0 melee (1d4 19-20/x2, dagger); AL N; Space 5 has trained a war dog three tricks: attack, defend, and
ft.; Reach 5 ft.; SV Fort +0, Ref +0, Will +0; Str 10, Dex guard. Please note that although delineating a trick to
11, Con 11, Int 10, Wis 10, Cha 10. an animal is a free action, a more complex command,
Skills and Feats: Handle Animal +2 (2), Hide +2 such attacking a specific target, is a standard action (for
(2), Listen +2 (0), Ride +4 (4), Spot +2 (0), Survival +2 more information on animal companions, consult the
(2); Alertness, Run. DMG).
Possessions: Traveler’s outfit, dagger, bedroll, belt
pouch (containing candle, ink [1 oz. vial], inkpen, 10 Typical Herald: Human Exp2; CR 1; Medium-size
sheets of parchment, sealing wax). humanoid; HD 2d6; hp 5; Init +1 (Dex); Spd 30 ft.; AC
Total weight of gear: 11 lbs. 10; Atk -1 melee (1d4-1 19-20/x2, dagger); AL N; Face
Total monthly upkeep: 3 gp. 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +0, Ref +1, Will +3; Str
8, Dex 13, Con 10, Int 14, Wis 12, Cha 15.
A typical page is a young boy that a knight uses to relay Languages: Common plus two bonus.
messages to his commanders or courtiers located at Skills and Feats: Bluff +7 (5), Decipher Script +7
nearby towns. Also, a page performs numerous other (5), Diplomacy +9 (5), Disguise +9 (5), Intimidate +4
tasks such as polish weapons and armor, serve the (0), Knowledge (nobility and royalty) +10 (5), Open
knight his meals, and carry the knight’s banner. Lock +6 (5), Perform +7 (5), Pick Pockets +3 (0), Listen
Although most pages are from noble birth learning +8 (5), Spot +8 (5); Alertness, Skill Focus (Knowledge
to become knights themselves, the typical page depicted [nobility and royalty]).
above represents a child orphaned from the ravages of Possessions: Entertainer’s outfit, dagger, bedroll,
war. Usually, these young children never become common musical instrument, a book on heraldic signs,
knights, however that is under the discretion of the belt pouch (containing candle, ink [1 oz. vial], inkpen,
adoptive knight. 10 sheets of parchment).
Total weight of gear: 19 lbs.
Typical 2nd level knight followers: Total monthly upkeep: 9 gp.
Though most represented below are 2nd level followers,
there is a few that are 1st level that take up a 2nd level A typical herald fulfills many duties useful to a knight
choice. such as identifying friends and foes on the battlefield,
spreading tales and great deeds of the knight, a
Typical Animal Handler: (see above for statistics and messenger, as well as a presenter during tourneys and
possessions). other social events.
War Dog: CR 1; Medium-size animal; HD 2d8+4; hp
13; Init +2 (Dex); Spd 40 ft.; AC 16 (+2 Dex, +4 natu- Typical Heavy Infantry: Human War2; CR 1;
ral); Atk +3 melee (1d6+3, bite); AL N; Space 5 ft.; Medium-size humanoid; HD 2d8+4; hp 13; Init +1

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(Dex); Spd 20 ft.; AC 17 (+1 Dex, +4 armor, +2 shield); Handle Animal +6 (4), Listen +7 (4), Ride +5 (4), Spot
Atk +5 melee (1d8+2 20/x3, warhammer) or +3 (+4 +7 (4), Survival +5 (4); Alertness, Run.
within 30 ft.) ranged (1d6, throwing axe); AL N; Space Possessions: Traveler’s outfit, dagger, bedroll, belt
5 ft.; Reach 5 ft.; SV Fort +4, Ref +1, Will +1; Str 15, pouch (containing candle, ink [1 oz. vial], inkpen, 10
Dex 13, Con 14, Int 10, Wis 12, Cha 8. sheets of parchment, sealing wax).
Skills and Feats: Climb +3 (5), Intimidate +4 (5), Total weight of gear: 11 lbs.
Heal +1, Jump +3 (5), Listen +1, Spot +1, Survival+1; Total monthly upkeep: 6 gp.
Point Blank Shot, Weapon Focus (longsword).
Possessions: Scale mail armor, large wooden Although, the page above is 1st level, he counts as a 2nd
shield, warhammer, 2 throwing axes, dagger, waterskin, level choice because an aristocrat is not typically
backpack (containing bedroll and 3 torches), belt pouch available as a follower. Thus, this is in accordance to a
(containing dice or cards, sewing needle and thread, and game master’s discretion. However, this encompasses a
occasionally coins). more accurate description of a medieval page.
Total weight of gear: 66 lbs.
Total monthly upkeep: 18 gp. Typical 3rd level knight followers:
Though most represented below are 3rd level followers,
Typical Light Cavalry: Human War2; CR 1; Medium- there are a few that are 2nd level or lower that take up a
size humanoid; HD 2d8+2; hp 11; Init +2 (Dex); Spd 20 3rd level choice.
ft.; AC 18/16 charging ( +2 Dex, +4 armor, +2 shield);
Atk +4 (+5 mounted/+7 mounted charge) melee (1d8+2 Typical Animal Handler: (see above for statistics and
19-20/x2, longsword); or +5 (+6 mounted/+8 mounted possessions).
charge) melee (1d6+2 20/x3, light lance); AL N; Space
5 ft.; Reach 5 ft.; SA Double damage with lance while War Dog (2): (see above for statistics).
charging; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Total weight of gear: 22 lbs.
Con 13, Int 12, Wis 10, Cha 8. Total monthly upkeep: Animal trainer, 7 gp; two
Skills and Feats: Handle Animal +4 (5), Jump +1 war dogs, 3 gp.
(5) Ride +9 (5), Spot +2 (2); Mounted Combat, Weapon
Focus (lance). Although, the animal handler above is 1st level, he
Possessions: Scale mail, large wooden shield, light counts as a 3rd level choice because of an additional war
lance, longsword, dagger, waterskin, belt pouch dog.
(containing dice or cards, sewing needle and thread, and
occasionally coins). Typical Elite Guard: Human War3; CR 2; Medium-
size humanoid; HD 3d8+6; hp 19; Init +1 (Dex); Spd 20
Typical Light War Horse: CR 1; Large animal; HD ft.; AC 16 (+6 armor); Atk +6 melee (1d10+3 20/x3,
3d8+9; hp 22; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, halberd) or +4 ranged (1d8 20/x3, longbow); SA Trip
+1 Dex, +4 natural); Atk +4 melee (1d4+3, 2 hooves), -1 attack with halberd; AL N; Space 5 ft.; Reach 5 ft. (10
melee (1d3+1, bite); AL N; Space 10 ft.; Reach 5 ft.; SQ ft. with halberd); SV Fort +5, Ref +2, Will +2; Str 14,
Low-light vision, scent; SV Fort +6, Ref +4, Will +2; Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Climb -1 (4), Jump -1 (4), Listen
Skills and Feats: Listen +4, Spot +4; Endurance, +5 (2), Spot +6 (3); Alertness, Combat Reflexes,
Run. Weapon Focus (halberd).
Possessions: Bit and bridle, riding saddle, saddle Possessions: Splint mail armor, halberd, longbow,
bag (containing bedroll, 5 torches, and tent). 20 arrows, dagger.
Total weight of gear: Light cavalryman, 53 lbs.; Total weight of gear: 67 lbs.
light war horse, 64 lbs. Total monthly upkeep: 27 gp.
Total monthly upkeep: Light cavalryman, 24 gp;
light war horse, 6 gp. Typical Sergeant-at-arms: Human War3; CR 2; Me-
dium-size humanoid; HD 3d8+6; hp 19; Init +1 (Dex);
Page: Human Ari1; CR 1; Medium-size humanoid; HD Spd 20 ft.; AC 18 (+6 armor, +2 shield); Atk +6 melee
1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 10; Atk -1 me- (1d8+2 19-20/x2, longsword); or +4 melee (1d8+2 19-
lee (1d4-1 19-20/x3, dagger); AL N; Space 5 ft.; Reach 20/x2, longsword), +2(+3 within 30 ft.) ranged (1d6,
5 ft.; SV Fort +0, Ref +1, Will +3; Str 8, Dex 12, Con throwing axe); or +4 (+5 within 30 ft.) ranged (1d6,
10, Int 14, Wis 13, Cha 15. throwing axe); AL N; Space 5 ft.; Reach 5 ft.; SV Fort
Languages: Common plus two bonus. +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis
Skills and Feats: Bluff +5 (2), Disguise +6 (4), 12, Cha 8.

Neal Baedke (order #201931)


