TEXT: The Knights of the Watch 
   
  Promotion to Beast of the Air Update 
  Version 4.0 
   
  This document should be provided to any Watcher upon promotion to 
  Beast of the Air.  It is otherwise confidential.  Neither players nor 
  administrators should distribute it.  Players may show this document 
  to judges when requested to provide campaign documentation for 
  their character.  Judges are likewise requested not to distribute or 
  repeat the information found in this document. 
   
   
   
  
   
   
  2 
  Table of Contents: 
   
  Chapter 1 – Background 
  3 
   
  The Third of Seven Precepts 
  3 
   
  Chapter 2 – Requirements, Costs and Benefits 
  4 
   
  Requirements and Costs 
  4 
   
  Benefits 
  4 
   
  Magic Item Access 
  4 
   
   
  Chapter 3 – Advancement Within the Order 
  5 
   
  Beasts of the Air (Rank 5) 
  5 
   
  Chapter 4 – Knights of the Watch Prestige Class 
  6 
   
  Chapter 5 – Procedures for Advancement 
  9 
  
   
   
  3 
  Chapter 1:  Background 
   
  The Seven Precepts 
   
  In addition to the Twelve Precepts, Azmarender also laid out a further Seven Precepts. These 
  Precepts contain powerful insights into the physical and spiritual realms that could be abused by the 
  unworthy and, as such, are closely guarded secrets known only to the Knights. 
   
   
  And behold, The Great Empire of the people will crumble and the 
  people will be afflicted by all manner of men and creatures. There 
  shall arise in the north a band that are the heirs of empire, for in 
  them is the knowledge that each may call upon the strength within. 
  And lo, their suffering shall be great, but it will bring them 
  enlightenment. It is for them alone to know the power of the blood.  
  It is to them that the spirits of the fallen pay homage.  They shall 
  bring peace to the people and reestablish their inheritance and all 
  will rejoice at their coming. And you shall know them thus, they 
  shall be lead by the son of Him who brings justice and he shall 
  know a secret, which is the salvation of the world. 
  - 
  The Prophecy of Azmarender 
   
  All of the mysticism that infuses the Knights of the Watch is justified by the belief that they are the 
  “Band” mentioned in the above prophecy. It is from this prophecy and the other teachings of Azmarender 
  that the secret Seven Precepts are drawn. The Knights are divided into seven ranks. Each rank requires 
  an initiation ceremony followed by the bestowing of a new title, after which the secret Precept of their rank 
  is revealed to them.  
   
   
  Ascending to a new rank entails a ritual, and often results in the order revealing more of its 
  secrets to the new initiate.  The ranks (in ascending order) are Vigils, Beasts of the Earth, Beasts of the 
  Air, Monsters of the Earth, Monsters of the Air, The Great Beasts, and the Grandiose Imperial Wyvern. 
   
   
  The first three of the Seven Precepts, as provided to Beasts of the Air, are: 
   
  Seven – It is within the realm of mortal man to unleash from within the depths of our selves strength and 
  power unknowable.  As we master ourselves, so shall we master our surroundings.  This is the Precept of 
  Inner Strength. 
   
  Six – In the face of the most fiendish tortures did Trilesimain show us the way.  Wisdom is found through 
  agony.  Transcendence in torment.  This is the Precept of Enlightenment through Pain. 
   
  Five – Divinely inspired Trilesimain drank deep the blood of the wyvern, and was spared the poisoned 
  blade.  Through him we know that there is magic in the blood of the beasts of this world.  The path of the 
  vampire may never be walked, but the path of fortitude is opened to those who would follow Trilesimain.  
  This is the Precept of Power in the Blood. 
   
   
  
   
   
  4 
  Chapter 2 – Requirements, Costs and Benefits 
   
  Requirements of Beasts of the Air: 
  • 
  Beasts of the Earth must tithe 12% of their income to the Order. 
  • 
  Knights holding the rank of Beast of the Earth or higher are responsible for training of squires and 
  senior squires, and must devote 5 TU each year to this duty.  This cost is cumulative with the Fast. 
  • 
  Knights holding the rank of Beast of the Air or higher are expected to perform administrative functions 
  which require an additional 3 TU each.  This cost is cumulative with the Fast and the training 
  requirement above, for a total of 9 TU each year. 
   
  Benefits 
   
  Benefits of Knighthood: 
  • 
  Except as noted, all costs and benefits are as described in the public document. 
   
