TEXT: 1
  THE ORDER OF
  THE CHALICE
  EXPANSION
  A Web Enhancement for 
  the Complete Warrior
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  The Complete Warrior presents prestige classes, feats,
  spells, magic items, and organizations geared for the
  martial at heart. This article expands one of these
  organizations, the Order of the Chalice, with details of
  membership, a fully developed chapter house, and
  complete statistics blocks for three NPC members.
  ORDER OF THE CHALICE
  The Order of the Chalice is the organization to which
  all knights of the Chalice (and those aspiring to that
  prestige class) belong. Unsurprisingly, its membership
  is made up largely of characters with paladin levels. 
  Members of the Order of the Chalice devote them-
  selves entirely to the organization’s primary mission:
  the complete eradication of demons in the multiverse.
  To this end, they seek out and destroy demons wher-
  ever they exist on the Material Plane and carry out well-
  planned surgical strikes against targets within the Abyss
  itself. These stalwart knights have battled demonkind
  in every place and every situation, and many have sacri-
  ficed their lives to the cause. Nonetheless, the group has
  had enough successes that its existence has become a
  concern to the demon princes themselves.
  The Order of the Chalice considers its hard-won vic-
  tories to be the necessary precursors to its inevitable
  triumph. The leaders of the order have researched the
  Abyss in considerable detail. They believe that if the
  demon princes are removed from the Abyssal power
  structure, the remaining demons will fall to infighting.
  Those groups that do not simply eradicate one another
  in the struggle for supremacy will splinter, and the
  resulting subgroups will be much easier for members
  of the order to confront and vanquish. Thus, the order
  has targeted the most powerful demons for early
  extinction.
  OVERVIEW AND BRIEF HISTORY
  The forces of evil have plagued the multiverse since the
  very beginning of time. While villainous outsiders take
  many forms and originate in numerous places, demons
  have distinguished themselves as the most vile and
  troublesome breed. They embody the purest evil, their
  chaotic nature causes them to wreak havoc indiscrimi-
  nately, their sheer numbers are immense, and they are
  physically more powerful than many other beings in
  existence. In fact, sages surmise that demons would
  quickly overtake the multiverse if they could overcome
  their chaotic nature long enough to unite and go on an
  organized offensive against the rest of creation.
  The Order of the Chalice was founded by nine pal-
  adins who had independently encountered numerous
  
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  demons in their travels. They had found these foul
  creatures manipulating the world in various ways—dis-
  guising themselves as humanoids to influence the lead-
  ers of nations, marching armies of their horrid kind
  into civilized regions simply to slaughter innocents,
  and controlling some of the most evil monsters known
  to exist. Ultimately, the paths of these nine champions
  of good crossed, and they found common cause as they
  related their experiences to one another. Deciding that
  the most serious threat to good was the existence of
  demons in the multiverse, they began to devise a strat-
  egy to fight them on a grand scale.
  By consulting the paragons of good, they determined
  that demons exist in finite numbers. Knowing that over-
  hunting a species can cause it to become extinct, they
  reasoned that the same principle should apply to
  demons. Though they knew that evil could never be
  completely eradicated, they felt that it should be possible
  to remove its front-line troops from the battle.
  To that end, they founded the Order of the Chalice,
  a fraternal organization dedicated to the destruction of
  demons. The name is derived from their most sacred
  holy item—an ornate silver cup reputed to have caught
  the blood of a solar while it fought a demon prince. The
  founders faced two separate challenges: developing
  more effective ways of fighting demons, and building
  up the numbers of their order. The latter goal proved
  somewhat problematical to meet in the early days. Not
  every paladin agreed that the destruction of demons
  should be the primary concern of paladins everywhere,
  and many refused the call to join, though they wel-
  comed the existence of such a group. Thus, recruit-
  ment, particularly of paladins, became a major focus of
  the organization.
  Eventually, the order’s numbers swelled to the point
  where a hierarchical organization become both feasible
  and necessary. (See Complete Warrior, page 142, for
  details of the organizational structure.) During this
  period of growth, members often pursued independent
  quests to foil demonic plots and learn strategic infor-
  mation about key demonic strongholds. Also during
  this time, Order of the Chalice chapter houses began to
  appear in numerous major cities to serve as bases of
  operation. At a chapter house, the knights could rest
  between excursions, share information they had
  obtained, plan out new operations, and recruit new
  members.
  The Order of the Chalice has existed for more than
  a century, and in that time, the organization has
  accomplished many of its goals. Its members have
  repelled demonic invasions from various locations in
  the Material Plane, uncovered demonic plots that
  would have caused key kingdoms and nations to fall
  under the control of dark overlords, and mounted
  numerous successful expeditions into the Abyss to
  destroy demons where they live.
