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 Requires the use of a Roleplaying Game Core Book  published by Wizards of the Coast, Inc. Cameron Guill, Joshua Raynack Ryan Rawls

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  • Requires the use of a Roleplaying Game Core Book

    published by Wizards of the Coast, Inc.

    Cameron Guill, Joshua Raynack Ryan Rawls

  • A Question of Honor: A Guidebook to Knights

    'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.

    Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc. d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.

    Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission.

    Writing: Cameron Guill

    Joshua Raynack Editor:

    Alea Publishing Group and associates Game Design: Cameron Guill

    Joshua Raynack Graphic Designers:

    Ryan Rawls Joshua Raynack

    Creative Director: Ryan Rawls

    Cartography: R&R Maps Cover Art

    Ryan Rawls Joshua Raynack

    Dover Interior Art:

    Joshua Raynack Dover

    (pg. 6, 7, 8, 9, 27, 28, 35, 43, 48)

    Visit our website: www.aleapublishing.com

    Special Thanks To

    Jerime Farris and each of our loved ones, who

    without their patience, this product would not exist

    Notes About This Product

    When you see this symbol, it applies to mechanics featured in the 3.0 Edition d20 system. Rule changes in 3.5 have made these mechanics obsolete or unnecessary. When you see a word underlined, it is hyperlinked. Click and see where it takes you.

  • Table of Contents Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 What this Book Provides 4 Brief Overview of Knighthood 4 Chapter One: New Rules . . . . . . . . . . . . . . . . . . . . . 5 Critical Armor Bonus 5 Critical Damage Reduction 5 Delay Time 5 Drag 5 Rarity Value 5 Chapter Two: Feats, Skills, and Fighting Styles. . . 6 New Uses for Skills 6 New Synergy Bonuses 7 Types of Feats 7 Feat Descriptions 8 Fighting Styles 12 Combat Skills 12 Combat Skill Descriptions 13 Chapter Three: Prestige Classes. . . . . . . . . . . . . . . . 16 Ancestral Knight 17 Black Knight 18 Dark Champion 19 Dwarven Tor 21 Fallen Knight 22 Knight Champion 23 Knight of the Dawn 25 Knight Hospitaller 26 Knight Templar 27 Knight of the Wild 29 Knight-Errant 31 Squire 32 Teutonic Knight 34 Troubadour 35 Chapter Four: Knight Followers. . . . . . . . . . . . . . . 37 Human Followers 37 Typical 1st Level Followers 37 Typical 2nd Level Followers 39 Typical 3rd Level Followers 40 Typical 4th Level Followers 41 Typical 5th Level Followers 42 Typical 6th Level Followers 43 Chapter Five: New Equipment. . . . . . . . . . . . . . . . . 44 Armor 44 Weapons 45 Items 45 Item Variant: Whetstone 46 Historical Variant: Swords 46 Historical Variant: Armor 46 Chapter Six: New Magical Items. . . . . . . . . . . . . . . 46 Awakened Items 46

    Armor Enhancements 47 Weapon Enhancements 47 Wondrous Items 48 Artifacts 48

    Chapter Seven: New Spells. . . . . . . . . . . . . . . . 50 Cleansing Fire 50 Dark Fire 50 Ease 50 Melt Weapons 50 Sense Evil 51 Sense Good 51 Silent Arcana 51 Still Arcana 51 Appendix One: Hill Lands Supplement. . . . . . 51 Ancient Bath 51 Ancient Plain 51 Argos 51 Asbrae 54 Balis 54 Carpathos 54 Iron Tooth Castle 55 Knights Pass 55 Lions Road 55 Malsara Desert 55 Ocean of Dreams 56 Orc Fang Keep 56 Orc Village 56 Orc Seer Tree 57 Soul Keep 57 South Peak 57 Whalebone Graveyard 57 Xorn 58 Appendix Two: Monsters and NPCs. . . . . . . . 58 Green Knight 58 Rust Knight 59 Sir Gerard Winters of Dabny 60

    Tables 3-1: Ancestral Knight 17 3-2: Black Knight 18 3-3: Dark Champion 20 3-4: Dwarven Tor 21 3-5: Fallen Knight 23 3-6: Knight Champion 24 3-7: Knight of the Dawn 25 3-8: Knight Hospitaller 26 3-9: Knight Templar 29 3-10: Knight of the Wild 30 3-11: Knight-Errant 31 3-12: Squire 33 3-13: Teutonic Knight 34 3-14: Troubadour 36 5-1: Armor 45 5-2: Weapons 45 5-3: Goods 46 5-4: Sword of Dawn 48 5-5: Sword of Fallen Lords 49

    Click the page number to take you the indicated page.

  • Playtester and Advisors Carl Bates, Clay Cushman, Micheal Damour, Shawn Folk, Cameron Guill, Sam Howell, David Keller, Mark Ramsey, Heather Raynack, Jonathan Raynack (and his Seattle Crew) Michael Rollins, and Ed Wetterman from 12 to Midnight.

    Introduction The imagery of knighthood exemplifies the epitome of courage, gallantry, honor, and valor beyond normal standards of any individual. Literature, as well as motion pictures, revealed the mighty prowess of the mounted soldier, whether through conquest, glory, religious beliefs, or greed. This book enables a player to add a certain depth to a fighter, bard, paladin, cleric, and even a rogue character. It also furthers to enrich any fantasy world with societies, crusades, and emerging brotherhoods.

    What this book provides Presented in A Question of Honor: A Guidebook to Knights are new rules, feats, and prestige classes to fur-ther specialize your character. This book enables you to recapture the legacy knighthood established and have it exist in any campaign. It brings the fear of a cavalry charge or the heavy armored mounted soldier to a place it has yet to exist: the d20 gaming world. Also included are ready-made knight followers for those who select the Leadership Feat described in the DMG. Additionally, the appendix introduces a first look of the world of Terra: overflowing with new cities, towns, full color maps, art, monsters and powerful NPCs. The world of Terra is presented in a regional map of the Hill Lands, a place of ancient cities and crusading armies. It is available in this format so that you can either begin examining the world of Terra and its inhabitants or place the region in an already existing campaign for your knightly crusading orders to venture.

    Brief overview of knighthood The historic aspects of knighthood deviates, to some extent, from the imagery romanticized in literature. Life as a knight, whether belonging to one of the various religious orders, or a servant to a nobler lord, was filled with discipline and hardship.

    During arid sieges, crusading knights, desperate to satisfy their thirst, were forced to drink urine or the blood of animals. Disease ran rampant due to unsanitary conditions within medieval towns and fortresses. In addition to these everyday hardships, many religious orders asked potential members to endure greater self-sacrifices. These hopefuls, in exchange for religious instruction, discipline, order, and to belong to a unique sense of brotherhood, were promised possible glory in battle amidst foreign lands. Upon entering the Order of Knights Templar, hopefuls were interviewed by a preceptor with a sobering insight: You seek what is a great thing, but you do not know the strong precepts of the Order; for you see us from the outside, well dressed, well mounted, and well equipped, but you cannot know the austerities of the Order . . . for when you wish to be on this side of the sea, you will be beyond it, and vice versa, and when you wish to sleep, you must be awake, and when you 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 bravery, courage, and determination. Those not belonging to an order also spent many years far from home waging war for king and country whether it was on crusade in the Middle East or some foreign land fighting against others like themselves. When captured, a noble knight, depending on his status, was treated accordingly to his station. Usually these knights, placed under house arrest, enjoyed many luxuries and comforts from their capturing host until a ransom could be raised. The ransom, more than likely, would leave the noble knight destitute when paid, with only his title and honor intact. However, this was not always the case. Saladin, a brilliant and shrewd commander who posed a great threat against crusaders, refused to ransom battle skilled Knight Templars and usually killed them once captured for fear that they would return to the battlefield. As a result, in years and crusades to come, many Knight Templars declined to be ransomed, knowing full aware of their fate once captured. Needless to say, how realistic you wish to present the duties and role of a fantasy knight in your game, is entirely up to you. With this in mind, read and enjoy, and take from this supplement what you wish. A Historical or Fantasy Campaign? Throughout this supplement we provide variant rules that allow a more historical portrayal of general medieval times. Incorporating these rules can make a campaign unique by bringing a historic feel while maintaining the many fantasy elements a d20 campaign offers. Also, look to our website for free web enhancements detailing medieval life.

