TEXT: By 
  Charles Rice
  Contributions by 
  Paul King, Chris Davis 
  Cartography 
  Clayton Bunce
  Cover Design: 
  Jeremy Simmons
  Artwork: 
  Rackham, Arthur (1867-1939), 
  Brickdale, Eleanor (1872-1945), 
  Flint, William Russell, Sir (1880-
  1969),
  Rhead, George Wooliscroft (1854-
  1920) & Louis (1857-1926)
  Editing: 
  Charles Baize
  Layout: 
  Chris Davis
  Play Testing: 
  Charles Baize, Chris Derner, Chris Hoover, 
  Ryan Kelley, Ethan Ripplinger, Aaron 
  Wiggins, Tom Hanlin, Paula Rice, Andrew 
  T. Smith, Jeremy Summers, Ron Festa, Chris 
  Villanueva, Bill Hawkins, Glenn “Zen” 
  Linder’.
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks 
  owned by Wizards of the Coast and are used according to 
  the terms of the d20 System License version 1.0a. A copy 
  of this License can be found at www.wizards.com. Portions 
  of this work are derived from the d20 System Reference 
  Document.
  Copyright 2003 © RPG Objects.  All rights Reserved.
  www.RPGObjects.com
  
  Legends of Excalibur
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  Welcome to an England 
  that never was, and a 
  time there will never 
  be. In the 13th century, 
  a growing fascination 
  swept Europe centering 
  on the court of a 
  legendary king: Arthur. 
  He had a Round Table 
  surrounded by the best 
  knights in the entire 
  world, he ruled England 
  with wisdom and justice, 
  repelling both Roman 
  influence and Saxon 
  invaders with equal 
  strength. He sought the 
  Holy Grail, filled with 
  the blood of the divine, 
  and he was one with the land of his kingdom. And all was 
  undone over the betrayal of the two people he loved best in 
  the world. Since Chretian de Troyes first wrote of the San 
  Graal in the 13th century, each generation has added its own 
  tales to the Arthurian cycle, from Sir Gawain and the Green 
  Knight, written anonymously around the 14th century, to Sir 
  Thomas Malory’s Le Morte d’Arthur, and the 19th century’s 
  Idylls of the King by Alfred Lord Tennyson. Even today, 
  Arthurian legend continues to be crafted, in movies such as 
  Excalibur, and every week in newspapers around the world 
  with Prince Valiant. Arthur may be, as T.H. White called 
  him, the “Once and Future King”, but in many ways, the boy 
  who never existed has never stopped being king since he first 
  appeared in our consciousness.
  Arthurian 
  Traditions
  There are many versions of Arthurian legend, to the extent 
  that it would be difficult to even list all versions of the 
  tale here. However, through the course of this work, three 
  traditions have been used again and again, and would be as 
  useful to players and game masters of this game as they were 
  to me.
  Late Medieval Romance 
  Tradition 
  This work achieved its ultimate under Malory’s Le Morte 
  d’Arthur, but also finds expression in the French tales of 
  Lancelot, and the brilliant Sir Gawain and the Green Knight, 
  written by an unknown 
  medieval writer. Malory is 
  the template for this tradition 
  because he used all the other 
  contemporary sources in his 
  telling, but the other works 
  are interesting for a different 
  perspective. In Sir Gawain 
  and the Green Knight, for 
  example, King Arthur is 
  bumbling, childlike, and 
  cruel. Quite a different take 
  on the boy king of romance.
  Victorian 
  Tradition 
  This tradition, though riddled 
  with works dripping with 
  sentimentality, finds its ultimate expression in Alfred Lord 
  Tennyson’s Idylls of the King, which provides a startlingly 
  realistic, in some cases stark, telling of the tale. There is 
  no ruse with Uther changing shape to seduce Igraine in 
  Tennyson. When her castle is taken and her husband is dead, 
  Tennyson points out that Igraine had no one to call to for 
  aid but Uther, and this depiction of Arthur’s birth in rape 
  provides an important context to this version of the tale.
  Modern Tradition
  Modern tales of Arthur have focused on different aspects of 
  the story never explored in earlier traditions. In both Malory 
  and Tennyson, for example, Arthur appears more or less 
  “fully formed”, with the stories beginning with his ascension 
  to the throne. Modern works such as T.H. White’s The 
  Once and Future King, and the children’s movie based on 
  it, The Sword and the Stone deal extensively with Arthur’s 
  upbringing and education. In addition to the previously 
  cited works, those interested in a rich, vivid telling of the 
  tale should also see the movie Excalibur, which does an 
  excellent job of giving you the whole tradition in a short 
  time span, and reconciles some of the differences between 
  the various traditions in interesting and innovative ways. 
  Lastly in this category I would be remiss if I did not mention 
  Prince Valiant, originally created by Hal Foster, but still in 
  print today in newspapers around the world. These stories 
  are of particular interest to any potential GM of Arthurian 
  adventure, because they provide an example of the richness 
  of the setting, while using the established major characters 
  very sparingly, with Valiant and his companions traveling 
  much of the world, interacting with desert nomads in the 
  Sahara, whaling tribes in Greenland, and visiting the exotic 
  East of India and China. 
  Introduction
  And down a streetway hung with folds of pure
  White samite, and by fountains of running wine,
  Where children sat in white with cups of gold,
  Moved to the lists, and there with slow sad steps
  Ascending, fill’d his double-dragon’d chair.
  He glanced and saw the stately galleries, 
  Dame, damsel, each thro’ worship of their Queen
  White-robed in honor of the stainless child,
  And some with scattered jewels, like a bank
  Of maiden snow mingled with sparks of fire.
  -Alfred Lord Tennyson, Idylls of the King
  
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  Chapter 1: Characters
  Author’s note about “the real” 
  Arthur
  There are hundreds of books written each year seeking 
  the “real King Arthur”. Many people wonder if there is a 
  real boy king, a real round table, a real Camelot. Arthur is 
  mentioned as a real king in historical texts, which place his 
  reign somewhere in the 5th century. This was where Malory 
  set his tales, in the time of Saxon invasions and departed 
  Roman leaders. However, the tales were not written as if 
  set in the 5th century, and Arthurian legend was not written 
  that way either. Malory wrote his tales as if they were taking 
  place in the England of the 15th century in which he lived, 
  with heavy cavalry, kings and dukes and English feudalism. 
  To this he added many things that never existed, such as 
  giants, witches, demons, and maids who lived underwater. 
  So, as interesting as the search for a real Arthur (if there 
  ever was one) might be, I wrote this game in the spirit of 
  the legends, filled with magic and historical anachronisms. 
  Arthurian England is as much a real place as Oz, and 
  historical commentary has as much interest, and as much 
  use, in sorting it out.
  -Chuck 
  
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  Chapter 1: Characters
  Bloodline
  A bloodline represents the lineage a character holds, not 
  just from his mother and father, but a heritage handed down 
  from ages and ages past. In Arthurian legend, bloodline is 
  not just an accident of birth, but a combination of destiny, 
  opportunity, and determination. Characters rise from the son 
  of a lowly blacksmith or dishwasher to become a Knight of 
  the Table Round, and mighty kings are led into desolation 
  and servitude.
  Effects to starting wealth: In Excalibur, a character’s 
  starting wealth is determined by his bloodline, not his 
  profession. Each bloodline rolls a set number of dice 
  for starting wealth, then multiplies that roll by the 
  character’s nobility. Since both nobility and wealth are 
  determined randomly, this makes for large swings in wealth 
  representative of the middle ages. A middle class character 
  could begin play with more wealth than a peer (though this is 
  unlikely).
  Base/Criminal Lineage
  You are the lowest of the low, completely without standing. 
  If you died tomorrow no one would notice. You deal with 
  garbage and burial of the dead, if you can find an honest 
  means of sustenance at all. Even the life of a serf would 
  seem a paradise to you.
  Personality: Criminals tend to keep to themselves, only 
  interacting with their own kind. Usually they have no choice 
  in this, since their betters want to deal with them as little as 
  possible. However, criminals prefer to avoid their betters 
  whenever possible, since the slightest misstep could lead to 
  the harshest punishment, and there is no recourse to redress 
  wrongful punishment. When criminals must deal with those 
  of high station, they will say as little as possible, speaking 
  only when spoken to.
  Physical Description: Criminals are filthy and 
  bedraggled, living in shantytowns or garbage dumps that are 
  both home, place of work (if any is to be had), and source of 
  food (if you can call it that). In larger cities, such as London, 
  these lost souls can be seen wandering the streets, begging, 
  looking for scraps, or simply lost in their own world.
  Relations: Criminals have little in the way of relations 
  with other bloodlines. Even serfs want nothing to do with 
  this scum, many of whom fled serfdom for a perceived better 
  life in the city. To the serf, these miscreants serve as a bitter 
  reminder that, although their lot is hard, could be much 
  worse, and that there is a natural order to things that is best 
  obeyed. 
  Lands: The closest things criminals have to “lands” are 
  the garbage dumps found near large cities. Those that find 
  work are frequently paid to haul garbage and dead bodies 
  to the dump in wheelbarrows, a job no one would want if 
  they had any other means of survival because of the rampant 
  disease suffered by those who do it.
  Religion: Criminals are outside the societal structure, and 
  as such face less pressure, peer and otherwise, to conform 
  to standard religious practices. Where a serf might face the 
  displeasure of his peers or even a beating from a superior 
  for not attending Mass, a criminal would not be allowed in a 
  church anyway. So if criminals practice religion it is alone, 
  in small groups among their own kind or at the behest of a 
  missionary. When a missionary comes, since he might be 
  bearing alms (gifts given to the poor), a strong religious 
  showing will be seen, however.
  Adventurers: If a criminal is to improve his station, 
  adventuring is one of the only ways to do so. Although some 
  have family that they seek to bring up out of abject poverty, 
  most criminals who succeed as adventurers want nothing 
  to do with their background and former life. Rogue is by 
  far the most common profession among adventurers of this 
  background, although not usually by a conscious decision. 
  Rather, these folk tend to fall into petty crime and if they 
  have talent, work their way out of the shantytowns and 
  dumps.
  Lineage Traits
  1 bonus feat at 1st level.
  1 bonus feat from the following list: Acrobatic, Agile, 
  Alertness, Deceitful, Deft Hands, Nimble Fingers, Self-
  Sufficient, Stealthy.
  Survivor: +2 bloodline bonus to Survival, Spot, and 
  Search checks. A quick eye and a determination to rise above 
  have kept you alive this far.
  Illiteracy: You must spend 2 skill points before being able 
  to read and write all the languages you speak. 
  Limited Resources: You receive 2d6 times your nobility in 
  starting funds. The minimum starting wealth for a criminal 
  is 22 gp (2x11), the average is 105 gp (7x15), and the 
  maximum is 240 gp (12x20). Charisma modifiers to nobility 
  could further adjust these numbers up or down.
  Nobility: Base Lineage starting nobility is 11-20
  +2 Dexterity, -2 Charisma: you have grown up nimble and 
  quick, but no one wants to be associated with you.
  Favored Class: Rogue.
  Common/Serf lineage
  You are descended from common workers, the serfs and 
  tenant farmers that make up the majority of the population. 
  Your family might own a small plot of land, but you are still 
  required to provide service to your lord. 
  Personality: Commoners tend to be reserved when 
  around their betters. However, these folk are lively and 
  spirited when among their own kind, prone to dancing, 
  Chapter 1: Characters
  
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  Chapter 1: Characters
  making music of every description, singing, and telling jokes 
  (usually bawdy). Although the labor these folk do is often 
  backbreaking, their spirit is undimmed, and the slightest 
  excuse is reason enough to have a feast or at least a dance in 
  time of plenty. The viewing of a saint’s bones can lead to a 
  carnival atmosphere, and social structures are strong at this 
  level of the medieval hierarchy, perhaps stronger than at any 
  other.
  Physical Description: Commoners tend to be rustic in 
  appearance, wearing clothes made from the animals grown 
  on their lord’s land, the land that provides for all their other 
  needs, and serves as their home. For most, it was where they 
  were born, and it will be where they die, and they couldn’t 
  imagine living any other way. Despite their rustic appearance 
  and usually threadbare clothing, however, these folk take 
  pride in their appearance, and any holiday, carnival, or visit 
  from one of their betters will see these folk dressed in their 
  finest clothes.
  Relations: Serfs tend to have good relations with most 
  social groups, especially the peerage and the nobility. The 
  Peers rely on these folk for the labor that feeds them on a 
  day-to-day basis and treat them with respect (though always 
  with a clear understanding of who’s in charge). Nobles 
  rarely see or think about the commoners, but do show them 
  a distant respect, at least for appearance’s sake. Commoners 
  tend to dislike the middle class and the criminal bloodlines, 
  however. The middle class is an unknown quantity, and tales 
  of their wealth will occasionally draw a young serf off the 
  manor and to the city (usually with disastrous consequences 
  according to conventional wisdom). This makes the middle 
  class the medieval equivalent of a “hippy” from the 1960’s. 
  Criminals are beneath the commoner, a status they enjoy 
  rarely. As such, many commoners do not want to be seen 
  associating with such rabble. Criminals and the middle class 
  have one thing that unites them in the commoner’s mind 
  that cements this dislike: the city. Just as today, urban and 
  rural cultures have different values and cool attitudes toward 
  each other, in the medieval period this distinction was more 
  pronounced. Commoners might not always get along with 
  the peerage or the nobility, but they are all part of the same 
  system. The city (and by extension the criminal and middle 
  class bloodlines) is something alien, which will continue to 
  grow in influence until, in the far future, it will completely 
  replace the farm as the center of life and society. 
  Lands: Although the majority of the population (close to 
  85% in fact), Commoners own little of the land on which 
  they live. Some hold small plots of their own as a gift from 
  their lord, which they pay for by providing labor at harvest. 
  However, most simply work land owned by their lord in 
  return for the right to a modest existence.
  Religion: Religion is very important to commoners, for 
  the structure it provides, the sense of wholeness in terms 
  of the “great chain” hierarchy of the universe, and as a 
  wonderful reason for festivals and celebrations.
  Adventurers: Common adventurers tend to begin life 
  either in war or disaster, or, if of a rebellious nature, simply 
  leave the manor in search of adventure and excitement.
  Lineage Traits
  1 bonus feat at 1st level.
  1 bonus feat from the following list: Alertness, Animal 
  Affinity, Athletic, or Endurance.
  Worker: +2 bloodline bonus on all Craft skill checks.
  Illiteracy: You must spend 2 skill points before being able 
  to read and write all the languages you speak. 
  Limited Resources: You receive 3d6 times your nobility in 
  starting funds. The minimum starting wealth for a commoner 
  is 63 gp (3x21), the average is 250 gp (10x25), and the 
  maximum is 540 gp (18x30). Charisma modifiers to nobility 
  could further adjust these numbers up or down. 
  Nobility: Common lineage starting nobility is 21-30
  Fealty: Unlike criminals, who are outside the feudal 
  system, you owe allegiance to a superior, usually a member 
  of the Lesser Nobility. You must take the Fealty allegiance 
  at first level, applied to a member of the lesser nobility or 
  royalty. See the allegiances section for more information.
  +2 Strength or +2 Constitution, -2 Intelligence: You 
  are used to hard work for long periods of time, but your 
  education opportunities have been severely limited and 
  independent thinking is not something encouraged among 
  your kind (as opposed to a criminal who receives even less 
  formal education, but far more practical life experience).
  Favored Class: Any
  Middle Class
  The middle class is something new. Specialists, not laborers, 
  not nobility, of every description are rising to prominence 
  in the cities that seem to grow in power and wealth with 
  every day. Middle class citizens are guildsmen, merchants, 
  religious leaders, entertainers, moneylenders, and specialists 
  of every stripe. Although technically illegal and outside 
  the normal feudal system, kings and lords look the other 
  way at these escapees from the manorial system due to the 
  tremendous wealth they generate. 
  TABLE 1-1: BLOODLINES
  Bloodline
  Ability Adjustments
  Favored Class
  Base/Criminal
  +2 Dexterity, -2 Charisma
  Rogue
  Common/Serf
  +2 Constitution or +2 Strength, -2 Intelligence 
  Any
  Middle Class
  None
  Any
  Lesser Nobility/Peerage
  +2 Constitution
  Priest, Knight
  Nobility/Royalty
  +2 Charisma, -2 Strength
  Noble
  
