Thanks!Originally Posted by Tawmis
Spoiler: Oath and Measure
(Mechanics) To qualify to become a Knight of the Crown, a character must fulfill all the following criteria.
Alignment: Lawful good. Base Attack Bonus: +3. Base Save Bonus: Fort +4.
Skills: Diplomacy 2 ranks, Knowledge (religion) 2 ranks, Ride 2 ranks.
Feats: Armor Proficiency (Heavy), Honorbound, Martial Weapon Proficiency (any one), Shield Proficiency.
Special: Squire of the Crown: The character must already have been accepted as a squire.
All characters who want to become Solamnic Knights must first enter the knighthood as squires of the Knights of the Crown. (A candidate may be of any class or level to apply as a squire.) All knights begin their training in the virtue of loyalty.
The candidate for Solamnic Knighthood must be presented to a Knightly Council and be sponsored by a knight in good standing from any of the Solamnic Orders. The candidate swears an oath to the honor of the knighthood, to the causes of
the order, and to allegiance to the order, and vows to live by the Oath and the Measure.
If there is no dissent from the knights, and no question of honor regarding the candidate is brought forth, he is accepted into the knighthood as a squire. Any question of the candidate’s honor requires that he be interrogated. If the question
of honor is dismissed, then the candidate is accepted normally. If the question is found valid in the Council, the candidate is dismissed until the question of honor can be satisfied.
Optionally, the Dungeon Master may allow a player character to begin a campaign as a Squire: Once a character has advanced at least one level (in any class) during the period as a squire and fulfills the requirements for the Knights of the Crown, the squire may petition at the next Knightly Council for full knighthood.
The Measure of the Crown Knight
The Order of the Crown exemplifies the ideals of Loyalty and Obedience in all that a knight is and does. Loyalty requires unquestioned obedience to higher power and authority, as long as that power and authority follows and adheres to the precepts set forth in the Oath and the Measure.
Loyalty is due to one’s family, all that is good, those oppressed by evil, and those monarchs who by decree and common consent of the Knightly Councils are in good standing with the Knighthood and deserving of its honorable loyalty and protection.
Acts befitting a Knight of the Crown include:
* Unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils.
* Dedication to the ideals of the Measure.
* Loyalty to brother knights of all orders.
* All other acts that cause the strengthening of loyalty among the knights.
Responsibilities of a Crown Knight
A Knight of the Crown must serve and aid any fellow knight who is on the business of his order and requires assistance, and serve the kingdoms on the List of Loyalty as compiled by the Grand Circle of Knights. Failure to fulfill these duties may cause the honor of a knight to be questioned, and may cause their knighthood to be stripped from them.
Sword Knight Requirements
(Mechanics) To qualify to become a Knight of the Sword, a character must fulfill all the following criteria.
Alignment: Lawful good. Base Attack Bonus: +6. Base Save Bonuses: Will +4.
Skills: Knowledge (nobility and royalty) 2 ranks, Knowledge (religion) 4 ranks, Ride 4 ranks.
Feats: Diehard, Endurance, Honor-bound.
Spellcasting: Ability to cast 1st-level divine spells.
Special: To become a Knight of the Sword, the character must have at least one level of the Knight of the Crown prestige class and the knightly courage class ability.
Sword Knightly Virtue: A character must be a Knight of the Crown in good standing before he can petition the Order of the Sword to be accepted into that body. During his time as a Knight of the Crown, the candidate must demonstrate his virtue
and his adherence to the Oath and the Measure.
Before one can apply to a Knightly Council for acceptance into the Order of the Sword, s/he must have accomplished all the following, and be able to present witnesses to attest to his performance:
* A journey of 500 miles or more in length and 30 days or more in time.
* Three tests of the knight’s wisdom.
* One test of his generosity.
* One test of compassion.
* The restoration of something that was lost.
* Single combat with a worthy evil opponent (whose Challenge Rating is no more than two lower than the knight’s character level).
* A deed of heroism and valor that upholds the virtues of knightly honor and good.
Measure: Knights of the Sword act as warriors for the gods of Good, upholding the purest ideals of
heroism and courage. Heroism is the willingness to sacrifice one’s self for one’s beliefs.
Heroic deeds include:
* Strengthening the weak.
* Enriching the poor.
* Freeing the enslaved.
* Exonerating the falsely accused.
* Championing the defenseless.
* Aiding fellow knights in need.
* Courage is the readiness to die honorably in the fight for Good. Courageous acts include:
* Facing evil fearlessly.
* Defending the honor of the knighthood.
* Defending the honor of a fellow knight.
* Protecting the defenseless and weak.
Responsibilities of a Sword Knight
A Knight of the Sword must pay homage to KiriJolith and the deities of Good each day, eagerly engage evil opponents in combat (not retreating regardless of the enemy’s strength), protect the weak and defenseless, and forswear use of
knightly powers for unrighteous reasons.
