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Description

The Tolgarien Knights are the Knights of the Earth. The Tolgarien Knights are the elite warriors of the church. More than once these

heavily armed and Armoured knights have been referred to as 'moving rocks.' The Tolgarien are the only knights known to have active ties with the Elves.

-Dungeons and Dragons 3e

To become a Tolgarien Knight of Telatium, a character must fulfil all the following requirements.

Race: Human Base Attack Bonus: +6

Skills: Knowledge (Religion): 2, Ride: 1, Handle Animal: 1, Intuit Direction: 1, Wilderness Lore: 1

Feats: Endurance, Track

Special: In addition, the Knight must have been a squire to another Knight of Telatium. This also requires being a member of the Church of Telatium. A Knight of Telatium also cannot cast spells from any other source accept for those granted by their god. This means that they can only cast cleric spells or paladin spells (If granted by their God). If an initiate has the ability to cast other spells, they must forfeit that ability to cast those spells.

Hit Dice: d10+1

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Animal Empathy (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Nobility & Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Wilderness Lore (Wis)

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int Modifier.

Class Features

All of the following are Class Features of the Knight prestige class.

Rune Transfer: Rune Transfer is the method in which a Knight may put new spells onto their Armour. The Knight may cast Rune Transfer. This spell will either transfer new spells onto his Armour, or it can move the knight's entire rune assemblage to another set of Armour. This spell can only be cast once a week has past since the last casting on that set of Armour. Also, all runes in the Armour must be fully charged (See Rune Magic below). The runes will only work on specially made, or treated Armour. The Armour must have flat, etch able surfaces on which the runes reside (No chain mail or padded Armour for example), it must also be masterwork Armour.

Finally, A priest of Telatium must bless the Armour (Treat it as if the Priest made a set of magic Armour, and put the spell bless into it.) Only one rune can be added in a casting (or an entire assemblage can be moved to a new set of Armour that has no runes on it.) A knight can have as many runes as needed on his set of Armour,

however it is unlikely that a knight will receive lots of spells at any one time. Mostly, runes are given to a knight as rewards for performing his duties. It is possible that a knight may run across a set of runes, and use his rune transfer ritual to add those spells to his Armour (as long as they are on his list of acceptable spells.) Rune Magic: The magic of the Knights is called Rune Magic. The name was given because all of the spells a knight has access to are runes engraved upon his Armour. Without his Armour a knight cannot cast spells. Each spell is one rune. Each grouping of runes of similar power is know as a structure. (Each structure being of a different spell level) Power is restored over time. I recommend that the Armour charges at dawn each day.

To put this all simply, each structure represents a level, and that structure contains enough energy to cast only so many spells of that level per day. This power rises with the level of the character, and thus follows the spell progression chart.

Spells are added to the Armour by use of a special spell, which is central to the first level structure, (and doesn't count as rune for the above chart) this spell is Rune Transfer, and is detailed above.

The Tolgarien Knight Order uses the Constitution ability score for the purposes of their spells. Soften Earth or Stone, Summon Nature’s Ally II, Warp Wood, Shatter, Bull’s Strength, Resist

Lay on Hands: (As Per Paladin – this description comes from the Player’s Handbook, page 42) A Knight of Telatium can heal wounds by touch. Each day they can cure a total number of hit points equal to their constitution bonus times their level. For example, a 7th level Tolgarien Knight with a 16 Constitution (+3 Bonus) may cure up to 21 points of damage. The Knights can cure themselves. They may choose to divide their curing among multiple recipients, and they don’t have to use it all at once. Lay on Hands is a spell-like ability whose use is a standard action.

Dungeons and Dragons 3e Prestige Classes

Defensive Stance: Once per day, the Tolgarien Knight can use the Defensive Stance ability (DMG page 33 under Dwarven Defender).

While standing in a single defendable spot, the Tolgarien Knight gains +2 Strength, +4 Constitution, +2 resistance bonus to all saves, and +4 dodge bonus to AC. See the DMG for specifics.

Wall of Stone: Once Per Day, the Tolgarien Knight can create a wall of stone as per the Wall of Stone spell (PHB page 270).

Wounding Weapon: Any weapon held by the Tolgarien Knight will act as if it is under the effects of a Wounding magical effect (DMG Page 187). A weapon of wounding deals damage to a creature such that a wound it inflicts bleeds for 1 point of damage per round

thereafter in addition to the normal weapon damage the weapon deals. Multiple wounds from a weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).