  Magic Item Access 
  Watchers at the rank of Beast of the Air have access to the following magic items as per the Living 
  Greyhawk Campaign Sourcebook. 
   
  o 
  Beast of the Air 
  +3 ring of protection 
  winged boots 
  +4 belt of giant strength 
  +4 amulet of health 
  stone horse - destrier 
  necklace of adaptation 
  horn of goodness 
  upgrade:  armor to +3 enhancement bonus 
  adamantine items:  bastard sword, dwarven waraxe, spiked chain, hand axe, flail, 
  shortspear 
  
   
   
  5 
  Chapter 3 – Advancement Within the Order 
   
   
  Add this section to Chapter 3 in your documentation. 
   
  Beasts of the Air (Rank Five): 
  Ritual: The Candidate for the fifth rank undergoes a similar fast and then is told to ride forth and 
  slay the first non-magical flying wild beast he encounters and return with it to the Headquarters. When he 
  returns, he is again bathed ritually while a higher-ranking Knight tells a lesser known parable of 
  Trilesimain.  In this story, Trilesimain slays a wyvern and, seized by a sudden moment of divine guidance, 
  drinks its blood.  In this act, he gains an immunity to poison that is discovered when an enemy later 
  attacks him with a poisoned blade.  Trilesimain’s companions are surprised to find that, although he is 
  sorely wounded, the virulent poison does not affect him. Trilesimain answers their awed queries with the 
  statement, “There is power in the blood.” 
   
  When this is done, the Knight is led before all Knights present of rank four and above. The 
  highest ranking Knight is again Celebrant.  There is a restating of the Twelve Precepts and then a 
  question is posed. “What is the lesson Trilesimain learned from the wyvern?” 
   
  The Response is “There is power in the blood.” 
   
  The Celebrant then takes a cup containing the blood of the beast the Knight slew upon his quest 
  and holds it before the Knight.  Again, if the blood is not fresh enough, wine is mixed with it to make it 
  once again liquid. The Knight is instructed to drink the blood. A cleric is always handy in case the 
  substance is harmful. The Celebrant then says “Arise, Watcher/Dispatcher (name),  (New Title).” 
   
   
  The Knight may now take the sixth level of the prestige class. 
    
  The Secret: With the new Knight standing, the Celebrant continues, “You have been told of how 
  Trilesimain found power in the blood of beasts and how you, too, are capable of achieving all that 
  Trilesimain did.  Know you now that you may also take unto yourself the Power in the Blood.” 
   
   
  When the Knight attains sixth level in the prestige class, he is taught to make use of the Power in 
  the Blood.  This ability is described fully in the prestige class section of this document.  The Knight is 
  instructed to use this feat only with beasts and not with humanoids, for fear of descending into the evil 
  ways of the vampire.  (Beast, in this case, should be taken to be a general term, and not a specific 
  category of monster.  All potentially blood-containing non-humanoid monsters are included.  Basically, if it 
  looks like you, walks like you, talks like you, don’t eat it.) 
   
   
  A feast follows and the candidate is welcomed. 
   
  Naming Practices: The Knight is now known by the name of the beast that he killed on his quest with the 
  word being modified by the virtue mentioned in his ceremony. For example, Faithful Peacock.  
  Experienced Knights of this rank and above (those who have attained 6 levels of the prestige class or 
  served 2 or more years in this rank and at least 6 years total in the Order) may use any or none of the 
  honorifics chosen as Vigils of Beasts of the Earth.  If they advanced to this rank too swiftly to select 
  honorifics, or chose not to do so, they may do so now.  At this rank and above, they are used for personal 
  reasons only, and no longer indicate differences in rank between Knights, except as a reflection of 
  senority. 
   
  Demographics: There are two hundred Beasts of the Air at any given time. Only when there is a vacancy 
  is one sought to replace them from the Beasts of the Earth. 
   
  
   
   
  6 
  Chapter 4 – Knights of the Watch Prestige Class 
   
  Knight of the Watch  
   
  The Knight of the Watch is the ultimate defender of the Sheldomar Valley and its people.  Sworn 
  to sacred oaths to protect against the incursions of humanoids and the Baklunish west, these Knights 
  serve in the vanguard of armies in Gran March, Bissel, Geoff, and the other Sheldomar states.  Theirs is a 
  long and storied history, and continues to this day.  Though their ranks were greatly reduced in the 
  Greyhawk Wars, they remain strong and independent. 
   
  The Knights are a strange bunch, often feared and distrusted by those they are sworn to protect, 
  but given respect and honor regardless.  While their otherworldly and mysterious bearing may cause 
  unease in outsiders, few indeed are the Knights who act with anything but honor and grace in carrying out 
  their duties. 
   
