The Knights of Holy Shielding
Date: Fri, December 28, 2007
Topic: Power Groups & Organizations


Welcome to “Knightly Orders of Greyhawk”! Here follows the third installment in this continuing series on the knightly orders of the Flanaess. The Knights of Holy Shielding form the elite core of the army of the Shields Lands, which over its 200 year history has known great triumphs as well as great tragedy. Journey back now to the days of yore, when an alliance of lords resulted in the formation of one of the proudest orders of knighthood to set foot upon the battlefields of the Flanaess...

The Knights of Holy Shielding
By: Cebrion

The Age of Sorrows brought many upheavals to the lands of the Flanaess, but none more so than in the Great Kingdom. The moral decay within that once great land led to a great rebellion among its border states which ultimately resulted in the succession of the Great Kingdom’s most notable outlying region, the Viceroyalty of Ferrond. Shortly after its succession, the minor states that made up the viceroyalty further splintered into their own realms, these being the Kingdom of Furyondy, the Archclericy of Veluna, the County of Verbobonc (which is nominally a vassal state of Veluna), the lands of the Highfolk Valley, and the Earldom of Walworth (later to become known as the Shield Lands) and its outlying lands.

Within the lands north of the Nyr Dyv, the disparate nobles living there were astute enough to know that unless they banded together they would become easy prey to any invaders, in particular to the newly established Combination of Free Lords, a lawless group of robber barons and bandit lords to the north of them. The Earl of Walworth, who possessed a large island within his lands upon which was built the only city of note within the whole of the region, was elected to be the first Knight Commander of their combined forces. This position would become hereditary among the Walworths, and the capitol of the newly formed Shield Lands was officially established (in the mid 300’s CY) at the island city of Admundfort and a religious order of knights was formed. This order of knighthood, known as the Knights of Holy Shielding, would come to form the core of the Shield Lands army.

Clashes with raiding forces from the lands of the Free Lords soon became common, as were incursions by humanoid tribes lurking in the Fellreev Forest and elsewhere. Despite the frequency of these attacks, they only served to strengthen the newly formed Shield Lands by bringing more devout folk into the fold of its military. As a result, the membership of the Knights of Holy Shielding soared. The Shield Lands as a nation prospered under the protection of its well equipped and highly trained army.
While the Shield Lands has never formally declared a state religion, nearly 90% of the area’s population worships Heironeous. Originally the religious order known as the Knights of Holy Shielding was solely a Heironean order, but over time room has been made for like-minded folk of differing faiths, though their numbers still remain few. The most common faiths of the order’s non-Heironean members are those of St. Cuthbert, Pelor, Rao, Pholtus, and more recently Mayaheine and Trithereon; the latter group having grown over the last few years since the end of the Greyhawk Wars and the initiation of the War of Reclamation (retribution being an idea the average Shield Lander is currently very open to). The Heironean roots of the order are still exemplified by the phrase “May the axe grow great.” which refers to the hope that the power of Heironeous will once again be felt in the former Shield Lands territories that now lie in enemy hands.

The Knights of Holy Shielding has historically been an insular order, choosing to take care of its own affairs. When Iuz came to power in the north, Furyondy sought to ally with the Shield Lands in common cause against this new threat on their borders. The Shield Landers refused, thinking Furyondy made the offer to mask their intent to annex the Shield Lands. This has caused much bad blood between both nations, and particularly among their knightly orders, and still affects relations to this day. The Shield Lands has suffered greatly in the last ten years due to refusing the aid of its neighbors, a point which is not lost on many Shield Landers. After the Shield Lands fell to the forces of Iuz, the Shield Landers themselves, and the Knights of Holy Shielding in particular, were mostly convinced of the folly of their past thinking, due in no small part to the magnanimity shown to Shield Lander refugees by their southern neighbors. Through much diplomacy and pointed humility on their part, representatives of the Shield Lands succeeded in gathering support for the retaking of the Shield Lands, which has resulted in the retaking of Critwall and the surrounding countryside as well as Scragholme Isle.

