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  Living Greyhawk Special
  Requirements
   
  For purposes of the Living Greyhawk
  campaign, the human or half-elf must be
  a Veluna regional character and also be a
  worshipper of Rao, St. Cuthbert, or
  Heironeous. Also, a prospective Knight of
  Veluna must have traveled to at least
  three lands and vanquished a foe or
  broken up a plot of Iuz, Hextor, Nerull, or
  Tharizdun in the lands of Verbobonc,
  Furyondy, Bissel, the Shield Lands,
  Veluna, or Highfolk. The knight must act
  with honor and dignity at all times, and
  must never let his/her emotions get the
  better of them. The Knights of Veluna
  have a code to uphold and must honor
  that to their last breath.
  Knights of Veluna
   
  Knights of the Hart, Part 4
   
  by Tim Sech
   
  The Knights of Veluna are mainly used as the brawn of the force of the Knights of the Hart and ride out to meet
  their enemy head on; more often then not, they are victorious. However, they are not beyond using diplomatic
  means to end a conflict, so that blood may not be spilled. They are often used as dignitaries to quell potential
  political tensions and possibly help secure trade agreements, as well as to bring new trade to countries to further
  the Knights of the Harts’ interests.
  There are 120 Knights of Veluna currently in action across the Vale. However, recent attacks against Veluna
  have led to anxious moments amongst the citizens. The clergy now feels that they have protected others long
  enough, and it is now time to protect the citizenry. The esteemed Canon Hazen has decided to pull back all of
  the Knights of Veluna (except in Thornward, Bissel where the treaty must be upheld) to protect the homeland.
  Many of the knights feel this decree too extreme, but they do not question the wisdom and faith of the esteemed
  Canon Hazen.
  All Knights of Veluna wear an insignia that bears a golden stag’s antlers on a black background in sable. This
  symbol is visible at all times on a knight, usually on their armor or shield so that their enemy may see who is
  bringing their death.
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become a Knight of Veluna, a character must fulfill all the
  following criteria.
  Race: Human or half-elf 
   
  Alignment: Lawful good. 
   
  Base Attack Bonus: +7. 
   
  Skills: Diplomacy 3 ranks, Knowledge (local) 2 ranks, Knowledge
  (nobility and royalty) 3 ranks, Knowledge (religion) 3 ranks, Ride 6
  ranks. 
   
  Feats: Mounted Combat, Weapon Focus (with deity's favored
  weapon), Armor Proficiency (Medium), Ride by Attack, Power Attack.
  CLASS SKILLS
  The Knight of Veluna’s class skills (and the key ability of each skill)
  are Concentration (Con), Diplomacy (Cha), Gather Information (Cha),
  Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (local) (Int), Knowledge (nobility and
  royalty) (Int), Ride (Dex), Sense Motive (Wis).
  Skill Points at Each Level: 2 + Int modifier.
  Knights of Veluna
  Class
   
  Level
  Base
   
  Attack
   
  Bonus
  Fort
   
  Save
  Ref
   
  Save
  Will
   
  Save
  Special
  Spells per Day
  1st
  +1
  +2
  +0
  +2
  Aura of Confidence
  +1 level of existing divine spellcasting
  class
  2nd
  +2
  +3
  +0
  +2
  true grit, the flame of eternal smite
  +1 level of existing divine spellcasting
  class
  3rd
  +3
  +3
  +1
  +3
  Woe of Old Wicked, blessed
  brightness(+2)
  +1 level of existing divine spellcasting
  class
  4th
  +4
  +4
  +1
  +4
  Aura of natural confidence
  +1 level of existing divine spellcasting
  class
  5th
  +5
  +4
  +1
  +4
  +1 level of existing divine spellcasting
  class
  6th
  +6
  +5
  +2
  +5
  Relentless pursuit, blessed brightness
  (+4)
  +1 level of existing divine spellcasting
  class
  7th
  +7
  +5
  +2
  +5
  Aura of valor
  +1 level of existing divine spellcasting
  class
  8th
  +8
  +6
  +2
  +6
  Aura of supreme confidence
  +1 level of existing divine spellcasting
  class
  