  • Chapter One: New Rules The following rules presented in this chapter will add a new addition to a campaign as well as compliment the rules found in the Core Rulebooks. Critical Armor Bonus Critical armor bonus is a new type of bonus that is applied to the armor class when determining the result of a critical threat. Some pieces of armor provide additional protection, such as the kidney belt (described in Chapter Five: New Equipment). A knight wearing a kidney belt in addition to full plate armor has an armor class of 18 and an armor class of 19 against a critical threat (+8 armor bonus from the full plate armor and +1 critical armor bonus from the kidney belt). As with all types of bonuses, critical armor bonuses do not stack with other critical armor bonuses. Critical Attack Bonus A critical attack bonus only applies to an attack roll following a critical threat. As with most bonuses, multiple critical attack bonuses do not stack with one another. Critical Damage Reduction Critical damage reduction is a new type of reduction that is only in effect if a critical threat is confirmed. Some items (see Chapter Five: New Equipment for details on these items) provide damage reduction against certain types of successful critical hits. Critical damage reduction does not stack with normal damage reduction. Apply the higher damage reduction if a character has both a critical damage reduction rating and a normal damage reduction rating on a successful critical hit. Delay Time Aside from assigning a Rarity Value (see below) to an item you can add a Delay Time when either acquiring or selling a particular magic item. When characters buy or sell magic items it is assumed that they hunt throughout a town looking for a particular item as well as a person willing to sell or purchase the item rather than going to a magic store. A Delay Time is easy to configure into the items of the Core Rulebooks, other books, or items specifically created by you for your campaign world. To assign a Delay Time, look at the cost of an item or the price a character is willing to sell an item for. It takes a character a day to sell or buy a magic item for each 1,000 gp in the price of the item. For example, it will take Ramirez the Black nearly 19 days to find and purchase Banded Mail of Luck (Market Price: 18,900 gp) while he will require at least 5 days to find a buyer

    for his Elven Chain (Market Price: 4,150 gp). This allows a more realistic portrayal of taking time to search out the items a character wishes to purchase. Additionally, a Delay Time does not necessarily transfer into an actual set time. For instance, Ramirez the Black may find someone willing to sell his or her Banded Mail of Luck on the 4th day, however he negotiates over a price the remaining 15 days. Drag Drag is a new combat option available to those with the Shot on the Run feat. In order to execute this tactic, a mounted character or charioteer, must first make a successful trip attack with a whip, lasso, or net while using the Shot on the Run feat. Afterward, an opposed Strength check is needed to drag the victim. The mounted rider gains a +1 circumstance bonus to the opposed Strength roll for every ten feet the rider moved before making the attack. A successful check results in the victim being dragged suffering 1d6 points of nonlethal damage for every ten feet the horse traveled after the attack. The victim is subsequently released. A failed Strength check results in the rider becoming unhorsed or, in the case of a charioteer, fall from the vehicle. Rarity Value A group of adventurers have just rescued the beautiful damsel and slain the nasty red dragon, Kormath, whom has plagued the small town of Seven Arrows. Hauling the treasure back into town, each adventurer announces that they will be purchasing ancient plate, a relic of the days of yore. What is a DM to do? Due to the large dragon haul they have enough to armor themselves in plate armor forged hundreds of years ago. Have no fear. Assign a Rarity Value to the item. Some items are hard to find and thus have a Rarity Value. All items featured in the Core Rulebooks are considered to be common and easily found items, however there are others that take a little time. To find the availability of an item, determine the average party level and multiply that number by the item's Rarity Value (Uncommon is 20%, Rare is 10%, and Ancient is 5%). For example: Jarix of the Silver Citadel is 6th level, Hodge Lil'thorn is 10th level, Iris of Carpathos is 5th level, and Omi the Eastbound is 7th level. The average party level is 7th level (7 x Rarity Value determines whether an item is found). The example adventurers have a 140% chance of finding an uncommon item (values of 100% or more are considered to be easily found), a 70% chance for a rare item, and a 35% chance of finding an ancient item. Thus, this group of adventurers will have a 35% chance of finding one suit of ancient plate (a Rarity Value of Ancient). In addition, the item's availability is still

  • restricted to the GP value of any given town and only one such item can be found at any given time. Furthermore, you may enhance this rule by adding additional modifiers depending on the size of the community. For instance, you may only find uncommon and common items in a thorp, while you may be able to find 12 sets of ancient plate in a metropolis.

    Chapter Two: Feats, Skills, and Fighting Styles This chapter explores new types of skills and feats as well as adding new uses to the large repertoire of skills and feats that exist throughout d20 gaming world.

    Skills The following are new uses of skills, which may prove useful when running a knightly campaign. These rules enhance medieval fantasy with a blend of realism from history. New Skill Type: Prestige Skills In this chapter, you will find a new type of skill: a prestige skill. A prestige skill follows all of the normal rules in determining ranks, class, and cross-class limits. The only exception is acquiring a prestige skill. Prestige skills are acquired if they appear upon the class skill list of a prestige class. When advancing in that particular class it is considered a class skill and when advancing in a class other then the prestige class in which you acquired the skill, it is considered a cross-class skill. Diplomacy (Cha) You can convince a besieged fortress or town to surrender. Reference the following chart: Initial Attitude New Attitude Besieged Surrender (DC 150) Special: The following modifiers apply when attempting to convince the surrender of a besieged garrison: Siege Machines: You receive a +1 circumstance bonus for each visible siege machine you possess. Profane Tactics: You receive a +5 profane bonus for every ten heads of an opposing besieged force that is catapulted over the defenders walls. Furthermore, you receive an additional circumstance modifier of +1 for every two levels beyond 2nd the victim possessed. Note: In order for the profane bonus to stack, all heads must be collected and launched over the wall at the same

    time. Aspiring Leadership: You receive a morale bonus equal to your leadership score as it pertains in attracting followers. Note: You receive the penalties for Cruelty if you use profane tactics, for Failure if you have failed to convince a besieged force to surrender in the past (this is cumulative), and for Aloofness if you fail to hon-estly listen to the besieged forces terms of surrender before a Diplomacy check is made. Disease: You receive a +5 circumstance bonus if either blinding sickness or filth fever disease is spread within besieged walls. You receive a +10 circumstance bonus if both are prevalent. Knowledge (architecture and engineering): If you have 5 or more ranks in this skill you receive a +2 synergy bonus to your Diplomacy check when negotiating surrender. Knowledge (military tactics): If you have 5 or more ranks in this skill you receive a +2 synergy bonus to your Diplomacy check when negotiating surrender. Promising Letter: You receive a +10 circumstance bonus if a sincere and honest letter of safe passage is granted to all defenders upon surrender. You may attempt a Bluff check (DC opposed Sense Motive check + 10 or DC opposed Sense Motive check + 20 if profane tactics is used) when offering a false promise of safe passage. Force Control Shape (Wis; Trained Only; Prestige Skill) This allows a character to force either an afflicted lycanthrope or a natural lycanthrope to revert back into its humanoid form. Check: The use of this prestige skill requires a standard action that does not provoke an attack of opportunity. A character using this skill must be within 30 feet of the lycanthrope. Task DC Return a lycanthrope to humanoid form (full moon*) 25

    There are many ways to storm a keep. What foul machinations shall you choose?

