Knights of the Hart PrC

Order of the Hart

The Knights of the Hart were founded a very long time ago, an
exact date known to few. It was established to protect and assert
the freedom and independence of the lands of Furyondy, Veluna, and
Highfolk, three closely allied powers. The Knights of the Hart
involve themselves in any areas that will ultimately strengthen and
protect the alliance, even involving themselves in trade and
politics.

Code of Honor

“I am a Knight of the Order of the Hart. I stand righteous in
the light and shall brook no evil in my presence. I shall defend
those who cannot defend themselves. I shall search out evil in all
its forms and banish it from this world. I shall answer pleas of
help from the weak and calls to arms from my lord. I will defend
Ferrond with my life and my very being. With our Lord [patron
deity’s,ex. Rao’s
] blessing in all things, I
shall strive to uphold all of this and more with every action I do
and word I speak.”

 

Knight of Furyondy

 

Knight of Veluna

 

Knight of the High Forest

The Knights of the High Forest, an important military and
political force in the region, are a branch of the Knights of the
Hart. The Knights of the High Forest are an all elven branch of the
order, numbering approximately 45 members. They exist to keep
Highfolk, Highvale, and the Vesve free of evil influence. The
Knights of the High Forest engage in extensive guerrilla warfare in
the Vesve Forest (mostly against agents of Iuz), and also protect
the trade route that runs from Highfolk to Perrenland. They are not
above using diplomacy and politics to help their cause, as they
need money to continue some of their activities. The Knights have a
few primary goals; the most important of which is the containment
and eventual expulsion of Iuz from the Vesve Forest. The Vesve is
the front line in the war against Iuz, and the Knights fight here
savagely. They have vowed not to let Iuz advance further in the
forest. In this, the Knights of Veluna and Furyondy support (if not
directly aid) them in any way possible. The Knights also seek to
protect the vital trade route that originates in the nation of
Furyondy, travels through Highfolk, and ends in Perrenland. This
trade route is vital to the continued prosperity of Highfolk and
the surrounding area. To this end, knights have employed themselves
as caravan guards and scouts for merchants traveling through the
area. They also maintain many small lookout posts along Highfolk’s
stretch of the trade route. Another area of interest the Knights
have maintained throughout many years is the protection of the
alliance between Furyondy, Veluna, and Highfolk. The Knights look
for potential plots by Iuz and other forces that seek to undermine
the relationship between the three powers. Knights of the High
Forest are very aware of the dependence Highfolk has on Furyondy
and Veluna, and take appropriate measures to ensure the good will
of these lands’ peoples. The most common knightly insignia of the
Knights of the High Forest is a golden stag’s antlers on a green
background. They do not use ranks or any authority symbols.

Requirements

To qualify to become a Knight of the High Forest, a character
must fulfill all the following criteria.

  • Race: Elf or half-elf.
  • Alignment: Any good.
  • Base Attack Bonus: +5.
  • Diplomacy: 4 ranks.
  • Wilderness Lore: 4 ranks.
  • Languages: Elven, sylvan.
  • Feats: Alertness, Improved Initiative, Martial Weapon
    Proficiency (all)
  • Special: The only way a character may become a Knight is
    through their deeds. Knights periodically watch for prospective
    adventurers to help fill their ranks. Heroes will be approached if
    the time and conditions are right. Also, Knights of the High Forest
    take an oath to protect the land of Highfolk.

Class Skills

The Knight of the High Forest’s skills (and the key ability for
each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Gather
Information (Cha), Handle Animal (Cha), Hide (Dex), Intuit
Direction (Wis), Jump (Str), Knowledge (local) (Int), Knowledge
(nature) (Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), Read Lips (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis),
and Wilderness Lore (Wis). Skill Points at Each Level: 4 + Int
modifier.

Class Features

All of the following are features of the Knight of the High
Forest prestige class.

Weapon and Armor Proficiency: Knights of the
High Forest are proficient with all simple and martial weapons,
light armor, medium armor, and shields. They are also proficient
with any exotic elven weapons. Note that for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pockets, and Tumble.

Trackless Step: A Knight leaves no trail in the
Vesve Forest, and cannot be tracked. In other outdoors areas, the
Knight may move at half speed to gain this benefit. Trackless step
is an exceptional ability.

Uncanny Dodge (Natural Surroundings): The
following uncanny dodge abilities only function for the Knight when
he is outside in natural surroundings (not a town or city
environment). Note that all of the following are exceptional
abilities.

  • At 1st level, the Knight of the High Forest retains his
    Dexterity bonus to AC (if any) regardless of being caught
    flat-footed or struck by an invisible attacker. He still loses his
    Dexterity bonus to AC when immobilized.
  • At 4th level, the Knight can no longer be flanked; he can react
    to opponents on opposite sides of him as easily as he can react to
    a single attacker. This defense denies others (such as rogues) the
    ability to use flank attacks to sneak attack him. The exception to
    this defense is that another character at least four levels higher
    than the Knight can flank him (and thus sneak attack him).
  • Upon reaching 8th level, the Knight gains an intuitive sense
    that alerts him to danger from traps, giving him a +1 bonus to
    Reflex saves made to avoid traps and a +1 dodge bonus to AC against
    attacks by traps.