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  Chapter 1: Characters
  However, this lineage does not only include those who 
  have escaped the manor for the city. Younger sons of the 
  Peerage, given careers in the military, church, or business 
  to help advance their family’s interest are also considered 
  “middle class”.
  Personality: The middle class mindset is markedly 
  different from that of other bloodlines, both above and 
  below. Everything is possible, both spectacular success, and 
  spectacular failure. 
  Physical Description: The middle class is filled with 
  men and women of every description. The appearance will 
  depend largely on what the character does. Merchants tend 
  to dress according to their wealth, entertainers in garish eye-
  catching colors, and craftsman in practical clothing.
  Relations: The middle class tends to get along with 
  everyone. Everyone is a potential customer or a potential 
  soul to be saved.
  Lands: The middle class tends to have no lands of their 
  own. Instead, this lineage’s holdings may be found in the 
  large cities, where they have their businesses, churches, and 
  shops. 
  Religion: The middle class contains the most virulently 
  anti-religious, all the way to the most devout proselytizer. 
  Most tend toward mild piety, but are not devout. 
  Adventurers: Middle class bloodlines produce many 
  adventurers, usually associated with trade, religion, or war.
  Lineage Traits
  1 bonus feat at 1st level
  4 bonus skill points at 1st level, 1 bonus skill point each 
  level thereafter
  Stuck in the middle with you: +2 bloodline bonus to 
  Diplomacy checks
  Moderate Resources: You receive 3d6 times your nobility 
  in starting funds. The minimum starting wealth of a middle 
  class character is 93 gp (3x31), the average is 350 gp 
  (10x35), and the maximum is 720 gp (18x40). Charisma 
  modifiers to nobility could further adjust these numbers up 
  or down.
  Nobility: Middle Class starting nobility is 31-40
  Fealty: You owe fealty to a lord, usually a member of 
  lesser nobility. You must take the Fealty allegiance at first 
  level, applied to a member of the lesser nobility or royalty. 
  See the allegiances section for more information.
  Favored Class: Any
  Lesser Nobility/Peerage
  The lesser nobility is made up of knights, baronets, and 
  the younger sons of higher-ranking nobles such as dukes 
  and barons. Collectively these folk refer to themselves as 
  “peers”. Members of this social class tend toward careers in 
  the military or in the clergy, especially in Arthurian legend 
  where knights absolutely abound.
  Personality: Peers combine the nobles’ expectation of 
  deference from those beneath him with the upward gaze 
  and desire for mobility of the middle class. These medieval 
  “middle managers” see potential for upward movement both 
  in station and wealth. Though certainly better off than most, 
  peers are not as well off as nobles, and have more practical 
  day-to-day concerns to occupy their thoughts. Politics, 
  religion, and the military are all popular careers among 
  younger sons of this bloodline, both as a means of fame, but 
  also as a career so the family does not have to support them.
  Physical Description: Appearance is important to the 
  peerage, to create an atmosphere of deference and authority. 
  Dress and manner will be fine, but subdued compared to the 
  sometimes garish colors seen in the wealthy middle class.
  Relations: Peers are often the bearers of bad news to 
  those beneath them, and potential rivals to those above them. 
  Even among their own lineage there is a constant jockeying 
  for position that leads members of this lineage to have a 
  reputation for untrustworthiness.
  Lands: Members of this bloodline typically have land 
  holdings in their family that they may one day have to 
  manage directly. When young, all but the eldest son will 
  typically be sent to learn a useful trade for the family, 
  especially in the military or the clergy.
  Religion: Peers tend to stand on ceremony, and so 
  religious piety, at least outward religious piety, is to be 
  expected. Few members of this bloodline are truly devout 
  however, even those who enter the clergy.
  Adventurers: Soldiers and clergy dominate the 
  adventurers of this bloodline, and frequently the knights that 
  abound in Arthurian legend are drawn from the peerage and 
  lesser nobility. 
  Lineage Traits
  Landed: You receive 5d6 times your nobility in starting 
  funds. The minimum starting wealth of a Peer is 205 gp 
  (5x41), the average is 765 gp (17x45), and the maximum 
  starting wealth is 1,500 gp (30x50). Charisma modifiers to 
  nobility could further adjust these numbers up or down.
  Bred to the saddle: members of this bloodline learn to ride 
  from an early age, and receive a +2 bloodline bonus to Ride 
  skill checks
  Fealty: You owe fealty to a lord, usually a member of the 
  royalty. You must take the Fealty allegiance at first level, 
  applied to a member of royalty. See the allegiances section 
  for more information. 
  Nobility: Peerage starting nobility is 41-50
  +2 Constitution: members of this bloodline are kept busy, 
  spending many hours riding and hunting, and are usually 
  physically fit.
  Favored Classes: Priest, Knight 
  Nobility/Royalty
  The elite of any medieval society, these characters are well 
  off even by the standards of the peerage.
  Personality: Royals are used to being obeyed and can 
  back up that assumption through the force of the law. From 
  an early age, these elder sons of the nobility are taught to 
  negotiate and obfuscate, maintaining the interests of their 
  
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  family through guile and deception.
  Physical Description: Most characters will dress in 
  keeping with their station. Nobles, along with merchants of 
  the middle class, tend to dress a little better than they can 
  afford, to present the proper “image”. 
  Relations: Nobles are either very aware that good 
  relations makes getting their way easier, or they are 
  insufferably arrogant. Either way, other bloodlines tend to 
  view the nobility with some suspicion.
  Lands: The smallest percentage of the population, the 
  nobility owns the vast majority of the lands in any feudal 
  society.
  Religion: Nobles tend to be very skeptical of religious 
  institutions, seeing them as a rival to the power of the 
  nobility. Too often has piety caused a noble to fall under the 
  sway of a powerful church, and many nobles prefer their 
  own judgment to that of some distant god.
  Adventurers: Noble adventurers are very common in 
  Arthurian legend. Kings and princes abound in the tales, 
  often fighting to win back their kingdom or defend it from 
  rebels. Sometimes, however, as in the case of King Pellinore, 
  being a king is a side job, while adventuring is the noble’s 
  true calling.
  Lineage Traits
  Leadership: Royals gain this feat for free as soon as they 
  reach 6th level.
  Nationality (Optional) 
  In addition to bloodline, GMs may also allow each player to select a nationality to round out their characters. Arthurian 
  legend features characters from across the known world. Thus a character could be a French noble, or a Scots 
  Commoner, and so forth. All of the nationalities listed below appear in Arthurian legend, although some (most notably 
  the Saxons and Romans) appear almost exclusively as villains. A character does not have to pick a nationality, and the 
  GM may not allow nationalities in his game. 
  British (includes Wales and Cornwall): British characters add Yeoman to their list of favored classes.
  French (includes Gaul and Benwick): French characters add Diplomacy and Gather Information to their list of class 
  skills.
  Holy Roman Empire: Roman characters add Knowledge (Religion) and Diplomacy to their list of class skills.
  Irish: Irish characters add Sense Motive and Spot to their permanent list of class skills.
  Saracen: Saracen characters add Handle Animal and Ride to their list of class skills.
  Saxon (includes Angles and Jutes): Saxon characters add Intimidate and Survival to their list of class skills. All Saxon 
  characters are illiterate regardless of bloodline and must spend 2 skill points in order to be able to read and write. Saxon 
  characters add barbarian to their list of favored classes.
  Scottish (includes Lothian and Orkney): Scottish characters add Bluff and Hide to their permanent list of class skills.
  Spanish (includes Castile): Spanish characters add Appraise and Listen to their list of class skills.
  Landed: You receive 7d6 times your nobility in starting 
  funds. The minimum starting wealth of a Royal is thus 
  357 gp (7x51), the average is 1,320 gp (24x55), and the 
  maximum starting wealth is 2,520 gp (42x60). Charisma 
  modifiers to nobility could further adjust these numbers up 
  or down.
  Voice of command: Royals are used to being obeyed, 
  receiving a +2 bloodline bonus to Intimidate skill checks. 
  Noblesse Oblige: You must take the Noblesse Oblige 
  allegiance at first level. See the allegiances section for more 
  information. 
  Nobility: Royalty starting nobility is 51-60
  +2 Charisma, -2 Strength: you are trained from a young 
  age in the arts of leadership and manipulation. However, you 
  rarely perform any real work.
  Favored Class: Noble
  Classes
  Classes from the PHB
  Many of the core classes from the PHB are appropriate to 
  Arthurian adventure. However, many need to be modified 
  to represent the tales, and a shift from Tolkien-esque high 
  magic toward medieval romance.
  
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  Barbarian 
  There are many barbarians in Legends of Excalibur, but 
  a barbarian player character should be prepared for the 
  common assumption that he is the enemy. Barbarians tend to 
  come from areas outside the main campaign area of England, 
  France, Cornwall, and Wales, and when they are seen in 
  “civilized” lands, it is typically to plunder. Barbarians are 
  most commonly from Scotland, Ireland, and modern day 
  Germany, from whence the most notorious came.  These 
  Germanic tribes of Angles, Saxons, and Jutes were repelled 
  repelled for a time by Arthur’s father, Uther Pendragon, and 
  later by Arthur himself.
  Bard 
  This class is appropriate for Legends of Excalibur, but is 
  also joined by three new entertainer classes: the Fool, the 
  Minstrel, and the Skald.
  Cleric 
  This class is inappropriate for Legends of Excalibur. 
  Worshippers of the One God should use the Priest class 
  instead, which has divine magic, but with a shift in focus 
  from an undead-fighting priest to one with spiritual and 
  social powers of forgiveness, absolution, and crusading 
  granted by the Church of Rome.
  Druid
  Druids are the most commonly encountered spellcaster in 
  Legends of Excalibur and represent worshipers of the Old 
  Faith being slowly replaced by the One God. Most Druids 
  have reconciled themselves to the fact that their ways are 
  fading from the world. Druids tap the inherent energy of 
  Britain for their magical powers at special holy sites called 
  Henges that concentrate that energy. There are natural sites 
  that do this as well, typically lakes inhabited by the Ladies of 
  the Lake, a special order of druids.
  Fighter
  Fighters are appropriate for Legends of Excalibur 
  campaigns, though they are never cast in the role of a central 
  character in the tales. Malory was a knight and writes of foot 
  soldiers as actually being a nuisance in battle. Nevertheless, 
  squires, men-at-arms, and other characters appear throughout 
  the tales, and playing a character in a role not featured in the 
  source material is one of the fun niches you get to explore 
  while role-playing. 
  Monk
  This class is not found in Legends of Excalibur and is 
  inappropriate for any campaign attempting to capture the 
  flavor of those legends. There were many monks in the tales, 
  but these were scholarly clerics, not Eastern martial artists.
  Paladin
  Paladins are inappropriate for Legends of Excalibur. The 
  Crusader, Quest Knight, and White Knight prestige classes 
  each fill “paladin-esque” roles in Excalibur campaigns.
  Ranger
  Rangers are inappropriate for Legends of Excalibur 
  campaigns, as there is no archetype of the orc-hunting 
  woodsman (and indeed no orcs to hunt). The Yeoman class, 
  detailed below, fills the Ranger’s role of woodsman, tracker, 
  and expert archer.
  Rogue
  Rogue might be the third oldest profession (behind farmer 
  and… you know) and although this class does not appear 
  often in the tales, should be allowed in Romance campaigns. 
  Delving into ancient castles was something commonly 
  done in the tales, so this class would be useful for those 
  expeditions. 
  Sorcerer
  This class is inappropriate for Legends of Excalibur 
  campaigns. While there are magicians, they do not possess 
  the offensive firepower of a typical 3E spellcaster. The 
  Hedge Mage and Enchantress classes, detailed below, 
  represent the arcane arts. 
  Wizard
  This class is inappropriate for Legends of Excalibur 
  campaigns. While there are magicians, they do not possess 
  the offensive firepower of a typical 3E spellcaster. The 
  Hedge Mage and Enchantress classes, detailed below, 
  represent the arcane arts. 
  Prestige Classes from 
  the DMG
  Two Prestige Classes from the DMG are appropriate for 
  Legends of Excalibur campaigns: the Arcane Trickster and 
  the Assassin. Examples of these two classes in the tales 
  are lacking, but it makes sense that they would exist. Care 
  should be taken before allowing prestige classes from other 
  sources to ensure they fit the flavor of the tales.
  New Core Classes
  Fool
  The fool is part minstrel, part bard, part actor, part juggler, 
  and part tumbler, with all his physical and mental prowess 
  bent toward one aim: to make those around him laugh. Fools 
  often find employment in the courts of Kings, where they 
  live on the razor’s edge of their wit, making light of the 
  most serious around them, often in bitter and sarcastic tones. 
  When not under the protection of the powerful, Fools count 
  on that same wit to protect them or the speed of their feet to 
  get them away from those with no sense of humor. All fools 
  