The Knights of Holy Shielding adhere to strict standards regarding the admittance of new members to the order. Those seeking admittance to the order undergo a series of tests to determine the strength of their faith and convictions, as well as their combat worthiness. This “Trial of Faith” serves to weed out those without the moral fortitude to uphold the tenets of the Knights of Holy Shielding. Most of the order’s members originally advanced through the army of the Shield Lands, with those showing exceptional faith and courage being accepted to squire for the order, though such individuals are referred to as aspirants rather than squires. In the current day, most prospective aspirants come from temples within the lands of Furyondy, Veluna, and from what little of the Shield Lands that has been retaken. Occasionally a warrior will be accepted by the order as a full knight based upon their exceptional faith and combat ability, or upon the completion of a great deed in the service of the Shield Lands. Such direct admission to the order through the doing of great deeds was once a very rare occurrence, but it has become more common in recent years as there are many opportunities for heroic action in the course of reclaiming former Shield Lands territory.

The Knights of Holy Shielding count among its membership a disproportionate amount of paladins and clerics in addition to the more common membership made up of simple pious warriors of mostly Heironean faith. Those who show an aptitude for mounted combat form a separate group of religious knights within the order. While upholding the highest standards of religious zeal, these pious knights also seek to master the order’s original combat doctrines which are closely based upon their historical predecessor, the Knight Protectors of the Great Kingdom. The order diverges from their predecessor in that it combines religious training with combat training. It is mostly these knights that serve as the field commanders of the Shield Lands armies, and also make up the elite heavy cavalry of the Knights of Holy Shielding. In the past, upon formal entry to the order, a Knight of Holy Shielding was given a suit of armor, a shield, two weapons, and a warhorse. Currently, knights are expected to provide their own equipment, which is in effect a personal donation to the cause of reclaiming those lands still under the control of Iuz.

The Knights of Holy Shielding are currently based out of Critwall, Scragholme Island, and the recently liberated island city of Admundfort. In addition to gathering funds to aid in the conquest of the Lost Lands, the Knights of Holy Shielding also seek to purchase warships for the purpose of patrolling the northern shores of the Nyr Dyv, and to guard Shield Lander Merchant vessels plying those waters as well. The order is currently led by Her Most Honorable Ladyship, Countess Katarina of Walworth, Knight Commander of the Shield Lands (Paladin 6/KoHS 5/ICKoHS 5), a younger cousin of the late Earl. The Lady Katarina is the titular head of the order, though its daily affairs are seen to by Incosee (Fighter 8/KoHS 5/ICKoHS 2), a Knight Banneret and notable leader of the famous Bronze Band. Allied contingents of warriors from the County of Crystalreach (now ruled by the expatriate Shield Lander Count Artur Jakartai) often participate with the Knights of Holy Shielding in raids upon their former lands as they continue to fight a “War of Reclamation”. The heraldry of the Knights of Holy Shielding is Argent, a field gules inescutcheon, a tower sable.

A variant heraldry is used by a select group of fanatical knights who have given up all endeavors other than to retake the provinces that still remain in enemy hands. To this end, these knights live along the borders of the Shield Lands, constantly leading sorties into enemy controlled territory. The variant heraldry born by these knights is the same as that of the order itself, but with the addition of eleven blood drops spaced evenly within the outer white border of the field. Each blood drop represents one of the eleven ancestral holdings of the lords of the Shield Lands that still remain in enemy hands.
Hit Die: d8.

REQUIREMENTS
To qualify to become a Knight of Holy Shielding, a character must fulfill all of the following criteria.
Alignment: Any good.
Base Attack Bonus: +5.
Skills: Handle Animal 4 ranks, Ride 6 ranks, Knowledge (religion) 4 ranks.
Feats: Armor Proficiency (medium or heavy), Mounted Combat, Ride-By Attack.
Special: Must be a human or half-elf (exceptions to this are extremely rare). Must have performed a deed of exceptional bravery in the service of the Shield Lands, to the order itself, or have been promoted from the rank of squire (aspirant). Must be a devoted follower of a good-aligned deity.