(Mechanics) Alignment: Lawful good. Base Attack Bonus: +8. Base Save Bonuses: Will +7.
Skills: Diplomacy 8 ranks, Knowledge (nobility and royalty) 8 ranks, Ride 8 ranks.
Feats: Endurance, Honor-bound, Leadership, and Mounted Combat.
Spellcasting: Ability to cast 2nd-level divine spells.
Special: To become a Knight of the Rose, the character must have at least one level of the Knight of the Crown prestige class and the knightly courage Crown Knight class ability. He must also have at least three levels in the Knight of the Sword prestige class and the aura of courage Sword Knight class ability.
Knightly Virtue: A character must be a Knight of the Sword in good standing before he can petition the Order of the Rose to be accepted into that body. During his time as a Knight of the Sword, the candidate must demonstrate his virtue and his
adherence to the Oath and the Measure. Before he can apply to a Knightly Council for acceptance into the Order of the Rose, they must have accomplished all the following, and be able to present witnesses to attest to his performance:
* (Another) journey of 500 miles or more in length and 30 days or more in time.
* One test of the knight’s wisdom.
* Three tests of his generosity.
* Three tests of compassion.
* The restoration of something that was lost.
* Single combat with a worthy evil opponent (whose Challenge Rating is equal to or greater than the knight’s character level).
Measure: The Order of the Rose embraces honor guided by justice and wisdom. Honor is the allegiance to one’s oath to defend the cause of good. Justice is the heart of the Measure and the soul of a Rose Knight. Justice requires that the Rose
Knight render to everyone—creature, person, or deity—his or her due.
Acts befitting a Rose Knight include:
* Having compassion for the less fortunate.
* Sacrificing one’s life for the sake of others.
* Giving no thought to one’s own safety in defense of the Knighthood.
* Protecting the lives of fellow knights.
* Seeing that no life is wasted or sacrificed in vain.
Responsibilities of a Rose Knight
A Knight of the Rose is expected to honor the gods of Good at all times and in all acts, to fight for justice without regard to personal safety or comfort, to refuse to submit to any evil foe, and to sacrifice all in the name of honor.
WIP = expect Edits.
Spoiler: Knights of Neraka
These knights were formerly known as the Knights of Takhisis or simply “Dark Knights” because those who belonged to the order were devoted to the goals of the Queen of Darkness. Each Knight took a Blood Oath and followed a Vision of “One World Order.” Their honor and discipline was dictated by a strict and harsh Code
Test of Takhisis
When members of the order were still called the Knights of Takhisis, they had to pass a dangerous test of loyalty to prove that their hearts were loyal to the purpose of the Dark Queen’s Vision. Now, as the Knights of Neraka, they still must pass a test—but one designed to ensure that squires are dedicated to the order itself, rather than to the ideals of the fallen goddess. Some still refer to this rite as the “Test of Takhisis,” even though it serves a wholly opposite intent. Ranking knights of all three orders are present to administer the test, with the two spellcasters using combinations of spells to create illusions and mental images that seem absolutely real to the squire. The test centers around three themes: Vision, Order, and Obedience. Problems given in the test include the following assessments: Will the knight sacrifice whatever is necessary— power, fortune, a loved companion, life itself—to remain loyal to the order? Is obedience more important to the tested knight than sentiment and compassion? Will the knight obey a command even if means the sacrifice of the knight’s own life or the lives of those he loves? Rare cases may require the knight to go on an important quest in lieu of an illusionary test, though the problems faced in such a test are inevitably similar. Failure of the test results in death. But if the knight passes the ordeal, he is taken to a dark temple for four days of fasting and prayer, at the end of which the Skull Knights name him a new Knight of Neraka, who may then join his new order. The Blood Oath “Submit or die” is the phrase that binds all Dark Knights to their cause. They must obey the will of their superiors. All personal considerations must be secondary. Total obedience does not mean that a Dark Knight is not allowed to use intelligence or creativity, however. Their use is dictated by the Code. The Code The Code is a firm set of laws, based in part on the Measure of the Solamnic Knights. The text is direct and the rules are strict, but there is room for exceptions and flexibility. The Code is written primarily to deal with military situations, but cleverly phrased so that it applies directly to the personal lives of the Dark Knights. Matters can be disputed and adjudicated by high-ranking knights, with each case decided on its own merits.
Lily KnightsTheir most basic tenet teaches that strength is achieved through conformity and uniformity. Free-thinking and individuality result in chaos. Knights of the Lily are committed to world conquest.