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  Chapter 1: Characters
  revere the king of fools, Dagonet, dubbed Sir Fool by 
  Gawain, and actually admitted to the fellowship of the 
  Table Round, as the undisputed master of their craft. 
  Fools often accompany knights on dangerous 
  adventures, lending their wit to quests too often doleful 
  and dangerous. Although not Arthurian (except in 
  inspiration) one can find no better example of the 
  knight and his fool than Don Quixote and Sancho Panza 
  (although one could certainly debate which was the 
  knight and which was the fool).
  Adventures: The fool seeks only amusement and cares 
  little for wealth or glory. More often than not, a fool will 
  go to great lengths, risking his life in the process, for the 
  sake of a joke, even if the joke ends up being on him. 
  Characteristics: Fools are light of foot and light of 
  tongue, able to engage in stealth, acrobatics, and sleight 
  of hand, but also able to talk their way out of almost any 
  situation.
  Religion: Fools care little for religion, except as the butt 
  of their many jokes. The more any group takes themselves 
  seriously, the more likely they are to come under assault by 
  the fool’s tongue.
  Background: Fools almost universally hail from the 
  lowest social castes and are often deformed or physically 
  stunted in some way. But these were not made to till the 
  soil and slave for a lord, and so at an early age most fools 
  have slipped away into the night and found themselves in 
  the company of likeminded troubadours and wandering 
  minstrels. After an “apprenticeship” with these itinerate 
  entertainers, a fool will seek a patron to entertain and 
  enliven.
  Other Classes: Fools complement all classes with their 
  stealth, acrobatics and wit.
  Role: The fool is part rogue and part minstrel and is able 
  to provide elements of both classes to any adventuring party.
  Game Rule Information
  Fools have the following game statistics.
  Abilities: Charisma is the fool’s most important statistic, 
  followed closely by Dexterity. Intelligence will give the fool 
  access to more skills and is highly prized also. 
  Nobility: Although they take nothing seriously (least of 
  all themselves), many fools are indeed quite honorable, and 
  have their deeds recorded in the annals of history and legend.
  Hit Die: d6
  Class Skills
  The fool’s class skills (and the key ability for each skill) 
  are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist 
  (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), 
  Jump (Str), Knowledge (local) (Int), Listen (Wis), Move 
  Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight 
  of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use 
  Rope (Dex)
  Skill Points at 1st Level: (6+Int. modifier) x4
  Skill Points at Each Additional Level: 6+Int. modifier
  Class Features
  All of the following are class features of the fool.
  Weapon and Armor Proficiency: The fool is proficient in 
  simple weapons, plus the hand crossbow, rapier, shortbow, 
  and short sword. Fools are proficient with light armor, but 
  not with shields.
  Improved Feint: The fool may feint in combat as a move 
  action. The fool does need the combat expertise feat to gain 
  this class ability.
  Banter (Ex): At 2nd level and above, the fool has mastered 
  the art of witty (read: annoying) comments in combat and 
  adds his Charisma modifier to his armor class. The fool loses 
  this bonus if flat-footed or otherwise denied his dexterity 
  modifier, or if he is somehow prevented from speaking 
  (requiring a silence spell).
  Fool’s Luck (Ex): Fortune favors the foolish. The 
  character adds the listed bonus to all saving throws.
  Barrel Roll (Ex): The fool is a master tumbler, and 
  gains the listed bonus to all tumbling checks. Further, the 
  fool can add the listed bonus to his armor class when using 
  the tumble skill to aid him in fighting defensively. Finally, 
  the fool can use this ability to make a special tumbling 
  charge attack with a light, one-handed weapon, adding the 
  listed bonus to hit and damage. Each round, the fool can 
  only apply this bonus for one purpose (aiding skill checks, 
  increasing armor class, or for a tumbling attack).
  Uncanny Dodge (Ex): Starting at 4th level, a fool can 
  react to danger before her senses would normally allow her 
  to do so. She retains her Dexterity modifier to AC (if any) 
  even if she is caught flat-footed or struck by an invisible 
  attacker. However, she still loses her Dexterity modifier to 
  AC if immobilized.
  If a fool already has uncanny dodge from a different 
  class she automatically gains improved uncanny dodge (see 
  below) instead.
  Jig (Su): A fool with 8 or more ranks in Perform (dance) 
  can dance an infectious jig, hasting all allies able to see the 
  fool dance. This haste effect lasts for as long as the fool 
  jigs, plus 5 rounds after his jig ends. Dancing a jig is a full-
  round action that does not (bizarrely) provoke attacks of 
  opportunity.
  Wit (Ex): The fool can draw extra attention to himself in 
  combat, allowing him to protect a wounded comrade. This 
  ability will only work on a target able to hear and understand 
  the fool, who can reach the fool in one round of movement 
  Then Tristram saying, ‘Why skip ye so, Sir Fool?’
  Wheeled round on either heel, Dagonet replied,
  ‘Belike for lack of wiser company;
  Or being fool, and seeing too much wit
  Makes the world rotten, why, belike I skip
  To know myself the wisest knight of all.’
  -Alfred Lord Tennyson, Idylls of the King
  
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  Chapter 1: Characters
  (charging will do). The subject of this ability is willing to 
  suffer attacks of opportunity to reach the fool, but will not 
  pass over an area certain to cause him great harm (lava or a 
  spiked pit). A target which successfully saves vs. this ability 
  is immune to it (and all abilities of the same type- Rapier Wit 
  and Razor Wit) for 24 hours. The target of this ability must 
  make a Will save (DC 15 plus the fool’s Charisma modifier) 
  or make a melee attack against the fool at –2 to hit, but with 
  a +2 morale bonus to damage.
  Improved Uncanny Dodge (Ex): A fool of 8th level or 
  higher can no longer be flanked. This defense denies another 
  character the ability to sneak attack the character by flanking 
  her, unless the attacker has at least four more rogue levels 
  than the target has fool levels.
  Rapier Wit (Ex): The fool can almost inherently sense 
  what will irk and anger his opponents, and at 11th level 
  his sardonic sense of humor is even sharper. This ability 
  functions as the Wit ability, except that the target of this 
  ability is –4 to hit. The target of this ability still gains a +2 
  morale bonus to damage.
  Tongue Lashing (Ex): The fool unleashes a storm of 
  insults on his opponent so devastating his opponent can 
  only stand and mutter (some strong willed individuals have 
  been recorded sputtering, rather than muttering however). 
  The target of this ability must make a Will save (DC 20 plus 
  the fool’s Charisma modifier) or lose his next action. On 
  the next round the target is affected as if he failed a save vs. 
  the Wit ability. This ability can affect a target even if it has 
  successfully saved against a Wit ability (Wit, Rapier Wit, or 
  Razor Wit). 
  Razor Wit (Ex): This ability functions as Rapier Wit, 
  except that the target of this ability is –4 to hit and –2 armor 
  class. Also, the target’s morale bonus to damage is increased 
  by one to +3.
  Verbal Barrage (Ex): As tongue lashing, except after the 
  target loses his action he is affected by the Rapier Wit ability.  
  Verbal Firestorm (Ex): As verbal barrage, except after 
  the target loses his action he is affected by the Razor Wit 
  ability.
  Hedge Mage
  Arthurian tales are full of stories of those who follow the 
  “black arts”: necromancy, prophecy, and other dark forces 
  that put the immortal soul in peril. The church has declared 
  these arts off limits, but it is often their own power-hungry 
  priests and scribes who preserve knowledge of the black arts. 
  Morgan le Fay learned necromancy in the nunnery Uther 
  sent her to after wedding her mother Igraine.
  Adventures: Hedge mages adventure on the fringes of 
  the Arthurian world, distrusted even by those they aid, for 
  despite their power, especially their ability to divine the 
  future, all who associate with practitioners of the dark arts 
  put their own souls in jeopardy (or so they think).
  Characteristics: Hedge mages cast spells by tapping Ley 
  TABLE 1-2: THE FOOL
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +2
  +0
  Improved Feint
  2nd 
  +1
  +0
  +3
  +0
  Banter
  3rd 
  +2
  +1
  +3
  +1
  Fool’s Luck +1
  4th 
  +3
  +1
  +4
  +1
  Barrel Roll +1, Uncanny Dodge
  5th
  +3
  +1
  +4
  +1
  Jig 1/day
  6th
  +4
  +2
  +5
  +2
  Fool’s Luck +2
  7th
  +5
  +2
  +5
  +2
  Wit
  8th
  +6/+1
  +2
  +6
  +2
  Barrel Roll +2, Improved Uncanny Dodge
  9th
  +6/+1
  +3
  +6
  +3
  Fool’s Luck +3
  10th 
  +7/+2
  +3
  +7
  +3
  Jig 2/day
  11th 
  +8/+3
  +3
  +7
  +3
  Rapier Wit
  12th 
  +9/+4
  +4
  +8
  +4
  Barrel Roll +3, Fool’s Luck +4
  13th 
  +9/+4
  +4
  +8
  +4
  Tongue Lashing
  14th 
  +10/+5
  +4
  +9
  +4
  Razor Wit
  15th 
  +11/+6/+1
  +5
  +9
  +5
  Jig 3/day, Fool’s Luck +5
  16th 
  +12/+7/+2
  +5
  +10
  +5
  Barrel Roll +4
  17th 
  +12/+7/+2
  +5
  +10
  +5
  Verbal Barrage
  18th 
  +13/+8/+3
  +6
  +11
  +6
  Fool’s Luck +6
  19th 
  +14/+9/+4
  +6
  +11
  +6
  Verbal Firestorm
  20th 
  +15/+10/+5
  +6
  +12
  +6
  Barrel Roll +5, Jig 4/day
  
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  Chapter 1: Characters
  Lines, rivers of magical energy that course through Britannia 
  like blood through a king’s veins. This makes hedge mages 
  closely related to druids, who also tap this energy, though 
  focused at holy sites to their faith such as henges and 
  magical lakes.
  Religion: Hedge mages care little for the One God and 
  even less for the way his followers tend to treat the earth as 
  their dominion, to be used (and abused) as best suits their 
  current short-sighted interests. The Old Faith, however, with 
  its veneration of the earth, and ability to concentrate ley 
  energy at holy sites, is a religion often practiced by hedge 
  mages.
  Background: Hedge mages develop their powers early, 
  especially the second sight which is their hallmark. Often 
  they are born with some sort of birthmark, such as a 
  moon or sliver, and even the parents of such children can 
  succumb to their superstitions, shunning them, calling them 
  “changelings”. 
  Other Classes: Hedge mages care little for priests and the 
  One God. Druids are especially respected, and knights are 
  often seen in their company, gaining valuable insight and 
  guidance. 
  Role: Hedge magic is more subtle than that employed by 
  either druids or priests, causing this class to operate behind 
  the scenes, using guile and their second sight to manipulate 
  events to their advantage.
  Game Rule Information
  Hedge mages have the following game statistics.
  Abilities: Charisma determines how powerful a spell a 
  hedge mage can cast, how many spell points he has, and how 
  hard those spells are to resist. A hedge mage also benefits 
  from high Dexterity and Constitution scores.
  Nobility: Any. Contrary to what many followers of the 
  One God believe, the hedge mage has not sold his soul and 
  is as capable of having and benefiting from a high nobility as 
  any character. However, there is no nobility requirement for 
  the hedge mage, nor does he gain any special benefit from a 
  high nobility (as priests and knights do). 
  Hit Die: d6.
  Class Skills
  The hedge mage’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), 
  Intimidate (Cha), Knowledge (arcana) (Int), Profession 
  (Wis), Prophecy (Wis), and Spellcraft (Int).
  Skill Points at 1st Level: (4 + Int. modifier) x 4.  
  Skill Points at Each Additional Level: 4 + Int. modifier.
  Class Features
  All of the following are class features of the hedge mage.
  Weapon and Armor Proficiency: Hedge mages are 
  proficient in simple weapons. They are not proficient in any 
  type of armor, since armor interferes with their spell casting 
  TABLE 1-3: THE HEDGE MAGE
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells Know
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1st 
  +0
  +0
  +0
  +2
  Summon Familiar; Superstition
  4
  2
  1
  -
  -
  -
  -
  -
  -
  -
  2nd 
  +1
  +0
  +0
  +3
  Dream Reader
  5
  2
  1
  -
  -
  -
  -
  -
  -
  -
  3rd 
  +1
  +1
  +1
  +3
  5
  3
  2
  1
  -
  -
  -
  -
  -
  -
  4th 
  +2
  +1
  +1
  +4
  Bonus Feat
  6
  3
  2
  1
  -
  -
  -
  -
  -
  -
  5th
  +2
  +1
  +1
  +4
  Lesser Prophecy
  6
  4
  3
  2
  1
  -
  -
  -
  -
  -
  6th
  +3
  +2
  +2
  +5
  7
  4
  3
  2
  1
  -
  -
  -
  -
  -
  7th
  +3
  +2
  +2
  +5
  7
  5
  3
  3
  2
  -
  -
  -
  -
  -
  8th
  +4
  +2
  +2
  +6
  Bonus Feat
  8
  5
  3
  3
  2
  1
  -
  -
  -
  -
  9th
  +4
  +3
  +3
  +6
  8
  5
  4
  3
  3
  1
  -
  -
  -
  -
  10th 
  +5
  +3
  +3
  +7
  Prophecy
  9
  5
  4
  3
  3
  1
  -
  -
  -
  -
  11th 
  +5
  +3
  +3
  +7
  9
  5
  5
  4
  3
  2
  1
  -
  -
  -
  12th 
  +6/+1
  +4
  +4
  +8
  Bonus Feat
  9
  5
  5
  4
  3
  3
  2
  1
  -
  -
  13th 
  +6/+1
  +4
  +4
  +8
  9
  5
  5
  4
  4
  3
  3
  2
  1
  -
  14th 
  +7/+2
  +4
  +4
  +9
  9
  5
  5
  4
  4
  3
  3
  2
  1
  -
  15th 
  +7/+2
  +5
  +5
  +9
  Greater Prophecy
  9
  5
  5
  4
  4
  4
  3
  3
  2
  1
  16th 
  +8/+3
  +5
  +5
  +10
  Bonus Feat
  9
  5
  5
  4
  4
  4
  3
  3
  2
  1
  17th 
  +8/+3
  +5
  +5
  +10
  9
  5
  5
  4
  4
  4
  3
  3
  2
  1
  18th 
  +9/+4
  +6
  +6
  +11
  9
  5
  5
  4
  4
  4
  3
  3
  2
  1
  19th 
  +9/+4
  +6
  +6
  +11
  9
  5
  5
  4
  4
  4
  3
  3
  3
  2
  20th 
  +10/+5
  +6
  +6
  +12
  Ultimate Prophecy, Bonus Feat
  9
  5
  5
  4
  4
  4
  3
  3
  3
  3
  
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  Chapter 1: Characters
  abilities.
  Spells: A hedge mage casts arcane spells, which are drawn 
  from the hedge mage spell list.
  To cast a spell, a hedge mage must have a Charisma score 
  equal to at least 10 + the spell level (Cha 10 for 0-level 
  spells, Cha 11 for 1st-level spells, and so forth). The DC for 
  a saving throw against a hedge mage’s spell is 10 + the spell 
  level + the hedge mage’s Charisma modifier.
  Like other spellcasters, a hedge mage receives only a 
  limited number of spell points each day. His base allotment 
  of spell points is given on Table 2-2: Spell Points. The hedge 
  mage’s Charisma modifier modifies his base number of spell 
  points.
  Hedge mages tap spell energy from the Ley Lines which 
  course through the soil of Britain and are connected by the 
  mysterious henges that dot the landscape. The closer the 
  hedge mage is to a major concentration of ley energy, called 
  a vein, the more quickly his spell points recover. Modifiers 
  for spell point recovery are detailed in Chapter 2: Magic.
  Summon Familiar: A hedge mage can obtain a familiar. 
  Doing so takes 24 hours and uses up magical materials that 
  cost 100 gp. 
  Superstition: Hedge mages can use their reputation of 
  consorting with the forces of darkness to their advantage. 
  Whenever dealing with a character that possesses the 
  illiteracy trait (base lineage, common lineage, barbarians, 
  and those with the Saxon nationality) a hedge mage gains 
  a bonus to intimidate skill checks equal to his hedge mage 
  level. The hedge mage retains this bonus regardless of 
  whether his opponent has spent skill points to become 
  literate (superstitions are difficult to be rid of once 
  ingrained).
  Dream Reader: At 2nd level, the hedge mage can read 
  his dreams for prophetic visions once each night when he 
  rests. This allows prophecy checks to be made in 8 hours, 
  rather than the usual 24 (see the prophecy skill, and the rules 
  on fate and destiny, for more information about the hedge 
  mage’s abilities). 
  Lesser Prophecy: The hedge mage’s ability to see the 
  future begins to come into sharper focus. At 5th level and 
  above the character adds his hedge mage level to any 
  prophecy skill checks. This ability also allows a hedge mage 
  to reveal a particularly strong destiny in another character 
  with a successful prophecy skill check (DC 20), allowing 
  him to take the predestined feat after 1st level.
  Bonus Feats: At 4th, 8th, 12th, 16th, and 20th level, the hedge 
  mage gains a bonus feat from the following list: Empower 
  Spell, Enlarge Spell, Extend Spell, Heighten Spell, Innate 
  Spell, Maximize Spell, Power Source, Power Surge, Quicken 
  Spell, Silent Spell, Still Spell, Widen Spell.
  Prophecy: At 10th level, the future begins to open up 
  for the character. He may now subtract his level from the 
  amount of time needed to make skill checks. Unlike Dream 
  Reader, this ability may be used while the character is awake 
  and performing other duties, but is interrupted by combat or 
  sleep (in other words, unless your prophecy time is 8 hours 
  or less, you may only make two prophecies per day, one 
  while awake and one while dreaming). 
  Greater Prophecy: At 15th level, the character’s 
  knowledge of the future is so extensive that on a successful 
  prophecy he adds an extra d6 to the roll, to a maximum of 
  +6d6 for characters of level 16-20.
  Ultimate Prophecy: At 20th level, the future is like an 
  open book to the hedge mage, allowing him to ask one 
  question of the DM per day. On a successful prophecy check 
  (DC 20), this answer (a yes or no answer, or perhaps a short 
  phrase) is truthful. On a failed prophecy check, the DM 
  will answer misleadingly, cryptically, or just outright lie, 
  depending on the circumstances and nature of the question 
  asked.
  Hermit
  The hermit is the other divine spell caster in Legends of 
  Excalibur, the legendary healer and chirurgeon. Rather than 
  seeking the power and influence of the Church of Rome, the 
  hermit prefers a life of quiet contemplation of the mysteries 
  of the One God and is always ready to help those who need 
  his healing skills.
  Adventures: In Legends of Excalibur, the hermit’s 
  adventures usually come to him. While living his solitary 
  life, a wandering knight will come seeking healing. PC 
  hermits would be the Arthurian equivalent of everyone’s 
  favorite country doctor, providing healing and curmudgeonly 
  wit as they accompany more combat oriented characters on 
  adventures.
  Characteristics: The hermit has potent healing abilities, 
  both magical and mundane, and combines these with 
  outdoorsmanship due to his life away from civilization. 
  Through his knowledge of medicine and healing herbs, the 
  hermit is also adept at making healing potions, usually called 
  poultices in Legends of Excalibur, to aid the recovery of his 
  patients.
  Religion: The hermit is a worshipper of the One God, just 
  And through the wit of Merlin, he had the host northward, the priviest way that could be thought, 
  unto the forest of Bedegraine, and there in a valley he lodged them secretly. Then rode Merlin unto 
  Arthur and the two kings, and told them how he had sped; whereof they had great marvel, that man 
  on earth might speed so soon, and go and come. 
  -Sir Thomas Malory, Le Morte d’Arthur 
  