Summon Valnar’s Form: This ability allows the Tolgarien Knight to call upon his god, and ask for God to send his form. This ability is mostly up to the GM, and will not always work. When it does work, the Telatish God will send a form that it feels is appropriate.

What comes can be anything from another Knight of Telatium, to the Holy form of Valnar himself.

Knight [of the Bleeding Rose]

Description

Named after the symbol that marks their suffering, these people are on a quest to honour the memory of their beloved one. They are constantly torn apart by the sweet memories of happy moments contrasted by the feeling of loneliness and loss.

Exactly how the Bleeding Rose actually appears to the lover is unknown, it is not even sure that it is real. Usually the rose will be

found on the partner's bed when waking up one morning, a few days after the death of the beloved.

KBR like to use discreet and subtle methods rather than great flashy ones.

Their appearance often resembles that of renaissance nobles (long cape, rich clothing, armed with some duelling sword of the epoch, etc.). They tend to use theatrical gestures when doing great deeds.

Table

Level Attack Bonus Fort

Save Ref

Save Will

Save Special

1 +1 +0 +0 +2 Serrated Blade

2 +2 +0 +0 +3 Charm Person

3 +3 +1 +1 +3 Hold Person

4 +4 +1 +1 +4 Sub Rosa

5 +5 +1 +1 +4 Hail of Thorns

6 +6 +2 +2 +5 Greater Sleep

7 +7 +2 +2 +5 Coup de grace

Requirements

Since this is essentially a character concept, the DM should feel free to adjust the requirements if necessary.

Skills: Decipher Script: 6 ranks, Balance: 8 ranks, Tumble: 8 ranks, Move Silently: 10 ranks

Feats: Weapon finesse (Rapier), Iron Will, Dodge, Quick Draw Special: Must have lost the loved one. (This is purposefully vague, there could be situations where death of the beloved one isn't the only reason for a character to walk this path).

Hid Die: d8

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Balance (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Tumble (Dex).

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at each Level: 4 + Int modifier

Class Features

Weapon and Armour Proficiencies: The KBR gains no new proficiencies.

The Bleeding Rose: Each rose looks a little different, but all have the particularity to bleed. This is more a symbol than a real object, it only requires the KBR's devotion that exist. Usually the KBR will hold the rose in one hand (considered empty for the purpose of the weapon finesse feat and spellcasting) and his rapier in the other. The KBR may draw special powers form this rose by tearing off specific parts of it (those parts regrow immediately). Every time he does that, he looses 1HP (only recoverable through a good night's rest, filled with the dreams of his lover), because the rose is part of him.

If he uses some of the rose's blood instead, he does not loose any HP, but becomes fatigued (p.84 of the DMG). He can even choose to tear away the heart of the rose, in which case the KBR immediately dies beyond resurrection. This despair act can have huge consequences, to be discussed with the DM and in the spirit of the class. Should such a character ever cause the death of a rose plant (even inadvertently), he may not use his KBR abilities for a period of 24 hours. The rose itself is indestructible and should it go

Dungeons and Dragons 3e Prestige Classes

lost, it just disappears from where it was and reappears in the KBR's hand.

Code of Conduct: A Bleeding Rose has a kind of code of conduct.

Everything he does is in the name of his loved one. The less he upholds her memory, the more will his rose wither, until it completely turns to dust. If this ever happens, a KBR looses all KBR class levels and memories concerning the bleeding rose.

Serrated Blade (SU): Ripping off a thorn from the rose (taking one point of damage), the rapier becomes jagged and even sharper. This effectively adds a +2 to damage for the round. Using this power is a free action, usable once per round.

Charm Person (SP): Gently tearing away a petal from the rose (taking one point of damage), the KBR overwhelms a humanoid target with feelings of love and sympathy. Treat this as a Charm person spell (DC 13 + Cha mod.), usable 3 times per day and activated as a standard action. A target that successfully saved against this effect cannot be affected again until 24 hours have passed. The KBR must have a free hand to pluck off the petal.

Hold Person (SP): By drinking some of the rose's blood, the KBR is invested with the power to awake a maelstrom of passion and torment which completely overloads a humanoid's heart and brain.

The victim must be aware of the KBR and within 30 ft. The effects of this spell-like ability work as the Hold Person spell (DC 13 + Cha mod.) and may be used trice a day as a standard action. The KBR only remains fatigued during one entire round after the use of this ability.