  THE ORGANIZATION
  The Order of the Chalice maintains a presence in most
  kingdoms and nations of the Material Plane. Chapter
  houses exist in most cities as well as a few outlying
  regions where demons are often found. A few chapter
  houses exist on other planes as well. 
  Hierarchy: The Order of the Chalice has a strict
  hierarchy headed by nine Masters of the Chalice. Nine
  Chalice Marshals report to each of them. See Complete
  Warrior, page 142, for additional details of the organiza-
  tional structure.
  Headquarters: Each of the nine Masters of the
  Chalice maintains his own keep, which functions as an
  official headquarters of the organization. Each such
  keep has full control over the various chapter houses in
  its region.
  Members: The organization has 7,380 members
  when all positions are filled. In addition, more than
  3,000 squires are affiliated with the organization,
  though they have not yet been granted membership.
  Religion: The religious views of the membership
  vary, although all members must pay homage to Heiro-
  neous on some level. Paladins, clerics, and other divine
  spellcasters who are dedicated to other deities are
  merely required to acknowledge Heironeous as a force
  for good and a friend of the order, and to offer prayers
  to him as well as to their own gods.
  Alignment: Lawful good.
  Secrecy: The Order of the Chalice uses some
  secrecy. Chapter house locations are known, but many
  knights of the Chalice find it necessary to conceal their
  identities, especially when infiltrating evil locations.
  Symbol: A radiant silver cup.
  LEADERSHIP
  The leaders of the order are devoted to defending the
  chalice itself. Each is the master of a keep, and the chal-
  ice is moved around among the nine of them according
  to a little-known schedule. Permanent magical portals
  that allow only lawful good creatures to pass have been
  constructed within each keep so that the chalice can
  quickly be relocated should its current home fall to
  demonic forces.
  The identities of the nine masters are known only to
  the Chalice Marshals. Many servants, family members,
  
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  and others living in the keeps that belong to the mas-
  ters are unaware of the role they play in the organiza-
  tion, or even that they are affiliated with it. This secrecy
  is maintained so that the demonic forces and those
  loyal to them cannot easily locate and destroy the com-
  mand structure of the organization.
  MEMBERSHIP
  Many members of the order started out as paladins, but
  clerics are well represented in its ranks, and rangers
  make up a significant minority. A few wizards who
  aren’t actually members serve in permanent advisory
  positions. In addition, squires (new recruits who have
  not yet been granted membership) number almost half
  the organization’s actual membership.
  RECRUITING
  The order loses approximately 8% of its members every
  year to retirement and death in the line of duty, so
  active recruitment is necessary to keep the numbers
  stable. About half the new recruits are simply individu-
  als who, because of their own wish to join, have sought
  out the nearest chapter house and presented them-
  selves as candidates for membership. If their petitions
  are approved, they become squires and work their way
  up to full membership in the organization. A small
  number of recruits come from populations that mem-
  bers of the order have rescued from demonic menaces.
  These individuals either feel that they owe the order a
  debt of gratitude, or that demonkind deserves payback
  for its crimes against them and their loved ones. Most
  of these individuals are relatively inexperienced, so
  they too begin as squires, though a select few qualify
  for full membership upon application. The rest of the
  recruits are characters that individual knights of the
  Chalice encounter in their travels and convince to join
  the organization. Most of these are experienced adven-
  turers, and some qualify to become full members upon
  joining.
  When a member of the organizational hierarchy
  falls, a replacement is appointed immediately from the
  next lower rank. Chalice Sergeants are drawn from
  new members, while Chalice Commanders, Marshals,
  and Masters are always drawn from the group one step
  beneath them.
  MEMBER BENEFITS AND
  RESPONSIBILITIES
  A common joke within the order holds that the bene-
  fits of membership include joining a strict and regi-
  mented organization, foreswearing the love of others,
  and death in combat with some of the most powerful
  creatures known to exist. In truth, other benefits do
  exist, most of which revolve around the fraternal struc-
  ture of the organization. Those who join the order are
  considered members for life unless they denounce the
  organization or their behavior proves inconsistent with
  its ideals (as is the case with characters who change
  alignment). Knights of the Chalice can find a peaceful
  place to stay in any chapter house, and both current
  and retired members always open their homes to mem-
  bers in need of a place to stay. 
