Champions of Valor discusses what it means to be valourous and heroic in Faerûn. The book introduces heroic ideals, as well as new feats, prestige classes and substitution levels for heroes associated with the major valourous organizations. However, it does not provide any alternate mechanics for heroes belonging to all the minor valorous organizations in its pages. Some of these organizations are more suited for player characters than others, and several seem to cry out for some player character options. Thus, this web enhancement offers substitution levels for members of six minor valourous organizations.
Champions of Ruin, on the other hand, discusses what it means to be evil in Faerûn, but it offers no substitution levels for any of the organizations that appear in its pages. To rectify this apparent oversight, substitution levels for the Zhentarim fighter and the Dark Moon monk are provided here as well.
As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
To get the benefits of the substitution levels described here, your character has to join the appropriate organization. Membership has its privileges, as someone once said. All the new class features for the various substitution levels are described in detail here. The descriptions for any class features that are identical to existing ones may be found in the appropriate sections of the Players Handbook.
The Golden Hands of Vergadain defend the interests of the dwarves, particularly in areas of commerce and trade. Furthermore, the members of this organization work to eliminate threats to dwarven commercial ventures and recover goods stolen from dwarf merchants. The training provided by the Golden Hands helps members track foes of the dwarves and deal with them appropriately.
Class: Rogue.
Hit Die: d6.
To take a Golden Hands substitution level, a character must be a dwarf, a member of the Golden Hands of Vergadain, and about to take his 2nd, 3rd or 6th level of rogue.
A Golden Hand of Vergadain has the same selection of class skills as a standard rogue does, plus Survival.
Skill Points at Each Level: 8 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 2nd | +1 | +0 | +2 | +0 | Evasion, Favoured Enemy |
| 3rd | +2 | +1 | +3* | +1 | Sneak Attack +2d6, Track |
| 6th | +3 | +2 | +4* | +2 | Urban Tracking |
* These values are each lowered by 1 if the character has also taken
the 2nd Golden Hand substitution level.
All the following are features of the Golden Hands substitution levels.
Favoured Enemy (Ex): A Golden Hand of Vergadain can choose any organization in Faerûn that opposes dwarves as a favoured enemy, in the same way that a ranger chooses favoured enemies. The Golden Hand gains a +2 bonus on weapon damage rolls against recognized members of the chosen organization, and a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against such individuals. This ability cannot be used to “detect” members of the chosen organization, and it applies only against actual members. Thus, the Golden Hand cannot simply declare someone a member to gain the bonuses.
This benefit replaces the +1 bonus on Reflex saves that a standard rogue gains at 2nd level. From this point forward, the Golden Hand’s Reflex save modifier is 1 point lower than that of a standard rogue.
Track (Ex): A Golden Hand of Vergadain gains Track as a bonus feat. This benefit replaces the trap sense class feature that a standard rogue gains at 3rd level. Any time thereafter that the Golden Hand would normally gain an increase in the trap sense ability, he gains a +1 bonus on any check made to track instead.
Urban Tracking (Ex): A Golden Hand of Vergadain can use the Gather Information skill to track targets in an urban setting. The tracking DCs and results are the same, but the skill used is different. This benefit replaces the +1 base attack bonus that a standard rogue gains at 6th level. From this point forward, the Golden Hand’s base attack bonus is 1 point lower than that of a standard rogue.
Paladins of the Harmonious Order, called Harmonious Knights, serve Milil and do good works in his name, though they tend to be egotistical and overly sure of themselves. Milil grants paladins of this order musical abilities to complement their fighting.
Class: Paladin.
Hit Die: d10.
To take a Harmonious Knight substitution level, a character must have Milil as his patron deity and be about to take his 1st, 6th or 9th level of paladin.
A Harmonious Knight adds Perform to the standard paladin’s list of class skills.
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Aura of Good, Inspire Courage +1, Smite Evil 1/day | — |
| 6th | +6/+1 | +5 | +2 | +2 | Inspire Competence 1/day | Same as Paladin |
| 9th | +9/+4 | +6 | +3 | +3 | Inspire Greatness 1/day | Same as Paladin |
All the following are features of the Harmonious Knight substitution levels.
Inspire Courage (Su): A Harmonious Knight can use songs to inspire courage in his allies and himself. As a standard action, he can sing rallying or inspiring war songs that grant all allies that hear him a +1 morale bonus on attack and damage rolls. This effect lasts as long as the Harmonious Knight sings, and for 5 rounds afterward. This ability is usable once per day per paladin level, and Harmonious Knight substitution levels count as paladin levels for this purpose.
This benefit replaces the standard paladin’s detect evil ability.