Sub Rosa (SU): KBRs like getting along unnoticed. By placing a petal on his tongue (and taking one point of damage), a KBR's steps become as soft as rose petals and an aura of discretion sheathes his entire being. Anyone trying listen to or spot a KBR in this state suffers a -5 penalty to his check. Tracks left behind while being sub

rosa increase their DC to track by 5. The power works for KBR level + Cha modifier minutes and is activated as a standard action.

He can at anytime spit or swallow the petal (free action) to put an end to the effect. At the end of the duration, the petal simply dissolves on his tongue.

Hail of Thorns (SP): Like a metaphor to express the wrath he feels, a KBR may take three thorns (thus taking three points of damage)from the rose and fling them at his opponents. While mid-air, the thorns multiply and spread out, before crashing like a hail of thorns onto the enemies. This spell-like ability has a cone area of 25 ft and deals 1d6/KBR level of damage and may be used three times a day as a standard action. Spell resistance applies and a successful Reflex saving throw against DC 13 + Str Mod halves the damage.

The KBR must have a free hand to pluck off the thorns.

Greater Sleep (SP): The KBR takes five petals from the rose (loosing 5 HP), lays them on the palm of his hands and then blows them at his targets as one would blow a kiss. The victims feel a warm sensation of well-being, and fall asleep, thinking to be in the arms of their partners. Treat this as if the KBR just cast a Greater Sleep spell. Replace the maximum HD affected by (2 x KBR level) and targets must be of the humanoid type. The DC is 13 + Cha Mod.

The KBR must have a free hand to pluck off the petals.

Coup de grâce (SU): By dripping seven drops of the rose's blood onto the rapier, the blade becomes a deadly weapon that seeks the heart of their opponents and delivers an intense sensation of despair in the victim, which will often simply die of the emotional shock.

The KBR must take a full-round action that attracts attacks of opportunities (but this can't disrupt this action) to prepare his blade and then launch a single attack at his opponent. If the attack is successful, consider that the enemy was just dealt a coup de grâce, except that the save is a Will save whose DC is also modified by the KBR's Cha mod. This ability may be used once a day.

Knight [of the Watch]

Table

Level Attack Bonus

Fort Save

Ref Save

Will Save

Special

1 +1 +2 +0 +0 Request Aid

2 +2 +3 +0 +0 Mount of Quality

3 +3 +3 +1 +1 Mounted Expertise +1

4 +4 +4 +1 +1 Spinning Polearm 1/day

5 +5 +4 +1 +1 Mounted Expertise +2

6 +6 +5 +2 +2 Spinning Polearm 2/day

7 +7 +5 +2 +2 Mounted Expertise +3

8 +8 +6 +2 +2 Spinning Polearm 3/day

9 +9 +6 +3 +3 Squadron

10 +10 +7 +3 +3 Stronghold

Requirements

Base Attack Bonus: +5 Alignment: Lawful

Craft (Armoursmithing) or Craft (Weaponsmithing): 5 ranks Ride: 5 ranks

Feats: Mounted Combat, Weapon Focus (any Polearm)

Special: Must have the sponsorship of a current Watcher Hit Dice: d10

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Dungeons and Dragons 3e Prestige Classes

Craft (Armoursmithing, Blacksmithing, Weaponsmithing) (Int), Diplomacy (Cha), Handle Animal (Cha), Intuit Direction (Wis), Ride (Dex), Knowledge (Nobility and Royalty) (Int), Profession (Soldier) (Wis)

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier

Class Features

Weapons and Armour: A watcher is proficient with all simple and martial weapons, light, medium, and heavy Armour, and shields.

Request Aid: At 1st level, a watcher receives a tabard and standard which advertise his/her affiliation. When seen by landowners in Bissell, Gran March, or Keoland, a watcher can request

“reasonable” aid (a small amount of provisions, shelter for the night, etc.). Abuse of this benefit can lead to complaints and the revoking of membership.

Mount of Quality: At 2nd level, a watcher receives a heavy warhorse with maximum hit points and a +1 bonus to all saves from the organisation. If killed or lost, the watcher cannot requisition another mount of quality for one year.

Mounted Expertise: At 3rd level, a watcher gains a +1 bonus to all attack rolls, Dex checks, Reflex saves, and mount-related skill checks (Handle Animal, Ride, etc.) while mounted. This reflects the

special bond that forms between a watcher and his mount, and is applicable only when the watcher is riding his/her mount of quality.

The bonus increases to +2 at 5th level, and +3 at 7th level.

