Knights of Renown
It is a dark time. The king is dead, leaving no heir. The rule of the land and people is divided among a multitude of squabbling war lords and powerful spell casters. The lands that once were warm and fertile, cared for by the firm hand of the farmer, now crack, cold and dry, beneath the harden boot heel of the conscripted soldier. The power of the old gods wane, as the new religion spreads hope to the corners of the countryside. What remains of the dark gods and their servitors flail against this change causing much damage as they go.
But there is hope, a prophecy foretells the return of the king. He will reunite the lands and rule with peace and honor. He will be known when he pulls Excalibur, the sword of the king, from its resting place deep in a stone.
Weather
Strong dry winds (year round) rip nutrients from the soil and tear at the skin. Cold heavy rains in Spring and fall lead to flooding and landslides.
The New Religion
- As Positive Energy General Clerics
- Paladins
The Old Gods
Dark gods
As Negative Energy General Clerics
Wild gods
- A Druidic Deity General Clerics
- Druid
- Ranger
Knighthood
Any Character can be granted knighthood by an authorized noble or clergyman. 5th level paladins and 1st level knights are defacto granted knighthood. Code: Courage (Loyalty, Honesty) Generocity (Mercy, Fairness) Renown: A newly knighted character has renown of 2. (for knighted NPCs a reasonable guess is (lvl+1)/3) Renown is added as a bonus to Intimidate, Bluff and Diplomancy checks. Renown is added to leadership score if the leadership feat is selected. Renown is gained when the knighted character: Defeats a powerful enemy (much higher level or renown) Great acts of generocity (donates a large portion of a treasure hoard) Renown is lost when the knighted chracter: Breaks oath of fealty (ignores legal orders) Dishonest (knowingly lies or breaks word) Kills/Attacks when foe is unaware, unarmed, surrendered, much weaker
Game rule changes
Fighters
instead get a bonus feat every level not divisible by three (1,2,4,5,7)
Power attack
damage bonus is treated like damage bonus from high strength and thus only is multiplied by 1.5 on two handed weapons. x0.5 on off hand attacks and works with light weapons.
Str damage penalties ignore multipliers for two handed or off handed use.
Elf Favored Class is Ranger
Gnome Stat Adjustments: +2 Cha -2 Str
No Monks.
Starting funds = 10%
Initial stats
Divide 100 points as Table
Stat | Cost |
---|---|
3 | 0 |
4 | 3 |
5 | 6 |
6 | 8 |
7 | 10 |
8 | 11 |
9 | 12 |
10 | 13 |
11 | 14 |
12 | 15 |
13 | 16 |
14 | 18 |
15 | 20 |
16 | 23 |
17 | 26 |
18 | 30 |
Banned Feats
Any unarmed feat other than improved unarmed strike and improved grapple
Allowed Prestidge Classes:
New Classes: Knights general: Restrictions: A knight will not attack an opponent caught unaware. He will hold his action until after the opponent is ready or use a warning yell. A knight will not sneak attack an opponent nor take advantage of flanking. A knight who disarms or sunders a nonspellcasting opponent's weapon will allow them to surrender. Knight class skills: The knightâs class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty / history / religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). Bonus Knight feats: Blind-Fight Combat Reflexes Ride-By Attack Spirited Charge Trample Cavalry Charger (CW) Animal Affinity Exotic Weapon(Bastard Sword) Tower Shield Proficiency Improved Shield Bash Shield Focus (new) Shield Charge (CW) Shield Slam (CW) Power attack Cleave Great Cleave Improved Bull Rush Improved Overrun Improved Sunder Combat Brute(CW) Shock Trooper(CW) Leadership Endurance DieHard Toughness Improved Toughness (CW) Skill Focus Ride Handle Animal Intimidate Authority (Sp) The Authority abilities are bardic music like abilities that derive from the knight's authoratative presense. Unless otherwise indicated they take a standard action to perform and are based off of Intimidate rather than Perform. The save DC = 10 + (Intimidate + CHA)/2 duration = 1d6 + Cha rounds Effect = 90 ft radius centered on knight Warning Yell - As a free action on his turn a knight can yell a warning. Any character that can hear the warning is no longer considered flat footed due to being caught unaware. The yell also reveals the knights location even if he has full cover or concealment. Inspire Courage +1 morale to saves vs charm and fear, attack and damage Call out opponent - Force 1 opponent to direct all attacks at you. Other knights, paladins and men of honor always fail against this. Inspire Fear(shaken) Inspire Fear(frightened) Inspire Fear(panicked) Loyalty: Body Guard - once per round the knight may choose an ally within 5ft to guard. Any attacks directed at the guarded individual are instead directed at the knight at his flat footed AC. Resolute Resolve - When reduced to 0 to -9 HP, the knight may make a Will save vs 10 + number of hitpoint below 0 (i.e. DC 15 if at -5 HP) to continue to act as normal. The Save must be made each time the night takes damage and each new round before his turn. Once the knight fails he cannot try again until brought above 0 hit points. Horsemanship: Familiarity +1 to Ride and Handle Animal checks and extra tricks with familiar mount. It take 1 month to become familiar with a mount. The knight can only get familiarity bonus with one mount at a time.
