Wardens of the forest the green knights are neutral paladins and as such are build on the chassis of the paladin class. To play a green knight adjust the paladin class for Old School Essentials as follows:
Alignment: A green knight must be neutral. If the character’s alignment ever changes (for any reason), they lose all class abilities and become a fighter of the same level. The referee may allow the character to perform a quest of atonement in order to regain their status as a green knight.
Divine Magic: Green knights draw from the druid spell list instead of the cleric spell list.
Nature's Champion (replaces Warhorse)
A green knight of 4th level or higher may summon a steed of the forest—a stag with AC 5 [14], 5+5 HD, and a movement rate of 180’ (60’). If the stag dies, another may not be summoned for 10 years.
Regeneration (replaces Lay on Hands)
Once per day, a green knight can regenerate 2 hit points per level. Additionally, a green knight of 5th level of higher may once a week spend a turn to re-attach a limb.
After Reaching 9th Level
With the permission of the natural spirits of their forest, a green knight can build a woodland hermitage and control the surrounding lands. The green knight may be granted a title such as Defender of the forest. Lesser spirits of the forest will now aid the green knight as servants.
Vow of Humility
A green knight may keep only a total of one suit of magical armour, one magical shield, and one magical melee weapon. They must also donate 10% of all income to the spirits of the forest.
What form the spirits of the forest take is up to the referee, suitable options could be a talking tree, a noble fae creature or spirit of a pond/lake.
In all other regards a green knight is identical to a paladin.
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