Requirements Alignment: Lawful evil
Base Attack Bonus: +5. Skills: Knowledge (religion) 2 ranks, Intimidate 4 ranks. Feats: Honor-bound. Special: Squire of the Lily: A candidate wanting to become a Knight of the Lily must have a patron (a Knight of the Lily of at least 3rd level). If deemed acceptable, the candidate becomes a squire of the Lily. Optionally, the Dungeon Master may allow a player character to begin a campaign as a squire. Test of Takhisis: Once a character has advanced at least one level (in any class) during the period as a squire and fulfills the requirements for the Knights of the Lily, the squire may petition to undertake the Test of Takhisis. If the applicant passes, he is accepted as a knight in the Order of the Lily.
3rd level: Sneak Attack bonuses to damage stack.
Demoralize (Ex): Starting at 2nd level, a Knight of the Lily gains a +2 profane bonus on Intimidate checks made to demoralize an opponent in combat. If the knight’s check is successful, the target is shaken for 1 round per class level of the knight.
Fight to the Death (Ex): At 3rd level, a Knight of the Lily gains the Diehard feat as a bonus feat, even if he does not have the prerequisite feat. Unbreakable Will (Su): At 4th level a Knight of the Lily has such devotion to his cause that he becomes immune to fear effects. In addition, he receives a +2 morale bonus on all saving throws against mind-affecting magic. This bonus increases to +4 at 8th level.
Skull Knight“Death is patient. It flows both from without and from within. Be vigilant in all and skeptical of all.” Entering battle with strength and divine magic, Knights of the Skull are the spirit of the Dark Knights, like the Order of the Lily is the body and Order of the Thorn is the mind. The Skull Knights can be both brutal and subtle in their work, wielding divine magic against enemies in battle, and using seduction, manipulation, and diplomacy to achieve their goals. Skull Knights are often placed as ambassadors or advisers to foreign powers. Such postings take advantage of their natural skill at intrigue, which they supplement with the power of their divine magic. When deployed with other Dark Knights, they act as a secret police, keeping a close watch on every knight’s activities and reporting violations of the Code to their superiors.
Favor of Darkness: the Knight of the Skull is a virtual embodiment of evil. Any melee weapon that the character wields is considered an (unholy) magical weapon for purposes of bypassing the damage reduction of certain good outsiders. In addition, the weapon deals an additional +1d6 points of necrotic (unholy) damage to any good creature it hits.
The weapon loses both properties as soon as the Knight of the Skull stops touching it.
One Thought: At 10th level, Dark Knights working as a group have perfected their uniformity to the point where they almost seem to share a common mind. A 10th-level knight is not surprised or flat-footed if any other Dark Knight (of any level) within 100 feet is not surprised. He also cannot be considered flanked unless every other Knight of the Lily within 100 feet is also flanked. These benefits apply only to a 10th-level knight, not to any other Knight of the Lily nearby.
Thorn“One who follows the heart finds it will bleed. Feel nothing but victory.” The Knights of the Thorn are also known as the “gray robes” for the ash-colored robes they wear to indicate that they do not serve the Orders of High Sorcery. In addition to wielding devastating arcane magic, Thorn Knights are seers and diviners, working to understand how every person and event fits into their order’s design. Thorn Knights are able to see and understand seemingly random events as part of a grand design. While the Order of the Skull seeks to manipulate people and events, the Thorn Knights try to profit from a greater understanding of fate. Their pursuit of forbidden magic outside the laws of the Conclave allows them access to magical secrets to enhance their spellcasting.
Requirements To qualify to become a Knight of the Thorn, a character must fulfill all the following criteria. Alignment: Lawful evil. Base Attack Bonus: +3. Base Save Bonus: Fort +4, Will +3. Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 8 ranks. Feat: Any one metamagic feat, Armor Proficiency (heavy), Martial Weapon Proficiency (all). Spellcasting: Ability to cast 2nd-level arcane spells.
Special: Squire of the Lily: A candidate wanting to become a Knight of the Thorn must have a sponsor (a Knight of the Thorn of at least 3rd level). If deemed acceptable, the candidate is considered a squire of the Lily (even though he will eventually be a Thorn Knight). Optionally, the Dungeon Master may allow a player character to begin a campaign as a squire. Test of Takhisis: Once a character has advanced at least one level (in any class) during the period as a squire and fulfills the requirements for the Knights of the Thorn, the squire may petition to undertake the Test of Takhisis (see sidebar). If the applicant passes, he can be accepted as a knight in the Order of the Thorn.
Aura of Terror: the Knight is surrounded by a palpable aura of evil magic that makes other creatures—even other Knights of Neraka—uneasy and fearful. Creatures within 10 feet of the knight must make a successful Will save (DC 8 + proficiency + Cha modifier) or become shaken. A creature that successfully saves is immune to that knight’s aura of terror for one day.
