d20 Alea Publishing Group A Question of Honor.pdf

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Cameron Guill, Joshua Raynack
Ryan Rawls
Requires the use of a
Roleplaying Game Core Book
published by
Wizards of the Coast, Inc.
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A Question of Honor: A Guidebook to
Knights
Writing:
Cameron Guill
Joshua Raynack
Editor:
Alea Publishing Group
and associates
Game Design:
Cameron Guill
Joshua Raynack
Graphic Designers:
Ryan Rawls
Joshua Raynack
Creative Director:
Ryan Rawls
Cartography:
R&R Maps
Cover Art
Ryan Rawls
Joshua Raynack
Dover
Interior Art:
Joshua Raynack
Dover
(pg. 6, 7, 8, 9, 27, 28, 35, 43, 48)
Visit our website:
Special Thanks To
Jerime Farris
and each of our loved ones, who
without their patience, this
product would not exist
Notes About This Product
When you see this
symbol, it applies to mechanics
featured in the 3.0 Edition d20
system. Rule changes in 3.5
have made these mechanics
obsolete or unnecessary.
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underlined , it is hyperlinked.
Click and see where it takes
you.
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d20 System License version 4.0. A copy of this License can be found at
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Requires the use of a Roleplaying Game Core Book published by
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Chapter Seven: New Spells. . . . . . . . . . . . . . . . 50
Cleansing Fire 50
ark ire 0
ase 0
Melt Weapons 50
Sense Evil 51
Sense Good 51
Silent Arcana 51
Still Arcana 51
Appendix One: Hill Lands Supplement. . . . . . 51
Ancient Bath 51
Ancient Plain 51
r s 1
Asbrae 54
alis 4
Carpathos 54
Iron Tooth Castle 55
Knight’s Pass 55
i ’s ad 5
alsara esert 5
Ocean of Dreams 56
Orc Fang Keep 56
Orc Village 56
Orc Seer Tree 57
Soul Keep 57
South Peak 57
Whalebone Graveyard 57
rn 8
Appendix Two: Monsters and NPCs. . . . . . . . 58
Table of Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
What this Book Provides 4
Brief Overview of Knighthood 4
Chapter One: New Rules . . . . . . . . . . . . . . . . . . . . . 5
Critical Armor Bonus 5
Critical Damage Reduction 5
elay i e 5
rag 5
arity al e 5
Chapter Two: Feats, Skills, and Fighting Styles. . . 6
New Uses for Skills 6
New Synergy Bonuses 7
es f eats 7
eat escri ti s 8
i ti g t les 2
at ills 2
Combat Skill Descriptions 13
Chapter Three: Prestige Classes. . . . . . . . . . . . . . . . 16
Ancestral Knight 17
lack i t 8
ark a i n 9
ar en r 1
allen i t 2
Knight Champion 23
Knight of the Dawn 25
Knight Hospitaller 26
i t e lar 7
Knight of the Wild 29
i t- rra t 1
ire 2
Teutonic Knight 34
Troubadour 35
Chapter Four: Knight Followers. . . . . . . . . . . . . . . 37
Human Followers 37
Typical 1st Level Followers 37
Typical 2nd Level Followers 39
Typical 3rd Level Followers 40
Typical 4th Level Followers 41
Typical 5th Level Followers 42
Typical 6th Level Followers 43
Chapter Five: New Equipment. . . . . . . . . . . . . . . . . 44
r r 4
ea s 5
Ite s 5
Item Variant: Whetstone 46
Historical Variant: Swords 46
Historical Variant: Armor 46
Chapter Six: New Magical Items. . . . . . . . . . . . . . . 46
Green Knight
58
Rust Knight
59
Sir Gerard Winters of Dabny
Tables
3-1: Ancestral Knight
3-2: Black Knight
3-3: Dark Champion
3-4: Dwarven Tor
3-5: Fallen Knight
3-6: Knight Champion
24
3-7: Knight of the Dawn
25
3-8: Knight Hospitaller
26
3-9: Knight Templar
29
3-10: Knight of the Wild
3-11: Knight-Errant
3-12: Squire
33
3-13: Teutonic Knight
34
3-14: Troubadour
36
5-1: Armor
Awakened Items
46
5-2: Weapons
45
Armor Enhancements
47
5-3: Goods
46
Weapon Enhancements
47
5-4: Sword of Dawn
48
Wondrous Items
48
5-5: Sword of Fallen Lords
49
rtifacts
Click the page number to take you the indicated page.