CLASS SKILLS
The Knight of Holy Shielding’s class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (religion) (Int), Ride (Dex), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES
Novice (Ex): The Knight of Holy Shielding gains the Spirited Charge feat.
Aura of Good (Ex): The power of the Knight of Holy Shielding’s aura of good (see the detect good spell) is equal to his class level plus his cleric and/or paladin levels, if any.
Holy Hatred (Ex): The Knight of Holy Shielding gains a favored enemy chosen from among the following groups: Minions of Iuz, the Horned Society, Bandit Kingdom Scum. Due to his extensive study of and training in the proper techniques for combating his chosen type of foe, the knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level, the knight may select an additional favored enemy. In addition, the bonuses against one favored enemy (including the one just selected, if so desired) increases by 2, though this further bonus can only be applied to Minions of Iuz, the Horned Society, or Bandit Kingdom Scum. The knight may choose his second favored enemy from the chart for rangers on p. 47 of the Players handbook, or may choose another of the aforementioned options. These bonuses stack with any other favored enemy bonuses gained from another class.
Shining Beacon (Su): A Knight of Holy Shielding is the physical and spiritual embodiment of the highest ideals. All of his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. If the knight is paralyzed, unconscious, or otherwise rendered helpless, his allies lose this bonus.
Special Mount (Sp): This ability functions as the paladin ability of the same name (PHB 44-45). Use the knight’s class levels to determine what abilities the mount has. A Knight of Holy Shielding’s class levels stack with any paladin levels the character may have when determining the characteristics of a special mount. If the knight has ranger levels instead, the knight may choose to have his knight class levels stack with them for the purposes of determining the abilities of his animal companion, or may instead also have a special mount, in which case the levels do not stack. If the knight has both ranger and paladin levels, he must choose which class this ability stacks with or not.
Spells: Beginning at 1st level, the Knight of Holy Shielding gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. The knight must choose and prepare his spells in advance (see below). These spells are granted by the knight’s deity.
To prepare or cast a spell, a knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight’s spell is 10 + the spell level + the knight’s Wisdom modifier. Like other spellcasters, the knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: Knight of Holy Shielding. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1: Knight of Holy Shielding indicates that the knight gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The knight does not have access to any domain spells or granted powers, as a cleric does.
The knight prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. The knight may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. The knight’s caster level is equal to half the number of levels he has as a Knight of Holy Shielding. If the knight also has paladin levels then Knight of Holy Shielding levels stack for purposes of determining the number of spells available to the knight and his caster level. If the knight has ranger levels, then Knight of Holy Shielding levels stack for purposes of determining the number of spells available to the knight and his caster level, and the knight uses the ranger spell list instead. If the knight has paladin and ranger levels, the knight must choose which class Knight of Holy Shielding levels stack with. In the case of knights with paladin or ranger levels, refer to Table 3-12: The Paladin or Table 3-13: The Ranger in the Players Handbook for purposes of determining the number of spells available to the knight. For example, a Paladin 5/Knight of Holy Shielding 5 gains spells as if he were a 10th level paladin.
A knight who has cleric levels has the option of continuing to advance in spell casting ability as a cleric, gaining +1 level of spellcasting ability for each level gained as a Knight of Holy Shielding instead of the limited spell access normally gained. If this option is chosen, the knight’s hit dice gained are downgraded from d8 to d6, due to the knight’s increased emphasis on religious training over combat training. The knight must choose this option at 1st level, or not at all.
Smite Evil (Su): Once per day, the knight may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Knight of Holy Shielding level. For example, a 3rd level Knight of Holy Shielding armed with a battle axe would deal 1d8+3 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. At 5th level, the knight may smite evil one additional time per day.
Initiate (Ex): The Knight of Holy Shielding gains the Trample feat.
Burst of Speed (Ex): At 4th level and higher, the Knight of Holy Shielding can urge his mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage.
Indomitable Will (Ex): The knight has become so steadfast in his purpose that nothing can subvert his will. If the knight is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. The knight gets only this one extra chance to succeed on his saving throw.
Peer (Ex): The Knight of Holy Shielding gains the ability to make a full mounted attack. While mounted, the knight can make a full attack when his mount moves more than 5 feet but no farther than a single move action would carry it. The knight cannot combine this full attack with a charge.
Multiclass Note: A paladin who becomes a Knight of Holy Shielding may continue advancing as a paladin.

Table 1. Knight of Holy Shielding

Level

Base

Attack

Bonus


Fort

Save


Ref

Save


Will

Save


Special


Spells*


1

2

3

4

1

+1

+2

+0

+2

Novice, Aura of Good, Holy Hatred, Shining Beacon, Special Mount

0

-

-

-

2

+2

+3

+0

+3

Smite Evil 1/day

1

-

-

-

3

+3

+3

+1

+3

Initiate

1

-

-

-

4

+4

+4

+1

+4

Burst of Speed, Indomitable Will

1

0

-

-

5

+5

+4

+1

+4

Peer, Smite Evil 2/day

1

0

-

-


Inner Circle Knight of Holy Shielding

Those Knights of Holy Shielding who show an aptitude for command, in addition to an unwavering and steadfast faith, may be invited to join the highest ranks of the order- The Inner Circle. Members of the Inner Circle fill many roles within the hierarchy of the army of the Shield Lands. All are capable war leaders, while many are also great spiritual leaders of Shield Lander churches as well. The Inner Circle meets regularly in council on the first three days of each festival.
Hit Die: d8.