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  Chapter 1: Characters
  as priests are. However, he shuns the political machinations 
  that are one of the hallmarks of the priest class, searching for 
  a more personal relationship with his god. This is not to say 
  the hermit will not be seen performing good deeds. Hermits 
  routinely seem to offer healing and shelter to knights in the 
  tales with no thought of reward, and many tend to the sick 
  and seek alms for the poor as well.
  Background: Hermits come from all backgrounds, from 
  the highest to the lowest-born. Their reasons for seeking a 
  life of quiet contemplation are just as varied. 
  Other Classes: The healing abilities of the hermit, the 
  most potent of any class, make them a welcome companion 
  to all characters. The only class hermits tend to have trouble 
  getting along with are priests. Many hermits dislike the 
  wealth and trappings and concern with temporal power that 
  goes along with rank in the Church of Rome. Other classes 
  hold the hermit in high esteem, and many quest knights, 
  such as Percival, take up the profession of hermit when their 
  adventuring days are done.
  Role: The hermit is the best healer in the game, able to 
  heal through skill, magic, and potion.
  Game Rule Information
  Hermits have the following game statistics.
  Abilities: Wisdom determines how powerful a spell a 
  hermit can cast, how many spell points he receives per day, 
  and how hard his spells are to resist. Constitution bolsters the 
  hermit’s hit points.
  Nobility: Any.  
  Hit Die: d6.
  Class Skills
  The Hermit’s class skills (and the key ability for each 
  skill) are Climb (Str), Concentration (Con), Craft (Int), 
  Decipher Script (Int), Heal (Wis), Knowledge (nature) (Int), 
  Knowledge (religion) (Int), Listen (Wis), Prophecy (Wis), 
  Ride (Dex), Survival (Wis), and Swim (Str). 
  Skill Points at 1st Level: (6 + Int. modifier) x 4.
  Skill Points at Each Additional Level: 6 + Int. modifier.
  Class Features
   All of the following are class features of the hermit.
  Weapon and Armor Proficiency: Hermits are proficient 
  in simple weapons, light armor, and shields (except tower 
  shields).
  Spells: A hermit casts divine spells (the same spells 
  available to the crusader and the priest), which are drawn 
  from the hermit/priest spell list.
  To cast a spell, a hermit must have a Wisdom score equal 
  to at least 10 + the spell level (Wis 0 for 0-level spells, Wis 
  11 for 1st-level spells, and so forth). The DC for a saving 
  throw against a hermit’s spell is 10 + the spell level + the 
  hermit’s Wisdom modifier.
  Like other spellcasters, a hermit receives only a limited 
  number of spell points each day. His base allotment of spell 
  points is given on Table 2-2: Spell Points. The hermit’s 
  TABLE 1-4: THE HERMIT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +2
  +0
  +2
  Leech +1
  2nd 
  +1
  +3
  +0
  +3
  Fast
  3rd 
  +1
  +3
  +1
  +3
  Brew Potion, Leech +2
  4th 
  +2
  +4
  +1
  +4
  Chirurgery 1d4
  5th
  +2
  +4
  +1
  +4
  Leech +3
  6th
  +3
  +5
  +2
  +5
  Poultice
  7th
  +3
  +5
  +2
  +5
  Leech +4
  8th
  +4
  +6
  +2
  +6
  Denial
  9th
  +4
  +6
  +3
  +6
  Leech +5
  10th 
  +5
  +7
  +3
  +7
  Bonus Feat
  11th 
  +5
  +7
  +3
  +7
  Leech +6
  12th 
  +6/+1
  +8
  +4
  +8
  13th 
  +6/+1
  +8
  +4
  +8
  Leech +7
  14th 
  +7/+2
  +9
  +4
  +9
  Bonus Feat
  15th 
  +7/+2
  +9
  +5
  +9
  Leech +8
  16th 
  +8/+3
  +10
  +5
  +10
  17th 
  +8/+3
  +10
  +5
  +10
  Leech +9
  18th 
  +9/+4
  +11
  +6
  +11
  Bonus Feat
  19th 
  +9/+4
  +11
  +6
  +11
  Leech +10
  20th 
  +10/+5
  +12
  +6
  +12
  
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  Wisdom modifier modifies his base number of spell points.
  Hermits receive their spells through quiet contemplation of 
  the mysteries of the One God. Unlike the priest, who prefers 
  sanctified areas dedicated to the One God, such as churches 
  or cathedrals, the hermit’s spiritual energy recovers most 
  quickly the further away he is from civilized lands. Modifiers 
  for spell point recovery are detailed in Chapter 2: Magic.
  A hermit may cast any spell on the hermit spell list, 
  provided he can cast spells of that level.
  Leech (Ex): Hermits are excellent healers, trained (usually 
  self-taught) in all manner of herbal remedies, poultices, 
  draughts, and other homeopathic remedies. The character 
  adds the listed modifier to any healing spell or chirurgery roll 
  to determine the final amount of hit points healed.
  Faith: The hermit receives the Faith feat at 1st level even if 
  he doesn’t meet the perquisites. 
  Fast: At 2nd level, the hermit can fast, denying himself 
  food, in order to gain a more powerful vision of the future. 
  Each day the character goes without food, he gains a 
  cumulative +1 on his next prophecy skill check (+1 the first 
  day, +3 the second day, +6 the third, and so forth).
  A character may adventure while fasting, but will not be 
  able to heal any damage received from lack of food until he 
  ends his fast and rests, so continuing a fast while adventuring 
  could put the character at a severe disadvantage.
  Brew Potion: At 3rd level, the hermit receives this feat for 
  free.
  Chirurgery (Ex): Beginning at 4th level, the hermit can 
  heal without magic, restoring 1d4 hit points, modified by the 
  hermit’s leech class ability. This ability requires a healing 
  check (DC 20) to perform successfully, and may only be 
  performed once per day, and only on a patient who is stable. 
  Poultice (Ex): At 6th level, the hermit may make a 
  poultice, a non-magical healing salve which accelerates the 
  healing process. A poultice doubles natural healing for 1 
  day per hermit level once applied. If the hermit is providing 
  long term care, the benefits are cumulative, resulting in three 
  times normal healing. However, if his patient will not tarry, 
  or the hermit will not travel, then the patient still gains the 
  benefits of the poultice, although the maximum duration is 
  6 days without a properly trained hermit (one who has this 
  class ability) on hand to tend the wound, change bandages, 
  and so forth.
  Denial (Ex): The hermit attempts to deny himself 
  pleasures of the flesh, seeking closer contact with the divine. 
  Although hermits care little for nobility, gaining only the 
  standard benefit to non-intimidate Charisma based skill 
  checks, a hermit who takes an oath of celibacy or silence 
  (see the allegiances section for more information) receives 
  +3 bonus spell points, as if he had taken the power surge 
  feat. However, if the hermit breaks this vow, even while 
  under duress or magical compulsion, he may not gain levels 
  in the hermit or priest classes until he is absolved. Breaking 
  these vows is a severe transgression if done willingly, and 
  a moderate transgression if done under duress or magical 
  compulsion. Note that hermits who take vows of silence are 
  still allowed to engage in holy chants, so hermits under a 
  vow of silence may still engage in spell casting.
  Bonus Feats: At 10th, 14th, and 18th level, the hermit 
  gains a bonus feat from the following list: Animal Affinity, 
  Diligent, Empower Spell, Endurance, Enlarge Spell, Extend 
  Spell, Great Fortitude, Heighten Spell, Iron Will, Innate 
  Spell, Maximize Spell, Negotiator, Ordination, Power 
  Source, Power Surge, Quicken Spell, Scribe Scroll, Second 
  Sight, Self-Sufficient, Silent Spell, Still Spell, Toughness, 
  Widen Spell.
  Knight
  The knight is the tank of the medieval battlefield, combining 
  power with mobility. Although in the minds of many the 
  knight was a symbol of national power, he was never the 
  unquestioned king of the battlefield, often being felled by the 
  bow and the polearm. In the literature of the time, the knight 
  was also the symbol of the heroic code of Chivalry. 
  Adventures: Knight adventures fall into two broad 
  categories: military and questing. Many of a knight’s 
  adventuring opportunities will be military in nature. 
  Arthurian England is a tumultuous realm wracked with 
  civil war and barbarian incursions. The lack of cohesive 
  government, particularly of a king has also allowed monsters 
  and dangerous animals to multiply unchecked. Quests are the 
  more fantastic adventures, involving the pursuit of magical 
  beasts, slaying giants, or the pursuit of powerful items of 
  power such as the legendary Holy Grail or the Lance of 
  Longinus.
  Characteristics: The knight is the ultimate mounted 
  warrior. While the fighter is an excellent all around 
  combatant, the knight has special abilities that set him apart 
  from any other class in the saddle. 
  Religion: Some knights are worldly, serving nothing more 
  celestial than the lord they have sworn fealty to. However, 
  many knights have a strong religious view, either for the 
  One God or the Old Faith. Often, these religious institutions 
  are the source of the knight’s quests, and many knights are 
  Right so the king and he departed, and went unto an hermit that was a good man and a great leech.  
  So the hermit searched all his wounds and gave him good salves; so the king was there three days, 
  and then were his wounds well amended that he might ride and go, and so departed. 
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Chapter 1: Characters
  passionately devout, nearing the paladin in religious zeal.
  Background: Knights typically come from the lesser 
  nobility or the peerage and are trained from a young age to 
  use their superior weaponry and skill at horsemanship to be 
  the backbone of the medieval army. For characters of less 
  noble birth, knighthood is often a goal all its own, and many 
  Arthurian tales revolve around the commoner taking a job in 
  the kitchens of Camelot, watching the knights and dreaming 
  of the day he can join their ranks.
  Other Classes: Knights are most like crusaders, and the 
  two professions are often seen side by side. In fact many 
  knights desire to be crusaders, but have never been able 
  to rise to quite so holy a calling. Priests and druids are 
  respected and are often sought out both for healing and 
  to advise the knight on his more esoteric quests. Nobles 
  and knights have a symbiotic relationship, with the knight 
  protecting the noble’s lands, and the noble providing the 
  knight with direction and leadership. Knights do not care for 
  barbarians, since many of his battles have been against them, 
  and robber barons are particularly despised.
  Role: Outdoors, the knight is the best combatant a party 
  could want, providing speed, mobility, and raw power. 
  Indoors his role is much like that of a fighter, providing 
  protection for weaker party members and an extra frontline 
  fighter.
  Game Rule Information
  Knights have the following game statistics.
  Abilities: Dexterity and Wisdom are important to the 
  knight because his defining skills, Ride and Handle Animal 
  are based on them. Strength and Constitution are important 
  to the knight because of the amount of time he spends in 
  combat.
  Nobility: A knight must have a minimum nobility of 41 
  for entry into the knight class. Lesser Nobility and Royal 
  Bloodlines qualify immediately; other classes must raise 
  their nobility through adventuring, or otherwise earn the 
  favor of a Noble with the Divine Right class ability. 
  Once a knight qualifies for this class, he must be aware 
  that his deeds reflect on the noble or knight who ordained 
  him (see below, and the noble class for more information). 
  If the knight becomes enough of an embarrassment to the 
  person who dubbed him, or if his nobility ever falls below 
  20, he will be stripped of his knighthood and no longer able 
  to gain levels in the knight class.
  Hit Die: d12.
  Class Skills
  The knight’s class skills (and the key ability for each skill) 
  are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate 
  (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), 
  TABLE 1-5: THE KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Mounted Combat, Code Of Chivalry, +1 Mounted Combat, Aura 
  Of Knighthood
  2nd 
  +2
  +3
  +0
  +0
  Armor Tolerance +1, Knight’s Warhorse
  3rd 
  +3
  +3
  +1
  +1
  Ride-by Attack
  4th 
  +4
  +4
  +1
  +1
  Armor Tolerance +2, +2 Mounted Combat, Dispense Justice
  5th
  +5
  +4
  +1
  +1
  Spirited Charge
  6th
  +6/+1
  +5
  +2
  +2
  Armor Tolerance +3
  7th
  +7/+2
  +5
  +2
  +2
  Trample
  8th
  +8/+3
  +6
  +2
  +2
  Armor Tolerance +4, +3 Mounted Combat
  9th
  +9/+4
  +6
  +3
  +3
  Unhorse
  10th 
  +10/+5
  +7
  +3
  +3
  Armor Tolerance +5
  11th 
  +11/+6/+1
  +7
  +3
  +3
  Take The Reins
  12th 
  +12/+7/+2
  +8
  +4
  +4
  Armor Tolerance +6, +4 Mounted Combat
  13th 
  +13/+8/+3
  +8
  +4
  +4
  Power Charge 1/day
  14th 
  +14/+9/+4
  +9
  +4
  +4
  Armor Tolerance +7
  15th 
  +15/+10/+5
  +9
  +5
  +5
  Power Charge 2/day
  16th 
  +16/+11/+6/+1
  +10
  +5
  +5
  Armor Tolerance +8, +5 Mounted Combat
  17th 
  +17/+12/+7/+2
  +10
  +5
  +5
  Power Charge 3/day
  18th 
  +18/+13/+8/+3
  +11
  +6
  +6
  Armor Tolerance +9
  19th 
  +19/+14/+9/+4
  +11
  +6
  +6
  Terrifying Charge
  20th 
  +20/+15/+10/+5
  +12
  +6
  +6
  Armor Tolerance +10, +6 Mounted Combat
  