Skills and Feats: Climb -1 (6), Intimidate +5 (6), there are a few that are 3rd level or lower that take up a
Heal +1, Jump -1 (6), Listen +1, Spot +1, Survival +1; 4th level choice.
Point Blank Shot, Rapid Shot, Weapon Focus
(longsword). Typical Apprentice, Witch: Human Adp2; CR 2; Me-
Possessions: Splint mail armor, large wooden dium-size humanoid; HD 2d6; hp 7; Init -1 (Dex); Spd
shield, longsword, 2 throwing axes, dagger, waterskin, 30 ft.; AC 9 (-1 Dex); Atk +2 melee (1d4+1 19-20/x2,
backpack (containing bedroll and 3 torches), belt pouch dagger); or +0 ranged (1d4+1 19-20/x2, dagger); SA
(containing dice or cards, sewing needle and thread, and Spells; AL N; Space 5 ft.; Reach 5 ft.; SV Fort +0, Ref -
occasionally coins). 1, Will +5; Str 13, Dex 8, Con 10, Int 14, Wis 15, Cha
Total weight of gear: 83 lbs. 12.
Total monthly upkeep: 27 gp. Skills and Feats: Alchemy + 7 (5), Concentration
+5 (5), Knowledge (any) +7 (5), Listen +4 (0),
A typical sergeant-at-arms usually commands a squad of Spellcraft +7 (5), Spot +4 (0), Survival +7 (5);
either soldiers or heavy infantrymen, while carrying out Alertness, Scribe Scroll.
the orders of superiors. Possessions: Dagger, waterskin, backpack
(containing bedroll and 3 torches), belt pouch
Typical Heavy Cavalry: Human War3; CR 2; Medium- (containing finger bones, small crystals, sewing needle
size humanoid; HD 3d8+3; hp 21; Init +2 (Dex); Spd 20 and thread, and occasionally a small gem or two).
ft.; AC 18/16 charging (+2 Dex, +4 armor, +2 shield); Spells Usually Prepared (3/2; base DC=12 + spell
Atk +5 (+6 mounted/+8 mounted charge) melee (1d8+2 level): 0 – ghost sound, guidance, purify food and drink;
19-20/x2, longsword); or +6 (+7 mounted/+9 mounted 1 – cause fear, protection from law.
charge) melee (1d8+2 20/x3, heavy lance); AL N; Space Total weight of gear: 15 lbs.
5 ft.; Reach 5 ft. (10 ft. with heavy lance); SA Double Total monthly upkeep: 69 gp.
damage with lance while charging; SV Fort +5, Ref +3,
Will +1; Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8. Witches or crones, when a follower of a knight,
Skills and Feats: Handle Animal +5 (6), Jump +1 becomes more of an advisor and close confidant for
(5) Ride +10 (6), Spot +3 (3); Mounted Combat, Ride- their neutral outlook of life offers a sort of balance that
By-Attack, Weapon Focus (lance). her lawful master may not have. They are usually
Possessions: Scale mail, large wooden shield, greatly feared thus respected by others beholden to the
heavy lance, longsword, dagger, waterskin, belt pouch knight.
(containing dice or cards, sewing needle and thread, and Although, the adept only 2nd level, she counts as a
occasionally coins). 4th level choice because of an adept is not usually
permitted as a follower.
Typical Heavy War Horse: CR 2; Large animal; HD
4d8+12; hp 30; Init +1 (Dex); Spd 50 ft.; AC 14 (-1 size, Typical Squire: Human Ari1/War2; CR 2; Medium-
+1 Dex, +4 natural); Atk +6 melee (1d6+4, 2 hooves), size humanoid; HD 3d8+6; hp 19; Init +1 (Dex); Spd 30
+1melee (1d4+2, bite); AL N; Space 10 ft.; Reach 5 ft.; ft.; AC 17/15 charging (+1 Dex, +4 armor, +2 shield);
SQ Low-light vision, scent; SV Fort +7, Ref +5, Will Atk +6 melee (1d8+2 19-20/x2, masterwork longsword);
+2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. or +3 (+4 within 30 ft.) ranged (1d6, throwing axe); AL
Skills and Feats: Listen +5, Spot +4; Endurance, N; Space 5 ft.; Reach 5 ft.; SV Fort +5, Ref +1, Will +3;
Run. Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 11.
Possessions: Bit and bridle, riding saddle, saddle Skills and Feats: Bluff +4 (4), Diplomacy +4 (4),
bag (containing bedroll, 5 torches, and tent). Handle Animal +5 (5), Intimidate +4 (4), Knowledge
Total weight of gear: Heavy cavalryman, 58 lbs.; (nobility and royalty) +4 (4), Ride +6 (5); Point Blank
light horse, 64 lbs. Shot, Quick Draw, Weapon Focus (longsword).
Total monthly upkeep: Heavy cavalryman, 27 gp; Possessions: Chain shirt, large steel shield,
heavy war horse, 6 gp. masterwork longsword, 2 throwing axes, dagger,
waterskin, backpack (containing bedroll and 3 torches),
Heavy cavalry strikes terror within the common foot belt pouch (containing dice or cards, sewing needle and
soldier on the battlefield. Their deadly charges with thread, and occasionally coins).
heavy lances inflict massive casualties while keeping Total weight of gear: 61 lbs.
just out of reach from melee. Total monthly upkeep: 27 gp.

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

Neal Baedke (order #201931)


armor, looking after the knight’s horse, quickly arming a
knight should his master lose his weapon in the field of
combat, and the like. In return, the knight imparts some
wisdom as well as instruction in the art of war.

Typical 5th level knight followers:


Though most represented below are 5th level followers,
there are a few that are 4th level or lower that take up a
5th level choice.

Typical Knight: Human Ari1/War3; CR 3; Medium-


size humanoid; HD 4d8+8; hp 28; Init +1 (Dex); Spd 20
ft.; AC 21 (+1 Dex, +8 armor, +2 shield); Atk +7 (+8
mounted/+10 mounted charge) melee (1d8+3 19-20/x2,
masterwork longsword); or +7 (+8 mounted/+10
mounted charge) melee (1d8+3 20/x3, heavy lance) AL
N; Space 5 ft.; Reach 5 ft.; SV Fort +5, Ref +2, Will +4;
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 12.
Skills and Feats: Bluff +5 (4), Diplomacy +5 (4),
Handle Animal +6 (5), Intimidate +6 (5), Knowledge
(nobility and royalty) +4 (4), Ride +9 (6); Mounted
Combat, Ride-By-Attack, Spirited Charge.
Possessions: Masterwork full plate, large steel
shield (with a coat of arms), masterwork longsword,
masterwork lance, dagger, waterskin, backpack
(containing bedroll and 3 torches), belt pouch
(containing several sheets of parchment, pen and ink,
possible love letter, sewing needle and thread, and
several coins and gems).

Typical Heavy War Horse: CR 2; Large animal; HD


4d8+12; hp 30; Init +1 (Dex); Spd 50 ft.; AC 14 (-1 size,
+1 Dex, +4 natural); Atk +6 melee (1d6+4, 2 hooves),
+1melee (1d4+2, bite); AL N; Space 10 ft.; Reach 5 ft.;
SQ Low-light vision, scent; SV Fort +7, Ref +5, Will
+2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. A fully armored knight and mount is a mainstay in any
Skills and Feats: Listen +5, Spot +4; Endurance, medieval force. Some are gallant where others are ruthless,
Run. however, both are very well trained and formidable opponents.
Possessions: Bit and bridle, riding saddle, saddle
bag (containing bedroll, 5 torches, and tent). Typical Lieutenant: Human War5; CR 4; Medium-size
Total weight of gear: Knight, 97 lbs.; heavy war humanoid; HD 5d8+10; hp 32; Init +1 (Dex); Spd 20 ft.;
horse, 64 lbs. AC 19 (+6 armor, +2 shield); Atk +8 melee (1d8+2 19-
Total monthly upkeep: Knight, 50 gp; heavy war 20/x2, longsword); or +4 (+5 within 30 ft.) ranged
horse, 6 gp. (1d6+2, throwing axe); AL N; Space 5 ft.; Reach 5 ft.;
SV Fort +6, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int
Knights bring terror upon the battlefield. Normally, 10, Wis 12, Cha 12.
through a heavy cavalry charge, knights could smash Skills and Feats: Climb +0 (6), Diplomacy +3 (2),
and route ranks upon ranks of foot soldiers. In addition, Intimidate +7 (6), Heal +1, Jump +0 (6), Listen +1, Spot
a knight, either on foot or on horseback, leads and +1, Survival +1; Cleave, Power Attack, Weapon Focus
guides normal soldiers in battle as a rallying point for (longsword).
defense. Possessions: Banded mail armor, large steel shield,
Although, the knight represented here is only 4th longsword, 2 throwing axes, dagger, waterskin,
level, he is a 5th level choice because of an aristocrat is backpack (containing bedroll and 3 torches), belt pouch
not usually permitted as a follower. (containing dice or cards, sewing needle and thread, and
occasionally coins).

Neal Baedke (order #201931)


Total weight of gear: 78 lbs. armor).
Total monthly upkeep: 45 gp.
Typical Captain: Human War6; CR 5; Medium-size
Lieutenants, typically representatives of a Captain, they humanoid; HD 6d8+12; hp 39; Init +1 (Dex); Spd 20 ft.;
carry out the orders of their superiors with diligence and AC 19 (+6 armor, +2 shield); Atk +9/+4 melee (1d8+2
efficiency. They are able to make hard and fast 19-20/x2, longsword); or +7/+2 ranged (1d6+2,
decisions on the battlefield if out of contact with their throwing axe); AL N; Space 5 ft.; Reach 5 ft.; SV Fort
superiors. +6, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 13, Wis
12, Cha 12.
Typical 6th level knight followers: Skills and Feats: Climb +0 (6), Diplomacy +8 (4),
Though most represented below are 6th level followers, Intimidate +8 (7), Heal +1, Jump +0 (6), Listen +1, Spot
there are a few that are 5th level or lower that take up a +5 (4), Survival +1; Combat Expertise, Improved
6th level choice. Disarm, Skill Focus (Diplomacy), Weapon Focus
(longsword).
Knight: Human Ari1/War4; CR 4; Medium-size Possessions: Banded mail armor, large steel shield,
humanoid; HD 5d8+10; hp 32; Init +1 (Dex); Spd 20 ft.; longsword, 2 throwing axes, dagger, waterskin,
AC 21/22 against piercing weapons (+1 Dex, +8 fluted backpack (containing bedroll and 3 torches), belt pouch
armor, +2 shield); Atk +8 (+9 mounted/+11 mounted (containing dice or cards, sewing needle and thread, and
charge) melee (1d8+3 19-20/x2, masterwork occasionally coins).
longsword); or +8 (+9 mounted/+11 mounted charge) Total weight of gear: 78 lbs.
melee (1d8+3 20/x3, heavy lance) AL N; Space 5 ft.; Total monthly upkeep: 54 gp
Reach 5 ft.; SV Fort +6, Ref +2, Will +4; Str 16, Dex
13, Con 14, Int 10, Wis 12, Cha 12. A captain is usually the right hand of a knight and
Skills and Feats: Bluff +5 (4), Diplomacy +5 (4), speaks on his behalf concerning battlefield procedure.
Handle Animal +6 (5), Intimidate +8 (7), Knowledge They are tacticians and carry out the order of the knight
(nobility and royalty) +4 (4), Ride +10 (7); Mounted to the letter with enough wisdom and intelligence to
Combat, Ride-By-Attack, Spirited Charge. adapt to new circumstances should the knight not be
Possessions: Masterwork fluted full plate, large steel available for further orders. They garner respect
shield (with a coat of arms), masterwork longsword, through tight discipline and strictly adhere to rank. A
masterwork lance, dagger, waterskin, backpack typical soldier rarely, if ever, has any contact with his
(containing bedroll and 3 torches), belt pouch captain.
(containing several sheets of parchment, pen and ink,
possible love letter, sewing needle and thread, and Typical Mounted Squire: Human Ari2/War3; CR 4;
several coins and gems). Medium-size humanoid; HD 5d8+10; hp 32; Init +1
(Dex); Spd 30 ft.; AC 17/15 charging (+1 Dex, +4 ar-
Typical Heavy War Horse: CR 2; Large animal; HD mor, +2 shield); Atk +8 melee (1d8+2 19-20/x2, master-
4d8+12; hp 30; Init +1 (Dex); Spd 50 ft.; AC 14 (-1 size, work longsword); or +5 ranged (1d6, throwing axe); AL
+1 Dex, +4 natural); Atk +6 melee (1d6+4, 2 hooves), N; Space 5 ft.; Reach 5 ft.; SV Fort +5, Ref +2, Will +5;
+1melee (1d4+2, bite); AL N; Space 10 ft.; Reach 5 ft.; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 12.
SQ Low-light vision, scent; SV Fort +7, Ref +5, Will Skills and Feats: Bluff +6 (5), Diplomacy +9 (6),
+2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Handle Animal +6 (5), Intimidate +7 (4), Knowl-
Skills and Feats: Listen +5, Spot +4; Endurance, edge (nobility and royalty) +6 (6), Ride +11 (8);
Run. Mounted Combat, Quick Draw, Weapon Focus
Possessions: Bit and bridle, riding saddle, saddle (longsword).
bag (containing bedroll, 5 torches, and tent). Possessions: Chain shirt, large steel shield, master-
Total weight of gear: Knight, 97 lbs.; heavy war work longsword, 2 throwing axes, dagger, waterskin,
horse, 64 lbs. backpack (containing bedroll and 3 torches), belt pouch
Total monthly upkeep: Knight, 55 gp; heavy war (containing dice or cards, sewing needle and thread, and
horse, 6 gp. occasionally coins).

