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Knight of the Skull

(Dragonlance Campaign Setting variant, p. 65)

Entering battle with strength and divine magic, Knights of the Skull are the spirit of the Dark Knights.

Requirements

Base Attack Bonus: +3

Alignment: Lawful Evil

Skills: Knowledge (religion) 4 ranks

Feats: Alertness

Spellcasting: Ability to cast 3rd-level divine spells.

Squire of Lily: A candidate wanting to become a Knight of Skull must have a sponsor (a Knight of the Skull of at least 3rd level). If deemed acceptable, the candidate is considered a squire of the Lily (even though she will eventually be a Skull Knight). Optionally, the Dungeon Master may allow a player to begin the 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 Skull, the squire may petition to undertake the Test of Takhisis (see below). If the applicant passes, he is accepted as a knight in the Order of the Skull.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Knights of the Skull do not gain any additional weapon or armor proficiency.

Detect Good (Sp): At will, the Knight of the Skull can detect good. This ability duplicates the effects of the spell detect good.

Smite Good (Su): Once per day, a Skull Knight may attempt to smite good with one normal melee attack. She adds her Charisma modifier (if positive) to the attack roll and deals 1 extra point of damage per level. If the knight accidentally smites a creature that is not good, the smite has no effect but is still used up for the day. Smite good is a supernatural ability. At 5th level and again at 10th level, the Knight of the Skull may smite good one additional time per day, to a maximum of 3 timers per day at 10th level.

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 class level plus her cleric level, if any.

Spells per Day: At 2nd level, and each level thereafter, a Knight of the Skull gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead and so on). If the character had more more then on spellcasting class before becoming a Knight of the Skull, the player must decide to which class to add each Knight of the Skull level for the purpose of determining spells per day.

Dark Blessing (Su): A 2nd-level Knight of the Skull applies her Charisma Modifier (if positive) as a bonus on all saving throws.

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.

Favor 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 and unholy weapon for the 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.

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 giving 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.

Blood Oath

"Submit or die" is the phrase that binds all Dark Knights to their cause. 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 situation, but cleverly phrased so that it applies to the personal lives of the Dark Knights. Matter can be distributed and adjudicated by high-ranking knights, with each case decided on its own merits.

Advancement

Level Base Attack Bonus Fort Ref Will Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Detect good, smite good (1/day), aura of evil
2nd +1 +3 +0 +3 Dark blessing +1 level of existing class
3rd +2 +3 +1 +3 Discern lies, rebuke undead +1 level of existing class
4th +3 +4 +1 +4 +1 level of existing class
5th +3 +4 +1 +4 Smite good (2/day) +1 level of existing class
6th +4 +5 +2 +5 +1 level of existing class
7th +5 +5 +2 +5 +1 level of existing class
8th +6 +6 +2 +6 +1 level of existing class
9th +6 +6 +3 +6 +1 level of existing class
10th +7 +7 +3 +7 Favor of the Dark Queen, smite good(3/day) +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Intimidate CHA no no
Knowledge (religion) INT yes no
Profession WIS yes no
Ride DEX no no

Spells for Knight of the Skull

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