Knight of the High Forest (of the Order of the Hart)
2E kit from the Player’s Guide to Greyhawk

Product Number: 9578
Year Published:  1998

Converted from 2nd Edition to 3rd Edition D&D 
by Kajal, the Southern Oracle; thecage77@hotmail.com
Last Updated: October 20, 2000

Summary of Conversion:  I tried to stay as true to the original kit as possible, but issue #274 of Dragon magazine recommended a special ability for every level of a prestige class, so I’ve added new abilities to keep it in line with the prestige classes in the Dungeon Master’s Guide.

Class Level	Base Attack Bonus	Fortitude Save	Reflex Save	Will Save	Special	
1	+1	+2	+0	+0	Request Aid	
2	+2	+3	+0	+0	Stipend	
3	+3	+3	+1	+1	Stalk	
4	+4	+4	+1	+1	Protection from Evil	
5	+5	+4	+1	+1	Protection from Evil 5’ Radius	
6	+6	+5	+2	+2	Protection from Evil 10’ Radius	
7	+7	+5	+2	+2	Protection from Evil 15’ Radius	
8	+8	+6	+2	+2	Protection from Evil 20’ Radius	
9	+9	+6	+3	+3	Protection from Evil 25’ Radius	
10	+10	+7	+3	+3	Protection from Evil 30’ Radius	

Knight of the High Forest (of the Order of the Hart)
	Hit Die: d10

Requirements:
	Race: Elf or Half-Elf
	Base Attack Bonus: +7
	Alignment: any Good
	Craft (Bowmaking) or Craft (Weaponsmithing): 5 ranks
	Ride: +5
	Feats: Point Blank Shot, Weapon Focus (any sword)
	Special: Must have the sponsorship of a current Knight of  the High Forest

Class Skills:
	Craft (Armorsmithing, Blacksmithing, Bowmaking, Weaponsmithing) (Int), Diplomacy (Cha), Handle Animal (Cha), Intuit Direction (Wis), Knowledge (Nobility and Royalty) (Int), Ride (Dex), Wilderness Lore (Wis)
	Skill Points at Each Level: 2 + Int modifier

Class Features:
	Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons, light and medium armor, and shields.
	Request Aid: At 1st level, a knight receives a tabard and standard which advertise his/her affiliation.  A knight can request “reasonable” aid (a small amount of provisions, shelter for the night, etc.) from any denizen of the High Forest.  Abuse of this privelege can result in a revocation of membership.
	Stipend: At 2nd level, a knight begins receiving a small stipend of 1 gp per week.
	Stalk: At 3rd level, a knight is able to use the forest to his/her full advantage against enemies.  With a successful Wilderness Lore check (DC situational + 5 more than necessary) to track an enemy, a knight is able to automatically gain surprise and initiative for any combat situation resulting after the tracking.  (Example: A knight attempts to pick up the trail of 6 orcs over firm ground.  The DC is 15 - 2 for 2 groups of 3 medium creatures, for a total of 13.  With a successful roll of 18, the knight picks up the trail and follows it to the orcs’ present location; he gains one partial action for the surprise round of combat.  The orcs roll initiative, and the knight acts just before the orcs for the rest of the combat.)
	Protection from Evil: At 4th level, a knight undergoes a ritual which formally charges him/her with the defense and best interests of the High Forest.  Thereafter s/he radiates an aura of protection from evil (see the protection from evil spell in the Player’s Handbook).  This increases to a radius of 5 feet at 5th level, and an additonal 5 feet for every level thereafter.  The aura does not function beyond the recognized physical boundaries of the High Forest.