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;

Neal Baedke (order #201931)


Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. checks that involve moving equal to the armor check
Skills and Feats: Listen +4, Spot +4; Endurance, penalty.
Run.
Possessions: Bit and bridle, riding saddle, saddle Descriptions of Armor
bag (containing bedroll, 5 torches, and tent).
Total weight of gear: Squire, 61 lbs; light war Ancient Plate: Similar to gothic armor and full
horse 64 lbs. plate, ancient plate armor developed during an alliance
Total monthly upkeep: Squire, 45 gp; light war with the Elven Kingdoms existing early in the Second
horse, 6 gp. Kingdom of Man. It allows more flexibility than gothic
armor yet, since men were beginning to forge great
Although, the squire represented here is only 5th level, armor plates such as this, it is heavier. However, despite
he is a 6th level choice because of an aristocrat is not this, it is less cumbersome. Additionally, ancient plate
usually permitted as a follower. offers a critical armor bonus of +2.
Rarity Value: Ancient
Typical Witch: Human Adp4; CR 4; Medium-size hu- Crusading Armor: As with all crusading armor,
manoid; HD 4d6; hp 14; Init -1 (Dex); Spd 30 ft.; AC 9 this form of style and construction is a recent innovation
(-1 Dex); Atk +2 melee (1d4+1 19-20/x2, dagger); or +0 pushing the limits of known armor. However, it is time
ranged (1d4+1 19-20/x2, dagger); SA Spells; AL N; consuming and costly despite its benefits.
Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +0, Ref -1, Will Rarity Value: Uncommon
+5; Str 13, Dex 8, Con 10, Int 14, Wis 16, Cha 12. Embedded Armor: A tactic most grueling and
Skills and Feats: Alchemy + 9 (7), Concentration practiced mainly amongst orcs and orcish kin is
+7 (7), Knowledge (any) +9 (7), Listen +4 (0), embedding metal plates and chain link beneath the skin.
Spellcraft +9 (7), Spot +4 (0), Survival +9 (7); The process is permanent and requires a Craft
Alertness, Brew Potion, Scribe Scroll. (armorsmith) check (DC 15 + AC bonus) to place
Possessions: Dagger, waterskin, backpack beneath the skin properly. Furthermore, a failed Craft
(containing bedroll and 3 torches), belt pouch (armorsmith) check results in 1 point of damage for the
(containing finger bones, small crystals, sewing needle recipient equal to the difference of the DC. In addition,
and thread, and occasionally a small gem or two). after the process is complete, the recipient suffers a
Spells Usually Prepared (3/3/1; base DC=13 + temporary loss of 1 Constitution point per point of
spell level): 0 – ghost sound, guidance, purify food and armor bonus. Most do not survive the process.
drink; 1 – cause fear, obscuring mist, protection from Fluting: Fluting is ornamental grooves formed into
law; 2 – bull’s strength or cure moderate wounds. masterwork breastplate, masterwork half-plate, or
Total weight of gear: 15 lbs. masterwork full plate armor. Though decorative, fluting
Total monthly upkeep: 138 gp. actual provides extra protection against piercing
weapons. The ridges guide the point of a blade away
Although, the adept only 4th level, she counts as a 6th from the torso of an armored knight. Fluting provides
level choice because of an adept is not usually permitted an additional +1 armor bonus against piercing weapons.
as a follower. The cost indicated reflects that the fluting was applied
during the initial fitting and construction of the
Chapter Five: particular suit of armor. Fluting can be applied to
existing or captured masterwork armor at a cost of 200
Equipment to 800 (2d4 x 100) gold pieces.
Grande-Garde: This large armor piece attaches to
This chapter contains descriptions of new equipment, either full plate or half-plate armor and offers protection
including weapons and armor, as well as variant rules for the chest and left shoulder. A grande-garde extends
explaining new uses for already existing items. to the waist and covers some of the face. A grande-
garde provides damage reduction 1/- against constricting
Exotic Armor damage and critical damage reduction 2/- against natural
Exotic armor details ancient and rare armor not typically slap and slam attacks.
seen or used due to lost techniques of armorsmiths and Gothic Armor: This armor developed during the
fashioners. To properly use exotic armor adeptly, one end of the Second Kingdom of Man and is the early
must have the Exotic Armor Proficiency (detailed in precursor of full plate armor. Once made for princes
Chapter Two: Skills, Feats, and Fighting Styles). and kings, it was and still is prized for its superior
Note: While wearing armor, which you are not detailing and style. Gothic armor is considered
proficient, you suffer a penalty to attack rolls and skill masterwork armor and is fluted. In addition, it has

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Table 5-1: Armor
Armor Maximum Armor Arcane Speed
Exotic Armor Cost Bonus Dex Bonus Check Penalty Spell Failure (30 ft.) (20 ft.) Weight
Light Armor
Crusader chain shirt 2,100 gp +6 +4 -2 25% 30 ft. 20 ft. 30 lb.
Embedded +150 gp +1 Same +2 -5% 30 ft. 20 ft. -10 lb.
Medium Armor
Crusader Breast Plate 4,200 gp +7 +2 -4 30% 20 ft. 15 ft. 30 lb.
Embedded +500 gp +1 Same +2 -5% 30 ft. 20 ft. -15 lb.
Heavy Armor
Ancient Plate 2,500 gp +8/+10 +2 -6 45% 20 ft. 15 ft. 60 lb.
Crusader Plate 9,500 gp +10 +1 -5 40% 20 ft. 15 ft. 55 lb.
Gothic Plate 1,500 gp +7 +3 -5 35% 20 ft. 15 ft. 50 lb.
Embedded +1000 gp +1 Same +3 -10% 20 ft. 15 ft. -20 lb.
Extras
Fluting* +300 gp +1
piercing
Grande-Garde* +1,000 gp -3 15% 20 lb.
Kidney Belt* +500 gp +1 -1 5% 5 lb.
critical
Palettes * +500 gp 5% 2 lb.

* See description for more details.

palettes. originated through the personal cost of the knight to help


Rarity Value: Rare others recognize the knight on the battlefield. As
Kidney Belt: This is a wide armored girdle worn tournaments and pageantry grew in popularity, coat of
about the midsection offering vital protection to the arms grew more complex in design and originality.
kidneys and lower ribs. It offers a +1 critical armor Although, those characters that can afford it, can display
bonus to AC when an opponent is attempting to confirm a coat of arms, however some countries have laws that
a critical hit. only nobility may display a coat of arms. Without a coat
Palettes: These circular plates fit near the armpits of arms a friend cannot make a Knowledge (nobility and
of medium or heavy armor. Palettes provide critical royalty) check as described in Chapter Two: Feats,
damage reduction 2/- against natural gore attacks. Skills, and Fighting Styles.
The price listed is for application on a shield and
Descriptions of Weapons induction into a book of heraldry.
Lanyard: This is a strap or cord, strong and of
Pommel Spike: This spike extends from the sufficient length, usually attached to a wrist or gauntlet,
pommel of a weapon, usually a sword. If an that prevents a weapon from flying away should it be
opponent misses with an attack you may
take an attack of opportunity using your Table 5-2: Weapons
unmodified base attack bonus. A pommel Martial Weapons - Melee
spike deals 1 point of damage and is not Weapon Cost Damage Critical Weight Type
subject to extra damage from strength. It Small
may, in addition, be used when grappled. Blunted lance, light 6 gp 1d4§ x3 5 lb. Bludgeoning
Blunted Lance: Often used in Short sword, wooden 5 gp 1d4§ x2 1 lb. Bludgeoning
tournaments, particularly jousting events, a Medium
blunted lance deals nonlethal damage. Blunted lance, heavy 10 gp 1d6§ x3 10 lb. Bludgeoning
Wooden Sword: This blunt weapon is Longsword, wooden 10 gp 1d6§ x2 2 lb. Bludgeoning
mainly used in training and tournament
Extras
melee combat and deals nonlethal damage. Pommel spike 10 gp 1** x3 * Piercing

Descriptions of Items § This weapon deals nonlethal damage.


* This items weighs an insignificant amount of weight.
** The damage dealt by this weapon is not modified by a Strength modifier.
Coat of Arms: A coat of arms

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accidentally dropped or disarmed. When released, the
weapon hangs from the wrist and requires a move- Table 5-3: Goods
equivalent action to retrieve; however it does not Adventuring Gear
provoke an attack of opportunity. Nevertheless, until it Item Cost Weight
is retrieved, you receive a –2 circumstance penalty to Coat of Arms 50 gp *
attacks. Laynard 10 gp *
Tabard: A tabard fits over the armor of a person Clothing
and typically displays the coat of arms of a knight, a Tabard 6 sp 1 lb.
Trappings 50 gp 10 lb.
noble, or prominent city or town.
Trappings: This ornamented cloth covers a horse * This items weighs an insignificant amount of weight.
usually displaying the coat of arms of the owner.
Trappings provide a +1 circumstance bonus to
Knowledge (nobility and royalty) check to someone cheaper, more accessible weapons adding a variety to
seeing a character with a coat of arms and riding a horse the campaign.
bearing trappings.

