Online Netbook Files
Updates Forums

    Introduction
  Tour of the City
  Organizations
  The University
  New Game Rules
  Prestige Classes
     Chanter
     Moonknight
     Silver Wardens
     Spellbinder
     Spellguard
     Summoner
     Whistler
  NPCs
     Appendix I
     Appendix II
     Appendix III
  The Order of Moonknights

The Order of Moonknights is a lay order of fighters, warriors, rangers and some militant clerics who act as the defensive arm of the Selūnite faith, particularly in the North. Their primary foes are the People of the Black Blood, a group of malevolent lycanthropes who worship Malar and are very active in the Moonwood area.

Recent events in Amn have seen the establishment of a second major cell of Moonknights around the city of Murann. This port city, which has recently fallen under the rule of the Sythillisian Empire, holds a large temple to Selūne that her faithful very much want to see returned to their control.

The Moonknights also act as explorers, mappers and guides to folks within the Silver Marches. This goes hand in hand with their goal to further explore and map the new nation and its surroundings. Followers of the order, though not the Moonknights themselves, may be engaged as scouts and guides by the Selūnite faithful for 3 sp per day, while others may hire them at twice this amount, or one electrum moon. This helps them to raise the capital used to fund their expeditions.

Hit Dice: d8

Requirements
To qualify to become a Moonknight, a character must fulfill all the following criteria.

Patron Deity: Selūne
Alignment: Any Good
Base Attack Bonus: +5
Knowledge (Local): 2 ranks
Knowledge (Religion): 2 ranks
Wilderness Lore: 2 ranks
Feats: Weapon Focus (Heavy Mace), Track

Class Skills
The Moonknight's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Use Rope (Dex), Wilderness Lore (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each level: 4 + Int modifier

The Moonknight
Class Level Base Attack Fort. Save Ref. Save Will Save Special
1 +0 +2 +0 +2 Selûne's Blessing, Moon's Hand
2 +1 +3 +0 +3 Eyes of the Moon, Favored Enemy
3 +2 +3 +1 +3 Smite Lycanthrope, Pure Blood
4 +3 +4 +1 +4 Moon Path, Kiss of the Moonmaiden
5 +3 +4 +1 +4 Selûne's Vengeance


Spellcasting

Spells per Day
1st 2nd 3rd
0 - -
1 - -
1 0 -
1 1 -
1 1 0


Class Features

Weapon and Armor Proficiency: Moonknights are skilled with all simple and martial weapons. Moonknights are proficient with light and medium armor, as well as shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of equipment carried.

Selūne's Blessing: The Moonknight can draw upon the power of Selūne to better perform tasks. If the moon is visible to the Moonknight, he may apply a divine bonus equal to his Wisdom modifier to any one roll. He must decide to use this ability before the die is rolled. He may call upon this ability once per night per Moonknight level.

Moon's Hand: The Moonknight receives a +1 bonus to attack and damage rolls with the smooth headed mace that is the signature weapon of the ordained and lay clergy of the Moon Maiden.

Eyes of the Moon: At 2nd level a Moonknight gains Low Light Vision. In addition, he suffers no penalty while Tracking by moonlight.

Favored Enemy: Upon reaching 2nd level, the Moonknight gains lycanthropes as a favored enemy. This ability works exactly like the ranger ability.

Smite Lycanthrope: Starting at 3rd level the Moonknight gains the supernatural ability to deal crushing blows to lycanthropes. Once per day per level the Moonknight may add his Charisma modifier to his attack and damage rolls against a lycanthrope. He must declare the smite attempt before rolling the attack. If he accidentally smites a non-lycanthrope, the attempt still counts toward his total for the day.

Pure Blood: The Moonknight is immune to the curse of lycanthropy.

Moon Path: The Moonknight can cast moon path once per day as a 9th level cleric.

Kiss of the Moonmaiden: Once per month during the full moon the Moonknight may pray over someone afflicted with the curse of lycanthropy. The afflicted being gets an immediate Will save (DC 20) to break the curse. Whether successful or not, that person may never receive the Kiss of the Moonmaiden more than once.

Selūnes Vengeance: Starting at 5th level, the Moonknight can turn or destroy lycanthropes as a good cleric turns or destroys undead. He may use this ability a number of times per day equal to three + his charisma modifier.

Moonknight Spell List

1st- detect lycanthropes*, expeditious retreat, faerie fire, light, moonbeam, sanctuary
2nd- cure light wounds, locate object, moon blade, moonbow*, protection from elements, shield other
3rd- cure moderate wounds, endurance, fly, freedom of movement, resist elements

*New spells

 

Home | Download | Updates | Message Boards | Netbook | Credits | Contact Us