  Furthermore, members can purchase magic items of
  better quality than would normally be available in a
  given area through the order. The gold piece limit for
  any weapon, shield, or armor purchased in a locale
  where a chapter house is located increases by 20%. For
  example, a small city usually has a 15,000 gp limit. If
  the city has a chapter house, however, the limit for
  buying weapons, shields, and armor is 18,000 gp
  instead. In addition, members enjoy a discount
  amounting to a 10% reduction in the market value of
  most magic items, up to a maximum of 15,000 gp worth
  of magic items (base market price) per year. (When
  deciding what items are available for sale through the
  order in a particular locale, use the base market price,
  not the discounted price.) In addition, at the discretion
  the local leadership, members can borrow items from
  the order or even purchase them on credit. Full repay-
  ment of such loans is generally expected within a
  month.
  The behavioral expectations for a knight of the
  Chalice are stricter than the standard paladin’s code of
  conduct. Knights must remain chaste and celibate,
  must never touch a corpse, and must embrace the
  destruction of demons as their highest duty in all cir-
  cumstances. In addition, to ensure the future of the
  organization, fund the chapter houses, and pay for the
  construction of new magic items, each member must
  turn over 15% of the gold piece value of any treasure he
  finds to the order.
  ENCOUNTERS
  PCs may interact with the Order of the Chalice in a
  number of different ways. A party of good alignment
  may include one or more members of the order. Alter-
  natively, characters on the trail of some demonic threat
  may enlist the aid of an NPC member of the order or
  trade information with order representatives. Finally, if
  the characters are evil, the Order of the Chalice may be
  the source of many opponents.
  
  ORDER OF THE CHALICE 
  CHAPTER HOUSE
  The order’s chapter houses vary in size and layout based
  on space constraints, the special needs of the local
  chapter, and the number of members that frequent the
  house in question. The chapter house described here is
  a representative sample that can be inserted into any
  major city where the knights of the Chalice are active.
  The exterior walls are constructed of sandstone, and
  the interior ones are masonry. Carefully fitted squares
  of white marble cover the floors. The outside of the
  structure is engraved with images depicting warriors in
  full plate armor and scenes that show demons being
  vanquished. Portcullises protect all entries into the
  building. Unless the city is in danger or there are
  known enemies of the organization nearby, these are
  kept open during the day and manned by Chalice
  Sergeants.
  s Exterior Walls: 5 ft. thick; hardness 8; hp 300;
  AC 2; break DC 50, Climb DC 20.
  s Interior Walls: 6 in. thick; hardness 8; hp 45;
  AC 2; break DC 28, Climb DC 20.
  s Portcullis: 2 in. thick; hardness 10; hp 60; AC
  2; break DC 24 (28 when locked), Open Lock DC 20.
  1. Foyer
  The foyer is used as an impromptu ceremonial cham-
  ber to welcome distinguished visitors and as a waiting
  room for nonmembers who have business with the
  organization. Four guards (sample questers; see below)
  are on duty here at any given time. The room is well lit
  by an ornate crystal chandelier, and the walls are deco-
  rated with various symbols, including stylized versions
  of the holy symbol of Heironeous. Several overstuffed
  couches ensure the comfort of guests until someone
  arrives to greet them.
  2. Antechamber
  Four guards (sample questers; see below) keep a quiet
  vigil in this otherwise empty room, monitoring visitors
  to area 3.
  3. Chapel/Auditorium
  This massive chamber serves as both a meeting room
  for members and a chapel. In the former capacity, it is
  most often used to formulate strategies for dealing with
  expected demonic incursions or plan ventures into the
  outer planes. Any knights of the Chalice who happen
  to be staying in the chapter house usually attend such
  meetings, though attendance is never mandatory
  unless there is a viable demonic threat to either the
  order itself or the city.
  The symbol of Heironeous (a fist clutching a bolt of
  lightning) has been engraved into the walls, and two
  great statues of the god stand on opposite sides of the
  dais on the north side of the room. Members are
  allowed to worship any good-aligned god here, though
  they are expected to at least include Heironeous in
  their prayers and supplications.
  4. Storage
  This nondescript room holds the mundane items used
  regularly in the chapter house. Cleaning supplies,
  candles, flags, suits of armor, nonmagical weapons, con-
  tainers, and other odds and ends can be found here, all
  organized for easy retrieval.
  5. Personal Quarters
  Each of these spartan chambers is furnished with a bed
  and a chest for personal belongings, but there is little in
  the way of decoration. Any knight of the Chalice with a
  rank of commander or higher may stay in one of these
  rooms upon request, unless all of them are occupied
  when he arrives. Occasionally, some notable guest who
  has proven her goodwill toward the organization is
  offered one of these rooms as well, but only if no
  knight claims the space. On rare occasions, a knight
  may be asked to give up his chamber for a royal guest,
  or for someone who holds a position of power within a
  church that supports the cause of the order. Lighan
  Afaer, the master of the chapter house (see NPCs,
  below), resides within one of these rooms.