Item Variant: Whetstone Chapter Six:


You may use a whetstone to sharpen a piercing or
slashing weapon to add a +1 critical attack bonus when
New Magical Items
confirming a critical hit. Sharpening a weapon with a A trusty blade, protective armor, a hardy shield, possibly
whetstone requires at least fifteen minutes of time and an ancestral weapon, empowers a knight to ride out to
after one encounter, the weapon loses its bonus until vanquish evil or corrupt lost souls. This chapter offers
sharpened again. A whetstone may sharpen a weapon a additional items to equip your knight for the long and
total of ten times before needing replacement. dangerous journey into the Hill Lands. But, be
prepared, young, pure souls, for your adversary may be
just as well equipped.
Historical Variant: Armor
Plate armor, upon its emergence, during the height of
courtly love and the ideal of chivalry, would play a Awakened Items
minor roll on the battlefield due to the crossbow and the Awakened items attune themselves to a particular
rising use of the harquebus. However, plate armor was individual and gain abilities as the wielder increases in
used widely during the later end of the knight era in power. Awakened items each have ranks containing
tournaments. In addition, it still offered some protectionpowers; the wielder expends experience points and gold
for the knight from the deadly longbow. into the item to properly unlock an item’s ability,
If you wish to add a more medieval feel to your accessing its powers. One day per rank, which is spent
campaign add damage reduction 2/- to full plate armor working with the item and meditating on its uniqueness,
and damage reduction 1/- to half-plate armor against is required to unlock the abilities of an item at a given
shortbow and longbow arrows. This brings a certain rank. A character may not unlock a rank higher than his
level of confidence knights possessed on the battlefield or her total character level. For example, Janis the Bear,
transferring this feeling to knightly characters or to a 3rd level barbarian, can only unlock ranks 1 through 3
villainous NPCs. In truth, a knight, on or off his horse, contained within her ancestral axe. She will have to
gain at least enough experience to reach 4th level before
was literally a tank on the battlefield and the approach of
one struck fear into the heart of the stoutest soldier. she can unlock the 4th rank contained within the ancient
weapon.
In addition, unlocking a rank requires energy and
Historical Variant: Swords money. Unlocking a rank costs the character 100
Historically, swords were rare and expensive weapons experience points and 200 gp per rank. For example,
due to the time needed to forge. In addition, only when Janis the Bear unlocked the 1st rank of her
knights and those wealthy few that could afford such ancestral axe, she spent one day in meditation; put forth
weapons were able to carry and wield swords. Most 200 gp researching its history (traveling costs and so
medieval soldiers used various types of axes, spears, forth) and 100 experience points. Whereas, when Janis
daggers, and bows. the Bear is able to unlock the 5th rank of her axe, she
To reflect a more historic feel to your campaign would need to devote 5 days of meditation; put forth
setting, simply multiply each sword price by 10 so that a 1,000 gp and spend 500 experience points. Each rank
longsword would price around 150 gp and a greatsword can only be unlocked once its preceding rank has been
would run 500 gp. This will encourage players to try unlocked. Thus, to unlock the 5th rank of a leveling

Neal Baedke (order #201931)


item, ranks 1 through 4 would already have to be points.
unlocked. Faint transmutation; CL 5th; Craft Magic Arms
A character cannot spend so much XP that he or and Armor, mending; Price: +1 bonus.
she loses a level. However, on gaining enough XP to Firm Grip: A weapon bearing this enhancement is
achieve a new level, he or she can immediately expend difficult to disarm. Add a +5 bonus to resist disarm
XP on unlocking a rank of a leveling item rather than attempts.
keeping the XP to advance a level. Faint transmutation; CL 5th; Craft Magic Arms
Any being other than an attuned character will find and Armor, bull’s strength; Price: +1 bonus.
the item to have no significant special abilities though it Sheathing: You may draw or sheath a weapon
will radiate magic with a detect magic spell and an with this enhancement as a free action.
identify spell will recognize the item as being awakened. Faint transmutation; CL 5th; Craft Magic Arms
In addition, a successful Knowledge (History) check and Armor, Quick Draw, haste; Price: +1 bonus.
(DC 30), a Craft (Weaponsmithing) check (DC 20), or Shifting: Upon command, the metal of a weapon
Bardic Knowledge check (DC 20) reveals that the item with this enhancement changes to another metal desired
is significant and unique. Also, for every 5 points by the wielder. The weapon takes on the properties of
beyond the DC, a character using the Bardic Knowledge the metal save that it does not affect hardness or
skill will be able to identify the abilities of a rank. Fordurability.
instance, a successful Bardic Knowledge check of 25 Strong transmutation; CL 15th; Craft Magic Arms
will determine the abilities possessed of the 1st rank, and Armor, polymorph any object; Price: +3 bonus.
while a check of 30 would reveal the abilities of the 1st Sturdy: A weapon with this enhancement is
and 2nd rank. extremely hard to destroy. Add +10 to its hardness
Several individuals can attune themselves to a rating and +20 hit points.
particular item, however, each individual must devote Moderate transmutation CL 10th; Craft Magic
enough time, experience, gold, and unlock each rank as Arms and Armor, mending, bear’s endurance; Price: +2
indicated above. bonus.
Sure Grip: This enhancement makes a wielder of
Weapon Enhancements this weapon very difficult to disarm. Add a +10 bonus
While most magic weapons only have enhancement to resist disarm attempts.
bonuses, they can also have the special abilities detailed Moderate transmutation; CL 10th; Craft Magic
here. A weapon with a special ability must have at least Arms and Armor, bull’s strength; Price: +2 bonus.
a +1 enhancement bonus. Unbreakable: This enhancement makes a weapon
hard to destroy. Add +20 to its hardness rating, +40 hit
Alteration: A weapon with this enhancement points, and absorbs the first 5 points of fire, cold, acid,
automatically resizes itself to any size that the wielder lightning, and sonic damage per attack.
wishes. This change is upon command and remains Strong evocation; CL15th; Craft Magic Arms and
until changed. All other properties the item possesses Armor, resist energy, wall of force; Price: +4 bonus.
remain unchanged.
Faint transmutation; CL 5th; Craft Magic Arms Armor Enhancements
and Armor, enlarge person, shrink item; Price: +2 In addition to an enhancement bonus, armor may have
bonus. special abilities. Special abilities count as
Crushing: The wielder of a weapon with this additional bonuses for determining the market value of
enhancement may double her strength modifier for an item, but do not improve AC. A suit of armor or
damage when striking objects or constructs. This shield cannot have an effective bonus (enhancement
enhancement may only be applied to bludgeoning plus special ability bonus equivalents) higher than +10.
weapons. A suit of armor or shield with a special ability must have
Strong evocation; CL 12th; Craft Magic Arms and at least a +1 enhancement bonus.
Armor, shatter, bull's strength; Price: +2 bonus.
Critical Striking: A weapon with this Protector: Upon command, you may transfer any
enhancement increases its critical multiplier by 1. Thus, amount of your shield's defensive bonuses to another
a +1 critical striking longsword has a critical multiplier target within your reach. This is considered a deflection
of x 3. bonus that increases the target’s armor class. Any
Strong evocation; CL 14th; Craft Magic Arms and transferred bonuses used in this manner will not count
Armor, keen edge, sword; Price: +4 bonus. toward your AC while you use this ability.
Durable: A weapon with this enhancement is hard Strong abjuration; CL 14th; Craft Magic Arms and
to destroy. Add +5 to its hardness rating and +10 hit Armor, shield other; Price: +3 bonus.

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Wondrous Items always be there to aid mankind.
The metal of the blade is
Lover’s Quill: Swords, armor, and shields may made from the purest true silver,
defend you against your enemies, however; they will not which glistens and wildly reflects
find a way into a lover’s heart. A lover’s quill is made prism-like colors in sunlight. The
from a dove feather, plucked while mating. It confers a pommel is made of an ancient
+10 competence bonus to Diplomacy checks while crystalline substance wrapped in
writing an amorous letter. In addition, the receiver, glimmering female gold dragon
which must be a humanoid of medium-size or smaller, hide, believed to be Anas
of the letter must make a Will save (DC 13) or fall under Drac’Geld, a companion of
the effect of a charm person spell. Amentep. The long curved blade
Moderate enchantment; CL 6th; Craft Wondrous bears Eygus runes down either side
Item, charm person; Price: 6,580 gp; Weight -. of the blade: “Behold the Glories
Sword Knot: This is a decorative looped strap or of Morning Light” and “The Light
ribbon that may be attached to the hilt of an ordinary of the Sun will Banish Darkness.”
sword. This ornament confers upon the weapon of The Sword of Dawn is an
which it is fastened masterwork quality. The sword may intelligent, awakened falchion. Its
now be enchanted as if it were masterwork and receives abilities are dependent upon the
the appropriate bonuses of a masterwork weapon as long ranks awakened and level of the
as the sword knot remains attached. wielder.
Faint transmutation; CL 2nd; Craft Wondrous Radiant Blessing: The
Item, magic weapon; Price: 700 gp; Weight -. Sword of Dawn automatically con-
firms all critical threats against evil
beings and ignores any damage The Sword of Dawn
Artifacts reduction that any evil being may
Some magical energies cannot be reproduced or perhaps have.
lost secrets limit the production of such items, however, Divine: Upon unlocking the 10th rank, the Sword
in either case, the Hill Lands, through its bloody history of Dawn becomes a holy weapon and deals double
produced two artifacts presented below. damage against evil creatures and undead. Furthermore,
the wielder receives spell resistance equal to 10 + the
Sword of Dawn: The Sword of Dawn crafted for the rank awakened against evil spells or effects.
first Lord of Xorn, Amentep of the Eygus Empire, Sense Evil: This ability is identical to the spell
during the First Kingdom of Man as a testament of sense evil (see the Chapter Seven: New Spells for
enlightenment against all who scorned knowledge. further details).
When the Lord Amentep saw, through a mystical seer, Unbreakable: This is identical to the weapon
that death approached, the lord had his wizards and
priests place his soul into the weapon, so that he would

Table 5-4: The Sword of Dawn [Awakened Item, Artifact]


Rank Special Caster Level
1st Empathy, light; Int 10, Wis 16, Cha 18; Ego 18 7th
2nd +1 enhancement bonus; +2 Ego
3rd Unbreakable weapon enhancement; +2 Ego
4th Radiant blessing, telepathy, wielder no longer needs to sleep; +2 Ego
5th +2 enhancement bonus; +2 Ego
6th Light (double radius), sense evil; +2 Int, +2 Wis, +2 Cha; +2 Ego 9th
7th Dispel magic (spells with the darkness descriptor only), see invisibility; +2 Ego
8th +3 enhancement bonus; +2 Ego
9th +2 Ego +2 Int, +2 Wis, +2 Cha; +2 Ego 11th
10th Divine; +2 Ego
11th +4 enhancement bonus
12th Read magic; +2 Int, +2 Wis, +2 Cha 13th
13th Blindsight (60 ft.)
14th +5 enhancement bonus
15th Heal (1/day; wielder only)

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enhancement detailed earlier in this chapter. further details).
The Sword of Dawn bestows one negative level to The Sword of Fallen Lords bestows one negative
any non-good wielder and two negative levels upon evil level to any non-evil wielder and two negative levels
wielders. Non-lawful wielders are bestowed one upon good wielders. Non-chaotic wielders are bestowed
negative level and chaotic wielders are bestowed two one negative level and lawful wielders are bestowed two
negative levels. These negative levels are cumulative, negative levels. These negative levels are cumulative,
thus a chaotic-evil wielder would suffer a total of four thus a lawful-good wielder would suffer a total of four
negative levels. negative levels.