Inspire Competence (Su): A 6th-level Harmonious Knight with at least 4 ranks in Perform can use singing to help an ally (but not himself) succeed at a task. The ally must be within 30 feet and able to see and hear the Harmonious Knight. The ally gains a +2 competence bonus on skill checks made with a particular skill as long as she continues to hear the Harmonious Knight’s singing (maximum 2 minutes). Inspire competence is a mind-affecting ability and is usable once per day.
This benefit replaces the remove disease ability that the standard paladin gains at 6th level. From this point onward, the character has one fewer weekly uses of remove disease than a normal paladin of his level does.
Inspire Greatness (Su): A 9th-level Harmonious Knight with at least 5 ranks in Perform can sing to inspire greatness in himself or one chosen ally as a standard action. The effect lasts for as long as the ally hears the Harmonious Knight sing and for 5 rounds thereafter. The affected ally gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (applying the target’s Constitution modifier, if any, to both extra Hit Dice), a +2 competence bonus on attack rolls and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability and is usable once per day.
This benefit replaces the second weekly use of remove disease that the standard paladin gains at 9th level. From this point onward, the Harmonious Knight gains another daily use of inspire greatness or inspire competence (if he took the 6th Harmonious Knight level) instead of each additional weekly use of remove disease that he would otherwise have gained.
Halfling monks of the Hin Fist are trained to use a foe’s size against it. Their fighting style emphasizes bringing down larger foes and evading their attacks.
Class: Monk.
Hit Die: d6.
To take a Hin Disciple substitution level, a character must be a halfling member of the Hin Fist order, have 1 rank in Knowledge (Religion), and be about to take his 1st, 6th or 9th level of monk.
A Hin Disciple has the same selection of class skills as a standard monk does.
Skill Points at Each Level: 4 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +2 | Bonus Feat, Flurry of Blows, Unarmed Strike | -2/-2 | 1d4 | +0 | +0 ft. |
| 6th | +4 | +5 | +5 | +5 | Blur of Motion, Slow Fall 30 ft. | +3/+3 | 1d6 | +1 | +20 ft. |
| 9th | +6/+1 | +6 | +6 | +6 | The Harder They Fall | +6/+6/+1 | 1d8 | +1 | +30 ft. |
All the following are features of the Hin Disciple substitution levels.
Bonus Feats: At 1st level, a Hin Disciple monk may choose either Underfoot Combat or Stunning Fist as a bonus feat, instead of Improved Grapple. At 2nd level, he can choose between Improved Trip and Combat Reflexes as a bonus feat. He need not meet the prerequisites for these feats. The Hin Disciple does not gain a bonus feat at 6th level.
Blur of Motion (Ex): A 6th-level Hin Disciple with at least 5 ranks in Tumble can use the total defence option and still make a single attack in the same round. Blur of motion is a full-round action that can be used only against Large or larger foes.
This benefit replaces the choice of bonus feats that a standard monk gains at 6th level.
The Harder They Fall (Ex): A 9th-level Hin Disciple monk who has taken Improved Trip may grant allies some of that feat’s benefit. When the Hin Disciple trips a foe whose square he occupies, every ally within melee reach of the downed foe may immediately make a single attack at its full attack bonus on that opponent. Each ally also gains the +4 bonus on attack rolls for attacking a prone foe. This attack is made on the Hin Disciple’s turn and does not count against the number of attacks that the allies can make on their own turns. No combination of feats or abilities can grant a second attack by any ally during the Hin Disciple’s turn.
This benefit replaces the standard monk’s improved evasion ability. Furthermore, the Hin Disciple may never gain improved evasion from any class in the future.
For many decades, the gnome paladins belonging to the Knights of the Shadowy Cloak have worked to eliminate evil humanoids. To minimize the possibility of retaliation against gnome communities, they have developed ways to work in secret.
Class: Paladin.
Hit Die: d10.
To take a Shadow Cloak Knight substitution level, a character must be a gnome, a member of the Knights of the Shadowy Cloak, and about to take her 4th, 6th or 9th level of paladin.
A Shadow Cloak Knight has the same class skills as a standard paladin does, plus Hide and Move Silently.
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 4th | +4 | +4 | +1 | +1 | Favoured Enemy | Same as Paladin |
| 6th | +6/+1 | +5 | +2 | +2 | Hide in Plain Sight | Same as Paladin |
| 9th | +9/+4 | +6 | +3 | +3 | One with the Darkness 1/day | Same as Paladin |
All the following are features of the Shadow Cloak Knight substitution levels.
Favoured Enemy (Ex): A Shadow Cloak Knight paladin trains to fight the gnomes’ traditional enemies and learns special tactics to defeat them. She gains humanoids as her favoured enemy type and can choose any of the humanoid subtypes indicated for rangers. The Shadow Cloak Knight gains a +2 bonus on weapon damage rolls against her favoured enemy and a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against creatures of this type.