  6. Common Quarters
  Bunk beds stacked two high are the primary furnish-
  ings in each of these rooms. Any knights below the
  rank of Chalice Commander who are staying in the
  chapter house may sleep here. As is standard policy
  throughout the organization, there is no charge for a
  member to stay in this room for any period of time.
  7. Bath
  Considering how well groomed the members of this
  organization tend to keep themselves, it is no surprise
  that this chamber sees a great deal of use. Three bath-
  tubs take up the center of the room, and a large stove
  against the west wall is used to heat water. Servants are
  on duty here at all times. 
  8. Preparations Room
  Clerics and others who are leading religious services
  use this room to don ceremonial attire, examine pres-
  entation notes, and prepare any holy items needed for
  the coming celebration. Occasionally, the room is also
  used as a quiet meditation chamber for the preparation
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  of divine spells. This chamber is open to any members
  wishing to use it, but it may be reserved prior to
  specific events.
  9. Servant’s Quarters
  The eight servants (each commoner 4) who work at the
  chapter house are housed in this room. Four sets of
  bunk beds provide sleeping space, and two sets of draw-
  ers hold personal belongings. The servants are here by
  choice, and each is paid 2 gp per week. Their workloads
  are average, but the knights of the Chalice are more
  concerned with their servants’ well-being than most
  other employers, and they give the staff liberal
  amounts of time off to spend with family.
  10. Kitchen
  Food for the chapter house is prepared in this room by
  the servants and then served in area 12. Appetizers and
  light meals, which are usually eaten in area 11, are also
  prepared here. 
  Three stoves line the east wall, and the entire
  north end of the room serves as a pantry. The food is
  as high in quality as that found in some of the finest
  inns. The knights dine on roasted meats of all types,
  fresh or preserved fruits and vegetables (depending
  on the season), meat pies, confections, and bread.
  Food is available here at any time of the day or night,
  although anyone wishing to eat between dusk and
  early morning must allow the servants an hour to
  prepare the food.
  11. Common Area
  This chamber is an informal dining area where the
  knights of the Chalice come to relax. It is used prima-
  rily for socializing, but light refreshments are always
  available. Numerous comfortable chairs are scattered
  throughout the room, and tables near the walls are
  stocked with light snacks and beverages. A dais in the
  northwest corner holds musical instruments and a few
  chairs for those who wish to entertain their fellows.
  Those who are musically inclined may strum a tune, or
  a storyteller may relate the tales of her travels to other
  knights. Because knights come and go frequently,
  there are always a few members of the order here look-
  ing for their friends and swapping tales of their battles
  against demons.
  12. Dining Room
  Three meals a day are served in this formal dining area,
  and all who are staying in or visiting the chapter house
  are invited to partake. The room is furnished with long
  tables flanked by chairs covered in black leather. 
  A depiction of the silver chalice that symbolizes the
  order is engraved upon the east wall.
  13. Library/Laboratory
  This room is the knights’ primary source of informa-
  tion regarding demons. The easternmost section is
  filled with bookshelves stocked with leather-bound
  tomes detailing the various known types of demons,
  including their strengths, weaknesses, tactics, and
  other information. Before the order sanctions any
  expedition against demonkind, the knights thoroughly
  research the demon to be challenged so that they can
  prepare themselves adequately. Also within this area
  are numerous volumes about planar cosmology, with
  an emphasis on the outer planes.
  The knights’ alchemical lab is also located here.
  Spell components are stored in this area, along with
  pickled portions of demonic anatomy, which the mem-
  bers study to gain information about their foes.
  (Though knights of the Chalice are not allowed to
  touch dead bodies, they can touch the jars that contain
  the demonic parts, which are prepared by the order’s
  consulting arcane spellcasters.)
  A lawful good forbiddance effect and a Mordenkainen’s
  private sanctum spell keep intruders from making off
  with the demonic parts. Although many of the body
  parts stored here came from the corpses of slain crea-
  tures, some were hacked from living demons who did
  not perish in battle and would very much like to know
  where the missing portions of their anatomies might be.
  14. Smithy
  This area is used to craft weapons and armor. Metal-
  working is done by the knights of the Chalice, and
  work is rarely given to blacksmiths who are not part
  of the organization. When an arcane caster is needed
  to enchant a weapon, the knight doing the metalwork
  calls in one of the order’s consulting wizards or
  sorcerers.
  15. Stables
  The knights’ mounts are stabled in this area. Mounts
  are typically brought onto the grounds through the
  portcullis in the eastern outer wall, then led into the
  stable through a pair of double doors that open from
  the building onto the courtyard. Each stall can house
  a Large mount, and one stall can accommodate a
  Huge mount. The limited space in the stable is avail-
  able to the knights on a first-come, first-served basis.
