K
Knight
of Dekàlas (Thard an Dekàlas) |
TE Old Empire |
There are many orders of knights through the
Old Empire. In addition to the orders of each city-state
there are a few ordus thardram that span the Empire.
Among these is the esteemed Order of the Knights of
Dekàlas (Ordus Thardram an Dekàlas). Thardram
of a Dekàlan city-state may be invited into this Order
if they're viewed as being worthy by a member (in good standing)
of the Order. Unlike other orders, the Ordus Thardram
an Dekàlas is a fraternity of knights that is self-ruled
with the backing of the ten temples. When a thard is
chosen, they are sponsored for a time until they can be presented
and tested before a Grand Circle. If this initiation
is successful, the thard is accepted into the Order. Hit
Die: d10. Requirements: To
qualify to become a Thard an Dekàlas, a character must
fulfill all the following criteria: Race: Uren (any); Base
Attack Bonus: +5. Feats: Armor Proficiency Medium,
Martial Weapon Proficiency (any), Leadership, Mounted Combat,
Weapon Focus (any melee). Skills: Diplomacy +2,
Knowledge (religion) +2, Ride +5. Class Skills:
The Knight of Dekàlas class skills (and the key
ability for each skill) are Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge
(area customs) (Int), Knowledge (area heraldry) (Int), Knowledge
(religion) (Int) and Ride (Dex). Skill Points at Each
Level: 4 + Int modifier. Class Features:
All of the following are class features of the Knight of Dekàlas
prestige class. Weapon and Armor Proficiency:
A Knight of Dekàlas is proficient with all simple and
martial weapons and all armor and shields.
Class
Level
|
BAB
|
Fort
Save
|
Ref
Save |
Will
Save
|
Special |
1st
|
+1
|
+2
|
+0
|
+0
|
Thr. Initiate, Enemy 1, Second
Skin 1 |
2nd
|
+2
|
+3
|
+0
|
+0
|
Thr. Br., Ride-By-Attack, Threatening
Display |
3rd
|
+3
|
+3
|
+1
|
+1
|
Thr. Sgt., Enemy 2, Second Skin
2 |
4th
|
+4
|
+4
|
+1
|
+1
|
Thr. Lt., Call of Challenge, Spirited
Charge |
5th
|
+5
|
+4
|
+1
|
+1
|
Thr. Cmdr., Enemy 3, Second Skin
3 |
Special Abilities: Call of Challenge
(rf. Oath of Wrath, FRCSp50); Enemy
of the Empire: This ability is similar to the
Ranger class ability Favored Enemy in that it is only effective
against a limited number of enemies. It gives the knight
a +1 to hit (per level of the Enemy of the Empire ability)
versus enemies defined by the ten temples. Enemies of
the Empire are organized groups and are not as broadly defined
as all members of one race. Additionally, critical hits against
these enemies gain an additional +1d6 damage (i.e. seeing
a Dekàlan knight twist his sword inside an Elve is
not uncommon). At the third level of this ability, the
critical add is increased to +2d6. Because of the extra
effort and rage involved in slaying their enemies, Dekàlan
knights receive a -1 (per level of the Enemy of the Empire
ability) to their fumble determination rolls against these
same opponents. A knight may only have one enemy (per
level of the Enemy of the Empire ability) at any given time.
An enemy is defined by a high priest of one of the ten
temples during a ritual for the knight(s). Following
this ritual the knight's dreams are riddled with visions of
the horrors that this enemy has transgressed against the Empire.
Some current enemies are: Jadth - Bru, Kandal - Ortor,
Oth - Elve, Taldàna - Ortor, Ummon - Ortor, Zyrr -
Elve; Second Skin: This ability allows a thard
to act and move more naturally in armor. Each level
of Second Skin grants the wearer a +1 Maximum Dex Bonus, a
+1 to the Armor Check Penalty and + 5 ft. to maximum Speed
allowed while wearing any armor up to and including half-plate;
Threatening Display: If the thard takes a full-round
action to flourish his weapon menacingly, he may make a Intimidate
skill check. This skill check may be modified by feats
that grant a + to the thard's ability to hit. If the
intimidation is successful, the opponent suffers a -2 morale
penalty to attack rolls and saves. vs. fear while fighting
the thard. This effect is similar to the first level
cleric spell Bane, but only benefits the thard. Elaborate
weapon flourishes are an ancient tradition within the Ordus
Thardram an Dekàlas where challenges and jousts are
commonly used to establish a pecking order within the levelled
ranks.
Examples: ...