Hide in Plain Sight (Ex): A 6th-level Shadow Cloak Knight can use her Hide skill even when she has nothing to hide behind, or when she is being observed. To do so, she must be within 10 feet of any area of shadowy illumination in which she could hide, or in the dark. She cannot hide in her own shadow, and she can hide in the shadow of a creature only if it is Large or larger. She cannot use a creature’s own shadow to hide from it.
One with the Darkness (Sp): Once per day, a Shadow Cloak Knight paladin can become invisible, as if using the 2nd level sorcerer/wizard spell invisibility. Caster level equals paladin level, and Shadow Cloak Knight substitution levels count as paladin levels for this purpose.
HIGH ONE WARRIOR-WIZARD
(WIZARD)
Some paladins of Azuth belong to the Order of the
Swords of the High One. These rare warriors must
progress as paladins before studying wizardry fulltime,
since they cannot multiclass freely. This dual focus
fuses their paladin training with their wizardry.
Hit Die: d4.
Requirements
To take a level of High One warrior-wizard, a character
must be a member of the Swords of the High One,
have at least two paladin levels, and be about to take her
2nd, 4th, or 5th level of wizard.
Class Skills
High One warrior-wizards have all the class skills that a
standard wizard does, plus Diplomacy, Handle Animal,
Heal, and Ride.
Skill Po i nts at Each Level : 2 + Int modifier.
High One Warrior-Wizard Substitution Levels
Base
Attack Fort Ref Will Spells Per Day
Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9
2nd +1 +0 +0 +3 Wizardly smiting 4 1 — — — — — — — —
4th +2 +1 +1 +4 Reduce armour hindrances 4 3* 1 — — — — — — —
5th +2 +1 +1 +4 Familiar mount 4 3* 2* 1 — — — — — —
*These values could be reduced by 1 if the High One warrior-wizard took the previous substitution levels.
Class Features
All the following are features of the High One warriorwizard
substitution levels.
Wi z a rdly Smiting (Su ) : At 2nd level, a High
One warrior-wizard can smite evil as a paladin (see page
44 of the Player’s Handbook). Her wizard levels stack
with her paladin levels for the purpose of determining
how many times per day she can use this ability.
This benefit replaces the 1st-level spell that a standard
wizard gains at 2nd level. From this point forward,
the character has one fewer 1st-level spells that she can
prepare per day than a standard wizard does.
Reduce Armour Hindrances (Ex ) : The High
One warrior-wizard’s training in spellcasting allows her
to ignore some of the hindrances of armour. The arcane
spell failure chance imposed by her armour is reduced
by 20% (minimum 0%). Thus, she can wear light armour
without penalty, or medium or heavy armour with
reduced penalties.
This benefit replaces the 2nd-level spell that a standard
wizard gains at 4th level. From this point forward,
the character has one fewer 2nd-level spells that she
can prepare per day than a standard wizard does.
Familiar Mount: If a High One warrior-wizard
has access to a special mount based on her paladin
levels, this creature gains the characteristics of a familiar
as well as those of a paladin mount. The High One
warrior-wizard must dismiss her familiar (if she has
one) to gain this benefit, but she takes no penalties for
doing so. She then uses her wizard level to determine
the natural armour bonus, Intelligence, and special abilities
that her familiar should have and applies those to
her special paladin mount. Her High One warriorwizard
levels count as wizard levels for this purpose.
The mount’s natural armour bonuses from both
sources stack, and it gains the greater of the two Intelligence
scores. Thus, the mount has all the abilities of a
special mount appropriate to the character’s paladin
level and a familiar appropriate to her wizard level.
Bonuses of the same type do not stack, except as noted
above, and the mount cannot gain the same ability
twice; it takes the better version to which it is entitled.
The High One warrior-wizard does not lose experience
points if the familiar mount is killed because she
can summon a new one according to the rules given for
paladins.
This benefit replaces the bonus feat that a standard
wizard gains at 5th level.
Wayward Warden paladins dedicate their lives to defending halfling communities and trade caravans. Because they use both stealth and honourable confrontation to achieve their goals, paladins in this organization train in abilities that use the sneakiness of their companions to the group’s advantage.
Class: Paladin.
Hit Die: d10.
To take a Wayward Warden substitution level, a character must be a halfling, a member of the Wayward Wardens organization, and about to take her 3rd, 5th or 10th level of paladin.
A Wayward Warden has the same class skills as a standard paladin does.
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 3rd | +3 | +3 | +1 | +1 | Distracting Presence, Divine Health | — |
| 5th | +5 | +4 | +1 | +1 | Special Mount, Use your Allies | Same as Paladin |
| 10th | +10/+5 | +7 | +3 | +3 | Commanding Presence | Same as Paladin |
All the following are features of the Wayward Warden substitution levels.