+1 Ranger Spell Level: A Knight gains a +1
bonus to ranger levels for purposes of determining how many spells
he can cast. If the Knight has ranger levels, these ranger
spellcasting levels stack. If the Knight did not possess ranger
levels, he starts to gain ranger levels with every Knight level
gained for purposes of determining what spells are available to
him. For example, a 5th level fighter/4th-level Knight would count
as a 4th level ranger for determining spell selection. Thus, if the
character above had a Wisdom score of at least 12, he could cast
one 1st-level spell from the ranger spell list per day. Note that
the Knight still adheres to the ranger’s effective spellcasting
level. The Knight’s caster level is one-half his ranger
spellcasting level. Thus, the character above would have an
effective caster level of 2.

Bonus Feats: At 2nd, 6th, and 10th level the
Knight of the High Forest may select a bonus feat. The feats that
can be selected as bonus feats are Blind-Fight, Dodge, Far Shot,
Landlord, Leadership, Lightning Reflexes, Mobility, Mounted
Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick
Draw, Rapid Shot, Shot on the Run, Skill Focus, Spring Attack,
Track, Weapon Finesse, and Weapon Focus. The Knight must meet any
requirements under the feat’s description to select that feat.

One with the Vesve: Upon attaining 3rd level,
when fighting in the Vesve Forest, the Knight has the supernatural
ability to avoid blows, through the use of natural surroundings.
Tree limbs mysteriously appear to block deadly swings, and falling
leaves drop in the opponent’s face at just the wrong time. The
Knight must be outdoors to use this ability. The character may
choose one opponent each round. That opponent suffers a 20% miss
chance when attacking him. This benefit lasts until the Knight’s
next initiative, at which time he may choose another opponent, or
keep the same one. This ability functions in forests outside of the
Vesve Forest, but the miss percentage is reduced to 10%.

Special Mount: At 5th level, the Knight
receives a special mount from the elves of the Vesve (either the
High Elven Court or one of the prominent wood elven clans). The
nature and details of this mount are to be determined through play
but will be similar in scope to a ranger’s animal companion.

Inspire Courage: This ability, gained at 7th
level, allows a Knight of the High Forest to use rallying cries and
words of support to inspire courage in his allies. This bolsters
the Knight’s allies against fear, and improves their combat
abilities. The Knight must possess 5 ranks in Diplomacy and the
Leadership feat to use this ability. To be affected, an ally must
hear the words of the Knight for a full round. The effect lasts as
long as the Knight continues to rally his allies through his
motivating speech, and for 5 rounds after he is done talking (or 5
rounds after the ally can no longer hear the Knight). While
motivating his friends, the Knight can fight but cannot cast
spells, activate magic items by spell completion (such as scrolls),
or activate magic items by magic word (such as wands). Affected
allies receive a +2 morale bonus to saving throws against fear and
charm effects and a +1 morale bonus to attack and weapon damage
rolls. Inspire courage is a supernatural, mind-affecting ability.
The Knight can use this ability a number of times per day equal to
half of his Knight levels (round down).

Hero of Renown: Upon reaching 9th level, the
Knight has become a legend in the Highfolk region. Many people of
the Fairdells know of him, and respect him. The Knight has the
spell-like, mind-affecting ability to enthrall as the
spell cast by a bard equal to the Knight’s prestige class level. He
can use this ability a number of times per day equal to 1 + his
Charisma modifier. The Knight must possess 5 ranks in Diplomacy and
the Leadership feat to use the enthrall ability. In addition, the
character receives a +2 circumstance modifier to all
Charisma-related skill checks and Sense Motive checks when
performed in the Highfolk region (Highfolk, Highvale, and the Vesve
Forest).

Class Level Base Attack Fort Save Ref Save Will Save Special Ranger Spell Levels
1st +1 +0 +2 +0 Trackless step, uncanny dodge (Dex bonus to AC if
flat-footed)
+1 level
2nd +2 +0 +3 +0 Bonus feat +1 level
3rd +3 +1 +3 +1 One with the Vesve +1 level
4th +4 +1 +4 +1 Uncanny dodge (can’t be flanked) +1 level
5th +5 +1 +4 +1 Special mount +1 level
6th +6 +2 +5 +2 Bonus feat +1 level
7th +7 +2 +5 +2 Inspire courage +1 level
8th +8 +2 +6 +2 Uncanny dodge (+1 vs. traps) +1 level
9th +9 +3 +6 +3 Hero of renown +1 level
10th +10 +3 +7 +3 Bonus feat +1 level