  • Return a lycanthrope to humanoid form (not full moon) 20 *For game purposes, two moons orbit Terra thus a full moon, between the two, lasts six days every month. Retry: You are only allowed one attempt per lycanthrope per encounter. Special: A lycanthrope may try to resist reverting back to humanoid form with a successful Control Shape check (DC 15 during full moon or DC 20 without a full moon; see Chapter 6: Monster Skill and Feats in the MM for further details). Gather Information (Cha) You may use Gather Information to reduce your Delay Time. You can reduce your Delay Time by one day with a successful Gather Information check (DC varies). Also, you can reduce your Delay Time an additional day for every 5 points above the DC. Task DC Common 10 Uncommon 15 Rare 20 Ancient 25 Retry: There is no retry when using the skill in this 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. Task DC Recognizing a knight as a

    friend or foe on the battlefield. 15 Special: If you have 5 or more ranks in Sense Motive, you get a +2 synergy bonus to Knowledge (nobility and royalty) when determining another knight is a friend or foe on the battlefield. New Synergy Bonuses The following synergy bonuses apply to already existing skills: Profession (herdsman): If you have 5 or more ranks in Handle Animal, you get a +2 synergy bonus on Profession (herdsman) checks.

    Feats The following feats allow characters to enhance their capabilities or add new abilities to the ones they already possess. Advancement Feats Each Advancement feat taken by the character adds the appropriate level adjustment given in the text of the specific feat. Note: Each additional level adjustment stacks with all previous level adjustments. In addition, as with all rules, consult your Game Master before taking any of these feats.

    In the fray of battle, it is essential for a knight to recognize an ally from a foe, otherwise, confusion and chaos ensue.

  • Ancestral Feats Someone in your ancestry has provided you with racial blood or other similar abilities. All Ancestral Feats may only be taken at 1st level. Taboo Feats Like Advancement feats, Taboo feats tend to be a little more powerful than other feats since the character selecting the feat must select a restriction. If a character breaks the taboo and returns to their old habits, they immediately lose the abilities of the feat and do not regain these abilities until they are the a recipient of an atonement spell.

    Acolyte [General] You were raised in a monastery or another similar setting before a life of adventuring. Prerequisite: Wisdom 10+. Benefit: You may cast the 0-level cleric spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your caster level (minimum 1st level) for determin-ing range at which these powers can be cast. You may only take this feat at first level.

    Agile Riposte [General] Prerequisites: Dex 13+, Dodge. Benefit: Once per round, if the opponent the character has designated as his dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat cannot use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round. Aim [General] Prerequisite: Precise Shot, Wis 13+. Benefit: You may use your Wisdom bonus instead of your Dexterity bonus when using a ranged attack. You must use the full attack action to use this feat.

    Animal Bond [General] Prerequisite: Handle Animal skill 1 rank or Wild Empathy class ability, Con 13+, and Mounted Combat. 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 onto yourself. You may do this a number of times per day as your Constitution modifier. Note: This action does not stabilize the animal if it is dying (-1 to -9 hit points). You must transfer enough hit points onto yourself so that the animal is disabled (0 hits points) or beyond. Special: This feat may be purchased with fighter/psionic warrior bonus feats. Armor Prohibition [Taboo] You swore never to use a certain armor type either due to faith or personal beliefs. Prerequisite: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium). Benefit: Choose one of the following: Medium Armor: When you wear medium armor, light armor, or no armor, you receive a +2 bonus to initiative checks. Light Armor: When you wear light armor or no armor, you receive a +2 bonus to initiative checks and a speed increase of 5 feet. No Armor: When you wear no armor you receive a +2 bonus to initiative checks and a speed increase of 10 feet. Special: Like all Taboo feats, if you break the taboo, you loose the benefits of this feat until you are the recipient of an atonement spell. Athletic [General] Prerequisite: Str 13+. Benefit: You gain a +2 bonus to Strength when determining the result of a Strength based skill check. Bigger Than He Looks [General] You are adept at fighting with a weapon typically larger than yourself. Prerequisite: Small character, Str 13+, Weapon Focus (weapon to be chosen). Benefit: You may use your chosen weapon as if a Medium-size character. Normal: Small characters must use smaller weapons than a Medium-size character. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Born in the Saddle [Ancestral] You were raised, as your ancestors before you, in the saddle, constantly on the move. Thus, you handle yourself better when mounted.

    Acolytes are trained to guide weary pilgrims to the holy city of Argos.

  • Prerequisite: Base Attack Bonus +1, Dex 13+, Mounted Combat, Ride 4 ranks. Benefit: You gain a +1 circumstance bonus to attacks rolls when using a light weapon while mounted and do not suffer an armor check penalty when attempting a fast dismount if you are wearing light armor. The circumstance bonus is in addition to the +1 bonus you receive for melee attacks for being on higher ground. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose the benefits of this feat. Special: As with all Ancestral feats, you may only take this feat at 1st level.

    Charming [General] Prerequisite: Cha 13+. Benefit: You gain a +2 bonus to Charisma when determining the result of a Charisma based skill check. Critical Mastery [Advancement] A large array of weaponry is deadly in your grasp. Prerequisite: Proficient with weapon, Weapon Mastery. Benefit: Increase the critical damage multiplier by +1 to all weapons you are proficient. Special: You are now considered to have a level adjustment +1. You may take this feat with your fighter/psychic warrior feats. Crushing Blow [General] You learned how to best strike an opponent or object where it will hurt.

    Prerequisite: Base Attack Bonus +3 or higher, Power Attack. Benefit: As a full attack action, you may double your Strength modifier for a single attack or sunder attempt (damage only). In addition, if you are using a bludgeon-ing weapon, you may add a +2 circumstance modifier to your sunder attempts. Counter Sunder [General] Youre adept at turning a possible catastrophe into a stroke of luck. Prerequisite: Combat Expertise or Agile Riposte, Improved Sunder. Benefit: If an attempt to sunder one of your items fails, you may immediately make an attack of opportunity against that opponent.

    Dazzling [General] Your radiant personality bedazzles foes. Prerequisite: Chr 19+, Divine Grace ability. Benefit: Any humanoid opponent attempting to strike or otherwise directly attack you must succeed at a Will save (DC 10 + Charisma modifier + half your character level) or become dazzled for 1 round + your Charisma modifier. A creature that successfully saves against this effect cannot be affected by this feat from the same character for one day. This is a supernatural, mind-affecting effect. Diverse [General] You have ways for overcoming the odds. Prerequisite: Wis 10+. Benefit: You may pick one cross-class skill. That skill is now a class skill for each class you have. This does not allow you to have skills that are class specific. Special: You may take this feat multiple times and only at first level. Dwarven Blood [Ancestral] Dwarven blood runs through your veins from a long ancestor. Benefit: For all effects related to a race, you are considered a dwarf. You, for example, can use dwarf weapons and magic items with racially specific dwarf powers as if you were a dwarf. Special: As with all Ancestral feats, you may only take this feat at 1st level. Elven Blood [Ancestral] Elven blood runs through your veins from a long ancestor. Benefit: For all effects related to a race, you are considered an elf. You, for example, can use dwarf weapons and magic items with racially specific elf powers as if you were an elf. Special: As with all Ancestral feats, you may only take this feat at 1st level. Energetic Disarm [General] When you disarm an opponent, the weapon goes flying! Prerequisites: Base Attack Bonus +3 or higher, Str 13. Benefit: After a successful disarm attempt, you may choose to have the disarmed weapon land 1d6 + 4 feet away of the opponent rather than at the opponent's feet. Determine the direction the weapon deviates as per failed grenade-like weapon attacks. Exertion [General] You are capable of over-extending yourself in order to inflict extra damage. Prerequisites: Base Attack Bonus +1 or higher, Power Attack, Toughness.

