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Knight of the MoonsD&D 3e (3.0/3.5) Rulesby Terry DoetzelSome people are unable to summon the innate gifts or intelligence necessary to understand and master the powerful spells needed become great archmages. For some, the realization of their limited potential in wizardry is a source of despair so profound that it can lead to madness. Others of a more practical mind may turn to mastering their lesser gifts to such a degree that they can cast their spell without words and gestures or at great speeds. Some filled with faith towards the gods of magic enter their mystery cults and cast the divine magic of priests. For those of a strong body and a warlike nature however, there is another path. The path as a knight in the service of the orders of sorcery, protecting magic from forces that would threaten to destroy it. Since they are drawn from those who have taken the perilous tests of high sorcery, these knights are members of the conclave and are thus loyal to it. As such, they petition the clerics of the moon gods to teach them the means to combine martial prowess, divine faith, and wizardly might. After their training by the clerics, they are dubbed as knight by the head of the order of the white, red or black robes, depending on which allegiance he has declared during his test. From that point on he serves the master of his order as a champion in the service of magic. Hit Die: d8 Requirements:Alignment: Any Lawful Class Skills:The knight of the moon's class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int). Class Features:All of the following are class features of the Knight of the Moon prestige class. Weapon and Armour Proficiency: A knight of the moons is proficient with all simple and martial weapons, light armor, medium armor, 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. Enchant Melee Weapon: At 1st level, every melee weapon that the knight of the moons grasps becomes enchanted, gaining a +1 enhancement bonus. Unlike magic weapons enchanted by normal means, the knight need not spend experience points or money to accomplish this task. However, a knight's magic weapon only functions for him. For every two levels of knight of the moons that the character advances past 1st level in the prestige class, the magic weapon he wields gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level). These bonuses do not stack with existing magical enhancements. Imbue Melee Weapon: At 2nd level, a knight of the moons gains this spell-like ability, allowing him to place a touch spell upon his melee weapon. On a successful hit, the spell is discharged in addition to the normal damage that the weapon would cause. It takes a standard action to cast the spell and swing the weapon. The spell must be discharged in the round the spell is cast, or the spell is wasted. True Strike: As the spell of the same name on page 267 of the player's handbook. This ability must be declared the round before it is to be used to affect the character's attack. It is usable three times per day. Lunar Blessing: At sixth level a knight of the moons has gained so much favor with his patron deity that he gains a special ability usable once per day as follows:
Aid of Magic - The character is able to ignore all harmful spells cast by an allied Wizard of High Sorcery who belongs to the same order of robes that the knight is in service to. As well, the harmful effects that would have caused the character harm instead grants 1d8 temporary hit points. These temporary hit points do not stack, so it is impossible to have more than 8 temporary hit points at a time. These hit points last for 24 hours or until removed through damage. If the mage is an enemy, the spell functions normally. Foe of Iron - The character is ignores all damage from metallic weapons, with the weapon passing through him without causing any damage. The character is still affected by non-metal weapons and enchanted weapons. As well, the character cannot pass through metal doors or bars, and does not get to ignore an opponent's AC when making an unarmed attack.
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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