Spinning Polearm: At 4th level, the watcher has learned how to spin his/her Polearm at a great rate of speed. This allows the watcher to duplicate the Deflect Arrows feat. This ability is physically taxing and may only be performed once per day, increasing to twice per day at 6th level, and three times per day at 8th level. The watcher must rest for at least one hour between uses of this special ability.

Squadron: At 9th level, the watcher is assigned a squadron of 15 1st-level warriors (see the warrior entry in the Dungeon Master’s Guide), 3 1st-level fighters, and 1 3rd-level fighter. These individuals are dedicated to the organisation and assigned to the watcher’s command; they have no overriding loyalty to the watcher, although s/he may earn such from them. The watcher is responsible for the squadron’s care, including housing, general equipment, and pay. Failure to fulfil these responsibilities may result in the revoking of membership.

Stronghold: At 10th level, the watcher is deeded a tract of borderland which is henceforth under his/her protection. The watcher is responsible for applicable taxes, yearly tribute, and any other expenses owning such land may incur. The land may have a keep or tower, but if not, the watcher is solely responsible for constructing a desired stronghold. Failure to fulfil these responsibilities may result in the revoking of membership.

Knight [of Veluna]

Table

Level Attack Bonus

Fort Save

Ref Save

Will Save

Special

1 +1 +2 +0 +0 Request Aid

2 +2 +3 +0 +0 Stipend

3 +3 +3 +1 +1 Royal Audience

4 +4 +4 +1 +1 Protection from Evil

5 +5 +4 +1 +1 Protection from Evil 5’ Radius

6 +6 +5 +2 +2 Protection from Evil 10’ Radius

7 +7 +5 +2 +2 Protection from Evil 15’ Radius

8 +8 +6 +2 +2 Protection from Evil 20’ Radius

9 +9 +6 +3 +3 Protection from Evil 25’ Radius

10 +10 +7 +3 +3 Protection from Evil 30’ Radius

Requirements

Base Attack Bonus: +7 Alignment: Lawful Good

Skills: Craft (Armoursmithing) or Craft (Weaponsmithing): 5 ranks Ride: +5

Feats: Weapon Focus (any lance), Weapon Focus (Battleaxe) Special: Must have the sponsorship of a current Knight of Veluna Hit Dice: d10

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Craft (Armoursmithing, Blacksmithing, Weaponsmithing) (Int), Diplomacy (Cha), Handle Animal (Cha), Intuit Direction (Wis), Knowledge (Nobility and Royalty) (Int), Ride (Dex)

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier

Dungeons and Dragons 3e Prestige Classes

Class Features

Weapons and Armour: A knight is proficient with all simple and martial weapons, light and medium Armour, and shields.

Request Aid: At 1st level, a knight receives a tabard and standard which advertise his/her affiliation. A knight can request

“reasonable” aid (a small amount of provisions, shelter for the night, etc.) from any other member of the Order of the Hart without fear of refusal. Larger (or more dangerous) requests are adjudicated by the DM.

Stipend: At 2nd level, a knight begins receiving a small stipend of 3 gp per week.

Royal Audience: At 3rd level, a knight’s reputation is such that s/he may request an audience with a ruler and expect a favourable response (as determined by the DM).

Protection from Evil: At 4th level, a knight undergoes a ritual which formally charges him/her with the defence and best interests of Veluna. Thereafter s/he radiates an aura of protection from evil (see the protection from evil spell in the Player’s Handbook). This increases to a radius of 5 feet at 5th level, and an additional 5 feet for every level thereafter. The aura does not function beyond the recognised physical boundaries of the nation of Veluna.

Knight [Purple Dragon knight]

Description

The famous Purple Dragons of Cormyr are regarded across Faerûn as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon knights.

Purple Dragon knights develop uncanny skills related to co-ordinating and leading soldiers. Most are fighters, rangers, or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon knights. Sorcerers and wizards tend to join the War Wizards, Cormyr’s elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too

“uncivilised” in Cormyr to enter this career. , In general, NPC knight commanders are responsible for leading the troops of the nation of Cormyr. Player character knights either are retirees, special liaisons to the army, or recipients of honorary titles. A character’s level in this prestige class is irrelevant to his rank in the military, although higher-ranked knights tend to be of higher level.

It is not necessary to have this prestige class to serve in the Purple Dragons at large.

This prestige class can be used as a model for officers in other

This prestige class can be used as a model for officers in other