    The charming troubadour, William Longbottom, ensnares and enraptures Lady Rebecca of Goshen.

  • Benefit: This feat allows the user to expend their own hit points during combat in order to take down an opponent. With a successful hit, you can expend a number of Hit Points (no more than your base attack bonus) and add that amount as nonlethal damage upon your opponent. This feat uses a full attack action and cannot be used in conjunction with Cleave or Great Cleave. Hit Points lost through Exertion are considered nonlethal. Exotic Armor Proficiency [General] Benefit: Choose a type of exotic armor. You are now proficient in that type of exotic armor. When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble checks. Normal: A character that is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. Hard to Take Down [General] Benefit: You increase the amount of massive damage you can sustain by an additional 10 points. Normal: If a character ever sustains damage so massive that a single attack deals 50 points of damage or more and it does not kill the character outright, that character must make a Fortitude save (DC 15) or die regardless of current hit points. Special: You may take this feat multiple times and may be purchased with fighter/psionic warrior bonus feats. Hardened [General] Prerequisite: Con 13+. Benefit: You gain a +2 bonus to Constitution when determining the result of a Constitution based skill check. Hardy [General] Prerequisite: Toughness. Benefit: You gain an additional hit point whenever you advance in a level. Improved Accuracy [General] Your enemies cannot escape your furry. Prerequisite: Favored Enemy or similar ability. Benefit: The distance which you apply a damage bonus to your favored enemies with a ranged weapon is increased to an additional 10 feet. Special: You may take this feat multiple times. Each time it is taken, increase your range a further 10 feet. Improved Dodge [General] You are adept at dodging blows from multiple

    opponents. Prerequisite: Dex 13+, Dodge. Benefit: As Dodge except you may designate a number of opponents equal to your Dexterity modifier +1. (You cannot select an opponent more than once.) Note: Conditions that makes you lose your Dexterity bonus to Armor class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge against giants) stack with each other, unlike most other types of bonuses. Improved Agile Riposte [General] You learned to fight off multiple opponents. Prerequisite: Base Attack Bonus +6 or higher, Combat Reflexes, Dex 15+, Agile Riposte. Benefit: As Agile Riposte, but this may be used twice per round. Note: This replaces Agile Riposte. Improved Sweeping Disarm [General] You may follow through after disarming an opponent. Prerequisite: Base Attack +4 or higher, Sweeping Disarm. Benefit: As Sweeping Disarm, but with no restrictions on the amount of times that this may be used in a round. Inspiring Courage [General] Your inspiration reaches greater distances. Prerequisite: Aura of Courage or similar ability. Benefit: You are able to increase the area of your Aura of Courage ability to an additional 10 feet. Special: You may take this feat multiple times. Each time increases the area of the Aura of Courage ability by an additional 10 feet. Light Sleeper [General] Prerequisite: Alertness. Benefit: You are no longer considered helpless when you are sleeping. Master Craftsman [Item Creation] Prerequisite: Craft Magic Arms and Armor Benefit: The hardness of all armor and weapons that you create is increased by +5. Nimble [General] Prerequisite: Dex 13+. Benefit: You gain a +2 bonus to Dexterity when determining the result of a Dexterity based skill check. Orc Blood [Ancestral] Orcish blood runs through your veins from a long ancestor. Benefit: For all effects related to race, you are considered an orc. You for example, can use orc

  • weapons and magic items with racially specific orc powers as if you were an orc. Special: As with all Ancestral feats, you may only take this feat at 1st level. Penetrating Shot [General] You are able to strike with such deadly force that your missile attacks actually travel through your opponent, enabling you to hit a second target. Prerequisite: Point Blank Shot, Precise Shot. Benefit: If the character deals a creature enough damage with a ranged weapon to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra ranged attack against another creature that received cover from the previous opponent. In addition to the second target receiving a cover bonus from the first target, the second opponent must also be in the characters line of sight. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. Furthermore, only a character using a composite ranged weapon [Str +1 or better] or a magical ranged weapon of a +1 enhancement bonus or greater may perform a penetrating shot. The character can use this ability once per round. Philosopher [General] Prerequisite: Wis 13+. Benefit: You gain a +2 bonus to Wisdom when determining the result of a Wisdom based skill check. Pugilist [General] Your unarmed attacks are now even more deadly. Prerequisite: Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike). Benefit: You receive a +1 to damage rolls when using an unarmed attack. Psionic Training [General] Prerequisite: Int 10+. Benefit: You may manifest the 0-level psion powers my light, daze, and far hand once per day each. You are treated as a psion of your psion manifest level (minimum 1st level) for determining range at which these powers manifest. You may only take this feat at first level. Resist Sunder [General] You have learned to quickly move your weapon out from harm. Prerequisite: Combat Expertise, Improved Sunder. Benefit: You may add your initiative modifier to your opposed attack roll, as a defender, when determining the

    result of a successful strike against your weapon or shield. Special: This feat may be purchased with fighter/psionic warrior bonus feats. Scholar [General] Prerequisite: Int 13+. Benefit: You gain a +2 bonus to Intelligence when determining the result of an Intelligence based skill check. Shield Specialization [General] You are particularly adept at blocking with a shield. Prerequisites: Base Attack Bonus +1 or higher, Shield Proficiency. Benefit: The AC bonus of a light or medium shield increases by +1 in your hands. Skilled [General] You are exceptionally skillful in the things you know. Benefit: You gain an additional 4 skill points. Special: A character may gain this feat multiple times Smiting Shot [General] You can smite enemies at a distance. Prerequisite: Base Attack Bonus 4+, smite ability. Benefit: You may use your smite ability with a ranged weapon. Normal: A smite ability requires a melee attack. Sniper [General] Your enemies cannot escape your deadly aim. Prerequisite: Sneak Attack or similar ability. Benefit: The distance which you apply extra damage to a sneak attack with a ranged weapon is increased to an additional 10 feet. Special: You may take this feat multiple times. Each time it is taken, increase your range a further 10 feet. Sprint [General] You are able to move farther over short distances. Prerequisite: Dex 13+, Run. Benefit: Your speed increases an additional 5 feet when making a double-move action. Furthermore, you no longer provoke an attack of opportunity when performing a run action. Stunning Blow [General] You have learned to stun your opponent with a chosen weapon. Prerequisite: Dex 13+, Improved Critical (bludgeoning or slashing weapon to be chosen), Power Attack, Wis +13. Benefit: Declare that you are using this feat before you make an attack roll (thus, a missed attack roll ruins

