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Knight of the SkullD&D 3e (3.0/3.5) Rulesby DarthsylverAs with the Knights of Solamnia, any who wish entry into the Knighthood must begin as a Petitioner in the Order of the Lily. All Knights remain in the ranks of the Lily until they attain the rank of Warrior and are ready to advance to Novice. At this level, Knights may choose entry into either the Skull or Thorn Knights, or may remain with the Lilies. The Knights of the Skull are the religious might of the Knighthood. On Ansalon, they have become the polictical center as well since Lord Targonne became the Lord of Night. On Taladas, the polictical power has been distributed within the three orders to ensure they do not tread the path their brothers in arms on Ansalon have taken. RequirementsMust have achieved the rank Warrior as a Knight of the Lily, and have passed the Tests of Takhisis. Class SkillsClimb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (History of the Order) (Int), Knowledge (religion) (Int), Knowledge (The Code) (Int), Profession (Wis), Ride (Dex), Swim (Str) Class FeaturesAll of the Following are class features of the Knight of the Skull. Weapon and Armor Proficiency: The Knight of the Skull is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. Note that armor check penalties for armor heavier than leather apply to the skills, Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried. The knight is expected to exchange his weapon with the lily shaped pommel for one with a skull shaped pommel (the weapon is masterwork). Dark Blessing: A Knight of the Skull applies his Wisdom Modifier (if positive) to as a bonus to all saving throws. During the Loss of Vision-1SC until 15SC, the Knight does not receive this bonus. Before this time Mistress Takhisis bestowed it upon her followers, and after this time the faith of the knights generates the bonus from the mystic power within, unbeknownst to them. Control Undead: At 2nd level a Knight of the Skull gains the supernatural ability to control undead. He can use this ability a number of times per day equal to 3 + his wisdom modifier. He turns undead as a cleric of equal level to his Knight of the Skull level. Remove Disease: At 4th level the Knight gains the ability to remove disease, as per the spell remove disease, once per week. The Knight can use this ability as he advances in levels (twice per week at 7th, three times per week at 10th and so forth.) Remove Disease is a spell-like ability for Knights. Spells: A Knight of the Skull casts spells as a cleric of a level equal to his level as a Knight of the Skull. A Knight of the Skull acquires his spells as a cleric does. A Skull Knight may prepare any spell from the cleric spell list provided he can cast spells of that level. The Difficulty Class for a saving throw against a Knight's spell is 10 + the spell's level + the Knight's Wisdom modifier. A Knight of the Skull receives bonus spells based on Wisdom. Extra Turning: As a feat, a Knight of the Skull may take Extra Turning. This feat allows the Knight to control undead four more times per day than normal. A Knight may take this feat multiple times, gaining four additional turning attempts per day. The Vision, the Blood Oath and the Code: The Vision, to Knights that have not attained the rank of Warrior, is mainly a statement of the ultimate goal of the Knighthood. It is embodied in the phrase: "One World Order." The goal is no less in the total and unquestioned domination of the entire world of Krynn. When Knights moving beyond the rank of warrior have passed the Test of Takhisis (see tests of Takhisis,) part of the ceremony is the Deep Vision-a magical impression on the Knight's mind of the will of Takhisis and the goals of the Knighthood. Experienced after four days of fasting and prayer to the Dark Queen, the Vision gives the Knight a clear understanding of the goals of the Knighthood and the knight's own place in the grand plan. The Blood Oath is simple: "Submit or Die" for those Knights on Taladas, and "No one else matters. Only I," for those Knights on Ansalon. When joining the knighthood, each knight dedicates body and soul utterly to the cause. All thoughts of self are submerged, sublimated. Yet, this does not mean that knights may not think for themselves. The Code is complex in the extreme, yet elegant in its detail. It is principally a detailed set of laws that relate to military matters, but also can be extended into the lives of each member of the Knighthood. Strict adherence to the Code is required, but each case is considered on its own merits, and exceptions can be made. Responsibilities of a Knight of the Skull: Forfeiture of 10% of all wealth accrued by the Knight, service and aid to any fellow Knight who is about the business of his order and requires assistance. Associates: While the Knight may adventure with characters of any evil or neutral alignment, a Knight will never knowingly associate with good characters. A Knight will not continue association with someone who consistently offends his Code. *Order of Lords / Council of Power: In all classes of the Knighthood, once characters have reached the rank of Master of the: Lily, Skull or Thorn, they have the opportunity to enter into the Order of Lords. There are a limited number of Lord positions, and in order for a character to rise in rank, a vacancy must already exist within the order the candidate wishes to enter (Lily, Skull, or Thorn). Such a vacany may be created, advancement through formal challenge and knightly combat is not only permissible, but encouraged. While each of the Orders of Lords are equivalent in rank, there is considerable variation in the power and nature of the ranks depending upon the order to which the Knight belongs. The assignment and mission of a lord Knight need not be constrained to those of his own Order. Indeed, it is common for a Lord Knight Sorceror to be placed in command of a legion of Knights of the Lily, or to find a clerical Lord Knight in command of a unit comprised of Knights of the Thorn. Lord Ariakan realized that, since most large military units of the Knights of Neraka comprise elements of all three Orders of the Knighthood, it was conceivable that Lord Knights might favor their own order over the others. To see that this does not occur, all Lord Knights have been indoctrinated in the concept of "Power through Diversity," that a wise leader uses all of the assets available to ensure victory. Indeed, it is a point of honor among the Knights of Neraka that no favoritism is shown, and the accusation of such impropriety is a challenge to one's honor that never goes unanswered. When a vacancy in the upper ranks of the Knighthood comes about as the result of attrition (such as dying of natural causes, or being killed in battle outside of single combat), all applicants must present themselves before a Lord Knight tribunal. The tribunal is made up of a majority of Knights in that particular order. It is entirely up to the reviewing tribunal to determine criteria under which the position shall be won. Typically such criteria will consist of elimination tournaments or particularly hazardous ventures. Those who wish to force a vacancy in the Knighthood may challenge a Lord Knight in that position to single combat. In this case, victory assures the assumption of the defeated Knight's rank by the victorious Knight. A tribunal is not called into session in such an instance. Assassination is not an option, this being viewed as an act of cowardice. (While it is rumored that Lord Targonne had Mistress Mirelle Abrena assassinated, none have had the courage to openly voice it in a tribunal). Ex-KnightsA Knight who ceases to be Evil, who willfully commits a good act, or who grossly violates the Code loses all special abilities. He may not progress in levels of the Knighthood. The Knight's actions are referred to an abjudicator to determine if an exception to the Code is allowed. If it is deemed that the Code has been violated, and no exception is allowed, then the Knight is punished. The punishment is generally execution, but since Lord Targonne has taken over the is generally given a quest in order to atone for his crime. Lord Targonne considers this a more economic form of corrective action. The Knights on Taladas do not believe in anything less then death. Multiclassing: a Knight may freely multiclass with any other class that shares the Knight's ideals and his Code. However, he cannot multiclass with the Knight of the Thorn class.
Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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