Sword of Fallen Lords: The Sword of Fallen Lords, Special Materials


created by the Wizards of Hashim of Soul Keep during In addition to magic being infused into items to enhance
the Second Kingdom of Man, boasts meticulous their properties, special, rare, or even ancient materials
blood-forged metal by highly skilled dark dwarven are used to empower an item.
smiths. The blackish blade holds the vile souls of seven
powerful wizard lords and foul, unholy enchantments by True Silver: True silver is only found in the mines
blasphemes clerics who once were pure of heart, and beneath Iron Tooth Keep. Rediscovered 300 years ago
steeped in the blood of some of the most valiant knights by the dwarves, this beautiful metal has the strength and
ever known to protect the great city of Xorn. flexibility of mithral while retaining the properties of
The Sword of Fallen Lords is blood-forged steel silver. The metal is truly the bane of undead and
and its pommel fashioned from a strange bone-like lycanthropes alike.
material. In the center of the crossguard, on both sides, Treat any items made from true silver to be a silver
is a single moving, eye darkly blessed with a red pupil item for purposes of damage reduction and inflicts
of fire and blood. double damage to creatures with damage
The Sword of Fallen Lords is an intelligent, reduction/silver. These items also weigh half as normal
awakened bastard sword. Its abilities are dependent items made from metal, but items normally not made
upon the ranks awakened and level of the wielder. primarily of metal will
Coercive: Sword of Fallen Lords bestows one not receive this effect.
negative level upon the wielder for each year the blade Type of True Silver Item
Armor crafted with true Ammunition
Item Cost Modifier
is not immersed for one week in the blood of a lawful +120 gp
silver has its maximum Light armor +2,000 gp
good knight, sacrificed expressly for this purpose. Dexterity bonus in- Medium armor +5,000 gp
Dark Blessing: The Sword of Fallen Lords creased by 2, its spell Heavy armor +10,000 gp
automatically confirms all critical threats against good failure chance reduced Shield +2,000 gp
beings and ignores any damage reduction that any good Weapon +3,000 gp
by 10%, and reduces
being may have. the armor check penalty
Depraved: Upon unlocking the 10th rank, the by 3. True silver has a natural hardness of 15 and 30 hp
Sword of Fallen Lords becomes an unholy weapon and per inch of thickness.
deals double damage against good creatures.
Furthermore, the wielder receives spell resistance equal Blood-Forged: Blood-forged armor and weapons are a
to 10 + the rank awakened against good spells or effects. result of a process rather than an actual type of metal.
Sense Good: This ability is identical to the spell The denizens of Soul Keep, when forging the mighty
sense good (see the Chapter Seven: New Spells for Sword of Fallen Lords, created this process through sac-

Table 5-5: The Sword of Fallen Lords[Awakened Item, Artifact]


Rank Special Caster Level
1st Empathy, darkness; Int 14, Wis 14, Cha 14; Ego 20 7th
2nd +1 enhancement bonus, May not be stolen or given away; +2 Ego
3rd Dark Blessing, +2 turn resistance to all within a 15 ft. radius; +2 Ego
4th Sense good, telepathy; +2 Ego
5th +2 enhancement bonus, wielder gains darkvision (100 ft.); +2 Ego
6th +4 turn resistance to all within a 15 ft. radius; +2 Int, +2 Wis, +2 Cha; +2 Ego 9th
7th +3 enhancement bonus; +2 Ego
8th Wielder gains blind-sight (60 ft.); Int +2, Wis +2, +2 Cha; +2 Ego
9th +4 enhancement bonus, +4 turn resistance to all within a 30 ft. radius; +2 Ego
10th Deeper Darkness, Depraved; +2 Ego 11th

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rificial rituals of innocents. This process takes double Dark Fire
the normal time as crafting an item of equal cost from Evocation [Evil, Fire]
most other metals. All items crafted in such a way take Level: Clr 6, DrkC 5, Evil 6
on the look of a blackish metal with blood red marbling. Components: V, S, DF
Any items made Casting Time: 1 action
Type of Blood-Forged Item Item Cost Modifier from blood-forged metal Range: Medium (100 ft. + 10 ft./level)
Ammunition +250 gp have a seeming Area: 10 ft. radius burst
Light armor +3,000 gp flexibility. Armor Duration: Instantaneous
Medium armor +7,000 gp crafted with this metal Saving Throw: Will half
Heavy armor +15,000 gp
Shield +3,000 gp
has its maximum Spell Resistance: Yes
Weapon +5,000 gp Dexterity bonus
increased by 1, its spell Demonic rage torments creatures within the area of
failure chance reduced effect with vile energies composed of unholy fire.
by 10% per armor category, and has its armor check Damage sustained is determined depending on the
penalty reduced by 2. Weapons are also considered to alignment of the victims: evil creatures sustain 1d4
hold a dark blessing. A blood-forged weapon automati- points of damage per caster level (max. 12d4), neutral
cally confirms any critical threat against good aligned creatures suffer 1d6 points of damage per caster level
creatures and ignores any damage reduction that they (max. 12d6), while good aligned characters are dealt 1d8
may possess. points of damage per caster level (max 12d8).
All of this comes at a price. All blood-forged
items gain the evil descriptor and immediately bestow 1 Ease
negative level on any good being carrying or using it. Transmutation
Once per month, the item must also be soaked in at least Level: Brd 1, Sor/Wiz 1
2 gallons of humanoid blood for an hour or it will lose Components: V
its abilities until so treated. Casting Time: 1 action
Blood Forge metal has a natural hardness of 20 and Range: Personal
35 hp per inch of thickness. Target: You
Duration: 1 round
Saving Throw: None
Chapter Seven: Spell Resistance: No

New Spells You temporarily lessen the interference of wearing


Below are new spells augmenting knightly characters on armor when casting an arcane spell with a somatic (s)
the battlefield. component. Your armor for the next spell you cast
(within the duration of the spell) has an arcane spell
Cleansing Fire chance failure of 0%.
Evocation [Fire, Good]
Level: Clr 6, Good 6, Pal 5 Melt Weapons
Components: V, S, DF Evocation [Fire]
Casting Time: 1 action Level: Sor/Wiz 3
Range: Medium (100 ft. + 10 ft./level) Components: V, S, M
Area: 10 ft. radius burst Casting Time: 1 action
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will half Targets: All non-magical, held weapons in a 20-ft.-
Spell Resistance: Yes radius spread
Duration: Instantaneous
Angelic holy fire reverberates and burns creatures Saving Throw: Fortitude negates
within the area of effect. Damage sustained is Spell Resistance: Yes
determined depending on the alignment of the victims:
evil creatures sustain 1d6 points of damage per caster A melt weapons spell causes a burst of flame to
level (max. 15d6), neutral creatures suffer 1d4 points of surround all non-magical weapons in a twenty-foot ra-
damage per caster level (max. 15d4), while good aligned dius spread melting them into slag or burning them to
characters are unaffected. ash. Only held, non-magical weapons are affected by
this spell and each weapon uses either its Fortitude save
or its wielder’s Fortitude save, whichever is better.

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Metal or wooden weapons that fail to make a successful Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
saving throw are destroyed; otherwise, if a saving throw Components: V, Still Spell
is successful, the weapon is unaffected. Casting Time: 1 action
Range: Personal
Sense Evil Target: You
Divination Duration: 1 round
Level: Clr3, Pal3 Saving Throw: None
Components: V, S, DF Spell Resistance: No
Casting Time: 1 round
Range: 30 ft. The next spell you cast (within the duration of the spell)
Area: Circle emanating from you to the extreme of the is considered to posses the benefit of the Still Spell
range. metamagic feat without affecting the level of the spell.
Duration: 1 minute/level (D) Silent Spell Component: You must have the Still
Saving Throw: None Spell metamagic feat to cast this spell.
Spell Resistance: No

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.

Silent Arcana The Ancient Plain


Transmutation The Ancient Plain is the resting place of numerous ruins
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1 of the Grece and Romus periods, most notable of which
Components: S, Silent Spell is Ancient Bath. High grass and wheat litter the
Casting Time: 1 action countryside, making ample spots to ambush merchants
Range: Personal or orc patrols that wander through and frequent the area.
Target: You
Duration: 1 round
Saving Throw: None Argos
Spell Resistance: No The city of Argos boasts a long and colorful history
beginning with the First Kingdom of Man. It is one of
The next spell you cast (within the duration of the spell) three oldest cities that still exist in ancient glory.
is considered to posses the benefit of the Silent Spell However, its current plight has outweighed its past. The
metamagic feat without affecting the level of the spell. city has been under siege for a year and the combined
Silent Spell Component: You must have the Silent forces of Darcadia and orcs have pushed past the
Spell metamagic feat to cast this spell. defenses of the city into the smaller and older city that
hugs the Minas River that flows through the center.
Still Arcana Many terrible skirmishes have led to the loss of many
Transmutation great knights defending the bridges leading into the
heart of Argos. The plight of city, known by its

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Click a location on the map to take you to the indicated page.

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

Neal Baedke (order #201931)


shipping, they have yet to halt the flow of traffic. 2% Other
1% Halfling
Argos (Large City) 1% Elf
City of Crusaders; City of the Dead Notable Figures: Sir John de Hawkwood (Solon),
Besieged; AL LN; 40,000 gp limit; Pal12 of St. George; Robert Guiscard (Provost-
Assets: 40,280,000 gp; Population 20,147; Marshal), Pal11 of Valor; Edward the Black (Sheriff),
79% Human Ftr14; Alexander Strongbow (Constable), Ftr13; Robert
9% Dwarf de Reines (Captain of the Guard), Ftr10; John of Gaunt
5% Half-orc (Warden), Rng11; The Jackal (Rogue Guild Master),
3% Half-elf Rog11; Jasper of the Silent-Eye, Rog13.