REQUIREMENTS
To qualify to become an Inner Circle Knight of Holy Shielding, a character must fulfill all of the following criteria.
Special: Must hold the rank of Peer as a Knight of Holy Shielding. Must be accepted for membership by the Inner Circle of their order.

CLASS SKILLS
The Inner Circle Knight of Holy Shielding’s class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Ride (Dex), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES
Exemplar (Ex): The Inner Circle Knight of Holy Shielding gains the Leadership feat (DMG p. 106-107). If the knight already has the leadership feat he gains the Epic Leadership feat, even if he does not qualify for it.
Special Mount (Sp): Inner Circle Knight of Holy Shielding levels stack with Knight of Holy Shielding and paladin/ranger levels for the purpose of determining the abilities of a special mount or animal companion.
Inspire Courage (Su): This ability has the same effect as the bard ability of the same name. The knight makes an inspirational speech, bolstering her allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the knight speak. The effect lasts for as long as the ally hears the knight speak and for 5 rounds thereafter. While speaking, 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 on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Bonuses from this ability stack with the bonuses gained from the Shining Beacon ability. At 1st level the knight may use this ability once per day; at 4th level, he may use it twice per day.
Individual Training (Ex): While the Knight Protectors adhere to a strict regimen of mounted combat training, allowances are made for its membership to learn techniques more suited to the knight’s personal combat preferences or strengths. The Inner Circle Knight of Holy Shielding gains a bonus feat of his choice. This bonus feat must be drawn from the feats noted as fighter bonus feats on Table 5-1: Feats (PH p. 90).
Spells: The Inner Circle Knight of Holy Shielding continues in his ability to cast a small number of divine spells, which are drawn from the paladin spell list. The knight must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the knight’s spell is 10 + the spell level + the knight’s Wisdom modifier.
Like other spellcasters, the knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: Inner Circle Knight of Holy Shielding. This spell allotment is a continuance of the chart for the Knight of Holy Shielding prestige class, and as such the entries listed under Table 1: Inner Circle Knight of Holy Shielding replace those of the previous entries listed under Table 1: The Knight of Holy Shielding. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1: Inner Circle Knight of Holy Shielding indicates that the knight gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The knight does not have access to any domain spells or granted powers, as a cleric does.
The knight prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. The knight may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. The knight’s caster level is equal to half the number of levels he has achieved as a Knight of Holy Shielding and as an Inner Circle Knight of Holy Shielding combined. If the knight also has paladin or ranger levels then Knight of Holy Shielding levels and Inner Circle Knight of Holy Shielding stack for purposes of determining the number of spells available to the knight and his caster level. If a knight with cleric levels chose as a 1st level Knight of Holy Shielding to advance in clerical spell casting ability at the cost of combat training, such advancement continues through Inner Circle Knight of Holy Shielding levels as well.
Master (Ex): When mounted and using the charge action, an Inner Circle Knight of Holy Shielding may declare a “deadly charge” before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefits of the Spirited Charge feat and can be used once per day. At 5th level, the knight may make a deadly charge twice per day.
Dire Charge (Ex): If the Inner Circle Knight of Holy Shielding charges a foe during the first round of combat of any encounter (including a surprise round, if the knight is able to act), he can make a full round attack against the opponent he charges.
Grand Master (Ex): The Inner Circle Knight of Holy Shielding gains the ability to make an “unstoppable charge”; when making a deadly charge, the knight inflicts quadruple damage with a melee weapon (or quintuple damage with a lance).

