TEXT: The Knights of the Watch 
   
  Promotion to Beast of the Earth Update 
  Version 4.0 
   
  This document should be provided to any Watcher upon promotion to 
  Beast of the Earth.  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 Second 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 Earth (Rank 6) 
  5 
   
  Chapter 4 – Knights of the Watch Prestige Class 
  6 
   
  Chapter 5 – Procedures for Advancement 
  8 
  
   
   
  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 two of the Seven Precepts, as provided to Beasts of the Earth, 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. 
  
   
   
  4 
  Chapter 2 – Requirements, Costs and Benefits 
   
  Requirements of Beasts of the Earth: 
  • 
  Beasts of the Earth must tithe 11% 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. 
   
  Benefits 
   
  Benefits of Knighthood: 
  • 
  Except as noted below, all costs and benefits are as described in the public document. 
   
  Magic Item Access 
  Watchers at the rank of Beast of the Earth have access to the following magic items as per the Living 
  Greyhawk Campaign Sourcebook. 
   
  o 
  Beast of the Earth 
  candle of invocation 
  circlet of blasting - minor 
  +3 cloak of resistance 
  scabbard of keen edges 
  upgrade:  weapon to +3 enhancement bonus 
  upgrade:  weapon to ghost touch 
  upgrade:  armor to light fortification 
  upgrade:  armor to moderate fortification 
  adamantine items:  longspear, battle axe, great axe, warhammer, short sword, heavy 
  mace 
  
   
   
  5 
  Chapter 3 – Advancement Within the Order 
   
   
  Add this section to Chapter 3 in your documentation. 
   
  Beasts of the Earth (Rank Six): 
  Ritual: The Candidate for the sixth rank undergoes a similar fast and then is told to ride forth and slay the 
  first non-magical earthbound wild beast he encounters and return with the carcass to the Headquarters. 
  When he returns, he is again bathed ritually while a higher level Knight recounts for him of the trials of 
  Trilesimain (with particular attention paid to the details of the tortures he suffered prior to his 
  transcendence).  
   
  When this is done, the Knight is led before all Knights present of rank five and above. The highest 
  ranking Knight is again Celebrant.  There is a restating of the Twelve Precepts and then a question is 
  posed. “What have you learned from the trials of Trilesimain?” 
   
  The Knight may respond in any fashion he chooses, but the most favored responses (resulting in 
  notice from the higher ranks and perhaps faster advancement) are strength through adversity and 
  enlightenment through pain. 
   
  The Celebrant then takes a cup with the blood of the beast that the Knight slew upon his quest 
  and smears it on his face. If the blood is too coagulated for this, it is mixed with a small amount of wine 
  beforehand.  It is considered a good omen if the wine is not required.  A cleric is always handy in case the 
  blood is harmful. The Celebrant then says “Arise, Watcher (name),  (New Title)” 
    
   
  The Knight is now permitted to take 4th and 5th level in the prestige class. 
   
  The Secret: With the new Knight standing, the Celebrant continues, “You have heard how Trilesimain, a 
  mortal man, prevailed over the Demons of the Abyss, gaining strength while they tortured him.  Know now 
  that all may achieve enlightenment through pain.” 
   
  When the Knight achieves sufficient training (i.e., he reaches 4th level in the prestige class), he is taught 
  how to call upon Enlightenment through Pain.  This ability is described in more detail in the prestige class 
  section of this document. 
   
  Naming Practices: The Knight is now known by the name of the beast that he slew on his quest with the 
  word being modified by the virtue mentioned in his first naming ceremony. For example, Faithful Bear.  
  Experienced Beasts of the Earth (those who have 5 levels of the prestige class or 4 or more years of 
  service in this rank) are permitted to add an honorific of their own choosing before their title.  It may but 
  need not be one of the honorifics chosen at 3rd level. 
   
  Note on Naming: When the time comes for a Knight to be promoted to this rank or higher, he or she is 
  sent out on a quest to slay the first qualifying beast or monster encountered.  In practical terms, however, 
  no Knight wants to go through life as the Unrelenting Chipmunk or the Valiant Harpy.  To prevent the titles 
  of the Knights from falling into disarray and silliness, the Order has developed a system whereby the 
  candidate’s sponsor (or another ranking Knight if the sponsor is unavailable) escorts the candidate upon 
  the quest.  It is the sponsor’s obligation and responsibility to ensure that the candidate does not 
  accidentally encounter an unsuitable creature.  Typically, this is accomplished through the use of a 
  blindfold worn by the candidate. 
   
  Demographics: There are eight hundred Beasts of the Earth at any given time. Only when there is a 
  vacancy is one sought to replace them from the Vigils. 
   
  
   
   
  6 
  Chapter 4 – Knights of the Watch Prestige Class 
   
  Knight of the Watch (Knight of Dispatch) 
   
  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 or Dispatcher 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 (or Dispatcher) 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.) 
   
   
  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 
   
   
  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. 
  
   
   
  8 
  Chapter 5 – Procedures for Advancement 
   
  Add this section to Chapter 5 of your documentation. 
   
  Beast of the Air: 
  • 
  Must spend at least 26 TU adventuring as a Beast of the Earth (only TU spent for modules or other 
  play activities such as interactives count toward this limit).  Triads or Knight POCs may reduce this 
  requirement somewhat for Knights who are particularly well qualified and who were held at the rank of 
  Vigil for an undue period by lack of opportunties for advancement.  In no case, however, should a 
  Knight be promoted to this rank without at least 13 TU adventuring as a Beast of the Earth and at 
  least 52 TU total adventuring time since being Knighted. 
  • 
  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 two 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).  The recommendation received for promotion to Beast of the 
  Earth may be used as one of these.  You may not receive a recommendation from anyone for whom 
  you have previously provided a promotion recommendation. 
  • 
  Must accumulate 40 Promotion Points. 
  • 
  Must petition the appropriate Triad for advancement. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Knights_Watcher_Vigil_to_BotE_Update_4.0.pdf