TEXT: The Knights of Dispatch 
   
  Promotion to Monster of the Earth 
  Version 4.0 
   
  This document should be provided to any Dispatcher upon promotion 
  to Monster of the Earth.  It is otherwise confidential.  Neither players 
  nor administrators should distribute it.  Players may show this 
  document to judges when requested to provide campaign 
  documentation for their character.  Judges are likewise requested not 
  to distribute or repeat the information found in this document. 
   
   
   
  
   
   
  2 
  Table of Contents: 
   
  Chapter 1 – Background 
  3 
   
  The Fourth of Seven Precepts 
  3 
   
  Chapter 2 – Requirements, Costs and Benefits 
  4 
   
  Requirements and Costs 
  4 
   
  Benefits 
  4 
   
  Magic Item Access 
  4 
   
   
  Chapter 3 – Advancement Within the Order 
  5 
   
  Monster of the Earth (Rank 4) 
  5 
   
  Chapter 4 – Knights of Dispatch Prestige Class 
  6 
   
  Chapter 5 – Procedures for Advancement 
  9 
  
   
   
  3 
  Chapter 1:  Background 
   
  The Seven Precepts 
   
  In addition to the Twelve Precepts, Azmarender also laid out a further Seven Precepts. These 
  Precepts contain powerful insights into the physical and spiritual realms that could be abused by the 
  unworthy and, as such, are closely guarded secrets known only to the Knights. 
   
   
  And behold, The Great Empire of the people will crumble and the 
  people will be afflicted by all manner of men and creatures. There 
  shall arise in the north a band that are the heirs of empire, for in 
  them is the knowledge that each may call upon the strength within. 
  And lo, their suffering shall be great, but it will bring them 
  enlightenment. It is for them alone to know the power of the blood.  
  It is to them that the spirits of the fallen pay homage.  They shall 
  bring peace to the people and reestablish their inheritance and all 
  will rejoice at their coming. And you shall know them thus, they 
  shall be lead by the son of Him who brings justice and he shall 
  know a secret, which is the salvation of the world. 
  - 
  The Prophecy of Azmarender 
   
  All of the mysticism that infuses the Knights of the Watch is justified by the belief that they are the 
  “Band” mentioned in the above prophecy. It is from this prophecy and the other teachings of Azmarender 
  that the secret Seven Precepts are drawn. The Knights are divided into seven ranks. Each rank requires 
  an initiation ceremony followed by the bestowing of a new title, after which the secret Precept of their rank 
  is revealed to them.  
   
   
  Ascending to a new rank entails a ritual, and often results in the order revealing more of its 
  secrets to the new initiate.  The ranks (in ascending order) are Vigils, Beasts of the Earth, Beasts of the 
  Air, Monsters of the Earth, Monsters of the Air, The Great Beasts, and the Grandiose Imperial Wyvern. 
   
   
  The first four of the Seven Precepts, as provided to Monsters of the Earth, are: 
   
  Seven – It is within the realm of mortal man to unleash from within the depths of our selves strength and 
  power unknowable.  As we master ourselves, so shall we master our surroundings.  This is the Precept of 
  Inner Strength. 
   
  Six – In the face of the most fiendish tortures did Trilesimain show us the way.  Wisdom is found through 
  agony.  Transcendence in torment.  This is the Precept of Enlightenment through Pain. 
   
  Five – Divinely inspired Trilesimain drank deep the blood of the wyvern, and was spared the poisoned 
  blade.  Through him we know that there is magic in the blood of the beasts of this world.  The path of the 
  vampire may never be walked, but the path of fortitude is opened to those who would follow Trilesimain.  
  This is the Precept of Power in the Blood. 
   
  Four – “A band shall arise.”  Thus speaks the prophecy of Azmarender.  We are the heirs to the Empire, 
  and will bring it once more to greatness.  In the footsteps of the greatest Knight of them all, we march to 
  restore the glory that was lost.  This is the Precept of Inheritance. 
   
  
   
   
  4 
  Chapter 2 – Requirements, Costs and Benefits 
   
  Requirements of Monsters of the Earth: 
  • 
  Beasts of the Earth must tithe 13% of their income to the Order. 
  • 
  Knights holding the rank of Monster of the Earth or higher are responsible for training of squires and 
  senior squires, and must devote 5 TU each year to this duty.  This cost is cumulative with the Fast. 
  • 
  Knights holding the rank of Beast of the Air or higher are expected to perform administrative functions 
  which require an additional 3 TU each.  This cost is cumulative with the Fast and the training 
  requirement above, for a total of 9 TU each year. 
  • 
  Knights holding the rank of Monster of the Earth and higher are responsible for preparations for the 
  Fast of the Murder of Bethane.  Each is expected to contribute 1000 gp each year to help cover the 
  costs of the ceremony, and devote 3 TU each year to preparations and contingency planning.  Again, 
  this is cumulative, for a total of 12 TU each year. 
   