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Guards/Soldiers: 201 matter of hours plunging a world of chaos and
Local Militia: 1007 savagery into the hearts of innocents. The
palace, centrally located, withstood the raging
Asbrae orcish forces. Warlord Graske, not satisfied
Asbrae was once a beautiful city-state, founded during with the treasures of the city, wanted the
the early Grece period of the Second Kingdom of Man, Regent’s treasury as well. The orders were
devoted to an ancient god of the seas. The devote given, and Warlord Graske’s brooding and
citizens escaped all major oceanic catastrophes and united orcish chieftains lay siege to the palace.
stood as a testament to the powerful and benevolent Astromancers, also known as Star
gods as well as a symbol of the willingness a god or Wizards, called upon dark ancient magic to rid
goddess possessed to protect his or her children from and destroy the orcish plunderers. Desperate,
harm. the Regent Sir William the Fair, along with a
The city flourished throughout the Grece and dedicated few, allowed the ancient library of
Romus periods through mercantile trade. All who Carpathos opened to reveal ancient magic
traded fairly with Asbrae knew peaceful seas and safe stored within. The Astromancers discovered
passage through the Ocean of Dreams. an ancient scroll that would bring a rock from
However, after the fall of the Romus Empire and the sky large enough to vanquish any army.
the emergence of the Third Kingdom of Man, Asbrae However, sadly, the Astromancers, without
fell prey to orcs, dedicated to their god of blood and the proper time for research and understand-
war, whom wished the wealth the city contained. ing, called forth a great meteor, which not
Through the assistance of the Orc Seer Tree, orc only destroyed the orcish forces upon impact,
chieftains were able to contact the Old Man of the but the city as well. A large crater sinks deep
Mount, leader of the Order of the Bloody Hand, an into the earth where the palace once stood and
assassin guild located in a hidden area of South Peak. the city lay in ruins and chaos. Scavengers
The Order slipped into Asbrae with poisons and, search the ruined city for precious adamantine
ironically, spread it to the citizens through the water and other treasures.
supply. The poison provided the orcs a solution strong
enough to cripple the city. The united orc chieftains Places and People of Interest
swiftly took advantage of the plight and the harbors of The City of Carpathos holds numerous places
Asbrae ran red with blood for a year. Few of the of interest to any traveler. Here are just a few:
inhabitants survived.
The Whisky Bed
Balis The Whisky Bed is a galley that washed up
The mace of St. George
One of the largest of the city-states, Balis is a true onto the shore when the meteor struck
rests securely in the city
remnant of the Second Kingdom of Man. It is a wealthy Carpathos. The Whisky Bed was a pirate of Argos.
merchant capital dedicated to the ancient gods of the ship under the Command of Will Long.
Grece period: Poseidon, Dionysus, Hermes and the like. He raided ships leaving and coming to
Many temples rise high above the skyline and many Argos. Captain Long intended to careen his ship near
wealthy merchants and nobles have multiple dining Carpathos when the meteor struck. The disaster killed
areas dedicated to different gods and goddesses. everyone on board save Merlowwe, a shifty female elf,
Although considered a new mecca of learning and who now owns the tavern.
knowledge, Balis still practices slavery and savors the
bloody combat in the numerous gladiatorial pits that The Street of Bones
litter the city. The most prominent gladiatorial arena is “Various peddlers, vagrants, and cutthroats inhabit the
the Gladitorium. Street of Bones. Bodies still litter the streets and
vultures fight with starving orcs, gnolls, and humans to
pick the bodies clean. Various disheveled shops, that
Carpathos were once homes, now have many people and various
Carpathos, second only to Balis in age and splendor, warriors guarding entrances below signs advertising
shook with terror recently due to forbidden ancient ‘We buy and sell teeth’, ‘Used Weapons’, and ‘We buy
knowledge rediscovered and used against the enemies and sell stolen goods’.”
surrounding the once great walls. - Simon of Longallow, Singer of
Like Argos, Carpathos lay besieged by Songs of Carpathos.
innumerable legions of orcs led by a brilliant and
calculating orcish leader, Warlord Graske of the Seven
Tribes. However, unlike Argos, Carpathos fell in a

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The Mad Jester lands surrounding Xorn, holds life. Furthermore, aside
The Mad Jester was the palace jester before Carpathos from the borders of the desert, Malsara is completely
fell. He survived solely due to his capture, performing uninhabited and inadaptable by living creatures. Once
for an orc chieftain outside the city. He was witness to known as the Malsara Plains, the region held some of
so much debauchery, filth, lust, and violence, the jester the most fertile land and provided a means of life to
became hilariously mad. After the meteor struck the various Turcamen tribesmen as well as a central point
city, he escaped his masters and went to the center for the Egyus Empire during the First Kingdom of Man.
where the palace once stood. Once there, he found the The Malsara Desert, with a rich and glorious
throne of Carpathos’s former regent and claimed the history, now serves as a haven for great and powerful
ruin city as his own. The Mad Jester has gathered undead as well as those seeking to unlock the wisdom of
enough followers to hold sway over what politics are the Egyus culture, especially the knowledge contained in
left in Carpathos. the Xorn ruins.
Various pockets of negative energy seep and
Iron Tooth Castle pollute the desert, existing as small as a grain of sand to
Iron Tooth Castle, manned by both dwarves and large enough to swallow the ancient pyramids of the
humans, hewn from the mountainous rock several Egyus, providing a sanctuary for mummified undead,
thousand years ago by the dwarves, still serves as means wishing to rebuild their empires. Many scholars believe
of holding Knight’s Pass from a steady supply of this is due to the great siege of Xorn and the powerful
Darcadian reinforcements (from a land north of the Hill magic that brought about its downfall.
Lands) to the orc hordes that pillage the south. It also However, despite this, near the borders of the
serves as a semi-safe land route for crusading knights Malsara Desert, life does grow, holding vast oasis and
and pilgrims wishing to travel to Argos and Carpathos. kindred of the Turcamen tribesmen.
In addition, it serves as a monument of the recently
forged alliance between humans and the dwarves of Iron Magic and the Malsara Desert
Mountain. Some magic within the heart of the Malsara Desert is
Since the fall of Xorn, however, and the either impeded or enhanced depending on the nature of
destruction of Carpathos, Iron Tooth Castle is one of the the magic. Spellcasters attempting to cast a spell with
few remaining bastions dedicated to the disbandment of the creation descriptor or on the water domain spell list
the orc hordes. must make a successful Spellcraft check (DC 15 + spell
level) for the spell to work properly; otherwise it fizzles.
However, spells from the death domain,
Knight’s Pass destruction domain, and the evil domain spell list are
Iron Tooth Castle overlooks a pass between the Iron cast at +2 caster level. This is in addition to the granted
Mountains that crusading knights and pilgrims are able power of the evil domain.
to pass slightly unhindered by raiding orcs while
attempting to alleviate the besieged cities of Argos and Inhabitants
Carpathos. Warlord Grune Vel-Thok, leader of the With the presence of the Negative Energy Plane and the
united orc tribes besieging Argos, has yet to seal this fact that the heart of the Malsara Desert is void of
pass due to the strong Dwarven and Men alliance. The sustenance to sustain life, many, save for the undead and
orc warlord fears that if he diverts his attention away Dark Knights seeking power and perverse secrets, avoid
from Argos to deal with Iron Tooth Castle, the united this region.
tribes will fall into chaos and disarray. However, the Turcamen tribesmen often frequent
the interior in rites of passage as well as skirmishing
Lion’s Road with caravans lead by orc shamans wishing to unlock
The Lion’s Road is the only path that transverses the the secrets of Xorn. They are known as Riders of the
Ancient Plains. The name comes from the numerous Waste.
dire lions that prey upon the road ever searching for
succulent orc and human flesh. Many merchants pay Typical Rider of the Waste: Human Ftr3/Rog3; CR 6;
heavily when traveling such a dangerous road, while medium-size humanoid (human); HD 3d10+3 plus
orcs tattoo their skin each time they travel the road and 3d6+3; hp 33; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex,
survive. +3 armor, +1 shield); Atk +7 (+9 mounted) melee
(1d6+2 19-20/x2, shortsword); or +5 (+7 mounted)
Malsara Desert ranged (1d2+2, whip); or +10 (+11 mounted) ranged
Malsara, known as the Waste, is far from the typical (1d6+2 20/x3, shortbow; SA +2 to disarm with whip,
desert, since nothing within its heart, especially near the drag, sneak attack +2d6; SQ Evasion, uncanny dodge;

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AL CN; SV Fort +5, Ref +7, Will +3; Str 14, Dex 16, varies) avoid having any nightmares and receive a
Con 13, Int 10, Wis 12, Cha 8. pleasant, deep sleep. Characters failing their Will saves
Skills and Feats: Balance +10 (5), Handle Animal awaken in a nightmarish realm fighting against the
+5 (6), Jump +10 (6), Profession (herdsman) +5 (2), monstrosities that their inner most, subconscious fears
Ride +11 (6), Sense Motive +6 (5), Spot +6 (5), Survival manifest. Those that do not survive their nightmarish
+6 (5), Tumble +10 (5); Born in the Saddle, Dodge, encounter suffer the effects of fatigue (-2 penalty to
Mobility, Mounted Combat, Point Blank Shot, Shot on Strength and a –2 penalty to Dexterity). In addition, two
the Run. consecutive nights of nightmares can make a character
Drag: A favorite tactic Turcamen use is dragging exhausted (-6 penalty to Strength and a -6 penalty to
their victim behind their horse. In order to execute this Dexterity).
tactic, a Rider of the Waste must first make a successful Characters traveling in the Aquan Ocean
trip attack with a whip while using the Shot on the Run remaining in the sight of land need only to make a
feat. Afterward, an opposed Strength check is needed to successful Will save (DC 5) to avoid nightmares.
drag the victim. The mounted rider gains a +1 However, those venturing from the sight of land must
circumstance bonus to the opposed Strength roll for make a Will save each night determined by the amount
every ten feet the rider moved before making the attack. of days at sea:
A successful check result in the victim being dragged
suffering 1d6 points of nonlethal damage for every ten Day one: DC 5
feet the horse traveled after the attack. A failed Strength Day two: DC 10
check results in the rider becoming unhorsed. Day three: DC 15
Possessions: Studded leather, masterwork buckler, Day four: DC 20
shortsword, whip, masterwork arrows (20), masterwork Day five+: DC 25
mighty composite shortbow (+2 Str), quiver, knife,
waterskin, belt pouch (containing dice or cards, sewing Elves and creatures that do not sleep are immune to the
needle and thread). adverse effects produced by the Aquan Ocean and need
Note: In addition to the possessions listed above, not to make a Will save.
Riders of the Waste will have a variety of magical and
mundane items equivalent to an NPC of the same level. Orc Fang Keep
They either use these items or barter for items they can Orc Fang Keep, once known as the Keep of the Shadow
use. They rarely, if at all, carry coins. Turcamen Sea, is a mighty bulwark that enables a variety of orc
tribesmen prefer the barter system or gems. factions to control most of the shipping that passes
through the Shadow Sea into the Ocean of Dreams.
Typical Light War Horse: CR 1; Large animal; HD Originally built by a federation of human merchants to
3d8+9; hp 22; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, protect goods and southern waterways from the Winter
+1 Dex, +4 natural); Atk +4 melee (1d4+3, 2 hooves), -1 Queens’ armada, the Keep of the Shadow Sea was
melee (1d3+1, bite); AL N; Space 10 ft.; Reach 5 ft.; SQ overrun thirty years ago by Darcadian allied orc tribes.
Scent; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con Afterward, the alliance between Darcadia and the
17, Int 2, Wis 13, Cha 6. various united orc tribes fell into disarray with each orc
Skills: Listen +7, Spot +7. chieftain wishing the position of the Keep’s commander.
Possessions: Bit and bridle, riding saddle, Outnumbered and not wishing to weaken its southern
saddlebag (containing bedroll, 5 torches, and tent). defenses further, the Winter Queens left the orcs to fight
amongst themselves for control of the Keep.
Ocean of Dreams Orc warlord Grus Vol Tusk controls most of the
The Ocean of Dreams is the common name of the Orc Fang Keep and reluctantly shares control with two
Aquan Ocean. However, the name belies its true nature. other minor warlords. As long as this Tri-Council
The Ocean of Dreams, many scholars believe, overlaps remains fat from merchant bribes, the waterways are
with a mysterious otherworldly dream-like plane, safe.
plaguing sleeping creatures with nightmares that range
from simple drowning to vampiric seagulls. These same Orc Village
scholars accept as true that the Crusades of the Titans The orc villages in the Hill Lands region are all fairly
caused the great tear into the Material Plane. similar. Each contains over five hundred orc warriors in
The deeper into the ocean one ventures the more addition to a large number of craftsmen and slaves.
individualistic the dreams become and only the strong Many orc craftsmen and slaves spend the majority of
willed are able to sleep a restful night. their time crafting orc weapons and armor as well as
Characters making a successful Will save (DC building fortifications and other semi-permanent

