Knights of Neraka

Knight of the Lily

Hit Die: d10.

Requirements

To qualify to become a Knight of the Lily, a character must fulfil all of the following criteria.
Alignment: Lawful evil.
Base Attack Bonus: +5.
Skills: Knowledge (religion) 1 rank, Intimidate 1 rank.
Feats: Honour-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 Game 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 fulfils the requirements for the Knights of the Lily, the squire may petition to undertake the Test of Takhisis (see sidebar in the Dragonlance Campaign Setting). If the applicant passes, he is accepted as a knight in the Order of the Lily.

Class Skills

The Knight of the Lily’s class skills are Climb, Craft, Diplomacy, Intimidate, Knowledge (religion), Profession, Ride.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Knight of the Lily prestige class.
Weapon and Armour Proficiency: Knights of the Lily are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels (1st, 4th, 7th, and 10th). If a Knight of the Lily gets a sneak attack bonus from another source, the bonuses on damage stack.
Demoralize (Ex): At 3rd level, a Knight of the Lily gains the Diehard feat as a bonus feat, even if he does not meet the prerequisites.
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.
Armoured Mobility (Ex): At 6th level, a Knight of the Lily treats heavy armour as medium armour for all purposes, including running speed. In addition, his armour check penalty when wearing heavy armour is reduced by -1. This benefit stacks with the armour check penalty reduction granted by masterwork or dragonmetal armour, as well as the fighter’s armour training class ability.
One Thought (Su): At 10th level, Knights of the Lily 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 Knight of the Lily (of any level) within 100 feet is not surprised or flat-footed. 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.

Table: Knight of the Lily

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +0 Sneak attack +1d6
2nd +2 +1 +1 +1 Demoralize
3rd +3 +2 +1 +1 Fight to the death
4th +4 +2 +1 +1 Sneak attack +2d6, unbreakable will (+2 bonus)
5th +5 +3 +2 +2
6th +6 +3 +2 +2 Armoured mobility
7th +7 +4 +2 +2 Sneak attack +3d6
8th +8 +4 +3 +3 Unbreakable will (+4 bonus)
9th +9 +5 +3 +3
10th +10 +5 +3 +3 One thought, sneak attack +4d6

Knight of the Skull

Hit Die: d8.

Requirements

To qualify to become a Knight of the Skull, a character must fulfil all of the following criteria.
Alignment: Lawful evil.
Base Attack Bonus: +3.
Skills: Knowledge (religion) 1 rank.
Feats: Alertness, Honour-bound.
Spellcasting: Ability to cast 3rd-level divine spells.
Special: Squire of the Lily: A candidate wanting to become a Knight of the Skull must have a patron (a Knight of the Skull of at least 3rd level). If deemed acceptable, the candidate becomes a squire of the Lily (even though she will eventually be a Skull Knight). Optionally, the Game 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 fulfils the requirements for the Knights of the Skull, the squire may petition to undertake the Test of Takhisis (see sidebar in the Dragonlance Campaign Setting). If the applicant passes, he is accepted as a knight in the Order of the Skull.

Class Skills

The Knight of the Skull’s class skills are Bluff, Craft, Diplomacy, Intimidate, Knowledge (religion), Perception, Sense Motive, Profession, Ride.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Knight of the Skull prestige class.
Weapon and Armour Proficiency: Knights of the Skull do not gain any additional weapon or armour proficiency.
Aura of Evil (Ex): The power of a Knight of the Skull’s aura of evil (see the detect evil spell) is equal to her Knight of the Skull level plus her cleric or mystic level.
Detect Good (Sp): At will, a Knight of the Skull can use detect good, as the spell. A Knight of the Skull can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Knight of the Skull does not detect good in any other object or individual within range.
Smite Good (Su): Once per day, a Knight of the Skull can call out to the powers of evil to aid her in her struggle against good. As a swift action, the Knight of the Skull chooses one target within sight to smite. If this target is good, the Knight of the Skull adds her Charisma bonus (if any) to her attack rolls and adds her Knight of the Skull level to all damage rolls made against the target of her smite. If the target of smite good is an outsider with the good subtype or a good-aligned dragon, the bonus to damage increases to 2 points of damage per Knight of the Skull level. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the Knight of the Skull gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the Knight of the Skull rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Knight of the Skull may smite good one additional time per day, as indicated on Table: Knight of the Skull, to a maximum of four times per day at 10th level.
Dark Blessing (Su): At 2nd level, a Knight of the Skull gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Spells per Day/Spells Known: At the indicated levels, a Knight of the Skull gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Knight of the Skull, she must decide to which class she adds the new level for purposes of determining spells per day.
Channel Negative Energy (Su): At 3rd level, a Knight of the Skull gains the ability to channel negative energy as an evil cleric. Her effective cleric level is her Skull Knight level -2.
If a Knight of the Skull already has channel negative energy from a different class, add her Skull Knight level -2 to her levels in the other class to determine her channelling ability.
Discern Lies (Sp): A Skull Knight of 3rd level or higher may use discern lies as a spell-like ability a number of times per day equal to her Wisdom modifier.
Favour of Darkness (Su): At 10th level, the Knight of the Skull is a virtual embodiment of evil. Any melee weapon that the character wields is considered an unholy weapon for purposes of bypassing the damage reduction of certain good outsiders. In addition, the weapon deals an additional +1d6 points of unholy damage to any good creature it hits. The weapon loses both properties as soon as the Knight of the Skull stops touching it.

