Knight of Luna
Greyhawk prestige class

Created by
Kajal, the Southern Oracle, thecage77@hotmail.com
and
Skeeter, skeetyrbug@imajis.com

Last Updated: January 12, 2001

The Knights of Luna are an Elven knighthood dedicated to involving Celene in the politics of post-war Oerik. The goals of the knighthood are to open the borders of Celene to aid other goodly nations, such as
 Furyondy and Veluna against the forces of Evil (Iuz, Turrosh Mak and the Pomarj). Also, they support the interior of Highfolk as well, with adventuring Knights donating a tithe of the spoils of adventure. Knights are always trying to open new diplomatic relations between good nations and the closed-mindedness of Queen Yolande. The Knights are led and represented by Prince Melf Brightflame.

Requirements:
Race: Elf
Base Attack Bonus: +6
Alignment: Good
Hide: 5 ranks
Knowledge (Celene): 5 ranks
Wilderness Lore: 5 ranks
Feats: Alertness, Track, Weapon Focus
Special: Must be sponsored by a Knight of Luna

Class Level	Base Attack Bonus	Fortitude save	Reflex save	Will save	Special	
1	+1	+0	+1	+1	Favored enemy +1	
2	+2	+1	+2	+1	Stalk,
 Protection from Evil	
3	+3	+1	+2	+2	Point Blank Shot or
Power Attack	
4	+4	+2	+3	+2	Favored Enemy +2	
5	+5	+2	+3	+3	Luna’s Kiss, Protection
From Evil 5’ radius	
6	+6	+3	+4	+3	Rapid Shot or Cleave	
7	+7	+3	+4	+4	Favored Enemy +3	
8	+8	+4	+5	+4	Dodge, Precise Shot
or Great Cleave	
9	+9	+4	+5	+5	Luna’s Kiss, Protection 
From Evil 10’ radius	
10	+10	+5	+6	+5	Favored Enemy + 4	

Skills: Climb (Str), Craft (Armorsmith, Bowyer, Blacksmith, Weaponsmith) (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intuit direction (Wis), Knowledge (Celene) (Int), Listen (Wis), Move silent (Dex, Forest only), Search (Int), Spot (Wis), Wilderness Lore (Wis)
Skill points: 2 + Int mod. Per level

Armor Proficiency: Proficiency in all light armor, leaf and wood armors (Dragon #279), and elven chainmail. They are proficient with bucklers, and small shields. They gain NO additional weapon proficiencies for being a Knight.
Favored Enemy + 1: A 1st level Knight of Luna chooses one humanoid type as his/her favored enemy.  This ability is the same as a ranger’s (see the ranger entry in the Player’s Handbook), except that additional enemies may not gained at higher levels.  The bonus increases to +2 at 4th level, +3 at 7th level, And +4 at 10th level.
Stalk: At 2nd 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: Also at 2nd level a knight undergoes a ritual which formally charges him/her with the defense and best interests of Celene and the Suss 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 at 9th level.  The aura does not function beyond the recognized physical boundaries of Celene and the Suss Forest.
Feats: At 3rd level the knight can choose either the Point Blank Shot or the Power Attack Feat.  At 6th level, the knight can choose Rapid Shot or Cleave (building on the selection made at 3rd level). At 9th, the knight gains Dodge, and can choose between Precise Shot and Great Cleave (again building on the selections made at 3rd and 6th level).
Luna’s Kiss: At 5th level, a knight receives a guild tattoo in a prominent location – cheek, forehead, forearm, bicep, thigh, chest, or back.  At any time after gaining the tattoo the knight may have cast one non-harmful touch spell into the tattoo, which may be triggered by a preset condition or command.  Once a spell is cast into the tattoo, ONLY that spell may be placed within it, and once a trigger is set, it may not be changed.   If the knight is a spellcaster, the spell counts against his total spell repertoire UNLESS it is 2 levels lower than his/her highest castable level.  Example: Menduron is a 5th-level knight with 4 casting levels as wizard; his highest spell level is 2, so any 0-level spell he places in his tattoo does not count against spell preparation the next day.  If he places a 1st- or 2nd-level spell in the tattoo, he cannot prepare a spell for that slot until the tattoo is triggered.
	A knight receives another tattoo as s/he advances, which may store spells following the above guidelines. An additional tattoo is gained at 9th level.  A tattoo must be visible in order to be triggered.