Table 1. Inner Circle Knight of Holy Shielding

Level

Base

Attack

Bonus


Fort

Save


Ref

Save


Will

Save


Special


Spells*


1

2

3

4

1

+1

+2

+0

+2

Exemplar, Special Mount, Inspire Courage 1/day

1

1

-

-

2

+2

+3

+0

+3

Individual Training

1

1

0

-

3

+3

+3

+1

+3

Master

1

1

1

-

4

+4

+4

+1

+4

Dire Charge, Inspire Courage 2/day

1

1

1

-

5

+5

+4

+1

+4

Grand Master

2

1

1

0


Knights of Holy Shielding Affiliation

Symbol: The Knights of Holy Shielding use the heraldic device of their country as their symbol. A simple tower emblem is also sometimes displayed.
Background, Goals, and Dreams: The Knights of Holy Shielding are currently mired in a continuous war with the forces of Iuz who still have a hold on much territory that was originally part of the Shield Lands. Ultimately, the Knights of Holy Shielding wish to regain all of the lands lost to the forces of Iuz and his allies during the Greyhawk wars, and indeed destroy Iuz, while still maintaining their autonomy from their neighbors. The order requires much of its members, more so than many affiliations, for it has much to accomplish.
Type: Order of knighthood.
Scale: 12 (Multiregional/kingdom).

Affiliation Score Criteria:
Criterion Affiliation Score Modifier

Characters level + ½ PC’s level

Base attack bonus of +5 or higher + 1

Base attack bonus of +10 or higher* + 2

Knight of Holy Shielding prestige class +2

Inner Circle Knight of Holy Shielding prestige class +2

Per successful mission +2

Defeats a minion of Iuz or his allies + ¼ the creature’s CR

Donates money or magic items to help fund the order +1 / 1,000 gp donated

Is a cleric or paladin +1

Razes a stronghold of Iuz or his allies +8

Fails in combat -2

Fails a mission -2

Breaks an oath or commits an act requiring atonement -4 per occurrence

Is not of a lawful alignment -2

Is not of good alignment -4

*Overlaps (does not stack with) the modifier for a base attack bonus of +5 or higher.

Titles, Benefits, and Duties:
Affiliation

Score Title: Benefits and Duties

3 or lower Aspirant: Not affiliated or junior members with no benefits.

4 – 10 Brother: +1 circumstance bonus on Will saves. Must donate 5%

of all treasure to the order.

11 – 20 Champion: +2 circumstance bonus on attempts to influence the

attitude of citizens living in the Shield Lands. Must defeat a CR 6

creature in the service of Iuz in single combat.

21 – 29 Paragon: Personal honor guard of 4-6 knights (EL 8).

Must defeat a CR 9 creature in the service of Iuz in single combat.

Must donate 10% of all treasure to the order.

30 or higher Inner Circle Member/Advisor: Personal honor guard of 4-6

knights (EL 12). Fund the war effort- make a DC 20 Diplomacy

check every month or lose 1 capital.


Executive Powers: Crusade, raid, war.

Author’s Notes:
I regard the Knights of Holy Shielding, and indeed all holy orders, as having two types of members. While all of the Knights of Holy Shielding are assumed to be pious (i.e. they are followers of a deity), some are more pious than others and are accorded abilities by their deity that not all knights are given. A good parallel comparison would be lay clergy vs. actual spell casting clerics. The lay clergy are not any less pious; they simply have just not been “chosen” to be a vessel for their deity’s power. For example, Artur Jakartai is a Knight of Holy Shielding, but he is more of a brute fighter than a holy warrior. As I don’t think the presented prestige class suits him very well I would simply leave him as a fighter with a knightly title. I have chosen to mention this because some characters may end up becoming Knights of Holy Shielding but do not want to make use of this (or any) prestige class, which I think is very suitable and gives more depth to the membership of these orders. The prestige classes presented in this article are meant to represent those knights who adhere to the old traditions of the order, such that they train as mounted knights who will eventually take on a leadership role within the order. That being said, there is of course no requirement that leaders within the order be members of these prestige classes.

References:
1. World of Greyhawk (the boxed set) by E. Gary Gygax; 1983 CY.
2. Living Greyhawk Gazeteer, by Holian, Mona, Reynolds, Weining; 2000 CY.
3. Various D&D books by Wizards of the Coast as listed: Players Handbook, Dungeon Master’s Guide, Monster Manual, Complete Warrior, Complete Arcane, Complete Divine, Complete Adventurer, Epic Level Handbook, Players Handbook II, and Sword & Fist.

Once again, special thanks must be given to the folks at the Thursday Night/Friday Morning Greytalk chat group (you know who you are) for giving feedback, opinions, and encouragement to finish this third article in the “Knightly Orders of Greyhawk” series. Also, a special thanks to Brian “Saracenus” Blumklotz for providing additional artwork for the heraldry.





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