  In recent years, there has been a schism within the Knighthood.  Those follow most closely the 
  traditional ways continue to call themselves the Knights of the Watch.  Knights conforming to the image 
  the word conjures, they are fierce combatants in heavy armor on powerful steeds.  These are known as 
  the Watchers.  Within the Knights of the Watch is a subgroup known as the Knights of Dispatch.  Having 
  seen the losses inflicted by uncommon foes against Knights using common tactics, the Dispatchers, as 
  they are known, seek to embrace new tactics and measures.  Still a part of the overall Knighthood, they 
  yet stand somewhat apart from their brethren. 
   
  The Knights honor their founder, Trilesimain, and pattern their behavior after his, and upon the 
  Twelve Precepts.  It is rumored that they follow a second set of Precepts as well, that grant the Knights 
  mystical powers.  While there is much evidence for this, the exact truth is closely guarded secret. 
   
  Hit Die: d10 
   
  Requirements: 
  To qualify to become a Watcher, a character must fulfill all of the following criteria. 
   
  Alignment:  Lawful Neutral, Lawful Good, or Neutral Good 
   
  Ride: 4 ranks 
   
  Diplomacy: 3 ranks 
   
  Feats:  Mounted Combat, Ride-By Attack 
   
  Race:  Human, Half Elf, or Dwarf 
   
  Weapon Proficiency:  Lance  
   
  Special: 1.)  Membership in the Knights of the Watch. 
  2.)  Base Attack Bonus +5 OR Base Attack Bonus +4 and the ability to cast 3rd level 
  Divine spells 
   
  Class Skills: 
  Climb, Jump, Swim, Craft, Ride, Diplomacy, Knowledge (Religion), Knowledge (Arcana), Sense Motive, 
  Heal. 
   
  Skill Points Per Level: 4 + Int modifer per level. 
   
  Class Features: 
  Weapon and Armor Proficiency: 
   
  Watchers neither gain nor lose any existing weapon and armor proficiency. 
   
  Secrets of the Order:  (EX) 
   
  At first level, it becomes very difficult for others to pry the secrets of the Knights from a member.  
  Any time someone or something attempts to gain such a secret by magical means, the Knight receives a 
  saving throw (typically Will) at the normal DC.  This applies even if the magic in question normally allows 
  no saving throw.  The Knight adds his or her Watcher level as a special bonus to the save.  This does not 
  help the Knight in any way except to protect the secrets of the order or as a consequence thereof.  
  
   
   
  7 
   
  For example, an enchantress may charm a 5th level Knight, and the Knight would gain no bonus 
  to the save.  Should the enchantress request of her new friend that he reveal the secrets of the order, the 
  Knight immediately gets a new save, with a +5 bonus.  Each attempt to make the Knight reveal a fact 
  about his order allows a new save.  Similarly, detect thoughts works just fine on a Knight, but each time 
  the user attempts to pick up a secret regarding the order, the Knight receives a new save with the special 
  bonus. 
   
  This additional save functions as a normal saving throw against the spell (as specified in the spell 
  description).  If the spell or ability description does not normally allow a saving throw, the save negates 
  the spell if successful. 
   
  Unleash Inner Strength:  (SP) 
  Once per day, the Knight may concentrate (requiring a full-round action that can provoke an 
  attack of opportunity) to bring out his inner strength.  While using this ability, the Knight receives a +4 
  bonus to Strength for up to 3 rounds plus (or minus) his Wisdom modifier.  The Knight may voluntarily 
  cease using the ability at any time prior to the normal expiration.  Once the ability duration ends, the 
  Knight suffers a –2 penalty to Strength and Constitution for a period equal to the time the ability was in 
  use.  This penalty has no particular type, and stacks with all other penalties.  Note that a change in hit 
  point adjustment must be made to reflect the temporary loss in Constitution and this can result in the 
  Knight falling into negative hit points or even death.  Under no circumstances does this ability stack with a 
  barbarian’s rage ability (or any similar rage ability).  No character may enter a rage while under the effects 
  of Unleash Inner Strength, and no character may Unleash Inner Strength while in a rage.  This ability is 
  equivalent to a 2nd level spell. 
   
  Enlightenment Through Pain:  (SU) 
   
  By causing ritual damage to himself (each Knight may choose his own method, but methods 
  emulating the tortures of Trilesimain are especially popular) the Knight may gain enlightenment.  For each 
  5 hp of damage inflicted in this way, the Knight gains a temporary point of Intelligence or Wisdom (his 
  choice) to a maximum bonus in each equal to his level in the Watcher prestige class.  The boon lasts for 
  1 hour per level achieved in the Watcher prestige class and the damage cannot be healed, even by 
  magical means, until after the boon has ended.  This bonus is treated as an Insight bonus. 
   