  • the attempt). It forces a foe, damaged by your chosen bludgeoning or slashing weapon, to make a Fortitude saving throw (DC 10 + one-half your level + your Wisdom modifier) in addition to receiving damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character cant act and loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Special: Attacks using Stunning Blow are in addition to any stunning attacks already possessed by a character, such as a monk. Subterranean Armor [General] Prerequisite: Dwarf, Gnome, or Elf (Drow). Benefit: You receive a +1 dodge bonus to Armor Class against attacks when underground. Note: A condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bo-nuses. Superstitious [Taboo] You fear magic of any type and cast a watchful eye on spellcasters. Prerequisite: A class without a spell list. Benefit: You receive a +3 morale bonus to saving throws against all magic. This also includes beneficial magic from spells and magic items that bestow such magic, (i.e. potions and wands) with which you must also always make a saving throw against. In addition, you refuse to cast spells, from any source. Special: Like all Taboo feats, if you break the taboo, you loose the benefits of this feat until you are the recipient of an atonement spell. In addition, if you later acquire a class that contains a spell list you permanently lose the benefits of this feat despite being a recipient of an atonement spell. Sunder Object [General] Any object is a target. Prerequisite: Base Attack Bonus +6 or higher, Sunder. Benefit: When you strike at an opponents held, carried, or worn objects; you do not provoke an attack of opportunity. Sweeping Disarm [General] You can follow through after disarming an opponent. Prerequisite: Dex 13+, Improved Disarm. Benefit: If you disarm a creature, you get an immediate, extra melee disarm attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that disarmed the previous creature. You can use this

    ability once per round. Weapon Mastery [Advancement] You are skilled in a large array of weaponry. Prerequisite: Base attack bonus +2 or higher, proficient with weapon. Benefit: You add a +1 to all attack and damage rolls with all weapons in which you are proficient. Special: You are now considered to have a level adjustment +1. You may take this feat with your fighter/psychic warrior feats. Wild Fighting [General] You possess savagery with each attack. Benefit: When you are using a full attack action in melee, you may gain a +2 bonus to attack rolls and a -4 penalty to Armor Class. The changes to attack rolls and Armor Class last until your next action.

    Fighting Styles (Optional) The medieval knight was well versed in many fighting styles and each thrust or cut of the sword required dedicated skill, footwork, and knowledge of a plethora of guards, counterattacks, and avoidance maneuvers. Combatants of the middle ages were not clumsy sword swinging hack and slash mongrels portrayed in many books and movies. The knight was a sophisticated combatant using every part of his sword from thrusting with the tip of the blade to bashing opponents senseless with the pommel. Furthermore, his entire armored body became a ruthless tool in helping him win an upper hand in combat. Do not be fooled into believing heavily armored knights were slow, unable to use their legs to kick or push opponents away or use their arms to catch their adversarys weapon between their forearm and torso. However, when using a rules system to mirror the real world, nuances are lost in light of maintaining game balance, which should always be the first consideration. The Combat Skills presented here are designed to add a little extra flavor to your combat. Fighter characters typically are reduced to rolling the dice and adding up damage before passing to the next player in initiative. This allows a little more interaction on their behalf and realistically portrays, to an extent within a game system, the fear a trained fighter represents on the battlefield as opposed to those that do not sleep with their swords. Combat Skills Combat Skills are actually a group of skills that are used to outmaneuver an opponent into provoking an attack of opportunity, prevent an attack, or launch into a counter-attack. Combat Skills adhere to all the normal rules applied to normal skills except how they are

  • Acquired. Also, they are always considered class skills. Acquiring Combat Skill Ranks? Combat Skills can be purchased through use of Combat Skill Points. Combat Skill Points are acquired whenever a character receives an additional base attack bonus. For each increase in a characters base attack bonus, he or she receives 8 Combat Skill Points. For example, a 3rd level fighter (Base Attack Bonus +3) would have acquired 24 Combat Skill Points while a 3rd level wizard (Base Attack Bonus +1) has gained a total of only 8 Combat Skill Points. As you can see from the example, a fighter is definitely more skilled in combative styles than a wizard. Using Combat Skills When you use a Combat Skill, you make a Combat Skill check as you would with any other skill to determine how well you do. As with normal skills, you must match or beat a particular number in order to succeed or proceed. All Combat Skills, save for Swordcraft, are opposed checks. Attack Combat Skills Each type of attack Combat Skill, whether it is a powerful cut from above or a low thrust, requires the use of an attack of opportunity and must be part of, and in conjunction with, a full attack action. If you do not have an attack of opportunity left or you did not perform a full attack action, you may not use a Combat Skill to gain an extra attack. Dramatic Attacks of Opportunity As stated above, some of the Combat Skills use unspent attacks of opportunity. However, when it is discussed about a character provoking an attack of opportunity, it only applies to a character making an attack with a Combat Skill. These are called dramatic attacks of opportunity so as not to be confused with a normal attack of opportunity. Furthermore, a dramatic attack of opportunity is used in place of your normal attack of opportunity when dealing with Combat Skill checks; however, you may not use a normal attack of opportunity in place of a dramatic attack of opportunity when using a skill check (see below for skill descriptions and an example to illustrate this concept more clearly). Combat Skill Descriptions This section describes each skill, including common uses and typical modifiers, beginning with the skill description format below. Skill Name ([Key Ability]; Trained only; Armor check penalty)

    The skill name line includes the following information: Key Ability: The abbreviation of the ability whose

    modifier applies to the skill check. Trained Only: If "Trained Only" is included in the

    skill name line, the character must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Special section (see below).

    Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.

    After the description are two other types of information:

    Check: What the character can do with a successful skill check, how much time it takes to make a check, and the check's DC.

    Special: Any extra facts that apply to the skill, such as rules regarding untrained use, or if this skill has a synergistic relationship with other skills, or benefits that certain characters receive because of class or race.

    The Combat Skills Avoidance (Dex; Armor Check Penalty; Combat Skill) You avoid deadly thrusts and overhand cuts by being where the sword is not. Check: After failing a Stance or Footwork check and you are not wielding a weapon, you may make an Avoidance check against either your opponents Thrust or Cut check to avoid the dramatic attack of opportunity. Special: If you have 5 or more ranks in Tumble, you receive a +2 synergy bonus to your Avoidance check. In addition, small characters receive a +2 racial bonus to Avoidance 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 through use of this skill. Furthermore, the use of this skill is a free action. Counterattack (Dex; Trained only; Combat Skill) With a successful block you immediately counter with an attack of your own. Check: After successfully identifying a particular cut or thrust through use of a Swordcraft check and after a successful check with the proper Guard technique, you may make an immediate counterattack. If you succeed in a Counterattack check (DC opponents armor class) you deliver damage equal to your Strength modifier, if positive. Special: In addition, if you possess Weapon Specialization (weapon used in the counterattack) you deal

  • an additional 2 points of damage. Note: Making a counterattack requires use of one of your attacks of opportunity. If you do not have an attack of opportunity you cannot make a counterattack. Cuts Below are the different cuts that can be used. Each requires the use of an attack of opportunity and must be used in conjunction with a full attack action. If you do not have an attack of opportunity you cannot make a cut. High Cut (Str; Trained only; Combat Skill) Otherwise known as the powerful cut, by lifting your weapon high above your head you are able to deliver a devastating blow.

    Check: After succeeding with a Footwork combat skill check, you may make a High Cut combat skill check (DC opponents armor class). If you succeed, you deliver damage equal to your Strength modifier, if positive.

    Special: In addition, if you possess Weapon Specialization (weapon used in high cut) you deal an additional 2 points of damage.

    Note: To deliver a High Cut requires use of one of your attacks of opportunity. If you do not have an attack of opportunity you cannot make a High Cut.

    Low Cut (Dex; Trained only; Combat Skill) Also known as the harassing cut, a low cut is an attack made from the wrists and hands.

    Check: After succeeding with a Footwork combat skill check, you may make a Low Cut combat skill check (DC opponents armor class). If you succeed, you are able to decrease your opponents speed by 5 feet, for 1 round.

    Note: To deliver a Low Cut requires use of one of your attacks of opportunity. If you do not have an attack of opportunity you cannot make a Low Cut.

    Middle Cut (Dex; Trained only; Combat Skill) Also known as the medium cut, a middle cut is made from the extension of the elbow.

    Check: After succeeding with a Footwork combat skill check, you may make a Middle Cut combat skill check (DC opponents armor class). If you succeed, you deliver a wounding (1 point) cut lasting a number of rounds equal to your Dexterity modifier, if positive. Continual Middle Cuts do not increase this damage, however, it does extend it additional rounds equal to your Dexterity modifier. Any healing magic or a Heal check (DC 15) stops the wounding cut.

