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Toedaic KnightD&D 3e (3.0/3.5) Rulesby Raistlin's KhellspawnIn Flotsam, and in Flotsam only, there is a group of warriors and rogues who have not dedicated themselves to a particular deity, or to the power of the heart. These ruffians have instead sworn themselves to Lord Toede, the immortal hobgoblin ruler of Flotsam. Toede, made immortal (of sorts) by two gambling demons, died several times, but always returned to life to reclaim his throne. During his first attempt to reclaim it, Toede and his chief bootlicker, Groag, encountered an assassin in a bar in Flotsam. Toede, wounded, grabbed a dagger from a dead barbarian and let it fly. The dagger hit the assassin in the temple, hilt end first (via some demonic manipulation), and addled the brains of the assassin. A year later, when Toede was making another attempt to reclaim his throne (for the third time), he was joined by the assassin, who, for some strange reason, was "knighted" by Toede, and the Order of the Toedaic Knights was formed. Sir Rogate, the first and thereby leader of the Knights, began to gather followers once Lord Toede had regained his throne. The following was always small, devoting themselves to Lord Toede, the fine art of dagger-throwing, and, of course, themselves. The Toedaic Knights fell on hard times, though. During the Chaos War, the Toedaic Knights were viciously hunted and nearly exterminated by the Knights of Takhisis. The depredations of the Dark Knights were so bad that when the demons of Chaos arrived, most of the Toedaic Knights were extremely relieved. Then, about a year later, Malystryx came and nearly obliterated Flotsam. Few of the Toedaic Knights died then (because most were hiding in their cellars), but almost all of them were destroyed by the pirate invasion shortly afterward. Thankfully, the pirates were driven off and the Toedaic Knights have begun to rebuild their ranks under the direction of Lord Rogate the Charismatic (self-assumed title, most call him Lord Rogate the Idiot). All races (including kender) can become Toedaic Knights. Most often rogues take the prestige class, due to the fact that their sneak attacks with daggers become much more dangerous. However, fighters, some clerics of evil gods, a few wizards, and even a few rangers might take the class. There have also been rumors that a kender invisible blade (see Complete Warrior) has advanced to the high ranks of the Knights. RequirementsTo qualify for the Toedaic Knights, a character must fulfill all of the following criteria: Skills: Appraise 4 ranks, Bluff 8 ranks, Diplomacy 4 ranks, Intimidate 6 ranks, Knowledge (nobility) 6 ranks. Class SkillsThe Toedaic knight's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Sense Motive (Wis), Sleight of Hand (Dex), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Class FeaturesAll of the following are class features of the Toedaic Knight prestige class. Weapon and Armor Proficiency: Toedaic Knights are proficient with all simple weapons, light and medium armor, and with shields. Sneak Attack: This is identical to a rogue's sneak attack. Bonuses increase every two levels after (for example, at third level, the bonus is +2d6, at fifth, the bonus is +3d6, etc). If a character has sneak attack bonuses from other sources, the bonuses to damage stack. Reputation: The Toedaic Knight is easily recognized by the populace in and around Flotsam. He or she receives a bonus to all class skills (except for Sleight of Hand and Use Rope) equal to his or her Toedaic Knight level while in the city of Flotsam or within a ten-mile radius of the city. Dagger Throw: As Toedaic Knights advance, they learn special tactics to throw their daggers farther. At 2nd level, the knight can toss a dagger fifteen feet instead of ten feet, provided it is of the proper throwing variety (to be determined by the DM). At 4th level, the distance increases to 20 feet. At 8th level, the distance increases to 25 feet, and at 10th level, the distance increases to 30 feet. Ingenuity: When a Toedaic Knight reaches 3rd level, he has mastered the ability to make the most out of opportunities, even if it takes a little time to do so. He or she may take 10 on all Toedaic Knight class skills and may take 20 on any Bluff, Diplomacy, or Gather Information check. Liar: When the Toedaic Knight advances to 5th level, he has lied so often that falsehood comes naturally to his lips and he can utter untruths shamelessly. He gains a +5 bonus to Bluff and Diplomacy checks if he is lying (DM's discretion). Dual Throw: By 6th level, the Toedaic Knight has perfected the art of dual dagger tossing. The Toedaic Knight can now throw two daggers at once. A separate attack roll must be made for each dagger, and this ability only works with daggers. Taunt: By 7th level, the Toedaic Knight has learned the intricate methods of the kender taunt. He or she gains a +6 bonus to Bluff checks to taunt an opponent in combat. Forceful Toss: At 8th level, a Toedaic Knight learns the skill of tossing a dagger so hard and stylishly that he gains several bonuses. He may add one-and-a-half times his Strength modifier to damage with a single dagger throw (not to multiple attacks such as the dual throw and triple toss abilities). All daggers in the hands of a Toedaic Knight are considered keen (this stacks with Improved Critical and the keen weapon ability) and he or she may opt to deal subdual damage instead of normal damage at will. Triple Toss: By 9th level, the Toedaic Knight has perfected the art of throwing three daggers at once. A separate attack roll must be made for each dagger, and this ability only works with daggers. Long Live the Frog: When the Toedaic Knight reaches 10th level, he receives a part of Toede's eternal reincarnation. When the Toedaic Knight dies the first time after reaching 10th level (cannot be by old age), his body vanishes. It cannot be resurrected or raised by any means; even a wish spell has no effect. Then, six months later, the Toedaic Knight is returned to life weaponless at young adulthood with a random alignment (roll d8, discounting the knight's previous alignment). The Toedaic Knight, at this point, can choose to comply with his or her alignment, or try and revert to his or her old ways. If the choice is made to comply, all checks made by the character gain a permanent +1 bonus. If the character tries to revert to his or her old ways, all checks made by the character receive a -1 penalty until the old alignment is restored. This only applies once during the Toedaic Knight's lifetime (unlike Toede, who is immortal). The Test of ToedeWhen a character wishes to take levels in the Toedaic Knight class, he first notifies the Toedaic Knighthood, who takes the character alone out of Flotsam and strips him of all his gear (he can keep clothing, but not armor). Then he is given a single throwing dagger and is told to find Lord Toede before midnight that night. The character then must sneak into Flotsam, up to the Rock (where Toede's manor is), and break into Toede's manor. All the way, he is besieged by pickpockets, thieves, outlaws, pirates, a few other Toedaic Knights, and the guards at both the Rock and in Toede's manor. Once he reaches Lord Toede, the character is given back his gear and must face another Toedaic Knight, one-on-one, in Toede's throne room. The character must ignore the jeers of the crowd and the pit trap in the throne room (which Toede will pull randomly if he gets bored). If the character performs well before the crowd, defeats his opponent, and impresses Lord Toede (it is not easy) is accepted into the ranks of the Toedaic Knights.
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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