  Benefits 
   
  Benefits of Knighthood: 
  • 
  Except as noted, all costs and benefits are as described in the public document. 
  • 
  Knights of the rank of Monster of the Earth and higher gain a +1 bonus to their Leadership score. 
   
  Magic Item Access 
  Dispatchers at the rank of Beast of the Air have access to the following magic items as per the Living 
  Greyhawk Campaign Sourcebook.   
   
  o 
  Monster of the Earth 
  +4 cloak of resistance 
  +3 amulet of natural armor 
  +4 periapt of wisdom 
  upgrade:  weapon to holy 
  upgrade:  weapon to bane (goblinoid) 
  upgrade:  weapon to bane (orc) 
  upgrade:  weapon to seeking 
  upgrade:  armor to +4 enhancement bonus 
  mitril items:  full plate 
  adamantine items:  heavy flail, glaive, heavy pick, halberd, ransuer 
   
  
   
   
  5 
  Chapter 3 – Advancement Within the Order 
   
   
  Add this section to Chapter 3 in your documentation. 
   
  Monsters of the Earth (Rank Four): 
  Ritual: The Candidate for the fourth rank undergoes a similar fast and then is told to ride forth and slay 
  the first evil, magical, living earthbound creature he encounters and return with it to the Headquarters. 
  When he returns, he is again bathed ritually while a higher level Knight recites to him the sins of the West 
  and of the Humanoids. 
   
  When this is done, the Knight is led before all Knights present of rank four and above. The 
  highest ranking Knight is again Celebrant.  There is a restating of the Twelve Precepts and then a 
  question is posed. “Do you swear on your honor as a Knight to hold the West and the Humanoids who 
  afflict the people with hatred in your heart. To not make peace with them and to make them your greatest 
  enemy?” 
   
  The Response is “Upon my honor as a Knight, I so swear.” 
   
  The Secret: With the Knight standing, the Celebrant continues, “You have been made a member of an 
  order with a noble and secret purpose.  You know the first secret, now understand the second. The 
  purpose of the order is to see that the Empire* is restored, to punish the West, and to destroy the 
  Humanoids that afflict the people. Do you swear upon your honor as a Knight to strive to see the Empire 
  reborn?” 
   
   
  The response is “Upon my honor as a Knight, I so swear.” A feast follows and the candidate is 
  welcomed. It is important to note that there has been no set policy for the restoration and many different 
  knights hold contrasting viewpoints as to which nation will lead the new empire. 
   
   
  The Knight may now take the 7th level of the prestige class. 
   
   
  *There’s quite a bit of division among the Knights as to what, exactly, this term means.  Some 
  want to restore the Keoish Empire, some have other ideas.  One thing that’s absolutely clear, however, is 
  that nobody takes this to mean the Occluded Empire of Vecna. 
   
  Naming Practices: The Knight is now known by the name of the monster that he slew on his quest, with 
  the word being modified by the virtue mentioned in his original naming ceremony.  For example, Faithful 
  Umber Hulk.  The Knight may continue to use any of the modifiers or honorifics that he has selected 
  before.  If a Knight advanced so quickly that they were never given such titles at lower ranks, they may 
  now select and use up to three modifiers. 
   
  Demographics: There are one hundred Monsters of the Earth at any given time. Only when there is a 
  vacancy is one sought to replace them from the Beasts of the Air. 
   
  
   
   
  6 
  Chapter 4 – Knights of Dispatch Prestige Class 
   
  Knight of Dispatch 
   
  The Knight of Dispatch is the ultimate defender of the Sheldomar Valley and its people.  Sworn to 
  sacred oaths to protect against the incursions of humanoids and the Baklunish west, these Knights serve 
  in the vanguard of armies in Gran March, Bissel, Geoff, and the other Sheldomar states.  Theirs is a long 
  and storied history, and continues to this day.  Though their ranks were greatly reduced in the Greyhawk 
  Wars, they remain strong and independent. 
   
  The Knights are a strange bunch, often feared and distrusted by those they are sworn to protect, 
  but given respect and honor regardless.  While their otherworldly and mysterious bearing may cause 
  unease in outsiders, few indeed are the Knights who act with anything but honor and grace in carrying out 
  their duties. 
   
  In recent years, there has been a schism within the Knighthood.  Those follow most closely the 
  traditional ways continue to call themselves the Knights of the Watch.  Knights conforming to the image 
  the word conjures, they are fierce combatants in heavy armor on powerful steeds.  These are known as 
  the Watchers.  Within the Knights of the Watch is a subgroup known as the Knights of Dispatch.  Having 
  seen the losses inflicted by uncommon foes against Knights using common tactics, the Dispatchers, as 
  they are known, seek to embrace new tactics and measures.  Still a part of the overall Knighthood, they 
  yet stand somewhat apart from their brethren. 
   
