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Hin Knight-Hero Prestige Class

by Beau Yarbrough

Although they may wander far and wide, across, under and above Mystara, hin never forget their home in the Five Shires and while some may quest for glory, gold or adventure, the greatest of them do it for their people and the Five Shires and are known as the knight-heroes.

Whereas the great heroes of other races may be praised for their ability to confront their foes head-on, and hammer away at them until they both collapse into the mud, bloody and exhausted, that seems foolish to the hin, who prize cleverness and wisdom above raw brute strength. While a dwarven defender will bar a foe with his dying breath, a hin knight-hero would be more likely to slip around the foe's rear through stealth and cleverness, cut off their reinforcements and confront the enemy leader one-on-one.

REQUIREMENTS

Halfling race
Lawful Good alignment
Base Attack Bonus: +6
Perform ranks: 3+

THE HIN KNIGHT-HERO Hit dice: d10

Level

Att.

Fort.

Ref.

Will

Special

1

+1

+2

+2

+0

Improved Throwing, Heroic Luck

2

+2

+3

+3

+0

Inspire Courage, Favoured Enemy

3

+3

+3

+3

+1

 

4

+4

+4

+4

+1

Throwing Specialisation

5

+5

+4

+4

+1

 

6

+6

+5

+5

+2

Favoured Enemy II

7

+7

+5

+5

+2

 

8

+8

+6

+6

+2

Evasion

9

+9

+6

+6

+3

 

10

+10

+7

+7

+3

Favoured Enemy III

Class Skills: Climb, Diplomacy, Jump, Heal, Hide, Intimidate, Knowledge (History), Knowledge (local - Five Shires), Knowledge (Nobility and Royalty), Move Silently, Perform, Ride, Sense Motive, Spot, Swim, Wilderness Lore

Skill points at each level: 4 + Int modifier.

CLASS FEATURES

Weapon and armour proficiency: Knight-Heroes are proficient in the use of all simple and martial weapons and all armour (heavy, medium and light) and shields. Armour check penalties exist for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Also, Swim checks suffer a -1 penalty for every five pounds of armour and equipment carried.

Improved Throwing: A knight-hero's bonus with thrown weapons increases to +2, rather than the halfling-standard +1.

Heroic Luck: The High Heroes smile on the knight-hero, granting him a bonus to all saving throws equal to his Charisma modifier (if positive). This replaces the natural bonus to saving throws all halflings get by the grace of the High Heroes.

Inspire Courage: A knight-hero may sing or chant a traditional hin song ("Halfling High" and "Sing of a King" are favourites in these situations) and raise the courage of themselves and their companions. To be affected, an ally must hear the knight-hero sing for a full round. The effect lasts as long as the knight-hero sing and for 5 rounds afterwards (or for 5 rounds after the ally can no longer hear the knight-hero's song). While singing, the knight-hero 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). The knight-hero and his allies receive a morale bonus against charm and fear attacks equal to the knight-hero's Charisma modifier. This bonus stacks with the halfling's racial +2 morale bonus against fear.

Favoured Enemy: Similar to the ranger's favoured enemy class skill (page 45, Player's Handbook), a second level knight-hero chooses a traditional enemy of the Five Shires and trains in techniques to combat them. Additional favoured enemies are chosen at sixth and tenth levels, with the bonus against each previously selected favoured enemy going up by one. Possible favoured enemies include: Aberrations, Animals, Beasts, Dwarves, Goblinoids, Humans, Orcs, Plants, Shapechangers, Undead and Vermin. It is not politic for the hin to mention that they still keep a wary eye fixed on dwarves and humans, and thus knight-heroes only discuss their favoured enemies in those cases with other hin.

Throwing Specialisation: At fourth level, a knight-hero gains a +2 damage bonus with thrown weapons.

Evasion: The embodiment of the nimble halfling, an eighth level knight-hero can avoid even magical and unusual attacks by being light on his feat. If a knight-hero makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion may only be used if the knight-hero is wearing light armour or no armour. It is an extraordinary ability.

Code of Conduct: A knight-hero must be of lawful good alignment and lose all special class abilities if he ever willingly commits an act of evil. Additionally, a knight-hero's code requires that he respects legitimate authority, act with honour (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends) and punish those that harm or threaten innocents.

Associates: While he may adventure with characters of any good or neutral alignment, a knight-hero will never knowingly associate with evil characters. A knight-hero will not continue an association with someone who consistently offends his moral code. A knight-hero may only hire henchmen or accept followers who are lawful good.