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  Chapter 1: Characters
  Profession (Wis), Ride (Dex), and Swim (Str).
  Skill Points at 1st Level: (2 + Int. modifier) x4.
  Skill Points at Each Additional Level: 2 + Int. modifier
  Class Features
  All of the following are class features of the Knight.
  Weapon and Armor Proficiency: A knight is proficient 
  in all simple and martial weapons and with all armor (heavy, 
  medium, and light) and shields (except tower shields). 
  However, the code of chivalry will sometimes restrict a 
  knight’s choice of weapon.
  Mounted Combat (Ex): A Knight gains this feat for free 
  at 1st level provided he meets the prerequisite. A knight who 
  has the mounted combat feat gains bonuses to attack rolls, 
  ride checks, and handle animal (horse) checks, as listed on 
  the knight’s class table. 
  Aura of Knighthood (Ex): A knight gains a +1 bonus for 
  each 20 points of nobility to Intimidate skill checks, level 
  checks to resist Intimidation, and Will saving throws to resist 
  fear.
  Code of Chivalry (Ex): Although the laws of nobility and 
  chivalry in Excalibur bind all characters, knights face special 
  penalties if they act in a cowardly or dishonest fashion. The 
  ideal knight is supposed to care little for his personal safety, 
  charging into certain death for the honor of his liege lord. 
  Knights are also expected to be champions of truth, in their 
  role as wandering arbiters of justice. Knights must take an 
  allegiance to the Code of Chivalry at first level, and may not 
  gain levels in the knight class if they give up this allegiance 
  or have it revoked by the game master. Knights also gain a 
  special nobility award for swearing an oath of fealty. See 
  the allegiances section for more information on the code of 
  chivalry and oaths of fealty.
  Armor Tolerance (Ex): From the time a squire turns 14, 
  and his true training begins, he is in heavy armor. Running, 
  jumping, crossing muddy ditches, climbing fences, and, of 
  course, riding, mounting and dismounting, and fighting are 
  all done in heavy armor. By the time the squire becomes a 
  knight, the heaviest armor feels light and natural. The knight 
  adds this bonus to the armor penalty and maximum Dexterity 
  modifier of any armor he wears. The maximum armor 
  penalty is 0, and the maximum Dexterity modifier is +8.
  Knight’s Warhorse (Ex): At 2nd level, the knight may 
  select a mount to be his perfect companion through battle. 
  Knight 
  Level
  Bonus 
  HD
  Natural 
  Armor 
  Bonus 
  Tricks
  Special
  1-2
  +0
  +0
  1
  Mounted Combat bonus
  3-4
  +2
  +3
  2
  Improved Speed
  5-6
  +4
  +4
  3
  Devotion
  7-8
  +6
  +5
  4
  Improved Speed
  Knight Level: The number of levels knight and mount 
  have been together. 
  Bonus HD: Extra eight-sided (d8) Hit Dice, each gaining a 
  constitution modifier.
  Natural Armor adjustment: The number noted here is an 
  improvement to the mount’s existing natural armor bonus.
  Bonus Tricks: A number of bonus tricks the animal learns 
  through experience, requiring no time or skill check by the 
  knight to teach the mount these tricks. These tricks do not 
  count against the normal limit to the maximum number of 
  tricks the mount may know.
  Mounted Combat bonus (Ex): The mount gains the 
  mounted combat bonus of its rider, as listed on the knight 
  table, to all attack roles it makes while its owner is in the 
  saddle.
  Improved Speed (Ex): The mount’s speed increases by 10 
  feet per round.
  Devotion (Ex): The mount’s devotion to its master is 
  so complete that it gains a +4 morale bonus on Will saves 
  against enchantment spells and effects.
  Ride-by Attack: At 3rd level, the knight gains this feat as a 
  bonus feat.
  Dispense Justice (Ex): You are considered a legal 
  representative by the medieval system, authorized to 
  administer justice and arbitrate disputes. Your decisions are 
  legally binding on those of the middle class, common, and 
  base bloodlines (priests and royals police themselves), but 
  may be overturned by a knight up to four levels higher or a 
  noble of equal or higher level. 
  Trample: At 7th level, the knight gains this feat as a bonus 
  feat.
  Unhorse (Ex): At 9th level, the knight is a master at 
  unhorsing opponents, and any mounted opponent the knight 
  successfully hits with a charge attack, while the knight is 
  also mounted, must make a successful Ride check (DC 15 
  plus the knight’s mounted combat bonus) or be unhorsed.
  Take the Reins (Ex): As Unhorse, except at 11th level the 
  knight may attempt to unhorse a mounted opponent while 
  he is on foot as an unarmed attack that inflicts no damage, 
  but does not provoke an attack of opportunity. This ability 
  represents such tricks as grabbing the reins of a moving 
  horse, cutting one of the saddle straps, and so forth.
  Power Charge (Ex): Beginning at 13th level, the knight 
  may add twice his mounted combat bonus to the damage 
  inflicted on a charge attack once per day. At 15th level the 
  knight may use this ability twice per day, and at 17th level 
  three times per day.
  Good deeds are not only in armament, but 
  manhood and worship is hid within man’s 
  person, and many a worshipful knight is not 
  known unto all people… 
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Terrifying Charge (Ex): At 19th level the sight of the 
  knight bearing down on his opponent will strike fear into 
  all but the most implacable of foes. Anyone the knight is 
  charging must make a Will save (DC 15 plus the knight’s 
  mounted combat bonus) or be flat-footed against the knight’s 
  attack. Opponents on foot have the DC of this save increased 
  by five. This ability only affects targets at least 4 levels 
  lower than the knight, and anyone who succeeds their saving 
  throw is immune to this ability for 24 hours.
  Ex-Knights
  A knight whose nobility falls below 20 can no longer gain 
  levels in the knight class, but retains all knight abilities he 
  currently possesses except for Aura of Knighthood. Ex-
  Knights also lose the Code of Chivalry class ability (as 
  a fallen knight no one expects the knight to behave like 
  one any longer). A knight who raises his nobility back to 
  41 may seek a noble to reinstate him into the knighthood. 
  This noble must be a minimum of 4 levels higher than the 
  petitioning character. The noble or knight who dubbed you 
  into the knighthood may also impose this restriction, if you 
  have become an embarrassment to them, regardless of your 
  current nobility. 
  Knights who lose their allegiance to the code of chivalry 
  are also barred from gaining further levels in this class, as 
  are knights who swear an oath of fealty, and who have their 
  allegiance to their lord revoked, or allow him to be killed. 
  See the allegiances section for more information.
  Knights may multiclass, but face a special restriction when 
  doing so. If a knight gains levels in a class other than Priest, 
  Noble, or a Knight prestige class, he cannot gain any further 
  levels in the knight class. However, the character retains all 
  knight abilities and all social privileges of knighthood.
  Minstrel
  Minstrels are the bards of the Old Faith, trained by the 
  druids to aid in the cultural advancement of the people, 
  especially the Welsh and Irish folk who see music and song 
  and story as integral to their religious life. These are no mere 
  entertainers, however, for in times of trouble, the minstrels 
  aid the druids in the defense of the people.
  Adventures: Minstrel adventures will usually be in 
  support of a knight or noble, who wants the minstrel to 
  enhance his reputation. However, minstrels can work magic 
  with their songs and their value to any quest is overlooked 
  only by the foolish.
  Characteristics: The minstrel combines the power of 
  song with the ability to enhance fame and to work the magic 
  of the druid into a potent mix. In Welsh and Irish society, the 
  minstrel is equal in heroic stature to the warrior, and many 
  great heroes are minstrels as well as warriors.
  Religion: Minstrels are, by definition, followers of the Old 
  Faith and work in concert with the druids to see to the needs 
  of the worshippers of the older gods, slowly being driven 
  into extinction by the One God. 
  Background: Minstrels come from all backgrounds and 
  social classes. Among the Welsh and Irish there is no social 
  stigma for a nobleman becoming a minstrel, indeed it is 
  considered a badge of honor by most in these societies. 
  Minstrels of a lower class background will seek to attach 
  themselves to a wealthy patron, using their ability to bring 
  him fame and enhance his reputation to earn an easy living 
  for themselves.
  Other Classes: Minstrels and druids consider one another 
  kin, and regard their mission as the same- to serve the 
  Old Faith and its worshippers, tending to the health, both 
  physical and spiritual, of their people. Green knights, with 
  their connection to nature are also respected, as are nobles 
  who follow the Old Faith. Nobles and priests of the One 
  God, however, are viewed with suspicion, but also a sort of 
  fatalism, since the decline of the Old Faith in the face of the 
  One God seems inevitable.
  Role: The minstrel keeps the party in good spirits, 
  defending them with his songs and his odes. He is also a 
  competent spellcaster and outdoorsman.
  Game Rule Information
  Minstrels have the following game statistics.
  Abilities: Wisdom is the source of the minstrel’s spells, 
  while Charisma is important for the minstrel’s song abilities 
  and many of his skills. Intelligence is also valued since it 
  gives the minstrel more skill points.
  Nobility: There is no minimum nobility required for the 
  minstrel class, and minstrels gain no benefit from nobility 
  beyond those gained by all characters. However, since those 
  benefits extend to Charisma-based skills (except intimidate) 
  that are the minstrel’s stock in trade, having a reputation for 
  trustworthiness will stand the minstrel in good stead.
  Hit Die: d6
  Class Skills
  The minstrel’s class skills (and the key ability for each skill) 
  are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Gather Information (Cha), Handle Animal (Cha), Heal (Wis), 
  Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move 
  Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) 
  Skill Points at 1st Level: (6 + Int. modifier) x4.
  Skill Points at Each Additional Level: 6 + Int. modifier.
  Class Features
  All of the following are class features of the minstrel.
  Weapon and Armor Proficiency: A minstrel is proficient 
  in all simple weapons and with all light and medium armor, 
  and shields (excluding tower shields), however a minstrel 
  may not wear metal armor or shields while casting druid 
  spells.
  Lore: A minstrel may make a special lore knowledge 
  check with a bonus equal to his minstrel level + his 
  Intelligence modifier to see whether he knows some relevant 
  
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  Chapter 1: Characters
  information about local notable people, legendary items, or 
  noteworthy places. (If the minstrel has 5 or more ranks in 
  Knowledge (history), he gains a +2 bonus on this check.)
  A successful lore knowledge check will not reveal the 
  powers of a magic item but may give a hint as to its general 
  function. A minstrel may not take 10 or take 20 on this 
  check; this sort of knowledge is essentially random. 
  DC
  Type of Knowledge
  10 
  Common, known by at least a substantial minority; 
  common legends of the local population.
  20 
  Uncommon but available legends, known by only a 
  few people.
  25 
  Obscure, known by few, hard to come by.
  30 
  Extremely obscure, known by very few, possibly 
  forgotten by most who once knew it, possibly known 
  only by those who don’t understand the significance 
  of the knowledge.
  Soothe the Savage Beast: At 2nd level and above, the 
  minstrel can use his music to calm hostile animals (including 
  dire animals, but not beasts or monsters). The minstrel adds 
  his Charisma modifier and minstrel level to a d20 roll, which 
  functions as the diplomacy skill on the animal for purposes 
  of altering its disposition. The minstrel must sing or play 
  music to use this ability, which is a standard action.
  Minstrel’s Music: Once per day per minstrel level, a 
  minstrel can use his song or poetics to produce magical 
  effects on those around him (usually including himself, if 
  desired). While these abilities fall under the category of 
  minstrel’s music and the descriptions discuss singing or 
  playing instruments, they can all be activated by reciting 
  poetry, chanting, singing lyrical songs, singing melodies, 
  whistling, playing an instrument, or playing an instrument 
  in combination with some spoken performance. Each ability 
  requires both a minimum minstrel level and a minimum 
  number of ranks in the Perform skill to qualify; if a minstrel 
  does not have the required number of ranks in at least one 
  Perform skill, he does not gain the minstrel’s music ability 
  until he acquires the needed ranks.
  Starting a minstrel’s music effect is a standard action. 
  Some minstrel’s music abilities require concentration, which 
  means the minstrel must take a standard action each round to 
  maintain the ability. Even while using minstrel’s music that 
  doesn’t require concentration, a minstrel cannot cast spells, 
  activate magic items by spell completion (such as scrolls), or 
  activate magic items by magic word (such as wands). Just as 
  for casting a spell with a verbal component, a deaf minstrel 
  has a 20% chance to fail when attempting to use minstrel’s 
  music. If he fails, the attempt still counts against his daily 
  limit.
  Countersong (Su): A minstrel with 3 or more ranks in a 
  TABLE 1-6: THE MINSTREL
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +2
  +0
  +2
  Minstrel’s Music (Fascinate, Countersong, 
  Inspire Courage +1), Lore
  2nd 
  +1
  +3
  +0
  +3
  Soothe the Savage Beast
  3rd 
  +2
  +3
  +1
  +3
  Inspire Competence
  4th 
  +3
  +4
  +1
  +4
  Druid Spells, Nature Sense
  5th
  +3
  +4
  +1
  +4
  Tracking, Old
  6th
  +4
  +5
  +2
  +5
  Suggestion
  7th
  +5
  +5
  +2
  +5
  Trackless Step
  8th
  +6/+1
  +6
  +2
  +6
  Inspire Courage +2
  9th
  +6/+1
  +6
  +3
  +6
  Inspire Greatness
  10th 
  +7/+2
  +7
  +3
  +7
  Resist Nature’s Lure
  11th 
  +8/+3
  +7
  +3
  +7
  Wild Shape 1/day
  12th 
  +9/+4
  +8
  +4
  +8
  Song of Freedom
  13th 
  +9/+4
  +8
  +4
  +8
  Venom Immunity
  14th 
  +10/+5
  +9
  +4
  +9
  Inspire Courage +3
  15th 
  +11/+6/+1
  +9
  +5
  +9
  Inspire Heroics
  16th 
  +12/+7/+2
  +10
  +5
  +10
  Wild Shape 2/day
  17th 
  +12/+7/+2
  +10
  +5
  +10
  Wild Shape 3/day
  18th 
  +13/+8/+3
  +11
  +6
  +11
  Mass Suggestion
  19th 
  +14/+9/+4
  +11
  +6
  +11
  A thousand faces
  20th 
  +15/+10/+5
  +12
  +6
  +12
  Inspire Courage +4
  