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structures. The orc shamans act as advisors to the his exile. Soul Keep slowly expanded over the years
village chieftains and administer the monthly sacrifice to
due to the influx of knights drawn to the numerous
the orc gods and revered orc titans. malicious causes its founder supported. Soon, exiled
Orc villages are also havens for human bandits, wizards sought sanctuary from frightened and distrustful
slavers, and merchants dealing in outlawed goods. In mobs eventually uniting as one entity under the banner
addition, though most orcs are superstitious of magic, of Hashim. Thus, Soul Keep became a great haven for
most orc chieftains tolerate evil wizards and sorcerers wickedness.
allowing practice of devious and demonic rituals for a When the call came from the great Orc Seer Tree
steep price. However, these arrangements usually end to declare war against Xorn and its inhabitants, the
sourly, for orc shamans and chieftains fear potential Wizards of Hashim, ever vengeful toward their former
rivals. city, were more than happy to send assistance. Their
magic helped to bring down the greatest city known to
Orc Seer Tree the Southern Lands.
The Orc Seer Tree is a creature of immense power and Not long after the fall of Xorn however, the forces
wisdom. The Tree is really a druidic treant corrupted by of good decided that the powers of Soul Keep had stood
dark magic it once used to defend its forest from human long enough. An army of knights, backed by those
invaders. The Tree now uses its magic and knowledge mages who had fled Xorn before the fall, rode to Soul
for any cause that will bring about the death of humans Keep seeking retribution.
and their allies. Destroyed almost one hundred years ago, it is still
Many orc shamans make a pilgrimage to the rumored that parts of the once powerful keep still
remains undiscovered by outsiders. After the great
meteor destroyed Carpathos, people have been seen
traveling to and from Soul Keep. The fortress is
rumored to have begun a rebirth and, in addition to the
Kingdom of Darcadia, north of the Hill Lands, may have
a role in the unification of the orc tribes that besiege
Argos.

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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rest until their final days. However, due to the greedy A new age was born, as the heavily armored
nature of humankind, many sailors follow migrating horseman, chivalrous in nature, strong in spirit, came
pods to no avail; for an elderly whale would rather die into being: the knight. Many of the intelligent races,
far from his final destination then lead men to the vastly including the Dwarves and Elves, adopted the
Whalebone Graveyard. human concept, each inducting their unique culture into
knighthood.
Xorn However, the great Orc Seer Tree, a corrupted
The ruined city of Xorn has a long, bitter history. Built treant, feared of the alliance of Dwarves, Elves, and
during the First Kingdom of Man, in the late Egyus Men, believing the covetous nature of Man would
period, Xorn became a center of great learning and influence the old races and destroy the coexistence of all
wisdom. It is here that all major advances and things natural. Further, it knew the power Xorn
discoveries during the period were made as many great contained; the wisdom of ancient men. With the aid of
minds ventured in collective effort. A few scholars the Wizards of Hashim, an alliance was born between
studying the Egyus period, theorized a great union with Soul Keep and the orc revered treant. The Orc Seer
elves occurred and man’s grasp of magic tightened. Tree and orc shamans cast the most twisted of nature
Over time, however, when evil is afoot, all good things magic, polluted with sacrificial magic, causing the land
come to an end, and so it was with Xorn. itself to rebel against the magnificent city. To the horror
During the First Kingdom of Man, the great center of the defenders the trees seemed to take on life; the
of learning: Xorn stood tall and proud. Nevertheless, as ground would not allow crops to grow; and water ceased
the First Kingdom of Man drew to a close, man cared to flow. Many fled and few remained. The alliance
less and less for learning and more about strength and between Dwarves, Elves, and Men weakened as orcs,
power. Thus, fewer defenses were sent to defend the united through enchantment magic provided by the
City of Knowledge, and the Turcamen Hordes of the Wizards of Hashim, surrounded the beleaguered city.
Malsara Plains overran it. With no water to be found within a two days ride, and
Several hundred years later, a legion commander, no food able to be harvested, Xorn fell once more,
Gracius Marcus, during the Romus period within the allowing orcs and mages to plunder the vast and
Second Kingdom of Man, rediscovered Xorn while remaining wealth of now the forgotten Romus Empire.
fighting the barbaric horsemen of the Malsara Plains. Since that day, the very earth refuses anything to
Gracius, a man who knew that knowledge meant more grow; water will not spring forth from the ground; and
than life itself, understood the treasure Xorn possessed rain is soaked up before the chance to gather in pools.
deep within its history. He envisioned Xorn, as it must The Negative Energy Planes seeps throughout the
have been during its prime. Malsara Desert creating small pockets and sanctuary for
Successfully partitioning the frivolous Emperor the foulest undead.
Roman, Gracius became governor undertaking the grand
quest in restoring the city from the rubble into a shadow
of its former glory. In this task he succeeded, far beyond Appendix Two:
even his fantastic expectations, that it rivaled the great
capital city of the Romus Empire: Argos. Monsters and NPCs
Over the years that followed, not only did men Presented here are new monsters and NPCs that wander
return to seek knowledge and wisdom, but also the throughout the world of Terra or are unique to the Hill
scholars from most of the other intelligent races returned Lands.
as well into a brief period of enlightenment.
The Second Kingdom of Man ended with the bitter Green Knight
Crusades of the Titans, which left most of the Romus Medium-Size Fey
Empire in ruin allowing, in years to come, large hordes Hit Dice: 12d6+48 (90 hp)
of orcs, wishing to obtain the secrets of Man and harness Initiative: +1 (Dex)
it into destructive power, to flow southward into the Hill Speed: 20 ft. (5 squares)
Lands. Armor Class: 16 (+1 Dex, +5 chainmail), touch 11,
Xorn proved to be the last bastion of the Romus flat-footed 15
Empire as the great cities; Asbrae, Carpathos, and Base Attack/Grapple: +6/+10
Argos, already in ruin, became enveloped. The siege of Attacks: Masterwork greataxe +12 melee (1d12+6,
Xorn continued for many years holding the vast major 20/x3); or slam +10 melee (1d6+4).
orc tribes at bay. Many warriors of all races, who Full Attack: Masterwork greataxe +12 melee (1d12+6,
valued the commodity of knowledge and peace; ideals 20/x3) and masterwork greataxe +7 melee (1d12+6,
the great city represented, came to its defense. 20/x3); or 2 slams +10 melee (1d6+4) and slam +5

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melee (1d6+2). Green Knights stand nearly 7 feet tall and weigh about
Space/Reach: 5 ft./5 ft. 280 pounds.
Special Attack: Spell-like abilities, vorpal strike
Special Qualities: Lowlight vision, regeneration 5, Spell-like Abilities: 1/day – hypnotism, enthrall,
Vorpal immunity emotion, lesser geas; 3/day – detect law, protection from
Saves: Fort +8, Ref +9, Will +9 law. Caster level 14th; save DC 13 + spell level.
Abilities: Str 19, Dex 13, Con 18, Int 14, Wis 13, Cha Regeneration (Ex): Fire deals normal damage to a
16 green knight. If a green knight loses a limb or body part,
Skills: Bluff +8 (5), Concentration +9 (5), Craft (trap it may be reattached and healed within 1 round or the
making) +12 (10), Diplomacy +8 (5), Disguise +18 (15), lost portion regrows in 3d6 minutes. The creature can
Escape Artist +11 (10), Gather Information +13 (10), reattach the severed member instantly by holding it to
Handle Animal +8 (5), Intimidate +8 (5), Knowledge the stump.
(nature) +12 (10), Listen +11 (10), Ride +16 (15), Spot Vorpal Immunity (Su): A green knight will not
+6 (5), Survival +11 (10) die from the loss of his head. He acts and takes damage
Feats: Agile Riposte, Dodge, Combat Expertise, normally as if he had a head. Further damage to the
Mounted Combat, Weapon Focus (greataxe) head does not affect the green knight. The green knight
Environment: Any forest may reattach his head as a standard action that provokes
Organization: Solitary an attack of opportunity.
Challenge Rating: 9 Vorpal Strike (Su): Once per day, upon a
Treasure: Standard successful critical hit or coup de grace, the green knight
Alignment: Always Chaotic Neutral may invoke his weapon to sever an opponent’s head (if
Advancement: - it has one) from its body. Some creatures have no heads.
Level Adjustment: - Others are not affected by the loss of their heads such as
golems and undead other than vampires. Most other
“Entering through the hall door one terrible to behold, creatures, however, die when their heads are cut off.
of stature greater than any on earth; from neck to loin Invoking this ability is a free action.
so strong and thickly made, and with limbs so long and
so great that he seemed even as a giant. And yet he was
but a man, only the mightiest that might mount a steed; Rust Knight
broad of chest and shoulders and slender of waist, and Medium-Size Undead
all his features of like fashion; but men marveled much Hit Dice: 10d12+3 (68 hp)
at his color, for he rode even as a knight, yet was green Initiative: +2 (Dex)
all over. Speed: 30 ft. (6 squares; can’t run)
For he was clad all in green, with a straight coat, Armor Class: 20 (+1 Dex, +7 natural, +2 rusted full
and a mantle above; all decked and lined with fur was plate), touch 12, flat-footed 19
the cloth and the hood that was thrown back from his Base Attack/Grapple: +8/+8
locks and lay on his shoulders. Hose had he of the same Attacks: Slam +9 melee (1d6+1) or touch +9 melee
green, and spurs of bright gold with silken fastenings (rusting grasp; see below)
richly worked; and all his vesture was verily green. Space/Reach: 5 ft./5 ft.
Around his waist and his saddle were bands with fair Special Attack: Rusting grasp
stones set upon silken work, ‘tis too long to tell of all the Special Qualities: damage reduction 5/slashing, darkvi-
trifles that were embroidered thereon--birds and insects sion (60 ft.), single actions only, undead traits
in gay gauds of green and gold.” Saves: Fort +3, Ref +2, Will +7
- Sir Gawain and the Green Knight. Abilities: Str 12, Dex 12, Con -, Int -, Wis 10, Cha 7
Skills: -
The mythical green knight of legend lives in great Feats: Toughness
forests, often tricking and testing knights, the most Environment: Any aquatic and marsh
memorable being Sir Gawain of the Round Table. Organization: Gang (2-5), squad (6-10), or mob (11-
However, unbeknownst to many, more of these 20)
fantastical fey exist and are called forth to further Challenge Rating: 6
protect vast woodlands from utter destruction or are Treasure: None
guardians of shrines dedicated to gods of nature, the Alignment: Always neutral
famous and most notable is Bernlak de Hautdesert, the Advancement: -
Knight of the Green Chapel. Level Adjustment: -

