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Emerald Knight

 The Emerald Knights are the elite soldiers of Tirmordane stationed in the Eastern half of the kingdom in a fortress called the Emerald Tower, named after the green granite used in its construction. Fighters and Paladins are the most likely to join this prestige class, but Rangers, Rouges, and Clerics are also known to fill its ranks. Wizards and Sorcerers are almost unheard of as Emerald Knights.

The Emerald Knights are often seen patrolling the roads and borders of the country in search of villainy. They are the typical Knight in shining armor portrayed in most portraits of a Knight. They can be recognized by the green scarves they tie around their sword arms and lances. Or by the blazon of a green tower on a white field. Most adventurers in Tirmordane can attest for the Emerald Knights bravery, as many roadside campers have been saved by the Emerald Knights when all looked hopeless.

Hit Die: d10

Requirements: Ride 8 ranks, Base Attack +5, Mounted Combat, Ride by Attack, proficient with all martial weapons and shields.

Alignment: Any Lawful

Special: Induction into the order ( See below ).

Class Skills: Craft ( Int ), Diplomacy ( Cha ), Intimidate ( Cha ), Profession ( Wis ), Ride ( Dex ), Sense Motive ( Wis )

Skill Points at Each Level: 2 + Int Modifier.

High Priest

Level    Base Attack      Fort      Ref      Will     Special

1                   +1                    +2           +0          +0         Emerald Charger

2                  +2               +3       +0        +0

3                  +3               +3       +1        +1    The Way of the Lance

4                  +4               +4       +1        +1

5                  +5               +4       +1        +1    The Way of the Shield

6                  +6               +5       +2        +2

7                  +7               +5       +2        +2      Veteran Knowledge

8                  +8               +6       +2        +2

9                  +9               +6       +3        +3      Tactical Withdraw

10               +10              +7       +3         +3     For the Kingdom!

Class Features

All the following are class features for the Emerald Knight prestige class.

Weapon and Armor Proficiency: Emerald Knights gain no weapon or armor proficiencies.

Emerald Charger ( SP ): At first level Radiance, the Battle Maiden favors the Emerald Knight and grants him/her a mount that surpasses the mortal beasts of burden. This ability functions exactly as the Special Mount ability of a Paladin, see page 44-45 of the PHB. Paladin levels stack with Emerald Knight levels for determining mount special abilities.

The Way of the Lance ( EX ): At third level the Emerald Knight has perfected The Way of the Lance. One of the first things an Emerald Knight is taught is how to charge effectively. They practice day in and day out on breaking morale when they run down their targets.

As part of a Charge action while mounted, the Emerald Knight may make a DC 15 Intimidation check to deal three times the normal damage with a lance instead of the normal two times. The Emerald Knight must announce that he is trying The Way of the Lance at the time he announces his charge. Each time after the first that the Emerald Knight attempts to use this ability in a single 24 hour period the DC increases by 5. Once a target has been chosen for The Way of the Lance, that target cannot be chosen again for 24 hours, whether or not the attempt was successful.

The Way of the Shield ( EX ): At fifth level the Emerald Knight has honed his skill with a shield. An Emerald Knight trains in attack and defense. They know that most men are at their weakest when attacking, so they practice hard to counter this.

When you use the Charge action while mounted or not, you may apply double your shield bonus to your armor class until the beginning of your next turn. Enhancement bonuses to shields do not double and you may not charge with a Tower Shield.

Veteran Knowledge ( EX ): At seventh level the Emerald Knight is a Veteran. By this time in an Emerald Knights service they have faced many foes, and survived to learn from it.

Once per day per three Emerald Knight levels, as a swift action, the Emerald Knight may choose to ignore a single type of armor bonus a target may or may not have. They may select from the following options only: Armor, Shield, Natural, Dodge, Dexterity, Deflection, Insight. Regardless whether the target has a bonus to the armor type selected, the use is spent for the day.

Tactical Withdraw: At ninth level an Emerald Knight knows when the battle cannot be won… For the moment.

When using the withdraw action, an Emerald Knight does not provoke an attack of opportunity from the first two squares he moves through, not including the square he started in. For example: an Emerald Knight decides to Withdraw from combat taking the Withdraw action. He moves his full 40’ straight back from the creature he is fighting (this knight is not mounted and in plate). The first two squares the Emerald Knight withdraws through are considered safe. He would only draw an attack of opportunity if the creature had an exceptional reach not less than 20 feet.

For the Kingdom! ( SU ): At tenth level an Emerald Knight is at the height of his power. At this level he can feel the warmth of Radiance inside him.

For one round per class level per 24 hour period, the Emerald Knight may act as if under the effect of a Haste spell. Activating this ability is a swift action, the rounds need not be consecutive.

Induction into the Order: Induction into the Emerald Knights requires the potential candidate to show tremendous gallantry in the name of Tirmordane. These heroes usually arise from battles in defense of the King’s land.