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  Chapter 1: Characters
  Perform skill can use his music or poetics to counter magical 
  effects that depend on sound (but not spells that simply 
  have verbal components). Each round of the countersong, 
  he makes a Perform check. Any creature within 30 feet of 
  the minstrel (including the minstrel himself ) that is affected 
  by a sonic or language-dependent magical attack may use 
  the minstrel’s Perform check result in place of its own 
  saving throw if, after the saving throw is rolled, the Perform 
  check result proves to be higher. If a creature within range 
  of the countersong is already under the effect of a non-
  instantaneous sonic or language-dependent magical attack, 
  it gains another saving throw against the effect each round it 
  hears the countersong, but it must use the minstrel’s Perform 
  check result for the save. Countersong has no effect against 
  effects that don’t allow saves. The minstrel may keep up the 
  countersong for 10 rounds.
  Fascinate (Sp): A minstrel with 3 or more ranks in a 
  Perform skill can use his music or poetics to cause one or 
  more creatures to become fascinated with him. Each creature 
  to be fascinated must be within 90 feet, able to see and hear 
  the minstrel, and able to pay attention to him. The minstrel 
  must also be able to see the creature. The distraction of a 
  nearby combat or other dangers prevents the ability from 
  working. For every three levels a minstrel attains beyond 1st, 
  he can target one additional creature with a single use of this 
  ability.
  To use the ability, a minstrel makes a Perform check. His 
  check result is the DC for each affected creature’s Will save 
  against the effect. If a creature’s saving throw succeeds, the 
  minstrel cannot attempt to fascinate that creature again for 
  24 hours. If its saving throw fails, the creature sits quietly 
  and listens to the song, taking no other actions, for as long 
  as the minstrel continues to play and concentrate (up to a 
  maximum of 1 round per minstrel level). While fascinated, 
  a target takes a –4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential threat requires 
  the minstrel to make another Perform check and allows the 
  creature a new saving throw against a DC equal to the new 
  Perform check result.
  Any obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a ranged weapon at the target, 
  automatically breaks the effect. Fascinate is an enchantment 
  (compulsion), mind-affecting ability.
  Inspire Courage (Su): A minstrel with 3 or more ranks in 
  a Perform skill can use song or poetics to inspire courage in 
  his allies (including himself ), bolstering them against fear 
  and improving their combat abilities. To be affected, an ally 
  must be able to hear the minstrel sing. The effect lasts for 
  as long as the ally hears the minstrel sing and for 5 rounds 
  thereafter. An affected ally receives a +1 morale bonus on 
  saving throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. At 8th level, and 
  every six minstrel levels thereafter, this bonus increases by 
  1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a 
  mind-affecting ability.
  Inspire Competence (Su): A minstrel of 3rd level or higher 
  with 6 or more ranks in a Perform skill can use his music 
  or poetics to help an ally succeed at a task. The ally must 
  be within 30 feet and able to see and hear the minstrel. The 
  minstrel must also be able to see the ally.
  The ally gets a +2 competence bonus on skill checks with 
  a particular skill as long as he or she continues to hear the 
  minstrel’s music. Certain uses of this ability are infeasible. 
  The effect lasts as long as the minstrel concentrates, up to a 
  maximum of 2 minutes. A minstrel can’t inspire competence 
  in himself. Inspire competence is a mind-affecting ability.
  Suggestion (Sp): A minstrel of 6th level or higher with 9 or 
  more ranks in a Perform skill can make a suggestion (as the 
  spell) to a creature that he has already fascinated (see above). 
  Using this ability does not break the minstrel’s concentration 
  on the fascinate effect, nor does it allow a second saving 
  throw against the fascinate effect.
  Making a suggestion doesn’t count against a minstrel’s 
  daily limit on minstrel’s music performances. A Will saving 
  throw (DC 10 + 1/2 minstrel’s level + minstrel’s Cha 
  modifier) negates the effect. This ability affects only a single 
  creature (but see mass suggestion, below). Suggestion is 
  an enchantment (compulsion), mind-affecting, language 
  dependent ability.
  Inspire Greatness (Su): A minstrel of 9th level or higher 
  with 12 or more ranks in a Perform skill can use music or 
  poetics to inspire greatness in himself or a single willing 
  ally within 30 feet, granting him or her extra fighting 
  capability. For every three levels a minstrel attains beyond 
  9th, he can target one additional ally with a single use of 
  this ability (two at 12th level, three at 15th, four at 18th). 
  To inspire greatness, a minstrel must sing and an ally must 
  hear him sing. The effect lasts for as long as the ally hears 
  the minstrel sing and for 5 rounds thereafter. A creature 
  inspired with greatness gains 2 bonus Hit Dice (d10s), the 
  commensurate number of temporary hit points (apply the 
  target’s Constitution modifier, if any, to these bonus 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 
  that are Hit Dice dependant. Inspire greatness is a mind-
  affecting ability.
  Song of Freedom (Sp): A minstrel of 12th level or 
  higher with 15 or more ranks in a Perform skill can use 
  music or poetics to create an effect equivalent to the break 
  enchantment spell (caster level equals the character’s 
  minstrel level). Using this ability requires 1 minute of 
  uninterrupted concentration and music, and it functions on 
  a single target within 30 feet. A minstrel can’t use song of 
  freedom on himself.
  Inspire Heroics (Su): A minstrel of 15th level or higher 
  with 18 or more ranks in a Perform skill can use music or 
  poetics to inspire tremendous heroism in himself or a single 
  willing ally within 30 feet. For every three minstrel levels 
  the character attains beyond 15th, he can inspire heroics in 
  one additional creature. To inspire heroics, a minstrel must 
  sing, and an ally must hear the minstrel sing for a full round. 
  A creature so inspired gains a +4 morale bonus on saving 
  throws and a +4 dodge bonus to AC. The effect lasts for as 
  
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  Chapter 1: Characters
  long as the ally hears the minstrel sing and for up to 5 rounds 
  thereafter. Inspire heroics is a mind-affecting ability.
  Mass Suggestion (Sp): This ability functions like 
  suggestion, above, except that a minstrel of 18th level or 
  higher with 21 or more ranks in a Perform skill can make 
  the suggestion simultaneously to any number of creatures 
  that he has already fascinated (see above). Mass suggestion 
  is an enchantment (compulsion), mind-affecting, language-
  dependent ability.
  Druid Spells: At 4th level, the minstrel is inducted into 
  a druidic mystery cult and taught their ways, including the 
  druidic tongue. The minstrel casts spells from this level 
  on exactly as a druid with a caster level three less than his 
  minstrel levels and gains spell points exactly as a druid.
  Nature Sense (Ex): At 4th level, the minstrel gains a +2 
  bonus on Knowledge (nature) and Survival skill checks
  Track: At 5th level, the minstrel receives this feat for free
  Trackless Step (Ex): Beginning at 7th level, the minstrel 
  cannot be tracked, but may choose to leave a trail if he so 
  desires.
  Resist Nature’s Lure (Ex): At 10th level, a minstrel gains 
  a +4 saving throw against the spells and spell-like abilities of 
  the fey.
  Wild Shape (Su): At 11th level, a minstrel gains the ability 
  to turn herself into any Small or Medium animal and back 
  again once per day. Her options for new forms include all 
  creatures with the animal type. This ability functions like the 
  polymorph spell, except as noted here. The effect lasts for 1 
  hour per minstrel level or until she changes back. Changing 
  form (to animal or back) is a standard action and does not 
  provoke an attack of opportunity.
  The form chosen must be that of an animal the minstrel is 
  familiar with. 
  A minstrel loses her ability to speak (and use minstrel’s 
  music abilities) while in animal form because she is limited 
  to the sounds that a normal, untrained animal can make, but 
  she can communicate normally with other animals of the 
  same general grouping as her new form. (The normal sound 
  a wild parrot makes is a squawk, so changing to this form 
  does not permit speech.)
  A Thousand Faces (Su): At 19th level, a minstrel gains the 
  ability to change her appearance at will, as if using the alter 
  self spell, but only while in her normal form.
  Noble
  Nobles are at the top of the feudal system of interweaving 
  responsibilities and obligations. Skilled at diplomacy and 
  leadership, they carry a small spark of the divine that binds 
  them to the land and their subjects. Their power is thus both 
  temporal and divine.
  Most members of the nobility will not have levels in this 
  class, but rather will be members of the Aristocrat NPC 
  class. Consider Aristocrats as the warrior to this class’ 
  fighter.
  Adventures: Noble adventures will tend to revolve around 
  politics, plotting, and dynastic rivalries. In Legends of 
  Excalibur, the nobles must choose between Arthur’s divinely 
  ordained rule and the lesser nobles who oppose him.
  Characteristics: Nobles are an embodiment of the feudal 
  system, representing the ideal mix of military might, wealth, 
  and divine influence. As such they are supported by fellow 
  members of that system, such as the knighthood, but are 
  often made the target of those who dislike the current way 
  things are handled, such as the lowborn. 
  Religion: Although nobles rule in the name of a deity, and 
  indeed carry a spark of his power, they are the rivals of the 
  clergy, with each group seeing themselves as the designated 
  representative of the One God on Earth. Although the clergy 
  and nobility recognize their need for one another, frequent 
  clashes erupt between them over ultimate control. When they 
  work together, they are an irresistible force, but they must 
  put aside their own petty rivalries to do so.
  Background: Most nobles were born into luxury, trained 
  from birth to lead men and deal with backstabbers who 
  would steal the heritage of their family line. A rare few earn 
  their way into the nobility, having risen from common blood 
  through great deeds for a king or other high-ranking noble.
  Other Classes: Nobles have a close relationship with 
  knights, ordaining them, giving them quests, and leading 
  them into battle. Although divine magic is much sought after, 
  and a priest is an ideal advisor for a noble, he is always wary 
  of the adversarial nature of the institutions of the nobility 
  and the clergy.
  Role: The noble is a leader, both in times of peace and 
  times of war. In battle, he serves to inspire others, but is a 
  highly capable combatant in his own right. 
  Game Rule Information
  Nobles have the following game statistics.
  Abilities: Charisma is the most important ability for a 
  noble, followed by Intelligence. Since military service is an 
  important way to gain fame and standing among your peers, 
  Strength and Constitution are also important.
  Nobility: To qualify for the noble class a character must 
  have a nobility of 51. Characters of Royal Bloodlines qualify 
  for this class immediately, other characters must raise their 
  nobility to 51 to qualify for this class. Once a character has 
  qualified and gained their 1st level in the noble class, only a 
  king may strip him of the right to gain levels in the Noble 
  class.
  Hit Die: d8
  Class Skills
  The noble’s class skills (and the key ability for each skill) are 
  Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal 
  (Cha), Intimidate (Cha), Jump (Str), Knowledge (history, 
  nobility and royalty) (Int), Profession (Wis), Ride (Dex), and 
  Sense Motive (Wis) 
  Skill Points at 1st Level: (4 + Int. modifier) x4.
  Skill Points at Each Additional Level: 4 + Int. modifier.
  
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  Chapter 1: Characters
  Class Features
  All of the following are class features of the noble.
  Weapon and Armor Proficiency: A noble is proficient in 
  all simple and martial weapons and with all armor (heavy, 
  medium, and light) and shields (including tower shields).
  Dispense Justice (Ex): You are considered a legal 
  representative by the medieval system, authorized to 
  administer justice, arbitrate disputes, and also to perform 
  legal functions such as ordaining knights. Your decisions 
  are legally binding on those of all bloodlines, but not 
  members of the clergy (priests police themselves), but may 
  be overturned by a noble who is 4 or more levels higher than 
  your noble class level.
  Granting knighthood is a serious matter for any noble. Any 
  foul deeds committed by a knight will actually affect the 
  nobility of the noble who knighted him, and might even be 
  enough to inspire that noble to put a price on the head of the 
  offending knight. Each 5 points of nobility lost to a knight 
  you dub subtracts one from your nobility.
  Aura of Nobility (Ex): A noble gains a +1 bonus for each 
  20 points of nobility to Intimidate skill checks, level checks 
  to resist Intimidation, and Will saving throws to resist fear. 
  A noble gains a +1 bonus to his Leadership score for each 10 
  points of nobility.
  Noblesse Oblige (Ex): Although the laws of nobility 
  and chivalry in Excalibur bind all characters, nobles face 
  special penalties if they act in a greedy or violent fashion. 
  The ideal noble is supposed to be generous with his wealth 
  and forgiving with his power. All nobles must take this 
  allegiance at first level. See the allegiances section for more 
  information. A noble who gives up this allegiance, or has it 
  revoked, loses all supernatural noble abilities (those abilities 
  marked Su rather than Ex in the class description).
  Divine Grace (Su): At 2nd level, the noble gains a bonus 
  equal to her Charisma modifier (if any) on all saving throws.
  Quest (Ex): Beginning at 3rd level, the noble gains the 
  ability to assign quests. A quest is a long-term goal given to 
  bolster the noble’s interests or to give his servants valuable 
  experience. Characters undertaking the quest gain the listed 
  bonus to skill checks and saving throws for the duration of 
  the quest.
  To qualify for a quest bonus, a character must have sworn 
  fealty to the noble giving the quest, or to a lord the noble has 
  himself sworn fealty to at least one month prior to the noble 
  issuing the quest. In other words, if a character serves Sir 
  Gawaine, he may receive a bonus for a quest given by King 
  Arthur. Even though the character has never sworn direct 
  fealty to the King, he has sworn fealty to Sir Gawaine, who 
  has sworn fealty to Arthur. Characters that do not qualify 
  for the quest bonus can still undertake the quest; they just 
  receive no special bonuses for doing so.
  To qualify as a quest, a mission’s final encounter must 
  have a challenge rating equal to three times the quest bonus. 
  A quest must also take a minimum of one week times the 
  quest bonus to complete. A noble may assign lesser quests, 
  but the bonus will be lower for those quests. Thus a 20th 
  level noble could offer a quest taking two weeks to perform, 
  and with a final encounter challenge rating of 6, but those 
  undertaking the quest would gain a maximum bonus of +2 
  to skill checks and saving throws, even though the noble’s 
  maximum bonus is +6.
  Player characters may undertake quests from PC and NPC 
  nobles, but may also assign them to their followers, as a 
  way of retrieving lost items, helping fellow nobles, and as a 
  way to gain their followers experience, making them more 
  powerful when the character needs them later.
  In the case of a very long quest (such as the Grail Quest), 
  a character only receives the quest bonus when actively 
  pursuing the quest. A character could undergo many missions 
  unrelated to his current quest, receiving no quest bonuses 
  while doing so, then pick up the trail of the quest, and gain 
  his bonus as normal.
  Aura of Courage (Su): Beginning at 4th level, a noble 
  is immune to fear (magical or otherwise). Each ally within 
  10 feet of her gains a morale bonus on saving throws 
  against fear effects of +1 per 20 points of nobility the 
  noble possesses. This ability functions while the noble is 
  conscious, but not if she is unconscious or dead.
  Divine Wrath (Su): Once per day, the noble can invoke 
  his authorizing divinity and deliver a devastating attack 
  upon an enemy. This attack gains a bonus to hit equal to the 
  noble’s Charisma modifier, and a damage bonus of +1 per 
  10 points of nobility the character possesses. The noble may 
  use this ability twice per day at 10th level, and three times per 
  day at 16th level.
  Divine Right (Su): The noble’s divine spark is evident 
  to all who come into contact with him, who will show him 
  extreme deference according to their relative stations (thus 
  while a King would greatly honor a knight with this ability, 
  he would not immediately serve him, rather he would tend to 
  heap honors, gifts, and dangerous quests on the character). 
  Nobles with this ability have their aura of courage 
  replaced with an Aura of Majesty. This makes all within 
  10 feet of the character immune to fear, and all characters 
  On New Year’s Day we saw him in his estate, which was the royalest that ever we saw, for he was 
  served at his table with nine kings, and the noblest fellowship of other princes, lords, and knights 
  that be in the world, and every knight approved and like a lord, and holdeth Table Round: and in his 
  person the most manly man that liveth, and is like to conquer all the world…
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Chapter 1: Characters
  working under him in battle gain a morale bonus on saving 
  throws against fear effects of +1 per 20 points of nobility 
  the noble possesses while they can see the character or his 
  standard. This bonus applies even if the character cannot 
  participate in battle himself (such as when Uther was carried 
  to a battle on a horse litter, even though deathly ill, his mere 
  presence inspired his soldiers to victory).
  This ability also grants the noble the power to dub anyone 
  he deems worthy a knight, even those who do not meet the 
  prerequisites for the knight class. However, the penalties for 
  the noble if such a knight behaves poorly are more severe. 
  For every 2 nobility lost by the offending knight, the noble 
  loses 1 nobility.
  At 12th level, a noble’s aura grants all those within 10 feet 
  of him a morale bonus on all saving throws of +1 per 20 
  points of nobility the character possesses.
  At 15th level, a noble’s aura grants all those within 10 feet 
  of him a morale bonus on attack rolls of +1 per 20 points of 
  nobility, and all those serving the noble who can see him or 
  his standard gain a +2 morale bonus on all saving throws.
  At 18th level, a noble’s aura grants all those within 10 feet 
  of him a morale bonus on damage rolls of +1 per 20 points 
  of nobility the character possesses, and all those serving 
  the noble who can see him or his standard gain a +2 morale 
  bonus to attack rolls.
  At 20th level, all those serving the noble who can see him 
  or his standard gain a +2 morale bonus to damage rolls.
  Papal Intercession (Ex): Nobles of 13th level and higher 
  can intervene with the dominant religion in an area they 
  rule to grant a special dispensation for an activity or to give 
  their blessing to a specific activity or a specific person. 
  This intercession could make something legal that usually 
  is not or make the local populace much more compliant 
  with a quest or mission undertaken within the sphere of the 
  church’s influence.
  The intercession grants a bonus on any skill check or 
  ability check to gain the cooperation of those faithful to 
  the religion granting the intercession of +1 per 20 points of 
  nobility possessed by the noble making the intercession. It 
  could also result in a reduction or reversal of an edict handed 
  down by an ecclesiastical court, or could allow a character 
  atonement for a sin.
  The church doesn’t grant such an intercession for nothing, 
  however. The noble seeking the intercession will be required 
  to either make a sizeable donation to the church (at least 
  1,000 gold per level of the noble making the request) or, 
  more often, will require the noble and his followers to 
  undertake a quest of special significance to the church, such 
  as the recovery of a holy relic.
  Divine Intercession (Su): At 15th level, the noble may go 
  “over the head” of the clergy, seeking intervention directly 
  from the god he represents on Earth. This allows the noble to 
  grant absolution for sins and transgressions himself, as if he 
  were a member of the priest class four levels lower than his 
  TABLE 1-7: THE NOBLE
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Dispense Justice; Aura of Nobility; Noblesse Oblige
  2nd 
  +1
  +0
  +0
  +3
  Divine Grace
  3rd 
  +2
  +1
  +1
  +3
  Quest +1
  4th 
  +3
  +1
  +1
  +4
  Aura of Courage
  5th
  +3
  +1
  +1
  +4
  Divine Wrath 1/day
  6th
  +4
  +2
  +2
  +5
  Quest +2
  7th
  +5
  +2
  +2
  +5
  8th
  +6/+1
  +2
  +2
  +6
  Divine Right (Aura of Majesty)
  9th
  +6/+1
  +3
  +3
  +6
  Quest +3
  10th 
  +7/+2
  +3
  +3
  +7
  Divine Wrath 2/day
  11th 
  +8/+3
  +3
  +3
  +7
  12th 
  +9/+4
  +4
  +4
  +8
  Aura of Majesty (all saving throws); Quest +4
  13th 
  +9/+4
  +4
  +4
  +8
  Papal Intercession
  14th 
  +10/+5
  +4
  +4
  +9
  15th 
  +11/+6/+1
  +5
  +5
  +9
  Aura of Majesty (attack rolls); Divine Intercession; Quest +5
  16th 
  +12/+7/+2
  +5
  +5
  +10
  Divine Wrath 3/day
  17th 
  +12/+7/+2
  +5
  +5
  +10
  18th 
  +13/+8/+3
  +6
  +6
  +11
  Aura of Majesty (damage); Quest +6
  19th 
  +14/+9/+4
  +6
  +6
  +11
  20th 
  +15/+10/+5
  +6
  +6
  +12
  Land and the Lord are One
  