  Knights who arrive after every available space has
  been taken must make arrangements with other
  stables in the city. 
  
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  16. Courtyard
  Oak trees, flowers, and other ornamental plants spring
  from a carpet of lush grass in each of these outdoor
  garden areas within the chapter house walls. The court-
  yards are available for knights and visitors alike to
  enjoy.
  17. Outer Walls
  Each of the 15-foot-thick outer walls consists of a 5-
  foot-wide walkway flanked by two 5-foot-thick sand-
  stone walls. This walkway allows those within the keep
  to access the other structures in the chapter house
  without exposing themselves to any harm. The walls
  are 15 feet tall, and ladderlike footholds carved into the
  courtyard side provide access to the roof. The roofs of
  the chapter house’s three structures are open so that
  defenders may walk upon them.
  NPCS
  The following NPCs are associated with the Order of
  the Chalice chapter house presented above. They repre-
  sent the usual range of characters that PCs are likely to
  encounter when visiting the place. They can be used
  within the context of the chapter house itself, or in
  other dealings with the Order of the Chalice. 
  Sample Quester
  Trelannor Vaun comes from a long line of good war-
  riors who have defended the land from the many forms
  of evil that threaten it. As a child, he was highly com-
  petitive with his peers, and he strove to be the best at
  everything he did. When he grew older, he felt a call-
  ing to seek out and destroy evil wherever it might lie.
  He found faith in the worship of Heironeous and even-
  tually became a paladin of that deity.
  As Trelannor advanced, he came to realize that
  demons, devils, and other outsiders were working
  against all that was good. In some cases, they func-
  tioned as subtle forces behind the scenes, but in other
  cases, they were direct forces for evil within the world. 
  About this time, he learned of the Knights of the
  Chalice and decided to seek them out. His devotion to
  the cause of good and his disdain for evil outsiders
  quickly gained him the rank of quester for the order.
  Like his fellow questers, he is now working toward full
  membership in the Order of the Chalice.
  D Trelannor Vaun: Male human paladin 5; CR
  5; Medium humanoid; HD 5d10; hp 27; Init +0; Spd 20
  ft.; AC 17, touch 10, flat-footed 17; Base Atk +5; Grp +7;
  Atk +8 melee (1d8+3/19–20, +1 longsword) or +5 ranged
  (1d8/�3, longbow); Full Atk +8 melee (1d8+3/19–20,
  +1 longsword) or +5 ranged (1d8/�3, longbow); SA
  smite evil 2/day, turn undead 4/day; SQ aura of
  courage, aura of good, detect evil, divine grace, divine
  health, lay on hands, special mount (Akabar); AL LG; SV
  Fort +5, Ref +2, Will +4; Str 15, Dex 10, 
  Con 11, Int 12, Wis 14, Cha 13.  
  Skills and Feats: Concentration +4, Diplomacy +9,
  Knowledge (religion) +9, Knowledge (the planes) +5,
  Ride +4; Cleave, Eyes in the Back of Your Head, Power
  Attack.
  Smite Evil (Su): Twice per day, Trelannor may
  attempt to smite evil with one normal melee attack. He
  adds +1 to his attack roll and deals 5 points of addi-
  tional damage. If he accidentally smites a creature that
  is not evil, the smite has no effect, but the attempt still
  uses up one daily use of the ability.
  Turn Undead (Su): Trelannor turns undead as a
  3rd-level cleric.
  Aura of Courage (Su): Trelannor is immune to
  fear, magical or otherwise. Each ally within 10 feet of
  him gains a +4 morale bonus on saving throws against
  fear effects. 
  Aura of Good (Ex): Trelannor’s aura of good is
  strong.
  Detect Evil (Sp): Trelannor can use detect evil, as
  the spell, at will.
  Divine Grace (Su): Trelannor applies his
  Charisma bonus to all saving throws. (This modifier is
  already figured into the statistics given above.)
  Divine Health (Ex): Trelannor is immune to all
  diseases, including magical diseases such as mummy
  rot and lycanthropy.
  Special Mount (Sp): Trelannor has a heavy
  warhorse named Akabar as his special mount. He gains
  the following benefits from Akabar.
  Empathic Link (Su):Trelannor can communicate tele-
  pathically with Akabar at a distance of up to 1 mile. He
  has the same connection to an item or a place that
  Akabar does.
  Share Spells: Trelannor may have any spell he casts
  on himself also affect Akabar if the latter is within 5
  feet at the time. He may also cast a spell with a target of
  “You” on Akabar.