  The Knights honor their founder, Trilesimain, and pattern their behavior after his, and upon the 
  Twelve Precepts.  It is rumored that they follow a second set of Precepts as well, that grant the Knights 
  mystical powers.  While there is much evidence for this, the exact truth is closely guarded secret. 
   
  Hit Die: d10 
   
  Requirements: 
  To qualify to become a Dispatcher, a character must fulfill all of the following criteria. 
   
  Alignment:  Lawful Neutral, Lawful Good, or Neutral Good 
   
  Hide: 4 ranks 
   
  Move Silently: 3 ranks 
   
  Survival:  3 ranks 
   
  Spot:  3 ranks 
   
  Race:  Human, Half Elf, or Dwarf 
   
  Weapon Proficiency:  Any bow  
   
  Special:  1.)  Membership in the Knights of Dispatch. 
  2.)  Base Attack Bonus +5 OR Base Attack Bonus +4 and Sneak Attack +1d6 OR Base 
  Attack Bonus +3 and Sneak Attack +3d6 
   
  Class Skills: 
  Climb, Jump, Swim, Craft, Ride, Hide, Move Silently, Listen, Spot, Survival. 
   
  Skill Points Per Level: 4 + Int modifer. 
   
  Class Features: 
  Weapon and Armor Proficiency: 
   
  Dispatchers neither gain nor lose any existing weapon and armor proficiency. 
   
  Secrets of the Order:  (EX) 
   
  At first level, it becomes very difficult for others to pry the secrets of the Knights from a member.  
  Any time someone or something attempts to gain such a secret by magical means, the Knight receives a 
  saving throw (typically Will) at the normal DC.  This applies even if the magic in question normally allows 
  no saving throw.  The Knight adds his or her Dispatcher level as a special bonus to the save.  This does 
  not help the Knight in any way except to protect the secrets of the order or as a consequence thereof.  
  
   
   
  7 
   
  For example, an enchantress may charm a 5th level Knight, and the Knight would gain no bonus 
  to the save.  Should the enchantress request of her new friend that he reveal the secrets of the order, the 
  Knight immediately gets a new save, with a +5 bonus.  Each attempt to make the Knight reveal a fact 
  about his order allows a new save.  Similarly, detect thoughts works just fine on a Knight, but each time 
  the user attempts to pick up a secret regarding the order, the Knight receives a new save with the special 
  bonus. 
   
  This additional save functions as a normal saving throw against the spell (as specified in the spell 
  description).  If the spell or ability description does not normally allow a saving throw, the save negates 
  the spell if successful. 
   
  Unleash Inner Strength:  (SP) 
  Once per day, the Knight may concentrate (requiring a full-round action that can provoke an 
  attack of opportunity) to bring out his inner strength.  While using this ability, the Knight receives a +4 
  bonus to Strength for up to 3 rounds plus (or minus) his Wisdom modifier.  The Knight may voluntarily 
  cease using the ability at any time prior to the normal expiration.  Once the ability duration ends, the 
  Knight suffers a –2 penalty to Strength and Constitution for a period equal to the time the ability was in 
  use.  This penalty has no particular type, and stacks with all other penalties.  Note that a change in hit 
  point adjustment must be made to reflect the temporary loss in Constitution and this can result in the 
  Knight falling into negative hit points or even death.  Under no circumstances does this ability stack with a 
  barbarian’s rage ability (or any similar rage ability).  No character may enter a rage while under the effects 
  of Unleash Inner Strength, and no character may Unleash Inner Strength while in a rage.  This ability is 
  equivalent to a 2nd level spell. 
   
  Enlightenment Through Pain:  (SU) 
   
  By causing ritual damage to himself (each Knight may choose his own method, but methods 
  emulating the tortures of Trilesimain are especially popular) the Knight may gain enlightenment.  For each 
  5 hp of damage inflicted in this way, the Knight gains a temporary point of Intelligence or Wisdom (his 
  choice) to a maximum bonus in each equal to his level in the Dispatcher prestige class.  The boon lasts 
  for 1 hour per level achieved in the Dispatcher prestige class and the damage cannot be healed, even by 
  magical means, until after the boon has ended.  This bonus is treated as an Insight bonus. 
   