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  Chapter 1: Characters
  noble level. 
  At 20th level this ability allows a noble to reverse 
  excommunication once per year.
  Land and the Lord are One (Su): At 20th level, the noble 
  is bonded to the lands he rules and to his subjects. If the 
  noble pleases his god, his lands and his people will prosper. 
  If the noble’s god is displeased, his people will pay the price. 
  This allows the noble’s personal success to translate into 
  a kingdom of unparalleled grace and beauty, if his god is 
  pleased with him.
  For nobles who rule small areas, this ability is not very 
  significant. However, once a character has risen to the 
  level of a king or duke, this ability could cause happiness 
  or misery for millions, and its effects will be felt many 
  countries away. In general the GM should use nobility 
  gains or losses of a noble with this ability to represent the 
  health of all he rules, in terms of crop performance, monster 
  incursions, and so forth.
  Priest
  The priest is the divine healer of Legends of Excalibur, 
  charged not only with the divine power of the One God, but 
  also with the temporal power and backing of the Church of 
  Rome. At high levels, Priests are extremely influential, able 
  to gain the ear of a king through their ability to enforce Papal 
  will and absolve sin. However, their power also puts them 
  at odds with nobility who want to decide the fate of their 
  subjects alone, not under the thumb of a distant Pope.
  Adventures: Priests often find themselves involved in 
  quests of their own, or aiding knights in quests,  to recover 
  holy relics or retake holy lands overrun by “infidels”. At 
  higher levels, priests can give these quests to their followers. 
  Because of their involvement in politics, priests are often 
  involved in the mundane adventures of the knight as well, 
  aiding one side or another in the dynastic struggles of the 
  day.
  Characteristics: The priest has healing magic and 
  abilities, and also the ability to inspire the faithful and 
  sway them to his cause. The priest can also convert those 
  of different religions to the worship of the One God, 
  transforming an enemy to a friend.
  Religion: Although all priests worship the One God (as 
  opposed to Druids who worship older faiths) they frequently 
  disagree on all aspects of that deity’s nature. Judaism, 
  Islam, Catholicism, and even more obscure variations such 
  as Aryanism and Zoroastrianism all worship the One God. 
  However, the tenets of these individual religions could 
  not be more different, and often these sects spend more 
  time fighting with one another than they do helping their 
  followers. In Arthurian tales, all priests serving a faith other 
  than Christianity should be prepared for the assumption 
  that they are at best substandard, and at worst the enemy. 
  Priests of the Church of Rome are the only characters seen 
  in Legends of Excalibur, which takes a decidedly Christian 
  view of Arthur and his knights. Saracens do appear in the 
  tales (the medieval term for Muslims and Arabs, especially 
  when talking about opponents of crusaders), usually 
  represented as honorable opponents, with the truly virtuous 
  Saracens “seeing the light” and converting to Christianity.  
  Background: Priests come from all backgrounds, and it 
  is not uncommon for those of Common and Middle Class 
  bloodlines to pursue the priesthood as a career. Peers and 
  Royals also use the priesthood as a career for younger sons, 
  along with military service.
  Other Classes: A priest’s healing ability makes him 
  much sought-after by knights and others engaging in battle. 
  However, his service of, and allegiance to, the Church of 
  Rome also makes him a target of suspicion, especially from 
  nobles, who see the priest as a rival for their control over the 
  hearts and minds of their subjects.
  Role: Priests are primarily healers, but are able to fight 
  when called upon. 
  Game Rule Information
  Priests have the following game statistics.
  Abilities: Wisdom determines a priest’s maximum spell 
  level and bonus spell points, as well as how hard his spells 
  are to resist. Strength and Constitution improve a priest’s 
  combat ability, while Charisma makes him better at political 
  dealing and double-dealing.
  Nobility: Any. As noted above, priests often disagree with 
  one another vehemently, and the nobility of the individual 
  priest will determine whom his friends and enemies are. 
  These “disagreements” are kept within the Church, however, 
  and not usually discussed with non-priests.
  Hit Die: d8
  Class Skills
  The priest’s class skills (and the key ability for each skill) 
  are Concentration (Con), Craft (Int), Decipher Script (Int), 
  Diplomacy (Cha), Gather Information (Cha), Heal (Wis), 
  Knowledge (history, local, nobility and royalty, religion) 
  (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and 
  Spellcraft (Int).
  Skill Points at 1st Level: (2+Int. modifier) x4
  Skill Points at Each Additional Level: 2+Int. modifier
  So the Archbishop, by the advice of Merlin, sent for all the lords and gentlemen of arms that they 
  should come by Christmas even unto London. And many of them made them clean of their life, that 
  their prayer might be the more acceptable unto God.
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Class Features
  All of the following are class features of the priest.
  Weapon and Armor Proficiency: Priests are proficient 
  with all simple weapons, with all types of armor (light, 
  medium, and heavy), and with shields (except tower shields).
  Spells: A priest casts divine spells (the same spells 
  available to the crusader and the hermit), which are drawn 
  from the hermit/priest spell list.
  To cast a spell, a priest must have a Wisdom score equal to 
  at least 10 + the spell level (Wis 0 for 0-level spells, Wis 11 
  for 1st-level spells, and so forth). The Difficulty Class for a 
  saving throw against a priest’s spell is 10 + the spell level + 
  the priest’s Wisdom modifier.
  Like other spellcasters, a priest receives only a limited 
  number of spell points each day. His base allotment of 
  spell points is given on Table 2-2: Spell Points. The priest’s 
  Wisdom modifier modifies his base number of spell points.
  A priest may cast any spell on the priest spell list, provided 
  he can cast spells of that level.
  Priests receive their power through veneration of the One 
  God, reveling in his glory and the adoration of the faithful. 
  Their spiritual energy recovers fastest at cathedrals and other 
  large, magnificent places of worship, or in the presence of a 
  relic (a bone or body part of a dead saint, martyr or hero).
  Ordination: Priests receive this feat for free at 1st level.
  Literacy: Priests gain literacy for free at 1st level.
  Aura of Piety (Ex): Although nobility is not a 
  requirement for priests, those who live holy lives are smiled 
  upon by the One God. Priests gain a bonus to all healing 
  spells of +1 per 10 points of nobility. Priests also gain one 
  bonus spell point per 10 points of nobility.
  Turn the Other Cheek (Ex): Although the laws of 
  nobility and chivalry in Excalibur bind all characters, priests 
  face special penalties if they act in a violent or greedy 
  fashion. The ideal priest should turn the other cheek when 
  confronted by violence. Priests are also expected to tend to 
  the poor. Priests must take this allegiance at first level. See 
  the allegiances section for more information.
  Note that ignoble priests often avoid these penalties by 
  absolving one another. This was routinely done during the 
  Inquisition, with one priest absolving another of torture of 
  the most bloody and sadistic kind.
  In addition to the standard nobility gains and losses 
  incurred by characters with the turn the other cheek 
  allegiance, a priest also loses nobility equal to the spell level 
  of any inflict wounds spell he casts, unless that spell is cast 
  on an infidel.
  Sacraments (Su): At 2nd level, priests gain the ability to 
  administer the sacraments, including Mass, Confession, and 
  Marriage, acting as an instrument of the divine to render 
  these ceremonies truly holy. 
  The divine energy imparted by one of these ceremonies 
  grants the effects of a Bless spell on those who participate 
  for one hour. Participants with the Piety feat gain the effects 
  of a Bless for 24 hours after such a ritual. 
  This divine energy (and blessing) is one reason many 
  TABLE 1-8: THE PRIEST
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Ordination; Literacy, Aura of Piety, Turn the other cheek
  2nd 
  +1
  +0
  +0
  +3
  Sacraments
  3rd 
  +2
  +1
  +1
  +3
  Crusade +1
  4th 
  +3
  +1
  +1
  +4
  Absolution (Minor)
  5th
  +3
  +1
  +1
  +4
  6th
  +4
  +2
  +2
  +5
  Crusade +2
  7th
  +5
  +2
  +2
  +5
  8th
  +6/+1
  +2
  +2
  +6
  Absolution (Moderate)
  9th
  +6/+1
  +3
  +3
  +6
  Crusade +3
  10th 
  +7/+2
  +3
  +3
  +7
   
  11th 
  +8/+3
  +3
  +3
  +7
  12th 
  +9/+4
  +4
  +4
  +8
  Absolution (Major); Crusade +4
  13th 
  +9/+4
  +4
  +4
  +8
  Declare Infidel
  14th 
  +10/+5
  +4
  +4
  +9
  Excommunication
  15th 
  +11/+6/+1
  +5
  +5
  +9
  Crusade +5
  16th 
  +12/+7/+2
  +5
  +5
  +10
  Absolution (Severe)
  17th 
  +12/+7/+2
  +5
  +5
  +10
  18th 
  +13/+8/+3
  +6
  +6
  +11
  Crusade +6
  19th 
  +14/+9/+4
  +6
  +6
  +11
  20th 
  +15/+10/+5
  +6
  +6
  +12
  Divine Intervention
  