  Lay on Hands (Su): Trelannor can heal wounds
  (his own or those of others) by touch. Each day, he can
  heal 5 hit points of damage. He may choose to divide
  his healing among multiple recipients, and he doesn’t
  have to use it all at once. Alternatively, he can use any
  or all of this healing to deal damage to undead crea-
  tures. Using lay on hands in this way requires a success-
  ful melee touch attack and doesn’t provoke an attack of
  opportunity. 
  
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  Paladin Spells Prepared (1; save DC 12 + spell
  level): 1st—cure light wounds. 
  Possessions: +1 scale mail, heavy steel shield, +1
  longsword, longbow, 20 arrows, four potions of cure moder-
  ate wounds, 56 gp.
  Physical Description: Trelannor stands 6 feet, 2 inches
  tall. He has a fair complexion, blond hair, and blue
  eyes. He has a large build and is physically strong, but
  his actions are tempered by wisdom.
  D Akabar: Male heavy warhorse mount; CR —;
  Large animal; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC
  18, touch 10, flat-footed 17; Base Atk +4; Grp +12; Atk
  +7 melee (1d6+4, hoof); Full Atk +7 melee (1d6+4, 2
  hooves) and +2 melee (1d4+2, bite); Space/Reach 10
  ft./5 ft.; SQ improved evasion, low-light vision, scent;
  AL LG; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, 
  Con 17, Int 6, Wis 13, Cha 6.  
  Skills and Feats: Hide –3, Listen +6, Spot +5; Blind-
  Fight, Endurance, Run.
  Improved Evasion (Ex): When subjected to an
  attack that normally allows a Reflex saving throw for
  half damage, Akabar takes no damage on a successful
  save and half damage on a failed save.
  Sample Chalice Sergeant
  When Edainwa Benyth was a young woman, she
  watched summoned demons destroy her family and
  most of the small village in which she had been raised.
  The knights of the Chalice arrived too late to prevent
  the tragedy, but they did gather up the survivors and
  bring them back to their chapter house. 
  Most of the survivors were extremely young, but
  Edainwa was almost grown and very much interested
  in joining those who made a practice of crusading
  against the fiends that had destroyed her family. Imme-
  diately motivated to take up a sword, she became a
  squire to the knights and, five years later, advanced to
  quester.  As she became more skilled in combat and
  more committed to the cause of good, Edainwa quickly
  gained the necessary requirements for a knight of the
  Chalice and was accepted as a full-fledged member of
  the organization.
  Now, two years after formally joining the knights,
  Edainwa has distinguished herself among her peers by
  rooting out demonic forces poised to overpower
  nearby regions. On one occasion, she even took the
  fight into the Abyss when she pursued and rescued a
  fellow knight who had been captured by demons.
  Edainwa has also recruited several new knights to the
  cause. At present, she has the first of what she intends
  to be many squires.
  D Edainwa Benyth: Female human paladin
  8/knight of the Chalice 2; CR 10; Medium humanoid;
  HD 8d10+16 plus 2d10+4; hp 75; Init +1; Spd 20 ft.; AC
  21, touch 11, flat-footed 20; Base Atk +10; Grp +13; Atk
  +15 melee (2d6+6/19–20, +2 greatsword) or +12 ranged
  (1d8+4/�3, +1 composite longbow [+3 Str bonus]); Full
  Atk +15/+10 melee (2d6+6/19–20, +2 greatsword) or
  +12/+7 ranged (1d8+4/�3, +1 composite longbow [+3 Str
  bonus]); SA censure demons, smite evil 4/day, turn
  undead 4/day; SQ aura of courage, aura of good, courage
  of heaven (fear), detect evil, divine grace, divine health,
  fiendslaying +1/1d6, lay on hands, remove disease 1/week,
  special mount (Dalsha); AL LG; SV Fort +12, Ref +4, Will
  +5; Str 17, Dex 12, Con 14, Int 12, Wis 14, Cha 12.
  Skills and Feats: Concentration +12, Diplomacy +10,
  Intimidate +3, Knowledge (religion) +14, Knowledge
  (the planes) +10, Ride +5; Cleave, Extra Smiting, Great
  Cleave, Point Blank Shot, Power Attack.
  Censure Demons (Su): Any demon within 30
  feet of Edainwa must succeed on a DC 12 Will save or
  be stunned for 1 round if it has 4 or more Hit Dice. A
  demon with 3 or fewer HD must succeed on a second
  DC 12 Will save or be sent back to its home plane (as
  per the dismissal spell). Only one demon is dismissed
  per censure; check the lowest Hit Dice demon first.