Knight of Renown PreRequisites: Base Attack Bonus +4 Mounted Combat Heavy Armor Prof. Handle Animal +2 A war trained mount (such as a warhorse) Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +0 +0 +2 Warning Yell, Mount Familiarity +1 2. +2 +0 +0 +3 Call out Opponent, Bonus Knight Feat 3. +3 +1 +1 +3 Inspire Courage +1, Resolute resolve 4. +4 +1 +1 +4 Mount Familiarity +2, Bonus Knight Feat 5. +5 +1 +1 +4 Body Guard, Inspire Fear (Shaken), Bonus Knight Feat
Knight of The Sword PreRequisites: 5 Lvl Knight of Renown A named weapon of at least masterwork quality Weapon Specialization (Same Type as Named Weapon) Note: Levels as Knight of the Sword stack with fighter for purposes of determining weapon focus/specialization feats Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +0 +0 +1 Named Weapon +1 Light Generation, Fighter Levels 2. +2 +0 +0 +2 Named Weapon +2 Alignment 3. +3 +1 +1 +2 Named Weapon +3, Bonus Knight Feat 4. +4 +1 +1 +3 Named Weapon +4 [Axiomatic][Holy][Unholy] Adamantine 5. +5 +2 +2 +3 Named Weapon +5 Intelligent Named Weapon Light generation - At 1st level the weapon sheds light equivalent to a light spell. Alignment - At 2nd level the weapon's damage matches the alignment of the knight for the purposes of damage reduction, etc. Axiomatic - At 4th level the weapon further aligns with the knights alignment becoming Axiomatic and Holy if good or Unholy if evil Intelligent - At 5th Level the weapon adopts some of the knight's mentality. It is treated as an intelligent weapon with the following attributes: Alignment: the same as the Knight Mental Attributes: Two at 13, one at 10 (The 10 should be the same as the knights lowest mental attribute) Communication: Empathy Capabilities: 2 Lesser powers determined by the DM Senses: 60 ft vision and hearing Special Purpose and Dedicated Power: determined by the DM Ego: 15 (13 if lawful neutral) being as the weapon is part of the knight a Ego confrontation should be exceptionally rare. The attributes determined by the DM may be rolled randomly, but should align with the knights general personality.
Knight of The Horse PreRequisites: 5 Lvl Knight of Renown Ride +9 Handle Animal +9 Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +0 +0 +1 Mount Familiarity +1, Spirited Frenzy 2. +2 +0 +0 +2 Mount Familiarity +2, Bonus Knight Feat 3. +3 +1 +1 +2 Mount Familiarity +3, Skill Mastery (Handle Animal, Ride) 4. +4 +1 +1 +3 Mount Familiarity +4, Bonus Knight Feat 5. +5 +2 +2 +3 Mount Familiarity +5, Free Control Action (Handle Animal) - Extra move action (DC 30) or Extra Full Round action (DC 40) Spirited Frenzy - Knight of Horse can cause his familiar mount to rage as the barbarian ability. While raged the mount also gains +10 feet to it's base movement. Each round of the rage, after his turn, the knight must make Ride vs DC 20 or be thrown from the mount. If the rider is thrown the mount will bolt as if panicked for the duration of the rage. Handle Animal vs DC 20 to make mount enter rage. Handle Animal vs DC 20 to end rage.