    Special: If you have Weapon Finesse (weapon used in low cut) you receive a +1 circumstance bonus to your Middle Cut combat skill check.

    Note: To deliver a Middle Cut requires use of one

    of your attacks of opportunity. If you do not have an attack of opportunity you cannot make a Middle Cut. Footwork (Dex; Combat Skill) Footwork allows you to keep your distance from your attacker or to get in close and follow through with a cut or thrust. Check: Before you thrust or cut your opponent, you must first close the distance using the Footwork combat skill. Likewise, someone wishing to avoid becoming outmaneuvered, thus provoking a dramatic attack of opportunity, must also make a Footwork check. This is an opposed roll. If you are trying to close the gap to proceed with a cut or thrust, you must first beat your opponents Footwork check. If you fail, you cannot proceed with a cut or thrust and you lose an attack of opportunity. Special: If you have 5 or more ranks in Tumble, you receive a +2 synergy bonus to your Footwork check. In addition, small characters receive a +2 racial bonus to Footwork checks when preventing a thrust or a cut.

    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 with use of this skill. Furthermore, the use of this is a free action. Guards Below are the different guards that can be used. If successful, they allow you to launch a counterattack. High Guard (Str; Trained only; Combat Skill) The high guard counters a high cut. Check: After making a successful Swordcraft check, and discover your opponent is following through with a High Cut, you may use a High Guard check (DC opposed High Cut) to prevent it. Additionally, if successful in preventing a High Cut through use of this skill, you may make an immediate Counterattack if you have an attack of opportunity. Note: If your opponent fails to make the DC (your

    A knight advances with a high cut, also known as a powerful cut. Are you ready?

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

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

  • Swordcraft (Int; Trained only; Combat Skill) You identify different cuts and thrusts enabling you to correctly choose the correct guard. Check: You identify cuts and thrusts. DC Task 10 + opponents rank Identify a cut or thrust being

    used. No retry. Note: If you fail to identify a cut or a

    thrust, you may still choose a guard to block, however, if you guess the wrong guard to block, the guard check automatically fails. Thrust (Str; Trained only; Combat Skill) With a powerful thrusting blow, you are able to knock the wind from your opponent.

    Check: After succeeding with a Footwork combat skill check, you may make a Thrust combat skill check (DC opponents armor class). If you succeed, your opponent becomes fatigued (-2 Str and 2 Dex) for 1 round.

    Note: To deliver a Thrust requires use of one of your attacks of opportunity. If you do not have an attack of opportunity you cannot make a Thrust.

    An Example of Utilizing Combat Skills We have a team consisting of Thomas, 1st level fighter, and Reynold, a 2nd level rogue, against William, a 1st level fighter.

    Thomas uses a full attack action against William and hits with his longsword for 4 points of damage. Since he used a full round action and did not use an attack of opportunity this round, Thomas decides to use his Combat Skill High Cut against William to deliver a terrible blow from above.

    Thomas makes a Footwork check against Williams Stance check. Normally, William would use a Footwork check, however, since Reynold moved into a flanking position, William is forced to use a Stance check instead because he has multiple attackers within his threatened area. Thomas, who has no skill ranks in Footwork, rolls a 15. William makes a Stance check and rolls a 14.

    Since Thomas outmaneuvered William, William now provokes a dramatic attack of opportunity and Thomas will now attempt to deliver a High Cut. Now, even though William has been outmaneuvered and provokes a dramatic attack of opportunity, Reynold cannot take advantage of this opening because William provokes an attack from Thomas; the character using the Combat Skill.

    William now makes a Swordcraft check (DC 14; Thomas has 4 ranks in High Cut) to identify the attack Thomas is using. He rolls a 17 and discovers that

    Thomas is following through with a High Cut. William has now two choices: since he is armed

    with a weapon, he may attempt to make a Setting Aside check (not his best skill) or use his High Guard combat skill to block and, if successful, follow up with a Counterattack. William decides to use his High Guard combat skill.

    Thomas makes his High Cut check (rolling a 17) and succeeds in hitting Williams armor class (AC 15). William makes a High Guard check and rolls an 18. William succeeds in blocking Thomass attack.

    William now wishes to follow through with a Counterattack, however he remembers he used his one attack of opportunity earlier that round against Reynold as he moved through his threatened area. Since William has no attacks of opportunity left, he cannot proceed with a Counterattack.

    Reynold was unable to make use of his Combat Skills for he double moved to get into position and did not use a full attack action, although he still had an attack of opportunity left. These rules are considered optional and are intended to add a realistic flavor to the game without being overpowering. However, the rules may slow combat at first, but as soon as those participating fully understand these rules, combat should move as smoothly as before. Monsters and Combat Skills Monsters may possess combat skills. As with characters, a monster receives 8 Combat Skill Points per Base Attack Bonus. However, only humanoids and monstrous humanoids, all of which must have an Intelligence score of 3 or higher, may possess Combat Skills. All other creatures may not possess Combat Skills and are immune to their effects. Combat Reflexes and Combat Skills A character possessing the Combat Reflexes feat is allowed additional thrusts or cuts, as he in essence has more attacks of opportunity available per round, however each additional thrust or cut a character uses must be applied to a different target.

    Chapter Three: Prestige Classes The prestige classes presented here extend upon the list that originally appeared in the DMG. These allow a player to drive his or her character into a specialized concept beyond the classes presented in the Players Handbook. Prestige classes have requirements that must be met by a PC or NPC before advancement in a particular class.

  • Ancestral Knight An ancestral knight receives guidance from spirits providing stability and encouragement to those of his race. This allows them to provide guidance and vigor on the battlefield against the numerous encroaching armies of man. Most are long retired warriors; emerging now as great leaders, storytellers, and generals. Though knighthood is a human concept, the ancient civilized races have adopted well the notions of chivalry along with the ferocity mirrored in those of man without the savage butchery. In peacetime, when man, according to one elven scholar, travels the countryside inciting others to the ways of war-mongering, ancestral knights attempt to hold the peace as teachers. However, if duty calls them to war, they proudly take their place on the battlefield. They encourage new heroes by inspiring them with great feats, so that one day, these young heroes can take their place lending guidance and glory to their race. Hit Die: d10. Requirements To qualify as an ancestral knight (AncKn), a character must fulfill all the following criteria. Alignment: Any good. Race: Dwarf or elf. Base Attack Bonus: +5. Skills: Knowledge (history) 2 ranks, Knowledge (local) 2 ranks, Knowledge (nobility and royalty) 2 ranks. Feat: Combat Reflexes, Improved Initiative, Leadership.

    Class Skills The ancestral knights class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the ancestral knight prestige class. Weapon and Armor Proficiency: Ancestral knights gain no new weapon or armor proficiencies. Ancestral Link: If within 30-feet of another ally of the same race as the ancestral knight, he receives a +1 morale bonus to attack and damage. Inherited Leadership: The ancestral knight is exceptional at heartening others under his command. By forgoing any action and instead focusing on encouraging all allies of the same race within 30-feet, the ancestral knight may grant them an additional +1 competence bonus to any attack roll, save, or skill check made during that round. This bonus increases by an additional +1 every three levels thereafter. Ancestral Weapon: Once per day, an ancestral knight can choose one weapon possessed by an ally of the same race within 30-feet. The weapon is considered affected by a bless weapon spell cast by a 5th level paladin. This is a spell-like ability that provokes an attack of opportunity. Ancestral Courage: Beginning at 2nd level, an ancestral knight is immune to fear (magical or otherwise). Allies of the same race within 10 feet of the ancestral knight gain a +4 morale bonus on saving 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

  • level, the ancestral knight may make an extra melee attack against an opponent within the threatened area of an ally of the same race. Hearten: Once per day, as a standard action, an ancestral knight can choose to encourage one ally of the same race within 30-feet. This provides the following bonuses, lasting for one hour: +2 on all attack and damage rolls. +3 Hit Dice (d10s that gain temporary hit points). This is a supernatural ability. Ex-ancestral knights: An ancestral knight who becomes non-good cannot gain new levels as an ancestral knight and loose all ancestral knights abilities.

