RIDERS OF DAWN

Written by: Mike Chelnokov

The Riders of Dawn are an elite group of highly advanced paladins who have deticated their lives to protecting the week and abused from the evil tyrants of the world. The order was founded by a paladin by the name of Hiero Light. He called together this order after the Dark Times. Together the Riders of Dawn have joined forces with the god of Light, and each other to stop Blake the Terrible.

"Together united, we will see that all evil is banished from this earth! I will never harm anyone, unless they have done so themselves. I will free all slaves that evil has enslaved. And lastly, I will serve forever for good, and never evil. For if i serve for evil, I lose my connections with the order. This oath I keep close to my heart for all eternity..." This is the oath that all Riders of Dawn must take before they are chosen.


Joining the Order: If any character wishes to join the Riders of Dawn, they must find a recruiting station. There may be a single head quarters of the group in every other major city. An initiate must pay an annual fee of 100 gp, and a tuition fee of 800gp. The fees cover membership to a traning arena, and a meditation hall.

Benefits: Members of this highly prestigious order may take levels in the Soul Knight prestige class. Members get the right to train at training center and they may also enter (with no fee) to glatitorial arenas. They also get the right to visit and meditate in a meditaion hall, located in each head quarters. You also get free rest and food at every station.

Meditation Halls: These halls are located in every head quarters of the Riders of Dawn and in every monk monistary. The Halls are quiet and you get to choose a meditation room. You can recover twice as much hit points while meditating in one of these rooms. Normally a days rest recovers around 2 hit points, although these chambers push it up to 4. You also regain any lost ability scores, 1 point for a single score for each days rest.


Soul Knight prestige class

Class Skill Points: 3+ Int Modifier
Class Skills: Same as Paladin

Requirements: Base Attack: +6
Skills: 10 ranks in Knowledge (nobility)
Feats: Great Fortitude, and Toughness
Alignment: Must be Lawful Good

Class Features

Circle of Protection: Soul Knights get a +2 bonus to thier Armor Class versus evil aligned opponents (+4 at 5th-level, +6 at 10th-level).

Detect Undead/Good: You get the ability to detect good and undead within a 60 ft. radius.

Banish Evil: A Soul Knight can open the gateway to the underworld and banish any evil aligned being into the dimention. The Soul Knight must make a Dimention check (wisdom DC 15) or else suffer the same fate as his enemy. Soul Knights can banish any beings that have a lower level (or CR if its a creature) then himself.

Bonus Hit Points: Every 4 levels you take on a +4 bonus to your hit points.

Energy Burst: A 10ft. long bolt of pure white energy erupts from your hands. A chosen target has to take 2d8 points of holy damage. If that target is evil aligned, he takes double damage. This aura bolt temperery drains 1d6 points from your wisdom score due to the massive energy.

Inner Strength: Soul Knight learn to control the strength and energy within themselves at 5th level. They get a +3 bonus to all of thier initiative rolls.

Sacred Strike: A Soul Knight reaches near purity at 9th level. He will gain the power of the good gods and goddesses to use against evil. They grant the Soul Knight a supernatural ability to strike a furious blow against thier evil enemies. This ability will paralyze a hit victem for two months. While paralyzed a victem gets a -4 penalty to all of thier ability scores, and they cannot move (they can only speek). The victem must have be at a lower level ( by at least a half) to be paralyzed. If a greater opponent is hit, then they are paralyzed for only 1d6 rounds.


Soul Knight Class Chart
        Attack  Fort  Ref   Will
Level   Bonus   Save  Save  Save   Special
1       +1       +2    +2    +1    Circle of Protection (+2)
2       +2       +2    +2    +1    Detect Undead
3       +3       +3    +2    +2    Bonus Hit Points
4       +4       +3    +4    +2    Circle of Protection (+4)
5       +5       +4    +4    +3    Inner Strength
6       +6       +4    +4    +3    Energy Burst
7       +7       +5    +6    +4    Bonus Hit Points
8       +8       +5    +6    +4    Banish Evil
9       +9       +6    +8    +5    Sacred Strike
10      +10      +6    +8    +5    Circle of Protection (+6)