Knight
of Kandal (Thard an Kandal) |
Knight of
the Griffin UPRC1pp28-29 [OGC] |
Kandal remains the largest city-state of the
Old Empire despite encroachments by Caramis, the wicked Olood
and growing Ortori mountain holdings. The Crown of Kandal
has never been able to exert great control over the entirety
of its holdings. This lack of control has created wide
marches along the northern borders. These borderlands
are guarded by a network of towers and keeps that strive to
protect High Lord Lor Danith's lands. The outposts are
managed by an assortment of lesser nobles and military officers,
who for one reason or another were given assignments in the
frontier. Needless to say, these are not the High Lord's
most trusted and loyal subjects and dissension is not uncommon
among their numbers. To keep abreast of matters in the
frontier and insure that the High Lords' will and that of
the Temple is followed, High Lord Kalar Zyan II founded an
Order of knights to 'manage' his interests in the region.
Though monitoring the borderlands is their primary purpose,
the Knights of Kandal also contend with problems appearing
in other areas of the city-state. Though most travel
independently, groups of knights called 'tasks' may be assembled
to deal with larger threats. Tasks are led by Thard
Sergeants. If more than one task is required, a 'company'
is formed, led by a Thard Captain. Each region of the
Kandàlan territory is overseen by a Thard Commander
which reports to the Crown. In the centuries since the
Order's formation, the Thard'am an Kandal have gained a reputation
for being the most loyal supporters of the Temple and Crown.
During times of crisis, it is not unprecedanted for
the Crown to call the Order home. Hit
Die: d8. Requirements: To qualify to become
a Knight of Kandal, a character must fulfill all the following
criteria: Race: Uren (any); Base Attack Bonus: +5.
Feats: Mounted Combat, Weapon Focus, and either
Power Attack or Point Blank Shot; Skills: Diplomacy +2, Knowledge
(Kandàlan heraldry) +4, Knowledge (religion) +2. Although
fighters usually fill the majority of ranks within knightly
Orders, the majority of Kandàlan knights begin as rangers. Class
Skills: The Knight of Kandal class skills (and the
key ability for each skill) are Diplomacy (Cha), Gather Information
(Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Survival
(Wis). Skill Points at Each Level: 2 + Int modifier.
Class Features: All of the following are
class features of the Knight of Kandal prestige class. Weapon
and Armor Proficiency: A Knight of Kandal is proficient with
all simple and martial weapons and all light armor, medium
armor and shields.
Class
Level
|
BAB
|
Fort
Save
|
Ref
Save |
Will
Save
|
Special |
1st
|
+1
|
+2
|
+0
|
+0
|
Resolute |
2nd
|
+2
|
+3
|
+0
|
+0
|
Enemy of the State 1, Controlled Charge |
3rd
|
+3
|
+3
|
+1
|
+1
|
Thr. Sgt., Heroic Stand |
4th
|
+4
|
+4
|
+1
|
+1
|
Thr. Capt., Enemy of the State
2, Countercharge |
5th
|
+5
|
+4
|
+1
|
+1
|
Thr. Cmdr., Fearless Defender |
Spellcasting* |
1st
|
+ 1 level of existing
class
|
2nd
|
+ 1 level of existing
class
|
3rd
|
+ 1 level of existing class
|
4th
|
+ 1 level of existing class
|
5th
|
+ 1 level of existing class
|
* If the character had previous Druid
or Ranger spellcasting abilities, each level of Knight of
Kandal will increase the spellcasting capabilities of one
of those classes each level.
Special Abilities: Resolute:
A Knight of Kandal may add a morale bonus equal to his level
versus any checks against fear; Enemy of the State
(Ex): This ability acts similar to the Ranger class ability
Favored Enemy except that it applies to foes of the city-state
of Kandal. The Thard an Kandal must choose an enemy
based on current or past conflicts. Bonuses receieved
from Enemy of the State stack with Ranger bonuses if there
is enemy overlap (i.e. Ortor Murdru). Unlike the Ranger
ability, Enemy of the State is specific to an organized group
rather than a race (i.e. Bragnar Bar Ort, Oloodi, etc.); Controlled
Charge (Ex): At 2nd level, the thard is able to make a
charge attack without suffering a -2 penalty to armor class;
Heroic Stand (Ex): This ability allows the thard to
continue fighting until he reaches -10 hit points or until
combat ends. A knight continues to bleed while making a Heroic
Stand and has no chance of stabilizing while engaged; Countercharge
(Ex): A thard that is not caught flat-footed, may meet an
incoming charge with one of his own, or a Controlled Charge
at his option. Countercharge is only effective with
a melee weapon; Fearless Defender (Ex): This ability
is a reflection of the thard's vigilance and faith. The
Fearless ability makes the knight immune to all forms of fear
when fighting in the defense of his state or in the name of
his Temple. This aura of fearlessness also grants a
+4 morale check versus fear to all within 15 ft. of the defiant
thard.
Examples: ...
|