Knight of The Word PreRequisites: 5 Lvl Knight of Renown CHA 13+ Intimidate +12 Note: Levels as Knight of the Word stack with other classes for purposes of determining turning abilities Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +0 +0 +1 Inspire Courage +1, Bonus Knight Feat 2. +2 +0 +0 +2 Inspire Greatness, Inspire Fear (frightened) 3. +3 +1 +1 +2 Conviction(As Song of Freedom) 4. +4 +1 +1 +3 Inspire Courage +2, Bonus Knight Feat 5. +5 +2 +2 +3 Inspire Heroics, Inspire Fear (panicked)
Knight of The Shield PreRequisites: 5 Lvl Knight of Renown A suit of full plate armor Endurance Note: Levels as Knight of the Shield stack with fighter for purposes of determining shield focus feats Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +0 +0 +1 1 enhancement to armor or shield, Fighter Levels 2. +2 +0 +0 +2 1 enhancement to armor or shield, Shield Defense(Adds shield bonus to Ref saves) 3. +3 +1 +1 +2 1 enhancement to armor or shield, Bonus Knight Feat 4. +4 +1 +1 +3 1 enhancement to armor or shield, Shield Evasion(as Rogue ability when wielding a shield) 5. +5 +2 +2 +3 1 enhancement to armor or shield, Bonus Knight Feat Armor/Shield Enhancements each level a Knight of the Shield may add one of the following: +1(Max 5) enhancement bonus to his armor or shield +1/- DR to a suit of armor +10 energy resistance vs 1 type of energy as resist energy spell
Pious Knight PreRequisites: 5 Lvl Knight of Renown 2 Lvl as divine spellcaster Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +0 +0 +1 +1 level of existing divine spellcasting class for spells and turning 2. +2 +0 +0 +2 +1 level of existing divine spellcasting class for spells and turning 3. +3 +1 +1 +2 +1 level of existing divine spellcasting class for spells and turning, Bonus Knight Feat 4. +4 +1 +1 +3 +1 level of existing divine spellcasting class for spells and turning 5. +5 +2 +2 +3 +1 level of existing divine spellcasting class for spells and turning, Bonus Knight Feat
Knight of Quality PreRequisites: 10 Lvl of any combination of Knight classes or 15 Lvl Paladin Hit Die: d12 Alignment: Any Lawful Skills: 2 Weapons: Martial Armor: Heavy + Shields Lvl Att Fort Ref Will Special: 1. +1 +1 +1 +1 Bonus Knight Feat 2. +2 +2 +2 +2 Bonus Knight Feat 3. +3 +2 +2 +2 Martial Grace (as Paladin Divine Grace) 4. +4 +3 +3 +3 Bonus Knight Feat 5. +5 +3 +3 +3 Bonus Knight Feat
Lord (5 lvl) Prerequisistes: Leadership feat A Fiefdom A Stronghold (5 + level of lord to obtain) points of renown Base Attack Bonus: Cleric Save: Fort: +0 Ref: +0 Will: +2 Hit Die: d8 Alignment: Any Skills: 4 Weapons: None Armor: None Lvl Att Fort Ref Will Special: 1. +0 +0 +0 +2 Inspire Courage +1, +1 level to 50% of followers, Tax 2. +1 +0 +0 +3 +2 level to 50% of followers 3. +2 +1 +1 +3 Inspire Courage +2, +3 level to 50% of followers 4. +2 +1 +1 +4 +4 level to 50% of followers 5. +3 +1 +1 +4 Inspire Courage +3, +5 level to 50% of followers Taxation A Lord may trade a -1 to leadership for 10,000 Gp. These points regenerate at a rate of 1 per year.
New feats
Shield Focus(shield proficiency)
+1 additional bonus from shield.
Improved Shield Focus(Shield Focus, fighter lvl 6)
+2 AC w/ shield
Greater Shield Focus(Imp. Shield Focus, fighter lvl 10)
+3 AC w/ shield
Wild Familiar (Animal Companion, Summon familiar)
Your animal companion and familiar can be traded for one arcane companion. The arcane companion is treated as an animal companion that gets the familar bonuses as well. The level penalty for an alternate animal companion is only applied to the animal companion abilities. Like Bonuses (Natural Armor Adj) do not stack. If the Animal Companion would have less HP than a Familiar the Familiar HP are used, but the Animal companion HP total should be maintained if it switches back.
Arcane Companion (Summon Familiar)
The character's familar base animal can be selected as an Animal Companion instead of a familiar. An animal from the Alternative Animal Companions list may be selected, but the level penalty applies against your familiars abilities.
Improved Ambidexterity (Two Weapon Fighting, BAB +2)
Character can treat any one-handed weapon in his off-hand as light weapon for the purposes of determining two weapon fighting penalty.
Strong off-hand (Two Weapon Fighting)
Character can use full Strength Bonus to damage with off-hand attacks
New Weapons
- Light Longspear
- Light Lance