    Black Knight I approached the ridge on horseback to survey the vast horde of united orc tribes under the banner of Grune VelThok. My scouts informed me that VelThoks shaman, under much courage, gathered listeners and won their ears and hearts of these chaotic beings to rally against us; man. We prepared by training men and devising battle plans, for we knew that this eventuality would come. Though they were too numerous to count, I was confident . . . until I saw a knight among the savages, a human knight who bore neither noble family crest nor banner of allegiance. He lifted his visor to instruct the beasts on Grune VelThoks behalf. It was my chief military advisor. I had been duped and knew the forthcoming battle lost and my life forfeit. - Chronicles of Avery Goodfellow, Marshal of Arms. A black knight chooses to hide their identity for furthering purposes of good, evil, or to avenge a wrong.

    Hit Die: d10. Requirements To qualify as a black knight (BlkKn), a character must fulfill all the following criteria. Alignment: Any nonlawful. Base Attack Bonus: +7. Skills: Bluff 4 ranks, Disguise 4 ranks. Feat: Skill Focus (Disguise). Special: Vigil class ability (see squire prestige class for description). Class Skills The black knights class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the black knight prestige class. Weapon and Armor Proficiency: Black knights gain no new weapon or armor proficiencies. Immunities: Black knights are immune to detect thoughts, discern lies, and any attempt to magically or psionically discern her alignment. Improved Disguise: Beginning at 1st level a black knight no longer receives a -2 modifier when attempting to use the Disguise skill to disguise as a specific class. At 2nd level, the -2 modifier no longer applies when attempting to disguise as a different race. At 3rd and 4th level, the black knight no longer receives the -2 modifier attempting to disguise as a different sex 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

  • modifier for moving around a lot under the Followers-Only Leadership Modifiers as described under the Leadership feat in the DMG. Subtle Attack: Any time the black knight's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the black knight flanks the target, the black knight's attack deals extra damage. The extra damage is +1d4 at 1st level and an additional 1d4 every two levels thereafter. Should the black knight score a critical hit with a subtle attack, this extra damage is not multiplied. Ranged attacks can only count as subtle attacks if the target is within 30 feet. The black knight can't strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, the black knight can make a subtle attack that deals nonlethal damage instead of normal damage. The black knight cannot use a weapon that deals normal damage to deal nonlethal damage in a subtle attack, not even with the usual -4 penalty. A black knight can only use subtle attack on a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to subtle attacks. The black knight must be able to see the target well enough to pick out a vital spot and must be able to reach the vital spot. The black knight cannot use subtle attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Damage delivered by a subtle attack stacks with sneak attack damage. A Hundred Faces: At 2nd level, a black knight gains the supernatural ability to change her appearance at will, as if using the spell change self (see the spells section in the Players Handbook). Slippery Mind: At 2nd level, the black knight gains a slippery mind. If a black knight with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the black knight can attempt the saving throw again. The black knight only gets this one extra chance to succeed. This is an extraordinary ability. Improved Feint: At 2nd level, a black knight gains the Improved Feint feat for free, as described in the Players Handbook. Cunning Emulation: At 3rd level, a 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 does not let the black knight to use the class feature of another class. It just lets the black knight activate magic items as if she had the class feature. If the class whose feature the black knight is emulating has an alignment requirement, she must meet it, either honestly or by emulating an appropriate alignment as a separate check (see below).

    Some magic items work only for certain races, or work better for those of certain races. At 4th level, a black knight can emulate a particular race of the black knight's choice. The character can emulate only one race at a time. Some magic items have positive or negative effects based on the black knight's alignment. At 5th level, the black knight can use these items as if she was of an alignment of the black knight's choice. The black knight can emulate only one alignment at a time. To use this ability, a black knight must make a cunning emulation check (d20 + Charisma modifier + black knight level) against DC provided under the Use Magic Device skill explanation in the Players Handbook. If the black knight fails by 10 or more, she suffers a mishap. A mishap means that magical energy gets released but it doesn't do what the character wanted it to do. The DM determines the result of a mishap. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy gets released, dealing 2d6 points of damage to the character. If a black knight ever rolls a natural 1 while attempting to activate an item and the black knight fails, then she can't try to activate it again for a day. In addition, any ranks in Use Magic Device stack with cunning emulation. Poison Use: Black knights are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Masking Touch: At 4th level, a black knight is able to disguise the magical identity of the items she carries. All items in the immediate possession of the black knight, i.e., held, worn, or on her person, are continually affected if as though the spell magic aura had been cast on each item. Once the object has left the black knights immediate possession, it is returns to its normal state. This is a supernatural ability. A Thousand Faces: At 5th level, a black knight gains the supernatural ability to change her appearance at will, as if using the spell alter self (see the spells section in the Players Handbook). Ex-black knights: A black knight who changes to a prohibited alignment cannot gain further levels as a black knight.

    Dark Champion Dark Champions first appeared from Soul Keep during the Siege of Xorn. Many scholars believe they are the mystical creations of all things dark and horrible fashioned into elite soldiers by the Wizards of Hashim. They take to the battlefield surrounded by fiendish servants and creatures while bringing terror and uncertainty to every foe.

  • Please note, that the spell list for the dark champion is a bit more powerful than normal spell lists. Although the level of a character when those spells are obtained is justifiable in comparison to other spellcasters of equivalent level, this class is designed for an NPC rather than a PC because the Wizards of Hashim and those associated with such are wholly evil and vile. However, this is not a restriction. Ask permission of your Game Master before taking levels in this particular prestige class or feel free to modify the spell list if you feel that these spells do not suit your game. Hit Die: d10. Requirements To qualify as a dark champion (DrkCpn), a character must fulfill all the following criteria. Alignment: Any evil. Base Attack Bonus: +6. Skills: Concentration 6 ranks. Feat: Combat Casting. Weapon and Armor Proficiency: All simple weapons and all armor (heavy, medium, and light). Special: Must be able to cast one of the following spells: animate dead, summon monster II or higher, or summon natures ally II or higher. In addition, the character must have traveled to the Plane of Shadow or the Negative Energy Plane and visibly branded by a demon or devil patron (12 HD or higher). Class Skills The dark champions class skills (and the key ability for each skill) are Concentration (Con), Ride (Dex), Jump (Dex), Swim (Str), Knowledge (religion) (Int), Knowledge (arcana) (Int), Knowledge (military tactics) (Int), Knowledge (officer) (Int), Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

    Class Features All the following are class features of the dark champion prestige class. Weapon and Armor Proficiency: Dark champions gain no new weapon or armor proficiencies. Command Undead: Beginning at 2nd level, the dark champion may command undead as a cleric at half their level. If the character already has this ability, then his dark champion levels stack with levels of his previous class. Darkvison: When a dark champion reaches 3rd level, he gains darkvision 30 ft. If he already possesses darkvision, it increases an additional 30 ft. Deeper Darkness: Twice a day, when reaching 10th level, the dark champion may cast deeper darkness. This is a spell-like ability. Desecrated: At 1st level, the dark champion is permanently affected as if he were the center of a desecrate spell. This is a supernatural ability. Light Sensitivity: A dark champion, beginning at 4th level, is dazzled in bright sunlight or within the radius of a daylight spell. Poison Use: Dark champions are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Unnatural Aura: Animals, whether wild or domesticated, can sense the unnatural presence of a dark champion at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. This is a supernatural ability. Spells per day: Beginning at 1st level, a dark champion gains the ability to cast a small number of divine spells. To cast a spell, the dark champion must have a Wisdom score of at least 10 + the spells level, so a dark champion with a Wisdom of 10 or lower cannot cast these spells. Dark champion bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the dark champions 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