  Knights of Veluna
  2/3
  9th
  +9
  +6
  +3
  +6
  Holy wielder, blessed brightness (+6)
  +1 level of existing divine spellcasting
  class
  10th
  +10
  +7
  +3
  +7
  Strike at the heart of the Old One
  +1 level of existing divine spellcasting
  class
  CLASS FEATURES
  All of the following are features of the Knight of Veluna prestige class.
  Weapon and Armor Proficiency: Knights of Veluna gain no proficiency with any weapon or armor.
  Spells per Day: Starting at 1st level, and at every other Knight of Veluna level thereafter, the character gains new
  spells per day as if she had also gained a level in the divine spellcasting class. She does not, however, gain any
  other benefit a character of that class would have gained. If the character had no divine levels before becoming a
  1st-level Knight of Veluna, she gains the spellcasting ability of a 1st-level cleric when she takes her first knight
  level (and must choose two domains as a 1st-level cleric).
  Aura of Confidence (Su): At 1st level, a Knight of Veluna exudes such confidence when in combat that all allies
  within 10 feet receive a +1 morale bonus to attack and damage.
  True Grit (Ex): At 2nd level, a Knight of Veluna gains the Improved Toughness feat.
  The Flame of Eternal Smite (Su): At 2nd level, a Knight of Veluna gains the ability to attempt to smite an evil
  minion of Iuz with one attack per day. She adds her Charisma modifier (If any) to her attack roll and deals 1 extra
  point of damage per class level. For example, a 5th-level Knight of Veluna armed with a longsword would deal
  1d8+5 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply.
  Woe to Old Wicked (Su): At 3rd level, a Knight of Veluna has grown to spite all that Iuz embodies and with that,
  she scornfully attacks with fury. A knight gains a +2 sacred bonus to attack and damage against all of Iuz’s
  forces. This ability stacks with aura of confidence and aura of supreme confidence.
  Blessed Brightness (Ex): At 3rd level, a Knight of Veluna begins a journey that allows her to garner even more
  respect amongst the regions that she travels in. This is due to the long-standing reputation that Knights of Veluna
  are highly favored in the regions of Bissel, Furyondy, Highfolk, Shield Lands, Veluna, and Verbobonc. When
  traveling in these areas, a Knight of Veluna receives a +2 morale bonus to Diplomacy, Sense Motive, and
  Intimidate (for more of awe then overbearing presence) skill checks when in those previously mentioned regions.
  This bonus increases to +4 at 6th level, and +6 at 9th level.
  Aura of Natural Confidence (Su): At 4th level, a Knight of Veluna exudes such poise in battle that all allies within
  10 feet of the knight gain a +1 sacred bonus to AC.
  Relentless Pursuit (Ex): At 6th level, a Knight of Veluna endures long nights of patiently waiting out the forces of
  evil to put an end to their wicked ways. The knight gains the Endurance feat.
  Aura of Valor (Su): At 7th level, a Knight of Veluna is immune to fear and charm effects (magical or otherwise).
  Allies within 10 feet of the knight gain a morale bonus on saving throws against fear and charm effects equal to
  the knight’s Charisma bonus. If the knight already has this ability from another class, the radius of the morale
  bonus gained by allies increases to 20 feet.
  Aura of Supreme Confidence (Su): At 8th level, a Knight of Veluna exudes such confidence when in combat that
  all allies within 20 feet receive a +2 morale bonus to attack and damage. This does not stack with aura of
  confidence.
  Holy Wielder (Ex): At 9th level, a Knight of Veluna becomes so well attuned with the weapon of his choice that
  she gains Weapon Specialization feat for free. If the knight already has this feat, then she gains Greater Weapon
  Specialization.
  Strike at the Heart of the Old One (Ex): At 10th level, a Knight of Veluna may attempt to strike with a crippling,
  powerful blow to any individuals swearing allegiance to the foul deities of Iuz, Hextor, Nerull, or Tharizdun.
  Against agents of the aforementioned deities, once per day, the knight can declare a single melee attack with her
  chosen weapon to be an automatic threat before making the attack roll. If the attack is successful, you roll to
  confirm the critical, regardless of whether the actual attack roll was a threat. This affects only living creatures with
  discernible anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
  Any creature that is immune to critical hits is not vulnerable to this attack. This ability does not stack with the
  Power Critical feat from Complete Warrior.
  ©1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is
  headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.
  
  Knights of Veluna
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/Living Greyhawk - Web Archive - Power Groups, Knights of Veluna.pdf