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During arid sieges, crusading knights, desperate to
satisfy their thirst, were forced to drink urine or the
blood of animals. Disease ran rampant due to unsanitary
conditions within medieval towns and fortresses.
In addition to these everyday hardships, many
religious orders asked potential members to endure
greater self-sacrifices. These hopefuls, in exchange for
religious instruction, discipline, order, and to belong to a
unique sense of brotherhood, were promised possible
glory in battle amidst foreign lands.
Upon entering the Order of Knights Templar,
hopefuls were interviewed by a preceptor with a
sobering insight: “You seek what is a great thing, but
you do not know the strong precepts of the Order; for
you see us from the outside, well dressed, well mounted,
and well equipped, but you cannot know the austerities
of the Order . . . for when you wish to be on this side of
the sea, you will be beyond it, and vice versa, and when
you wish to sleep, you must be awake, and when you
wish to eat you must go hungry. Can you bear these
things . . . and the safety of your souls?” Needless to
say, to except such a task in youth speaks volumes of
bravery, courage, and determination.
Those not belonging to an order also spent many
years far from home waging war for king and country
whether it was on crusade in the Middle East or some
foreign land fighting against others like themselves.
When captured, a noble knight, depending on his status,
was treated accordingly to his station. Usually these
knights, placed under house arrest, enjoyed many
luxuries and comforts from their capturing host until a
ransom could be raised. The ransom, more than likely,
would leave the noble knight destitute when paid, with
only his title and honor intact. However, this was not
always the case.
Saladin, a brilliant and shrewd commander who
posed a great threat against crusaders, refused to ransom
battle skilled Knight Templars and usually killed them
once captured for fear that they would return to the
battlefield. As a result, in years and crusades to come,
many Knight Templars declined to be ransomed,
knowing full aware of their fate once captured.
Needless to say, how realistic you wish to present
the duties and role of a fantasy knight in your game, is
entirely up to you. With this in mind, read and enjoy,
and take from this supplement what you wish.
Playtester and Advisors
Carl Bates, Clay Cushman, Micheal Damour, Shawn
Folk, Cameron Guill, Sam Howell, David Keller, Mark
Ramsey, Heather Raynack, Jonathan Raynack (and his
Seattle Crew) Michael Rollins, and Ed Wetterman from
Introduction
The imagery of knighthood exemplifies the epitome of
courage, gallantry, honor, and valor beyond normal
standards of any individual. Literature, as well as
motion pictures, revealed the mighty prowess of the
mounted soldier, whether through conquest, glory,
religious beliefs, or greed.
This book enables a player to add a certain depth to
a fighter, bard, paladin, cleric, and even a rogue
character. It also furthers to enrich any fantasy world
with societies, crusades, and emerging brotherhoods.
What this book
provides
Presented in A Question of Honor: A Guidebook to
Knights are new rules, feats, and prestige classes to fur-
ther specialize your character. This book enables you to
recapture the legacy knighthood established and have it
exist in any campaign. It brings the fear of a cavalry
charge or the heavy armored mounted soldier to a place
it has yet to exist: the d20 gaming world.
Also included are ready-made knight followers for
those who select the Leadership Feat described in the
DMG .
Additionally, the appendix introduces a first look
of the world of Terra: overflowing with new cities,
towns, full color maps, art, monsters and powerful
NPCs.
The world of Terra is presented in a regional map
of the Hill Lands, a place of ancient cities and crusading
armies. It is available in this format so that you can
either begin examining the world of Terra and its
inhabitants or place the region in an already existing
campaign for your knightly crusading orders to venture.
Brief overview of
knighthood
The historic aspects of knighthood deviates, to some
extent, from the imagery romanticized in literature. Life
as a knight, whether belonging to one of the various
religious orders, or a servant to a nobler lord, was filled
with discipline and hardship.
A Historical or Fantasy Campaign?
Throughout this supplement we provide variant rules
that allow a more historical portrayal of general
medieval times. Incorporating these rules can make a
campaign unique by bringing a historic feel while
maintaining the many fantasy elements a d20 campaign
offers. Also, look to our website for free web
enhancements detailing medieval life.
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for his Elven Chain (Market Price: 4,150 gp).