Table: Knight of the Skull

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Aura of evil, detect good, smite good (1/day)
2nd +1 +1 +1 +1 Dark blessing +1 level of divine spellcasting class
3rd +2 +2 +1 +2 Channel negative energy, discern lies +1 level of divine spellcasting class
4th +3 +2 +1 +2 Smite good (2/day) +1 level of divine spellcasting class
5th +3 +3 +2 +3 +1 level of divine spellcasting class
6th +4 +3 +2 +3 +1 level of divine spellcasting class
7th +5 +4 +2 +4 Smite good (3/day) +1 level of divine spellcasting class
8th +6 +4 +3 +4 +1 level of divine spellcasting class
9th +6 +5 +3 +5 +1 level of divine spellcasting class
10th +7 +5 +3 +5 Favour of darkness, smite good (4/day) +1 level of divine spellcasting class

Knight of the Thorn

Hit Die: d8.

Requirements

To qualify to become a Knight of the Thorn, a character must fulfil all of the following criteria.
Alignment: Lawful evil.
Base Attack Bonus: +3.
Base Save Bonus: Fort +4, Will +3.
Skills: Knowledge (arcana) 1 rank, Knowledge (religion) 1 rank, Spellcraft 5 ranks.
Feats: Any one metamagic feat, Heavy Armour Proficiency, Honour-bound, 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 patron (a Knight of the Thorn of at least 3rd level). If deemed acceptable, the candidate becomes a squire of the Lily (even though she will eventually be a Thorn Knight). Optionally, the Game 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 fulfils the requirements for the Knights of the Thurn, the squire may petition to undertake the Test of Takhisis (see sidebar in the Dragonlance Campaign Setting). If the applicant passes, he is accepted as a knight in the Order of the Thorn.

Class Skills

The Knight of the Thorn’s class skills are Diplomacy, Intimidate, Knowledge (all), Ride, Spellcraft.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Knight of the Thorn prestige class.
Weapon and Armour Proficiency: Knights of the Thorn do not gain any additional weapon or armour proficiency.
Diviner (Ex): Knights of the Thorn place great emphasis on the arts of divination, believing that a proper understanding of Ansalon’s past, present, and future is essential to the achievement of their goals.
If he is a wizard, the Knight of the Thorn gains the additional benefits of a specialist diviner—one additional divination spell at each level per day, and divination school powers—without selecting any opposition schools. Additionally, his Knight of the Thorn levels stack with his wizard levels when determining his divination school powers. If he is already a specialist in another school, he retains that specialization in addition to gaining a new specialization in divination.
If he is a sorcerer, the Knight of the Thorn also gains the benefits of a specialist diviner. He gains one bonus divination spell known at each level, which does not count against his total spells known at that level. He gains the divination school powers as if he was a wizard of equivalent level, and his Knight of the Thorn levels stack with his sorcerer levels when determining his divination school powers (replace any references to Intelligence in school power descriptions with Charisma).
Read Omens: A Knight of the Thorn is adept at consulting omens and seeing meaning in hidden places. He can cast augury as a 2nd-level spell. It is automatically added to his spellbook or to his spells known. (If he is a sorcerer, it is a bonus spell which does not count against his total spells known at that level.)
Spells per Day/Spells Known: When a new Knight of the Thorn level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Thorn Knight, he must decide to which class he adds the new level for purposes of determining spells per day.
Armoured Spellcasting (Ex): A Knight of the Thorn is better able than other characters to cast arcane spells while wearing armour. At 2nd level, the knight reduces the arcane spell failure chance for any armour he wears by -5%. At 5th level, he reduces the spell failure chance by -10%. At 8th level, he reduces it by -20%. This ability stacks with any arcane spell failure reduction from the Arcane Armour Training and Arcane Armour Mastery feats.
Aura of Terror (Su): A 3rd-level Knight of the Thorn 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 successful Will saves (DC 10 + the knight’s class level + his Cha modifier) or become shaken. A creature that successfully saves is immune to that knight’s aura of terror for one day.
Weapon Touch (Su): At 4th level, a Knight of the Thorn gains the ability to deliver touch spells by means of a melee attack, channelling 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.
Read Portents: At 6th level the Thorn Knight adds divination to his spell list as a 4th-level spell. It is automatically added to his spellbook or to his spells known. (If he is a sorcerer, it is a bonus spell which does not count against his total spells known at that level.)
Cosmic Understanding (Sp): At 10th level, the Thorn Knight adds commune to his spell list as a 5th-level spell. It is automatically added to his spellbook or to his spells known. (If he is a sorcerer, it is a bonus spell which does not count against his total spells known at that level.)
In addition, once per day the knight can claim an insight bonus equal to his wizard or sorcerer caster level on any single attack roll, opposed ability or skill check, or saving throw, or to his AC against a single attack (even if flat-footed). This works exactly like the moment of prescience spell, except that the knight can claim the bonus at any time (but no more than once per day).

Table: Knight of the Thorn

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +0 +1 Diviner, read omens +1 level of arcane spellcasting class
2nd +1 +1 +1 +1 Armoured spellcasting (-5%) +1 level of arcane spellcasting class
3rd +2 +1 +1 +2 Aura of terror +1 level of arcane spellcasting class
4th +3 +1 +1 +2 Weapon touch +1 level of arcane spellcasting class
5th +3 +2 +2 +3 Armoured spellcasting (-10%) +1 level of arcane spellcasting class
6th +4 +2 +2 +3 Read portents +1 level of arcane spellcasting class
7th +5 +2 +2 +4 +1 level of arcane spellcasting class
8th +6 +3 +3 +4 Armoured spellcasting (-20%) +1 level of arcane spellcasting class
9th +6 +3 +3 +5 +1 level of arcane spellcasting class
10th +7 +3 +3 +5 Cosmic understanding +1 level of arcane spellcasting class

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