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Tuesday 15 September 2015

Sash Knight - Singular Knight Dedicated to Promoting the Peace

These are non-political knights that are in virtually every civilized location in my game world. They ensure peace and stability, as their position allows them to be above the political fray. They are respected for both their duties and their dedication to a cause. Not officially bound by law but by tradition to do what's right. They are the first to volunteer when a nation is faced by an internal magical threat.

Sash Knight

Adventure: Primary role is to promote peace, and serve a city or nation. They are not apart of a standing military, rather they are men-at-arms, professional warriors with free standing to travel and take up cause. This unique position allows them to find and confront the enemy anywhere, or assist individuals and groups to do the same. Each Sash Knight group has their own leadership, but it is expected to give aid, training and support to each other, and very loosely to give specific direction to other knights on shared dilemmas.

Virtually every country, state and city has their own sash knight, and can be recognized by the colour of the sash they wear. Sash knights fight in defense of their homes so they do not attack offensively outside their home region. In theory, at least in terms of war, they should never engage in combat with each other. If they ever were to face each other, their code would dictate both knights would walk away - they do not have to be friends or allies, but they will never willingly fight each other. It is said, if a Sash Knight were to ever kill another Sash Knight, regardless of reason, they would immediately be stripped of their Sash Knight status and levels.

Most are supported by tithe from a local lawful group usually a specific church - a small weekly stipend that takes care of their basic needs. There are few knights, not supported by the citizens, many are often given alms wherever they go as they usually hold the people's respect.

Characteristics: Many are stern warriors that prefer simple and effective weapons over flashier ones. Half of these knights come from the upper classes, and they are taught from an early age the importance of defending the nation, but perhaps even more importantly, know the effects of in-fighting, and do everything they can to remain above the political fray. Others come from the lower middle class bureaucratic families that see the city or nation as both their employer and source of stability. Ranks are given only from mission success, above the political and monetary gifts that often taint other groups.

Requirements: +3 BAB; any lawful alignment; Diplomacy +5
Oath: Obedience *
Alignment: Any Lawful alignment to join. There are neutral aligned knights if they chose to drop their lawful beliefs, but they cannot gain new levels.

Class Benefits

Hit Die:
 D10

Class Skills
: Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (history, local and religion) Perception, Ride, Sense Motive, Ride, Stealth, Survival, Swim

Skill Points:
 6 + int modifier

Weapon and Armor Proficiency:
 Knights gain no new weapon or armor proficiency.

LevelBABFortRefWillSpecial
1st+1+2+0+0Authority, Detect Lie (1/level), Smite Enemy (1/day)
2nd+2+2+0+0Divine Grace, Lay on Hands
3rd+3+3+1+1Aura of Courage, divine health
4th+4+3+1+1Command (as spell. 2/day)
5th+5+4+2+2Smite enemy (2/day)
6th+6+4+2+2Lesser Ward
7th+7+5+3+3Summon Temp Mount
8th+8+5+3+3Command (as spell. 5/day)
9th+9+6+4+4Greater Ward (2/day)
10th+10+6+4+4Smite Enemy (3/day)

Authority
: They can order the common folk to act in the name of the crown. This does not take the form of epic quests but short simple actions, such as holding a man, running to tell other knights, etc. There should be no immediate danger in these requests.

Detect Lie: A Sash knight can detect lie as per the spell. The knight must be the one to ask a short direct question. The respondent gets a will check (DC 12 + level of knight + cha bonus) otherwise the knight knows if the respondent did lie or is trying to evade. Some spells and Magic Resistance prevents this effect from working.

Smite Enemy
: A sash knight can inflict damage on enemies as a paladin can on evil. They do not stack, but can be used in different rounds in the same combat as long as all conditions apply.

Divine Health
: Not affected by disease

Command: Similar to authority, except it is simple requests for action by any non-enemy to aid the paladin in a cause. It should be a reasonable, simple and direct request made to an individual and can be performed within ten minutes. It can be resisted by a will check (DC 12 + level of knight + cha bonus) but most citizens are generally happy to oblige an honoured knight.

Divine Grace
: +2 on saving throws. This does not stack if the Sash Knight happens to have prior paladin levels.

Lay on Hands
: Per paladin ability. Stacks if the sash knight happens to be a paladin before becoming a sash knight.

Lesser Ward
: Can create a temporary glyph of warding in an area no larger than 20 ft by 20 ft which lasts one hour per knight level. If individuals try to cross it they take (unnamed) damage at 1d6 / Sask Knight level - there is no saving throw. This does not remove the glyph, that individual simply takes the damage. For example, if the glyph is used to barricade a tunnel, going through it once from east to west inflicts the damage. Exiting it will not inflict damage, but if again they enter the warded area, again they will take the same damage.

Greater Ward: Can create a temporary glyph of warding  in an area no larger than 30 by 30 ft which lasts one day per knight level. If individuals try to cross it they take (unnamed) damage at 1d10 / Sash Knight level. Otherwise as lesser ward.

*Oaths are in my campaign world are magical promises which knight, clerics and monks are required to swear in order to advance in levels. An Obedience Oath means that they are bound to obey a direct command given to them by an elder in their knighthood. It is uncommon for a knight of one sash colour to give an order to an individual of another colour, though they are still bound if this happens.

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