  If the Knight attempts to invoke this power while he is under an effect that grants temporary hit 
  points, the power fails (though the hit points are still lost).  If the Knight comes under an effect that grants 
  temporary hit points after invoking the power, the temporary hit points are lost, though other effects of the 
  spell or power are not impacted.  For example, if a Knight under the effects of an Aid spell tries to use this 
  power, it fails.  If a Knight under the effects of this power attempts to use an Aid spell, he gains no 
  temporary hit points, but gains the other benefits of the Aid spell normally.  Effects that alter the Knight’s 
  Constitution (and thus, indirectly, hit points) work normally.   
  Ritual damage is not subject to regeneration, damage reduction, fast healing, or any other similar 
  power.  There is no way to avoid taking the damage while still benefiting from the bonus, nor is there any 
  way to repair the damage while the power is in effect.  (Healing and any of the above abilities work 
  normally on damage sufferred by the Knight other than the ritual damage.  For example, if a Knight using 
  this power is struck by a longsword, a potion of cure light wounds would have its normal effect, up to the 
  damage caused by the sword blow.) 
   
  Power in the Blood:  (SU) 
   
  Once per month, a Knight may drink of the fresh blood of any evil monster (Aberration, Dragon, 
  Magical Beast, or non-humanoid appearing Outsider) he has slain in single combat and, from that blood, 
  derive magical benefits.  If the monster is one that has immunity to some attack form (Spell Resistance 
  and Damage Reduction do not count), he will gain that immunity for a period of one day per his level in 
  the Dispatcher prestige class.  If the creature has multiple immunities, the Knight may choose which he 
  will gain. If the creature has no immunities (or if the Knight is already immune to everything the creature is 
  immune to – most likely Fear), he will gain Spell Resistance of 7 + the CR of the creature slain for the 
  same period.  The use of this power prevents any harm from coming to Knight through contact or 
  consumption of the blood. 
  The Knight may not perform this ability again for an entire month following each use.  When it is 
  used, mark it on the Adventure Record, and 4 TU must pass before it can again be used.  The Knight is 
  
   
   
  8 
  instructed to use this ability only with monsters and not with humanoids, for fear of descending into the 
  evil ways of the vampire.  The ritual drinking of blood is a full round action that draws attacks of 
  opportunity.  It requires the Knight to have at least one hand free. 
   
  Example Immunities:  A behir has electricity immunity.  Should a Knight slay one in single combat 
  and drink its blood, he would gain that power.  A Chaos Beast is immune to both transformation and 
  critical hits.  A Knight that managed to slay one in single combat and drink its ‘blood’ would get to choose 
  one of those immunities. 
   
  Immunity To Fear:  (SU) 
   
  The Knight is immune to all forms of fear.  He does not radiate an aura of courage, as do 
  paladins. 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1 
  +1 
  +2 
  +0 
  +2 
  Secrets of the Order, Free Multiclassing 
  2 
  +2 
  +3 
  +0 
  +3 
  Unleash Inner Strength 
  3 
  +3 
  +3 
  +1 
  +3 
   
  4 
  +4 
  +4 
  +1 
  +4 
  Enlightenment Through Pain 
  5 
  +5 
  +4 
  +1 
  +4 
   
  6 
  +6 
  +5 
  +2 
  +5 
  Power in the Blood 
  7 
  +7 
  +5 
  +2 
  +5 
  Immunity to Fear 
   
  Free Multiclassing: 
   
  Paladins may freely multiclass as Knights of Dispatch.  That is, they may take a level in this 
  prestige class, and then return to the paladin class.  This is an exception to the normal rules for paladins. 
   
  
   
   
  9 
  Chapter 5 – Procedures for Advancement 
   
  Add this section to Chapter 5 of your documentation. 
   
  Monster of the Air: 
  • 
  Must spend at least 39 TU as a Monster of the Earth (both TU spent for modules or other play 
  activities such as interactives, and those spent on official Knightly business count toward this limit) 
  • 
  Must continue to uphold the Precepts and fulfill Knightly requirements.  Minor transgressions here 
  (that are not so serious as to invoke the Precept of Retribution) can delay advancement.  Each Triad 
  is free to determine an appropriate delay (anywhere from 26-104 TU is recommended – at this level 
  transgressions are expected to be few and far between). 
  • 
  Must be a shining example of everything the Order stands for.  This rank is for the best of the best 
  only. 
  • 
  Must hold some significant in-character honor or rank (nobility, military rank, high priest, major 
  tournament champion, etc.). 
  • 
  Must acquire at least six recommendations from fellow Knights.  This can be an NPC if written into a 
  module or a Triad approved non-module LG event, or a fellow PC.  Recommendations cannot be 
  gained through coercion (orders, threats, magical compulsion) or graft (bribery, quid quo pro 
  arrangements).  Again, previously gained recommendations are still applicable, but only if they were 
  written by full Knights (or characters since promoted to Knight – squires may not recommend for this 
  rank).  You may not receive a recommendation from anyone for whom you have previously provided 
  a promotion recommendation. 
  • 
  Must accumulate 80 Promotion Points (see chart). 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Knights_Dispatcher_BotA_to_MotE_Update_4.0.pdf