Weapon Touch: At 4th level, a Knight of the Thorn gains the ability to deliver touch spells by means of a melee attack, channeling spells through his weapon. Delivering a spell in this manner requires a normal melee attack, rather than a melee touch attack. If the attack is successful, the knight deals normal weapon damage in addition to the effects of the spell. If the attack is unsuccessful, the spell is discharged and wasted (unless the spell allows the caster to deliver multiple touches). As with a normal touch spell, the knight can cast the spell and make the attack in the same round; however, doing so is a full-round action and so the knight cannot move more than a 5-foot step between casting the spell and delivering the attack.
Spoiler: CommentsHonestly, I’m most likely going to change Thorn to the next up from Lily. I’m not sure what to call the last Knight.
The “Grey Robes” are known as the Skull Order, consisting of Evil versions of Arcane Clerics, Sorcerers, Necromancer Wizards and Warlocks. While not directly a part of the dark knights, the Skull Order got their start with them, and remain closely linked in many ways. The Skull Oder, like the High Tower Mages (which are actually Arcane Clerics in my DL version) support the cause of spreading the understanding of Magic, but don’t have the strict control on what can be researched or used by members.
Spoiler: Legion of Steel
In contrast to the other knightly organizations, the Legion of Steel is not a rigid hierarchy divided into three orders, nor does it follow a rigid code of codes and measures. Instead, its members—including disillusioned former knights of the other two orders—are loosely grouped into cells beholden only to an oral tradition called Sara’s Legacy. Named after the Legion’s founder Sara Dunstan, the Legacy teaches a few central virtues without codifying virtue into legislation: to always have the courage to do what is right; to gain strength through self-knowledge; to remain vigilant against danger and injustice; to respect virtue in all its forms; to grant justice to all beings; and to fight for one’s beliefs unto death. The Legion of Steel counts characters of all classes as members—not just knightly fighters and paladins, but stealthy rogues and rangers, mystics and sorcerers, bards and barbarians. A legionnaire is defined not by her abilities and powers, but by her commitment to the Legacy.
Alignment: Legionnaires all share a good alignment, though they sometimes engage in activities that some might find questionable in the name of a greater good. Unlike Solamnic Knights and Dark Knights, legionnaires are as often chaotic as lawful, believing that too much regulation and discipline quickly stifles the cause of good.
The Legion of Steel admits characters of any race to its ranks, making it easily the most diverse and inclusive organization in Ansalon.
Requirements To qualify to become a steel legionnaire, a character must fulfill all the following criteria. Alignment: Any nonevil. Base Attack Bonus: +4. Base Save Bonuses: Fort +2, Ref +2, Will +2. Skills: Bluff 3 ranks, Diplomacy 4 ranks, any one skill 9 ranks.
Favored Enemy: as Ranger.
Reputation (Ex): Steel legionnaires are widely regarded as champions of the common people. When dealing with working-class or poor individuals, steel legionnaires of 2nd level or higher gain a +4 circumstance bonus on Bluff and Diplomacy checks. Apprentice: At 3rd level, a steel legionnaire has the option of taking on an apprentice. This apprentice is a cohort whose abilities are determined exactly as though the character had the Leadership feat (although she cannot gain followers as a result of this ability). The steel legionnaire is responsible for training this apprentice in the Legacy and the work of the Legion, as well as for protecting him from danger and corruption.
Don't feel bad: While Dragonlance goes back to 1e, they didn't actually make a (kind of) PHB until 3e. I had to scour the Net to find the Info that is in all the Spoilers.
For the most part - the Requirements* were rather vague (on purpose) and only gave a short list for getting into the next Prestige Class up the Chain: Sword/Crown/Rose.
Lots of Honor-based actions that emphasized the Oath and Measure, and doing Quests for the Greater Good (See Measure Spoiler)
* The book stated that this way, the DM could allow either pure Mechanics - gain the basic Fighter, BaB, Feats, etc - and get the PrC, or go more RP, where the Player records each Heroic and Honorable Deed, and actually plays through the Trial/s for acceptance to each new PrC: With the other Players as witnesses.
I'd have to do some more research, I did find the actual Oath and Measure codes, and I might use them for some of the Standard Paladins. Also, I believe that the original Knights of Takhisis would be a more interesting Oathbreaker and/or Conquest Paladin.
Sadly, I see way more of the Mechanics over Roleplay being done for PC creation, these days.
Where even the Background is simply chosen to give the build more 'umph' in emphasizing whatever Build they are aiming for.
I'm always glad to see examples of Roleplay, but actually do like a balance with Mechanics. After all they are both a part of the Game/s.
Which is why I really like your dedicated Backstories Thread, and love seeing people ask you for this: Keeps my hopes up. Kinda wish more members were interested poisting in my Character Building thread. Sigh.