This allows a more realistic portrayal of taking
time to search out the items a character wishes to
purchase. Additionally, a Delay Time does not
necessarily transfer into an actual set time. For instance,
Ramirez the Black may find someone willing to sell his
or her Banded Mail of Luck on the 4th day, however he
negotiates over a price the remaining 15 days.
Chapter One:
New Rules
The following rules presented in this chapter will add a
new addition to a campaign as well as compliment the
rules found in the Core Rulebooks.
Critical Armor Bonus
Critical armor bonus is a new type of bonus that is
applied to the armor class when determining the result
of a critical threat. Some pieces of armor provide
additional protection, such as the kidney belt (described
in Chapter Five: New Equipment ) . A knight wearing a
kidney belt in addition to full plate armor has an armor
class of 18 and an armor class of 19 against a critical
threat (+8 armor bonus from the full plate armor and +1
critical armor bonus from the kidney belt). As with all
types of bonuses, critical armor bonuses do not stack
with other critical armor bonuses.
Drag
Drag is a new combat option available to those with the
Shot on the Run feat. In order to execute this tactic, a
mounted character or charioteer, must first make a
successful trip attack with a whip, lasso, or net while
using the Shot on the Run feat. Afterward, an opposed
Strength check is needed to drag the victim. The
mounted rider gains a +1 circumstance bonus to the
opposed Strength roll for every ten feet the rider moved
before making the attack. A successful check results in
the victim being dragged suffering 1d6 points of
nonlethal damage for every ten feet the horse traveled
after the attack. The victim is subsequently released. A
failed Strength check results in the rider becoming
unhorsed or, in the case of a charioteer, fall from the
vehicle.
Critical Attack Bonus
A critical attack bonus only applies to an attack roll
following a critical threat. As with most bonuses,
multiple critical attack bonuses do not stack with one
another.
Rarity Value
A group of adventurers have just rescued the beautiful
damsel and slain the nasty red dragon, Kormath, whom
has plagued the small town of Seven Arrows. Hauling
the treasure back into town, each adventurer announces
that they will be purchasing ancient plate, a relic of the
days of yore. What is a DM to do? Due to the large
dragon haul they have enough to armor themselves in
plate armor forged hundreds of years ago. Have no fear.
Assign a Rarity Value to the item.
Some items are hard to find and thus have a Rarity
Value. All items featured in the Core Rulebooks are
considered to be common and easily found items,
however there are others that take a little time. To find
the availability of an item, determine the average party
level and multiply that number by the item's Rarity
Value (Uncommon is 20%, Rare is 10%, and Ancient is
5%). For example: Jarix of the Silver Citadel is 6th
level, Hodge Lil'thorn is 10th level, Iris of Carpathos is
5th level, and Omi the Eastbound is 7th level. The
average party level is 7th level (7 x Rarity Value
determines whether an item is found). The example
adventurers have a 140% chance of finding an
uncommon item (values of 100% or more are considered
to be easily found), a 70% chance for a rare item, and a
35% chance of finding an ancient item. Thus, this group
of adventurers will have a 35% chance of finding one
suit of ancient plate (a Rarity Value of Ancient).
Critical Damage Reduction
Critical damage reduction is a new type of reduction that
is only in effect if a critical threat is confirmed. Some
items (see Chapter Five: New Equipment f or details on
these items) provide damage reduction against certain
types of successful critical hits. Critical damage
reduction does not stack with normal damage reduction.
Apply the higher damage reduction if a character has
both a critical damage reduction rating and a normal
damage reduction rating on a successful critical hit.
Delay Time
Aside from assigning a Rarity Value ( see below) to an
item you can add a Delay Time when either acquiring or
selling a particular magic item. When characters buy or
sell magic items it is assumed that they hunt throughout
a town looking for a particular item as well as a person
willing to sell or purchase the item rather than going to a
“magic store”.
A Delay Time is easy to configure into the items of
the Core Rulebooks, other books, or items specifically
created by you for your campaign world. To assign a
Delay Time, look at the cost of an item or the price a
character is willing to sell an item for. It takes a
character a day to sell or buy a magic item for each
1,000 gp in the price of the item. For example, it will
take Ramirez the Black nearly 19 days to find and
purchase Banded Mail of Luck (Market Price: 18,900
gp) while he will require at least 5 days to find a buyer
In addition, the item's availability is still
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