  Smite Evil (Su): Four times per day, Edainwa
  may attempt to smite evil with one normal melee
  attack. She adds +1 to her attack roll and deals 8 points
  of additional damage. If she accidentally smites a crea-
  ture that is not evil, the smite has no effect, but the
  attempt still uses up one daily use of the ability.
  Turn Undead (Su): Edainwa turns undead as a
  6th-level cleric.
  Aura of Courage (Su): Edainwa is immune to
  fear, magical or otherwise. Each ally within 10 feet of
  her gains a +4 morale bonus on saving throws against
  fear effects. 
  Aura of Good (Ex): Edainwa’s aura of good is
  strong.
  Courage of Heaven (Su): Edainwa is immune to
  fear effects cast or created by evil outsiders.
  Detect Evil (Sp): Edainwa can use detect evil, as
  the spell, at will.
  Divine Grace (Su): Edainwa applies her
  Charisma bonus to all saving throws. (This modifier is
  already figured into the statistics given above.)
  Divine Health (Ex): Edainwa is immune to all
  diseases, including magical diseases such as mummy
  rot and lycanthropy.
  Fiendslaying (Ex): Edainwa has a +1 bonus on
  attack rolls against evil outsiders. On a successful
  
  9
  attack, she deals an extra 1d6 points of damage. She also
  has a +1 competence bonus on Intimidate, Listen,
  Sense Motive, and Spot checks made against evil out-
  siders, and a +1 bonus on Will saving throws and
  opposed ability checks against creatures of this type.
  Special Mount (Sp): Edainwa has a heavy
  warhorse named Dalsha as her special mount. She
  gains the following benefits from Dalsha.
  Empathic Link (Su): Edainwa can communicate tele-
  pathically with Dalsha at a distance of up to 1 mile.
  Edainwa has the same connection to an item or a place
  that Dalsha does.
  Share Spells: Edainwa may have any spell she casts on
  herself also affect Dalsha if the latter is within 5 feet at
  the time. Edainwa may also cast a spell with a target of
  “You” on Dalsha.
  Lay on Hands (Su): Edainwa can heal wounds (her
  own or those of others) by touch. Each day, she can heal 8
  hit points of damage. She may choose to divide her heal-
  ing among multiple recipients, and she doesn’t have to
  use it all at once. Alternatively, she can use any or all of
  this healing to deal damage to undead creatures. Using lay
  on hands in this way requires a successful melee touch
  attack and doesn’t provoke an attack of opportunity. 
  Remove Disease (Sp): Edainwa can produce a
  remove disease effect, as the spell, once per week.
  Paladin Spells Prepared (2/1; save DC 12 +
  spell level): 1st—cure light wounds, protection from evil;
  2nd—undetectable alignment. 
  Knight of the Chalice Spells Prepared (1;
  save DC 12 + spell level): 1st—bless weapon. 
  Possessions: +2 full plate armor, +2 greatsword, +1 compos-
  ite longbow (+3 Str bonus), 20 arrows, three potions of cure
  moderate wounds, 160 gp.
  Physical Description: Edainwa is a petite woman 
  (5 feet, 2 inches) with short black hair and twinkling
  blue eyes.
  D Dalsha: Female heavy warhorse mount; CR —;
  Large animal; HD 8d8+24; hp 60; Init +1; Spd 60 ft.; AC
  20, touch 10, flat-footed 19; Base Atk +6; Grp +15; Atk
  +11 melee (1d6+5, hoof); Full Atk +11 melee (1d6+5, 2
  hooves) and +5 melee (1d4+2, bite); Space/Reach 10
  ft./5 ft.; SQ improved evasion, improved speed, low-
  light vision, scent; AL LG; SV Fort +9, Ref +7, Will +3;
  Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6.  
  Skills and Feats: Hide –3, Listen +7, Spot +6;
  Endurance, Run, Weapon Focus (hoof).
  Improved Evasion (Ex): When subjected to an
  attack that normally allows a Reflex saving throw for
  half damage, Dalsha takes no damage on a successful
  save and half damage on a failed save.
  Sample Chalice Marshal
  A proven leader within the Order of the Chalice, Lighan
  Afaer is the current head of the Crimson Chalice Chap-
  ter House, where eighty-one Chalice Sergeants serve
  under his command. Lighan’s experience as a cleric and
  his degree of devotion to Heironeous, which surpasses
  that of many other knights of the Chalice, have allowed
  him to move up through the order’s ranks quickly.
  Lighan joined the knights of the Chalice because of
  his religious beliefs. He knows in his heart that order
  and good can conquer evil throughout the entire multi-
  verse, and he believes that the existence of demons is
  an affront to his god and his beliefs. Based on these
  convictions, Lighan not only takes up arms against
  demons himself, but he also actively recruits other
  brave individuals into the Order of the Chalice. 
