Knight of Kaelund
The Knights of Kaelund are a group of martially inclined adventurers who were trained by a retired Knight of Alvidar (Sir Jovus Silverblade of the Order of Silver Justicars). Their tenets are basic ones of Humility (no bullying/intimidation), Honor (no use of poisons or sneak attacks) and Discipline (regular 2 days a week spent training with the other Knights). They hold no titles or official political or military positions. Their goal is the Protection of the Citizens of Kaelund from all manner of dinosaurs, dark elves and anything that might endanger the people or traders upon the roads and lands of Kaelund.
Prestige class. Caps at level 10.
Class Focus: Tank. Protector with anti-large creature abilities and resistances to poison and magic. They also excel at finding trouble while patrolling.
Requirements:
Fighter, Ranger, or Paladin class, at least 6 levels
Survival NWP in one or more of the following terrains: swamp, desert, Underdark
Resident of Kaelund, Join and receive regular training and 'anointing' (antidote dosing) with the Knights of Kaelund.
Joining the Knights generally means going on one or more patrols/escort missions. The pay (loot) can be used towards both the alchemical supplies and custom armor. Preferred weapons of the Order are two-handed swords, longswords, longbow, crossbow, shield, and survival/combat dagger (shortsword). The uniform is a custom masterwork field plate of dwarven manufacture. Most members also get it enchanted. The tabard/flag/symbol used to denote the Order is vertical red/beige/green colors with a stylized dinosaur footprint/mark over it. Advancement:HD d12
saves and progression as Fighter
Abilities by level:
lvl 1: Knight's challenge: +2 to hit 1 challenged target, target suffers -2 penalty to hit all targets other than you.
lvl 2: Looking for Trouble, Survival Bonus for Swamp/desert/forest=KOK lvl
lvl 3: Shield Ally: Take an attack for adjacent friendly, declare on your turn.
lvl 4: Poison resistance-Delay
lvl 5: Animal companion/mount-per paladin OR ranger follower
lvl 6: Magic Resistance 5% per Knight of Kaelund level
lvl 7: Rend Large Target (+1 attack per 2 landed hits vs large target)
lvl 8: Poison Resistance-Immune
lvl 9: Feral Duelist: Gain same initiative as opponent 1/encounter
lvl 10: Survivor (Mountain Man Ranger Kit ability)
Joining the Knights generally means going on one or more patrols/escort missions. The pay (loot) can be used towards both the alchemical supplies and custom armor. Preferred weapons of the Order are two-handed swords, longswords, longbow, crossbow, shield, and survival/combat dagger (shortsword). The uniform is a custom masterwork field plate of dwarven manufacture. Most members also get it enchanted. The tabard/flag/symbol used to denote the Order is vertical red/beige/green colors with a stylized dinosaur footprint/mark over it. Advancement:
Abilities by level:
lvl 1: Knight's challenge: +2 to hit 1 challenged target, target suffers -2 penalty to hit all targets other than you.
lvl 2: Looking for Trouble, Survival Bonus for Swamp/desert/forest=KOK lvl
lvl 3: Shield Ally: Take an attack for adjacent friendly, declare on your turn.
lvl 4: Poison resistance-Delay
lvl 5: Animal companion/mount-per paladin OR ranger follower
lvl 6: Magic Resistance 5% per Knight of Kaelund level
lvl 7: Rend Large Target (+1 attack per 2 landed hits vs large target)
lvl 8: Poison Resistance-Immune
lvl 9: Feral Duelist: Gain same initiative as opponent 1/encounter
lvl 10: Survivor (Mountain Man Ranger Kit ability)
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