Distracting Presence (Su): When confronting evil, a Wayward Warden can focus the attention of her foes on herself, causing each of them to take a -4 penalty on Spot and Listen checks while she is present.
This benefit replaces the aura of courage class feature gained by a standard paladin at 3rd level.
Use Your Allies (Ex): When a Wayward Warden is flanking a foe at least one size category larger than herself, she deals an extra +1d6 points of damage on every attack. This extra damage applies even if the foe cannot be flanked or is immune to flanking, but it does not apply when the foe is simply denied its Dexterity bonus. Use your allies is otherwise the same as the rogue sneak attack ability.
This benefit replaces the second daily use of smite evil that a standard paladin gains at 5th level. From this point onward, she has one fewer daily use of smite evil than a standard paladin does.
Commanding Presence (Su): A 10th-level Wayward Warden can influence the battlefield with her very presence. Once per day, as a standard action, she can grant her allies (but not herself) a competence bonus on attack rolls equal to her Charisma bonus (maximum +5). Only allies within 60 feet of the Wayward Warden that can see and hear her are eligible to receive this bonus. It lasts for 1 round per paladin level that the character possesses, and Wayward Warden substitution levels count as paladin levels for this purpose.
This benefit replaces the 3rd daily use of the smite evil ability that a standard paladin gains at 10th level. From this point forward, she has one fewer daily use of smite evil than a normal paladin does, or two fewer uses if she also took the 5th-level Wayward Warden substitution level.
The Monks of the Dark Moon are sorcerer-monks who have dedicated their bodies, minds and souls to Shar, the Lady of Loss. Because they deal with shadows and the Shadow Weave, they have developed special powers to take advantage of their connection to Shar.
Class: Monk.
Hit Die: d6.
To take a Dark Moon Disciple substitution level, a character must be a member of the Monks of the Dark Moon sect, have Shar as her patron deity, have 1 rank in Knowledge (religion), and be about to take her 3rd, 7th or 12th level of monk.
A Dark Moon Disciple has the same selection of class skills as a standard monk does.
Skill Points at Each Level: 4 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|---|---|---|---|---|---|
| 3rd | +2 | +3 | +3 | +3 | Darkvision | +0/+0 | 1d6 | +0 | +10 ft. |
| 7th | +5 | +5 | +5 | +5 | Shadow Blend | +4/+4 | 1d8 | +1 | +20 ft. |
| 12th | +9/+4 | +8 | +8 | +8 | Slow Fall 60 ft., Walk the Shadows | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
All the following are features of the Dark Moon Disciple substitution levels.
Darkvision (Ex): At 3rd level, a Dark Moon Disciple gains darkvision with a range of 60 feet.
This benefit replaces the still mind class feature that the standard monk gains at 3rd level.
Shadow Blend (Su): In any conditions other than full daylight, a 7th-level Dark Moon Disciple can disappear into the shadows, gaining total concealment. Artificial light does not negate this ability, though a daylight spell does.
This benefit replaces the wholeness of body class feature that the standard monk gains at 7th level.
Walk the Shadows (Su): At 12th level, a Dark Moon Disciple can jump from shadow to shadow. This ability works like the dimension door spell, except that the Dark Moon Disciple can leave and arrive only in areas of shadowy illumination. The caster level equals the character’s monk level, and Dark Moon Disciple substitution levels count as monk levels for this purpose. This ability is usable once per day.
This benefit replaces the abundant step class feature that a standard monk gains at 12th level.
The Zhentarim work across Faerun to bring other realms under their influence and eventual control. To that end, Zhentarim Soldiers learn that intimidation is as effective for coercing the masses as physical force is.
Class: Fighter.
Hit Die: d10.
To take a Zhentarim Soldier substitution level, a character must be a member of the Zhentarim, have 1 rank in Knowledge (Religion), and be about to take his 3rd, 5th or 9th level of fighter.
A Zhentarim Soldier fighter has the same selection of class skills as a standard fighter does, plus Bluff and Diplomacy.
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 3rd | +3 | +3 | +1 | +1 | Skill Focus (Intimidate) |
| 5th | +5 | +4 | +1 | +1 | Extended Intimidation |
| 9th | +9/+4 | +6 | +3 | +3 | Swift Demoralization |
All the following are features of the Zhentarim Soldier substitution levels.
Skill Focus (Intimidate): A Zhentarim Soldier gains Skill Focus (Intimidate) as a bonus feat at 3rd level.
Extended Intimidation (Ex): A target successfully intimidated by a 5th-level Zhentarim Soldier suffers lasting effects. Instead of ending when the Zhentarim Soldier leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target’s attitude towards the Zhentarim Soldier shifts to unfriendly, but a lingering fear remains. Whenever the Zhentarim Soldier returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.
Swift Demoralization (Ex): A 9th-level Zhentarim Soldier can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.
Source: Web Enhancement: Benefits of Membership