  As a Chalice Marshal, Lighan has the authority to
  round up manpower to combat demons on all fronts,
  and indeed he has led the charge against several
  demonic incursions onto the Material Plane. He has
  also made several expeditions into the Abyss to fight
  demons where their power bases lie. While a few of
  these excursions were simple fact-finding missions
  designed to discover the landscape of the various
  Abyssal layers, Lighan has also launched full assaults
  against several minor demon lords, thus weakening the
  power structures that exist within the Abyss.
  D Lighan Afaer: Male human cleric 11/knight of
  the Chalice 4; CR 15; Medium humanoid; HD 11d8+11
  plus 4d10+4; hp 86; Init +2; Spd 20 ft.; AC 22, touch 12,
  flat-footed 20; Base Atk +12; Grp +15; Atk +19 melee
  (1d8+6/17–20, +3 thundering longsword); Full Atk
  +19/+14/+9 melee (1d8+6/17–20, +3 thundering
  longsword); SA censure demons, turn undead 9/day; SQ
  consecrated casting, courage of heaven (fear), fiendslay-
  ing +2; AL SV Fort +12, Ref +6, Will +12; Str 16, Dex 14,
  Con 13, Int 12, Wis 18, Cha 14.  
  Skills and Feats: Concentration +15, Diplomacy +15,
  Heal +15, Knowledge (religion) +11, Knowledge (the
  planes) +15, Sense Motive +11, Spellcraft +6; Brew
  Potion, Combat Casting, Craft Rod, Endurance, Extra
  Turning, Improved Critical (longsword), Improved
  Turning, Martial Weapon Proficiency (longsword),
  Power Attack, Weapon Focus (longsword).
  Censure Demons (Su): Any demon within 30
  feet of Lighan must succeed on a DC 14 Will save or be
  stunned for 1 round if it has 8 or more Hit Dice. A
  demon with 7 or fewer HD must succeed on a second
  DC 14 Will save or be sent back to its home plane (as
  per the dismissal spell). Only one demon is dismissed
  per censure; check the lowest Hit Dice demon first.
  
  10
  Consecrated Casting (Ex): When Lighan casts
  a spell that targets an evil outsider, add +2 to his caster
  level check to overcome the target’s spell resistance
  and +2 to the DC of any saving throw the spell allows.
  Courage of Heaven (Su): Lighan is immune to
  fear effects cast or created by evil outsiders.
  Fiendslaying (Ex): Lighan has a +2 bonus on
  attack rolls against evil outsiders. On a successful
  attack, he deals an extra 2d6 points of damage. He also
  has a +2 competence bonus on Intimidate, Listen,
  Sense Motive, and Spot checks made against evil out-
  siders, and a +2 bonus on Will saving throws and
  opposed ability checks against creatures of this type.
  Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/
  2+1/1+1; save DC 14 + spell level): 0—detect magic, guid-
  ance, light, purify food and drink, read magic, virtue; 1st—
  bless, bless water, cause fear, comprehend languages, divine
  favor, magic weapon, protection from evil*; 2nd—aid*, align
  weapon, bull’s strength, find traps, lesser restoration, spiritual
  weapon; 3rd—dispel magic, invisibility purge, magic vest-
  ment*, remove blindness/deafness, searing light, water
  breathing; 4th—death ward, dimensional anchor, dismissal,
  holy smite*, restoration; 5th—dispel evil, flame strike*, true
  seeing; 6th—blade barrier*, planar ally. 
  *Domain spell. Deity: Heironeous. Domains: Good
  (cast good spells at +1 caster level), War (Martial
  Weapon Proficiency and Weapon Focus with deity’s
  favored weapon).
  Knight of the Chalice Spells Prepared (2/2;
  save DC 14 + spell level): 1st—detect evil, summon mon-
  ster I; 2nd—bull’s strength, undetectable alignment. 
  Possessions: +3 breastplate, heavy steel shield, +3 thun-
  dering longsword, three potions of cure serious wounds,
  winged boots, 245 gp.
  ABOUT THE AUTHOR
  Darrin Drader was born in Pullman, Washington in
  1973, and he attended Washington State University
  there as well. He has lived in western Washington for
  the past six years and is thrilled to be an employee of
  Wizards of the Coast, Inc. Darrin has done design work
  for Asgard Online Magazine, d20 Weekly Online Magazine,
  Dragon® Magazine, Star Wars Gamer Magazine, Bastion
  Press, and of course, Wizards of the Coast, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/The Order of the Chalice Expansion.pdf