  If the Knight attempts to invoke this power while he is under an effect that grants temporary hit 
  points, the power fails (though the hit points are still lost).  If the Knight comes under an effect that grants 
  temporary hit points after invoking the power, the temporary hit points are lost, though other effects of the 
  spell or power are not impacted.  For example, if a Knight under the effects of an Aid spell tries to use this 
  power, it fails.  If a Knight under the effects of this power attempts to use an Aid spell, he gains no 
  temporary hit points, but gains the other benefits of the Aid spell normally.  Effects that alter the Knight’s 
  Constitution (and thus, indirectly, hit points) work normally.   
  Ritual damage is not subject to regeneration, damage reduction, fast healing, or any other similar 
  power.  There is no way to avoid taking the damage while still benefiting from the bonus, nor is there any 
  way to repair the damage while the power is in effect.  (Healing and any of the above abilities work 
  normally on damage sufferred by the Knight other than the ritual damage.  For example, if a Knight using 
  this power is struck by a longsword, a potion of cure light wounds would have its normal effect, up to the 
  damage caused by the sword blow.) 
   
  Power in the Blood:  (SU) 
   
  Once per month, a Knight may drink of the fresh blood of any evil monster (Aberration, Dragon, 
  Magical Beast, or non-humanoid appearing Outsider) he has slain in single combat and, from that blood, 
  derive magical benefits.  If the monster is one that has immunity to some attack form (Spell Resistance 
  and Damage Reduction do not count), he will gain that immunity for a period of one day per his level in 
  the Watcher prestige class.  If the creature has multiple immunities, the Knight may choose which he will 
  gain. If the creature has no immunities (or if the Knight is already immune to everything the creature is 
  immune to – most likely Fear), he will gain Spell Resistance of 7 + the CR of the creature slain for the 
  same period.  The use of this power prevents any harm from coming to Knight through contact or 
  consumption of the blood. 
  The Knight may not perform this ability again for an entire month following each use.  When it is 
  used, mark it on the Adventure Record, and 4 TU must pass before it can again be used.  The Knight is 
  
   
   
  8 
  instructed to use this ability only with monsters and not with humanoids, for fear of descending into the 
  evil ways of the vampire.  The ritual drinking of blood is a full round action that draws attacks of 
  opportunity.  It requires the Knight to have at least one hand free. 
   
  Example Immunities:  A behir has electricity immunity.  Should a Knight slay one in single combat 
  and drink its blood, he would gain that power.  A Chaos Beast is immune to both transformation and 
  critical hits.  A Knight that managed to slay one in single combat and drink its ‘blood’ would get to choose 
  one of those immunities. 
   
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1 
  +1 
  +2 
  +0 
  +2 
  Secrets of the Order, Free Multiclassing 
  2 
  +2 
  +3 
  +0 
  +3 
  Unleash Inner Strength 
  3 
  +3 
  +3 
  +1 
  +3 
   
  4 
  +4 
  +4 
  +1 
  +4 
  Enlightenment Through Pain 
  5 
  +5 
  +4 
  +1 
  +4 
   
  6 
  +6 
  +5 
  +2 
  +5 
  Power in the Blood 
   
  Free Multiclassing: 
   
  Paladins may freely multiclass as Knights of the Watch.  That is, they may take a level in this 
  prestige class, and then return to the paladin class.  This is an exception to the normal rules for paladins. 
   
  
   
   
  9 
  Chapter 5 – Procedures for Advancement 
   
  Add this section to Chapter 5 of your documentation. 
   
  Monster of the Earth: 
  • 
  Must spend at least 39 TU as a Beast of the Air (both TU spent for modules or other play activities 
  such as interactives, and those spent on official Knightly business count toward this limit) 
  • 
  Must continue to uphold the Precepts and fulfill Knightly requirements.  Minor transgressions here 
  (that are not so serious as to invoke the Precept of Retribution) can delay advancement.  Each Triad 
  is free to determine an appropriate delay (anywhere from 5-52 TU is recommended). 
  • 
  Must acquire at least three recommendations from a fellow Knight or a senior squire.  This can be an 
  NPC if written into a module or a Triad approved non-module LG event, or a fellow PC.  
  Recommendations cannot be gained through coercion (orders, threats, magical compulsion) or graft 
  (bribery, quid quo pro arrangements).  Again, previously gained recommendations are still applicable.  
  You may not receive a recommendation from anyone for whom you have previously provided a 
  promotion recommendation. 
  • 
  Must accumulate 60 Promotion Points (see chart). 
  • 
  Must petition the appropriate Triad for advancement. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Knights_Watcher_BotE_to_BotA_Update_4.0.pdf