 

Hand of Radiance

 

The world be shades of color across the spectrum of light, and ranges from blackest dim to blinding bright. But for the few braves souls that walk the way of the Battlemaiden, the world must be black and white, wrong and right. There are those that dwell in pits of darkness, but the Hand of Radiance dwells in the crisp clear light of Law. Reason must rule emotion. Law must rule over Chaos. Fairness must rule over favoritism. The group must live beyond the individual. And the light of life must be preserved, unless it threatens the life of another. It is the Hand of Radiance that must lead the way.

This is the code by which the Hand of Radiance lives. The Hand of Radiance is a military group much like the Knights of the Templar. They often pursuade large bands of villagers or hire fighters to crusade across the land in search of deeds worthy of the cause. The base of opperations for the group is the Hands Keep outside Fain, a chapter house has been designed for construction in Bourne. The Hand as it is often called was inspired to by the preachings of one Coop Dawnbringer, a disciple of Radiance. A young group they are nonetheless quite active in the world around them. And although the influence of the Hand seems constrained to Castros, plans of chapter houses across Tharstelding are being carried out.

Hit Die: d8

Requirements: To qualify to be a Hand of Radiance a character must Fulfill all the following criteria.

Alignment: LG or LN

Skills: Perform ( oratory ) 4 ranks, Diplomacy 8 ranks.

Base Save: Will + 4

Special: Must be inducted into the order by an existing Hand of Radiance which involves a ceremony at the Green Keep.

Class Skills: The Hand of Radiance's class skills ( and the key ability for each skill ) are Concentration ( Con ), Diplomacy ( Cha ), Gather Information ( Cha ), Heal ( Wis ), Intimidate ( Cha ), Perform ( oratory ) ( Cha ), Ride ( Dex ) and Sense Motive ( Wis ).

Skill Points at Each Level: 4+ Int Modifier.

The Hand of Radiance

Level     Base Attack    Fort    Ref    Will      Special                Spells per Day

1            + 0                  + 2      + 0     + 2     1st Favored Weapon   -------------------

2            + 1                  + 3      + 0     + 3     For the Order!    +1 level of divine class

3            + 2                  + 3      + 1     + 3                             +1 level of divine class

4            + 3                  + 4      + 1     + 4                             +1 level of divine class

5            + 3                  + 4      + 1     + 4 2nd Favored Weapon +1 level of divine

6            + 4                  + 5      + 2     + 5                             +1 level of divine class

7            + 5                  + 5      + 2     + 5                             +1 level of divine class

8            + 6                  + 6      + 2     + 6                             +1 level of divine class

9            + 6                  + 6      + 3     + 6                             +1 level of divine class

10          + 7                  + 7      + 3      + 7 3rd Favored Weapon, Mettle +1 divine

                                                         

Class Features

Weapon and Armor Proficiency: Hands of Radiance gain no weapon or armor proficencies.

Spells per Day / Spells Known: When a Hand of Radiance level is gained, the character gains new spells per day ( and spells known if applicable ) as if he had also gained a level in a divine spellcasting class to which he belonged to before adding the Hand of Radiance level. He does not, however, gain any other benefit a character of that class would have gained ( improved chance to turn udead, additional favored enemies, and so on. ). If the character had more than one divine spellcasting class before becoming a Hand of Radiance. He must decide to which class he will add each Hand of Radiance level for the purpose of determining spells per day and spells known.

Favored Weapon ( Ex ): At first level, a Hand of Radiance may choose a weapon that he is proficent with. Due to his conflicts against Chaos he has learned to use this weapon to greater advantage. Against Chaotic foes the chosen weapon confers a + 2 sacred bonus on damage rolls.The extra damage only applys to damage against Chaotic creatures. At 5th level and again at 10th level the Hand of Radiance may select an additional weapon he is proficent with to obtain the above mentioned benifits. In addition, at each new favored weapon selection the Hand of Radiance may select any one favored weapon ( including the one he has just selected ) to be increased by an additional + 2. In addition at 5th level any favored weapon a Hand of Radiance wields is treated as Lawfull aligned for the purpose of overcomming damage reduction and regeneration of Chaotic creatures. At 10th level any favored weapon the Hand of Radiance holds is considered silver for the purpose of overcomming damage reduction and regeneration of evil creatures.

For the Order! ( Su ): At second level the Hand of Radiance begins to feel the blessing of Radiance. Once per day he may apply his Hand of Radiance level to any one attack, save or skill check. He must anounce this before the die is rolled.

Mettle ( Su ): At 10th level a Hand of Radiance has gained a level of mental and physical nirvana that is unrivaled by all but the most pious. If a Hand of Radiance makes a successful Will or Fortitude saving throw that would normally reduce a spell's effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of " Will Partial ", " Fortitude Half " or similar entries can be negated by this ability.

 

More Prestige Classes to come!

 

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