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Skeletal remains shamble listlessly, encased in rusted
full plate armor, covered in barnacles and salt deposits. Sir Gerard Winters
Arms outstretched, seemingly grasping in desperation, Sir Gerard was born to a poor family in a small farming
depicts the last moments of a once glorious knight. village near Hilltop Keep some thirty-five years ago.
Shortly after his sixteenth birthday, Dabny village was
Traveling to the distant Hill Lands to alleviate the overrun by orcs moving to besiege Hilltop Keep. His
beleaguered cities of Argos and Carpathos is a entire family killed, young Winters escaped into the
dangerous venture braved by many knights and wilderness where he lived for four years before
crusaders. However, for some of these heavy armored encountering knights riding to aid Argos. He joined the
heroes, it sealed their fate. Argos militia once he reached the city, realizing that he
The most common means of transportation to the could do more good aiding the city as a guard than as a
Hill Lands is by ship. However, navigating the rough lonely vigilante. Not long after joining the militia he
seas of the Ocean of Dreams is often treacherous along accepted the duty of a scout and quickly advanced to the
with disease that usually runs rampant onboard. rank of sergeant, gaining command of his own outfit.
Rust knights were once crusaders whose dreams of One day when Gerard and his men were trailing a
glory in the Hill Lands were cut short by a vicious storm small band of orcs near Soul Keep, they were swarmed
that destroyed their ship or a contagious disease that left by undead. If it was not for a mighty priest, devoted to
their armored bodies bloating in the sun and salt air. the god of the sun, Gerard and those under him would
Occasionally, many of these poor souls that do not sink have been killed. The priest, Father Goliam, taught the
to the bottom wash up on shore wandering many miles battle weary Gerard the ways of religion, belief and
before encountering an unfortunate victim. faith. This teaching encouraged Gerard, leading to his
admittance into the Order of the Perpetual Day,
Rust Knights stand about 6 feet tall and weigh about 120 commonly known as the Knights of the Dawn. Shortly
pounds (this includes rusted armor). afterward, he was knighted and given command of a
special group of individuals designed to combat
Combat creatures of the night that frequently aid orcish legions.
A rust knight rarely uses its slam attack unless guarding Tracking hordes of undead through the many ruins that
something their twisted soul believes precious, usually dot the Hill Lands, have proven to be very profitable for
the cargo of the doomed ship. They usually Sir Gerard Winters in both monetary and religious
unintentionally attack by use of their rusting grasp aspects.
attempting to become saved from the perpetual notion
that they are drowning. Sir Gerard Winters of Dabny: Male Human
Rusting Grasp (Su): A rust knight that makes a Rgr3/Ftr4/KotDwn 6; CR 13; medium-size humanoid
successful touch attack causes the target metal to (human); HD 3d10+6 plus 4d10+8 plus 6d10+12; hp
corrode. This instantaneously destroys 1d6 points of 115; Init +3 (+3 Dex); Spd 30 ft.; AC 23 (+3 Dex, +2
Armor Class gained from metal armor (up to the natural armor, +8 armor); Atk +18/+13/+8 melee (1d6+6
maximum amount of protection the armor offered) plus 1d6 fire, +3 flaming true silver light mace) and +18
through corrosion. For example, full plate armor (AC melee (1d6+6, +3 true silver light mace); SA: Enemy of
+8) could be reduced to +7 or as low as +2 in protection, the light (undead), favored enemy (orc), turn undead,
depending on the die roll. smite enemy (undead), spells; SQ Blessing of the dawn
Magic armor and weapons, and other enchanted (+6), sense incorporeal, wild empathy; AL: NG; SV
items made of metal, must succeed at a Reflex save (DC Fort +14, Ref +8, Will +9; Str 16, Dex 16, Con 14, Int
20) or suffer from corrosion as described above. A 12, Wis 14, Cha 10.
metal weapon that deals damage to a rust knight Languages: Celestial and Common.
corrodes immediately. Wooden, stone, and other Skills and Feats: Climb +6 (4), Force Control
nonmetallic weapons are unaffected. Shape +7 (5), Heal +3 (1), Hide +5 (3), Knowledge
Undead Traits: Immune to mind-influencing ef- (religion) +2 (2), Knowledge (nature) +2 (2), Listen +15
fects, poison, sleep, paralysis, stunning, and disease. (13), Move Silently +3 (0), Ride +15 (12), Search +4
Not subject to critical hits, subdual damage, ability (3), Spot +15 (13), Swim +4 (2), Tumble +3 (1), Use
damage, energy drain, or death from massive damage. Rope +5 (2), Survival +12 (10); Agile Riposte, Cleave,
Single Actions Only (Ex): Rust knights have poor Combat Reflexes, Dodge, Endurance (B), Improved
reflexes and have difficulty moving swiftly in rusted Agile Riposte, Power Attack, Stunning Blow (mace),
armor. They can only perform a single move action or Track (B), Two-Weapon Fighting (B), Weapon Focus
an attack action. Thus they can move or attack, but can (mace), Weapon Specialization (mace).
only do both if they charge. Possessions: +3 mithral breastplate, +2 amulet of

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natural armor, Glory (+3 flaming true silver light
mace), Redemption (+3 true silver light mace),
backpack, belt pouch (2), ring of sustenance, tabard
(coat of arms; a sun on a bright green field), belt, leather
riding boots, leather gauntlets, and a green cloak.
Traits: Sir Gerard is adventurous, persistent, and
calculating, however he is not foolhardy.
Animal Companions: Sir Gerard has two animal
companions that travel with him along his journeys.
One is Gunthar, a lion (see MM for statistics).
Blessing of the Dawn: Sir Gerard Winters is
blessed by the nature of his cause against creatures that
are able to induce level loss. He receives a +6 resistance
bonus to saving throws to resist level loss from an
energy drain. In addition, Sir Gerard Winters may make
an immediate save to determine whether an energy drain
is successful.
Turn Undead: Sir Gerard Winters can turn undead
as a 6th level cleric.
Spells Prepared (2; base DC=12 + spell level): 1-
entangle, pass without trace.

Adventure Hooks: The following can be used or


modified as ideas for further adventures with Sir Gerard
Winters of Dabny:
• Sir Gerard Winters hires the adventures to
venture to the Dabny ruins to seek the sword he thrust
into an orc that allowed his escape. The sword could be
his fathers, a minor token, or, upon discovery, may be an
awakened item. Nevertheless, it is still guarded by the
slain orc, now a ghost.
• With the rise of Soul Keep, Sir Gerard Winters
hires the adventures to scout the surrounding area so the
Order of the Perpetual Day can plan a possible siege.
• Sir Gerard wishes to find a compatible mate for
Gunthar and hires the characters to escort his lion to the
Ancient Plain to find a suitable partner.

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OPEN GAME LICENSE Version 1.0a

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document (draft and final versions) Copyright 1999, 2000, 2001, 2002, 2003 Wizards of the
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Creatures of Rokugan Copyright 2001, Alderac Entertainment Group.
A Question of Honor: A Guidebook to Knights Copyright 2003 Alea Publishing Group.

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The Open Game Content
A Question of Honor: A Guidebook to Knights™ is done under version 1.0 of the Open Game License and the draft
version of the d20 System Trademark Guide and System Reference Document by permission of Wizards of the
Coast. APG’s intention is to open up as much of this web enhancement A Question of Honor: A Guidebook to
Knights as possible to be used as Open Game Content (OGC), while maintaining Product Identity (PI) to all
aspects of the Alea Publishing Group intellectual property.

Included in the zip file, along with this web enhancement, is an Alea Publishing Group
Reference Document (APGRD). This enables publishers to quickly ascertain, and without a
doubt, what is or is not Open Game Content (OGC). However, publishers who wish to use the
OGC materials from this game enhancement are encouraged to contact either
cguill@aleapublishing.com or jraynack@aleapublishing.com if they have any questions or
concerns about reproducing material from this game enhancement A Question of Honor: A Guidebook to Knights
in other OGL works. APG would appreciate anyone using OGC
material from A Question of Honor: A Guidebook to Knights in other OGL works to
kindly reference A Question of Honor: A Guidebook to Knights as the source of that
material within the text of their work and if so used, must bear the COPYRIGHT NOTICE: “A Question of Honor:
A Guidebook to Knights Copyright 2003 Alea Publishing Group.”

Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth on the
previous page.

DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as


Product Identity in accordance with section 1(e) of the Open Game License, version 1.0: Any
and all Alea Publishing Group Logos; any elements of any Alea Publishing Group setting,
including but not limited to artifact names, capitalized names, characters, countries and empires, geographic
locations, cultural information, organizations, documents within the game world, quotes from characters or
documents, stories, storylines, plots, creative and thematic elements, “flavor” elements, examples used to explain
rule information, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, cartography, and
graphic designs, except such elements that already appear in the d20 System Reference Document and are already
OGC by virtue of appearing there. The above Product Identity is not Open Game Content.

DESIGNATION OF OPEN GAME CONTENT: The following attachment (APGRD) located within this .zip file
designates the Open Game Content for this product. You may also visit our website at www.aleapublishing.com
for information of the OGC for this product. Publishers are encouraged to write to either
cguill@aleapublishing.com or jraynack@aleapublishing.com for a free APGSD of this document.
In addition, the following is OGC: Subject to the Product Identity designation above, the following are designated
as Open Game Content. All information under the “New Rules” chapter header, except for information previously
designated as PI. All information under the “Feats, Skills, and Fighting Styles” chapter header, except for informa-
tion previously designated as PI. All prestige classes, except for the name “Dwarven Tor”, all information begin-
ning before the “Hit Die” header of each prestige class, and all information contained therein previously designated
as PI. All statistical information concerning d20 mechanics under the “Followers” chapter header, except for infor-
mation contained therein previously designated as PI. All statistical information concerning d20 mechanics under
the “New Equipment” chapter header, except for information contained therein previously designated as PI. All
statistical information concerning d20 mechanics under “New Magical Items” chapter header, except for informa-
tion contained therein previously designated as PI. All statistical information concerning d20 mechanics under
“New Spells” chapter header, except for information contained therein previously designated as PI. The Green
Knight: All statistical documentation beginning with Green Knight down to the Level Adjustment line and all text
under the “Combat” header of the Green Knight. The Rust Knight: All statistical documentation beginning with
Rust Knight down to the Level Adjustment line and all text under the “Combat” header of the Rust Knight. All
creatures statistic boxes, save for specific names, and except for information contained therein previously desig-
nated as PI.

Neal Baedke (order #201931)


Campaign Notes

Neal Baedke (order #201931)


Blood
or
Honor?

The medieval knight: a deadly foe that brought


horror to the hearts of every infantryman on the
battlefield or a chivalrous champion defending
courage, truth and honor. Many set off toward the
crusades with hopes and aspirations of performing a
glorious service for something greater than
themselves, while others journeyed with greed,
power, and ruthlessness clasping their petty hearts.
Who will you be?
A Question of Honor: A Guidebook to Knights
offers new prestige classes for all classes from
Troubadour to the Fallen Knight, as well as new
feats, weapons, magical items, monsters, and spells
to enhance any game.
In addition, a free supplement, offered for a
limited time, detailing the Hill Lands, an area that
can be placed in any campaign world or become a
launching place to travel the world of Terra.

Neal Baedke (order #201931)

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