  • of a given level, such as 0 1st-level spells at 1st level, the dark champion gets only bonus spells. A dark champion without a bonus spell for that level cannot yet cast a spell of that level. The dark champions spell list appears below. A dark champion prepares and casts spells just as a cleric does. Constant Darkness: Any non-magical light source is automatically extinguished when it comes within 30 ft. of the dark champion. Dark champions choose their spells from the following list: 1st level cause fear, cause light wounds, detect undead, doom, faerie fire, summon monster I (non-good creatures only). 2nd level animate dead, darkness, cause moderate wounds, summon monster II (non-good creatures only), warp wood. 3rd level cause serious wounds, deeper darkness, greater magic weapon, poison, summon monster III (non-good creatures only). 4th level cause critical wounds, rusting grasp, summon monster IV (non-good creatures only), vampiric touch. 5th level create undead, dark fire*, harm, summon monster V (non-good creatures only), unholy blight. *New spell described in Chapter Seven: New Spells

    Dwarven Tor A dwarven tor, commonly called a knight of stone, is empowered by the strength of earth to overcome bitter enemies. Many serve as great warriors in the offense against the numerous enemies of the Dwarven Kingdoms, while others choose solitude, venturing deep within forgotten mines and caverns. They are intimate with earth and stone enabling

    them to manipulate deep tremors to rise to the surface. A dwarven tor believes that through intensive meditation, understanding the heart within a stone, along with martial prowess, they forge a strong bond with the earth itself, enhancing the fierce blood of ancient kin. Hit Die: d12. Requirements To qualify as a dwarven tor (DwnTor), a character must fulfill all the following criteria. Alignment: Any lawful. Race: Dwarf. Base Attack Bonus: +6. Feats: Endurance, Power Attack, Toughness. Class Skills The dwarven tors class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Listen (Wis), and Spot (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the dwarven tor prestige class. Weapon and Armor Proficiency: Dwarven tors gain no new weapon or armor proficiencies. Earth Mastery: A dwarven tor gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or waterborne, the dwarven tor suffers a -4 penalty to attack and damage rolls. This is an extraordinary ability. Earthen Blow: At 3rd level, the dwarven tor can stomp upon the ground causing others to fall prone. All those within a 30 ft. straight line must make a Reflex save (DC 10 + 1/2 dwarven tors 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.)

  • modifier) or be knocked prone. A dwarven tor can use this ability a number of times per day equal to 3 + Constitution modifier. This is a supernatural ability that requires a standard action and does not provoke an attack of opportunity. Earth Superiority: A dwarven tor no longer suffers a -4 penalty to attack and damage against airborne or waterborne opponents. This is an extraordinary ability. Grounded: Beginning at 1st level, the dwarven tor gains a +4 competence bonus to resist bull rush, trip, and overrun attempts. Improved Bull Rush: At 2nd level, the dwarven tor gains Improved Bull Rush as a bonus feat. In addition, the combat modifiers given in Earth Mastery, above, also apply to the dwarven tors opposed Strength checks. Quake: Once per day, as a standard action, a dwarven tor can stomp upon the earth causing the ground in a 10-foot radius around him to shake violently. Any creatures touching the ground within the area of effect must make a Reflex save (DC 10 + dwarven tors class level + Strength modifier) or become entangled as the entangle spell with a duration of 1 minute. The area of affect increases to a 20-ft. radius at 8th level, and once more to a 30-ft. radius at 10th level. This is a supernatural ability that requires a standard action and does not provoke an attack of opportunity. A dwarven tor is immune to this effect. Tremorsense: At 4th level, the dwarven tor begins to feel tremors gaining the tremorsense ability. The area of this ability increases to 20 feet at 7th level and to 30 feet at 10th level. Ex-dwarven tors: A dwarven tor that becomes nonlawful cannot gain new levels as a dwarven tor but retains all dwarven tors abilities.

    Fallen Knight Sir Valen of Meadhollow, a most honorable knight, worthy of the praises sung in his tribute, hunted the demon, Bal ni-for, and slew the terrible beast. The wretched outsider plagued Carpathos no more. However, to my surprise and astonishment, that when our fair Queen, Lizah of the Silverglades, announced a traitor existed among us, Sir Valen stood from the banquet table, drew his sword, and held it against the fair neck of Lady Maria DelGotto. Threatening her life, he made his escape into the darkness. What caused a noble knight, such as Sir Valen, to disregard everything he stood for and travel the path of uncertainty and villainy? Some say, as Sir Valen delivered the killing blow to the demon, Bal ni-for, the beast, with its dying breath, whispered something vile

    into the noble knights ear. -The Journal of Sir Garth of Winewood. A fallen knight is one, once of noble heart, that seeks a path so few venture: to become a blackguard. After completing such a journey, one has the requirements of becoming a blackguard. Hit Die: d10. Requirements To qualify as a fallen knight (FllnKn), a character must fulfill all the following criteria. Alignment: Any Evil Base Attack Bonus: +4. Feat: Skill Focus (hide) or Skill Focus (bluff). Language: Abyssal. Special: A character must be either an ex-paladin or ex-knight champion to become a fallen knight. In addition, a character must sacrifice an innocent to prove the willingness and determination to pursue a path to become a blackguard. Class Skills The fallen knights class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Diplomacy (Cha), Knowledge (Religion), Profession (Wis), Ride (Dex). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the fallen knight prestige class. Weapon and Armor Proficiency: Fallen knights gain no new weapon or armor proficiencies. Cleave: At 5th level, the fallen knight gains Cleave as a bonus feat. Demonic Summoning: A fallen knight of 4th level is able to summon a demon of 2 HD or less once per day. This is similar as a summon monster spell cast by a 5th-level caster. Demonic Whispers: Upon reaching 2nd level, a fallen knight is able to communicate telepathically with creatures within 100 feet that speak Abyssal.

    Sir Valen of Meadhollow gleefully negotiates his escape by threatening Lady Maria DelGotto. A typical ploy of a fallen knight.

  • Diabolical Blessing: The fallen knights levels are considered to be levels of paladin to determine the extra abilities gained by a fallen paladin blackguard when a character eventually becomes a blackguard. This is in addition to any previous levels of paladin that the fallen knight possessed before becoming a fallen knight. Hide: Beginning at 1st level, the fallen knight automatically acquires a rank in the Hide skill. This rank, although free, is still limited to the amount of ranks a character can have at any given level whether it is a cross-class or class skill. A fallen knight continues to receive an additional rank in Hide at each additional level. Power Attack: At 1st level, the fallen knight gains Power Attack as a bonus feat. Improved Sunder: At 3rd level, the fallen knight gains Improved Sunder as a bonus feat.

    Knight Champion A knight champion is devoted to a single cause whether it is for a church, king and country, or some other noble 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 knight champions class skills (and the key ability

    for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the knight champion prestige class. Weapon and Armor Proficiency: Knight champions gain no new weapon or armor proficiencies. Bonus Feat: Beginning at 2nd level, the knight champion may choose a bonus feat in place of adding a devoted level to an existing class. These bonus feats must be drawn from the fighter bonus feat list in the Players Handbook or other feats designated on the list of bonus fighter feats. Important: A knight champion must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. Dazzling: A knight champion of 10th level and possessing the divine grace or dark blessing ability

    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