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  Chapter 1: Characters
  knights will take Mass before a battle 
  (along with cleansing the soul in case 
  of death).
  Crusade (Ex): At 3rd level, priests 
  can declare a Crusade, which functions 
  in the same manner as a noble’s Quest 
  class ability. However, anyone with 
  the Faith feat is eligible to undertake 
  a Crusade, so a Crusade issued by a 
  high level priest could have drastic 
  consequences (such as “go retake the Holy Land from the 
  infidels”).
  Crusades do not need to be violent however, there could 
  be crusades against poverty and hunger, to aid the diseased.
  Absolution (Su): As a priest rises in level, he gains the 
  power to perform his most powerful sacrament: Absolution. 
  Absolution allows a priest to restore 1⁄2 the nobility lost to a 
  minor transgression (see Nobility for rules on gaining and 
  losing nobility). 
  At 8th level, a priest can absolve moderate transgressions; 
  at 12th level, major transgressions; and at 16th level, severe 
  transgressions.
  However, with this power comes a tremendous 
  responsibility on the part of the priest. If the person is not 
  truly repentant, the priest’s maximum nobility is reduced by 
  one (from 100 to 99, and so on). 
  Declare Infidel (Ex): At 13th level, the priest gains 
  the power to mark a group of people as the enemy of the 
  One God and his worshippers. In addition to making life 
  generally unpleasant (infidels living in close proximity 
  to a stronghold of the One God will find remaining there 
  impossible due to frequent clashes with the faithful), this 
  has special ramifications for the crusader prestige class and 
  makes the infidel subject to certain spells and feats.
  Excommunication (Su): At 14th level, the priest gains 
  the power of excommunication. This makes it a severe 
  transgression for any priest to perform a Sacrament for 
  the excommunicated character and bars the offending 
  character from holy ground. This has a serious impact 
  on an excommunicated priest’s ability to recover spells, 
  since the best spell recovery he can tap is neutral ground. 
  Excommunicated characters may not gain levels in the priest 
  or hermit classes, but their ability to cast spells is unchanged. 
  For priests wishing to continue serving the One God on their 
  own terms, the hermit class is also available to them.
  Divine Intervention (Su): By directly entreating the 
  One God as his direct representative on Earth, a priest can 
  duplicate any priest spell of 8th level or lower, duplicate any 
  spell of 7th level or lower, undo any harmful spell effect, 
  reverse another priest’s excommunication, or raise the dead 
  (as the spell). If this ability is used more than once per year, 
  it costs the Priest 5,000 XP, and a priest may not sacrifice 
  enough XP to reduce him to 19th level through the use of this 
  ability. 
  Robber Baron
  Robber barons are knights with no adherence to the code of 
  chivalry. These men steal from the weak, engage in banditry, 
  and hide behind the guise of knighthood when it suits them. 
  Many robber barons take up arms in the service of Arthur’s 
  enemies, the lords and petty dukes who band together to 
  destroy the Boy King early in his reign. Some of these 
  knights repent, becoming true knights, but most are either 
  killed or retreat into the wild lands and continue their raids 
  on the helpless.
  Adventures: The robber baron will seek to increase 
  his wealth and fame through his adventures. The quickest 
  means to this will be his adventure of choice, which will 
  occasionally mean posing as a true knight. 
  Characteristics: Robber barons are good combatants, but 
  not nearly as good in a “fair” fight as a knight or a fighter. 
  Fortunately, robber barons care nothing about fairness 
  or the code of chivalry and use guile to supplement their 
  deficiencies in combat. 
  Religion: Robber barons care nothing for religion of any 
  sort. If put in a situation where religion is a way to get ahead, 
  most will play along, pretending to worship the One God or 
  the Old Faith, just as long as it serves their interests. True 
  piety is almost unheard of among these ruffians, however. 
  They are too concerned with the here and now of the 
  physical world to worry about an afterlife.
  Background: Robber barons come from all walks of life, 
  from the criminal, rising up from desperate poverty, to the 
  royal raiding his own subjects for sadistic pleasure.
  Other Classes: The robber baron has no particular 
  problem with any class, as long as they don’t get in his way. 
  Knights, especially quest knights and white knights, are 
  avoided, as these classes will seriously cramp the robber 
  baron’s “style”, and things will usually come to blows. The 
  robber baron tends not to fare well in these confrontations, 
  so he will simply move on and avoid extended contact, 
  playing the part of a roguish knight for as long as possible.
  Role: The robber baron is a cross between the rogue and 
  knight and is used to represent the many knights seen in 
  Arthurian legend who are more bandit than knight.
  Game Rule Information
  Robber barons have the following game statistics.
  Abilities: Dexterity and Charisma make the robber baron 
  better at guile, stealth, and trickery. For robber barons of a 
  more direct bent, Strength and Constitution are vital, since 
  What, said Sir Launcelot, is he a thief and a knight and a 
  ravisher of women? He doth shame unto the order of knighthood, 
  and contrary unto his oath; it is pity that he liveth.
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  these characters are not as good in combat as true knights 
  and thus need every edge.
  Nobility: Any. Characters who began careers as knights 
  but have fallen to banditry (and are no longer able to gain 
  levels in the knight class) often take up careers in this 
  profession.
  Hit Die: d8
  Class Skills
  The robber baron’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), 
  Disguise (Cha), Forgery (Int), Gather Information (Cha), 
  Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (nobility and royalty), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Ride (Dex), and Sleight of 
  Hand (Dex).
  Skill Points at 1st Level: (4 + Int. modifier) x4
  Skill Points at Each Additional Level: 4 + Int. modifier
  Class Features
  All of the following are class features of the robber baron.
  Weapon and Armor Proficiency: A robber baron is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields).
  Improved Feint: The robber baron may feint in combat 
  as a move action. The robber baron does need the combat 
  expertise feat to gain this class ability. 
  Mounted Combat: At 2nd level, the robber baron gains 
  this feat for free, provided he meets the prerequisites. 
  A robber baron who has the mounted combat feat gains 
  bonuses to attack rolls, ride checks, and handle animal 
  (horse) checks, as listed on the robber baron’s class table. If 
  a robber baron directs his mount to attack, his mount also 
  gains this bonus, as long as the robber baron is in the saddle 
  when the mount attacks.
  Knight’s Warhorse: At 3rd level, the robber baron gains 
  the ability to train and form a bond with his mount as a 
  knight 2 levels lower than his robber baron level. Robber 
  barons who also have this ability through another class add 
  their robber baron level to their knight level for determining 
  mount abilities.
  Sneak Attack: Any time a robber baron hits an opponent 
  who is denied his Dexterity modifier to armor class, either 
  because of initiative (in the first round of combat), surprise, 
  feinting, or because the target is flanked, he gains the listed 
  bonus to damage. Should the robber baron inflict a critical 
  hit with a sneak attack, the bonus damage is not multiplied.
  Ranged attacks count as sneak attacks only if the target is 
  within 30 feet.
  A robber baron can sneak attack only living creatures with 
  discernible anatomy- undead, constructs, oozes, plants, and 
  incorporeal creatures lack vital areas to attack. Any creature 
  that is immune to critical hits is not vulnerable to sneak 
  attacks. The robber baron must be able to see the target 
  well enough to pick out a vital spot and must be able to 
  TABLE 1-9: THE ROBBER BARON
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +2
  +2
  +0
  Improved Feint
  2nd 
  +1
  +3
  +3
  +0
  Mounted Combat
  3rd 
  +2
  +3
  +3
  +1
  Sneak Attack +1d6; Knight’s Warhorse
  4th 
  +3
  +4
  +4
  +1
  Bonus Feat
  5th
  +3
  +4
  +4
  +1
  Mounted Combat +1
  6th
  +4
  +5
  +5
  +2
  Sneak Attack +2d6
  7th
  +5
  +5
  +5
  +2
  8th
  +6/+1
  +6
  +6
  +2
  Bonus Feat
  9th
  +6/+1
  +6
  +6
  +3
  Sneak Attack +3d6
  10th 
  +7/+2
  +7
  +7
  +3
  Mounted Combat +2
  11th 
  +8/+3
  +7
  +7
  +3
  12th 
  +9/+4
  +8
  +8
  +4
  Bonus feat; Sneak Attack +4d6
  13th 
  +9/+4
  +8
  +8
  +4
  14th 
  +10/+5
  +9
  +9
  +4
  15th 
  +11/+6/+1
  +9
  +9
  +5
  Mounted Combat +3; Sneak Attack +5d6
  16th 
  +12/+7/+2
  +10
  +10
  +5
  Bonus Feat
  17th 
  +12/+7/+2
  +10
  +10
  +5
  18th 
  +13/+8/+3
  +11
  +11
  +6
  Sneak Attack +6d6
  19th 
  +14/+9/+4
  +11
  +11
  +6
  20th 
  +15/+10/+5
  +12
  +12
  +6
  Mounted Combat +4; Bonus Feat
  
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  reach such a spot. A robber baron cannot sneak attack while 
  striking a creature with concealment or striking the limbs of 
  a creature whose vitals are beyond reach.
  Bonus Feats: At 4th, 8th, 12th, 16th, and 20th level, the 
  robber baron gains a bonus feat from the following list: 
  Animal Affinity, Blind-Fight, Combat Expertise, Improved 
  Disarm, Improved Trip, Combat Reflexes, Deceitful, 
  Improved Critical, Improved Initiative, Persuasive, Quick 
  Draw, and Weapon Focus
  Skald
  The skald is a poet who accompanies military units, fighting 
  alongside them, recording their heroic deeds, and keeping 
  their spirits high both during and between battles. While the 
  minstrel is the bard most commonly found among the Welsh 
  and the Irish, the skald will most commonly be found in 
  Saxon and Scottish communities. 
  Adventures: Skalds are at home in a variety of adventure 
  settings, but excel at combat. This is not to say the skald 
  is incapable of subtlety, merely that, while he is better in 
  combat than a minstrel or a bard, he is not as skilled at 
  subterfuge as those classes.
  Characteristics: A skald is slightly less capable in combat 
  than a fighter, but is able to hold his own. Where he really 
  shines is in making those around him fight better, keeping 
  their morale high and working them into a fever pitch when 
  necessary.
  Religion: A skald’s religion will depend more on his 
  cultural upbringing than his profession. Depending on 
  their background and personal tastes, one could find skalds 
  ranging from the most devout to complete unbelievers in 
  anything they cannot feel or touch.
  Background: Skalds tend to come from middle class and 
  common bloodlines. Many are retired warriors, who have 
  grown too old to see service on the front lines, but still seek 
  the excitement of battle. These skalds are highly prized, as 
  they have seen many battles and can lend their wisdom to 
  younger warriors, aiding them in their pursuit of victory.
  Other Classes: Skalds and warriors of all kinds 
  (barbarians, fighters, knights, and yeomen) share a mutual 
  respect. Each sees in the other a kindred spirit, and the wily 
  warrior knows that the skald can enhance his reputation 
  tremendously.
  Role: The skald is primarily a support character, with a 
  range of abilities, both combative and non-combative in 
  nature.
  Game Rule Information
  Skalds have the following game statistics.
  Abilities: Charisma is the most important ability for the 
  skald, as his primary class abilities and many of his skills 
  depend on this ability. Strength, Dexterity, and Constitution 
  are also important to the skald since he will frequently find 
  himself in combat and need to defend himself.
  Nobility: Although there is no nobility requirement for 
  the skald class, a skald would do well to avoid a reputation 
  for cowardice, since those he will be working with on the 
  battlefield need to feel they can rely on him.
  Hit Die: d8
  Class Skills
  The Skald’s class skills (and the key ability for each skill) 
  are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), 
  Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Survival (Wis), Swim (Str)
  Skill Points at 1st Level: (4+ Int. modifier) x4
  Skill Points at Each Additional Level:  4 + Int. modifier  
  Class Features
  All of the following are class features of the Skald.
  Weapon and Armor Proficiency: Skalds are proficient 
  in simple and martial weapons and in light and medium 
  armor, as well as shields (excluding tower shields).
  Inspire Courage (Su): A skald with 3 or more ranks in 
  a Perform skill can use chanting or poetics to inspire courage 
  in his allies (including himself ), bolstering them against 
  fear and improving their combat abilities. To be affected, 
  an ally must be able to hear the skald chant. The effect lasts 
  for as long as the ally hears the skald chant and for 5 rounds 
  thereafter. An affected ally receives a +1 morale bonus on 
  saving throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. At 8th level, and 
  every six skald levels thereafter, this bonus increases by 1 
  (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a 
  mind-affecting ability. The skald may use this, and all other 
  inspiration abilities (inspire greatness and inspire heroics) a 
  total number of times each day equal to his skald level.
  Marching Cadence (Su): A skald with 5 or more 
  ranks in a Perform skill can use chanting or drumming to 
  increase the pace and endurance of any allies marching with 
  him. To be affected an ally must be able to hear the skald 
  chant or drum. The skald can maintain a cadence for one 
  hour per skald level, and the skald may break this cadence 
  up into smaller amounts of time (using a cadence for 3 
  hours, then stopping when enemies are nearby who might 
  At Yule last he made me yeoman, and gave to me horse and harness, and an hundred pound in 
  money; and if fortune be my friend, I doubt not but to be well advanced and [of aid to] my liege lord.
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Chapter 1: Characters
  hear the cadence, then resuming it later for example). A 
  marching cadence allows all affected allies to move an extra 
  10’ per round or an extra 1 mph in overland movement. A 
  group affected by marching cadence may march as if each 
  individual member of the unit possessed the Endurance feat.
  Rallying Cry (Su): A skald may rouse his allies to 
  achieve great feats of valor in combat, making pain, fear, 
  and death meaningless considerations and turning the tide 
  of battle. This effect lasts for 1-6 rounds plus the skald’s 
  Charisma modifier. All affected allies (who must be able to 
  hear the skald’s cry) gain a morale bonus to hit and damage 
  equal to the skald’s Charisma modifier. They are also 
  immune to fear effects for the cry’s duration, and fatigue and 
  exhaustion are dispelled. Finally, all those affected by the cry 
  are healed 1d6 points of damage plus the skald’s Charisma 
  modifier. The skald may use this ability a limited number of 
  times each day, as listed on the skald class table.
  Instill Rage (Su): A skald can cause his allies to fly into 
  a mad fighting frenzy, gaining a +2 morale bonus to Strength 
  and Constitution, as well as a +1 morale bonus to will saves, 
  and a –2 penalty to AC. This ability lasts 1d6 rounds plus 
  the skald’s Charisma modifier. When the duration of this 
  ability expires, those affected are fatigued until the end of 
  the combat. The skald may use this ability a limited number 
  of times each day, as listed on the skald class table. 
  Clarion Call (Su): A skald’s forces will sometimes get 
  in over their head, despite his ability to aid them. When this 
  happens, if there are friendly forces nearby, the skald can let 
  out a clarion call for aid. If the skald yells this call, it can be 
  heard 1 mile away per skald level. If the skald has a horn or 
  similar instrument, the call can be heard 5 miles away per 
  skald level. Any friendly forces hearing this call are affected 
  by the marching cadence ability, moving an extra mile each 
  hour overland until they reach the location where the clarion 
  call was issued. If there are friendly forces within range of 
  the clarion call, the skald’s allies (in his immediate vicinity, 
  not those he is attempting to summon with the clarion call) 
  are affected by a double strength rallying cry that lasts 2d6 
  rounds plus the skald’s Charisma modifier. This special 
  rallying cry may be done once per day and does not count 
  against the number of times the skald may use his rallying 
  cry.
  Inspire Greatness (Su): A skald of 9th level or higher 
  with 12 or more ranks in a Perform skill can use chanting or 
  poetics to inspire greatness in himself or a single willing ally 
  within 30 feet, granting him or her extra fighting capability. 
  For every three levels a skald attains beyond 9th, he can 
  target one additional ally with a single use of this ability 
  (two at 12th level, three at 15th, four at 18th). To inspire 
  greatness, a skald must chant and an ally must hear him 
  chant. The effect lasts for as long as the ally hears the skald 
  chant and for 5 rounds thereafter. A creature inspired with 
  greatness gains 2 bonus Hit Dice (d10s), the commensurate 
  number of temporary hit points (apply the target’s 
  TABLE 1-10: THE SKALD 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +2
  +0
  +2
  Inspire Courage +1
  2nd 
  +1
  +3
  +0
  +3
  Marching Cadence
  3rd 
  +2
  +3
  +1
  +3
  Rallying Cry 1/day 
  4th 
  +3
  +4
  +1
  +4
  Inspire Courage +2
  5th
  +3
  +4
  +1
  +4
  Instill Rage 1/day
  6th
  +4
  +5
  +2
  +5
  Rallying Cry 2/day
  7th
  +5
  +5
  +2
  +5
  Clarion Call
  8th
  +6/+1
  +6
  +2
  +6
  Inspire Courage +3
  9th
  +6/+1
  +6
  +3
  +6
  Rallying Cry 3/day; Inspire Greatness
  10th 
  +7/+2
  +7
  +3
  +7
  Instill Rage 2/day
  11th 
  +8/+3
  +7
  +3
  +7
  War Cry
  12th 
  +9/+4
  +8
  +4
  +8
  Rallying Cry 4/day; Inspire Courage +4
  13th 
  +9/+4
  +8
  +4
  +8
  Precision Cadence
  14th 
  +10/+5
  +9
  +4
  +9
  15th 
  +11/+6/+1
  +9
  +5
  +9
  Rallying Cry 5/day; Inspire Heroics; 
  Instill Rage 3/day
  16th 
  +12/+7/+2
  +10
  +5
  +10
  Inspire Courage +5
  17th 
  +12/+7/+2
  +10
  +5
  +10
  18th 
  +13/+8/+3
  +11
  +6
  +11
  Rallying Cry 6/day
  19th 
  +14/+9/+4
  +11
  +6
  +11
  20th 
  +15/+10/+5
  +12
  +6
  +12
  Instill Rage 4/day; Inspire Courage +6
  
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  Constitution modifier, if any, to these bonus 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 that are 
  Hit Dice dependant. Inspire greatness is a mind-affecting 
  ability.
  War Cry (Su): In a fit of rage, the skald releases a war 
  cry that startles and frightens his enemies. All opponents 
  more than half the skald’s level able to hear the war cry must 
  make a Will save (DC 15 plus the skald’s Charisma modifier) 
  or be shaken for 1d6 rounds plus the skald’s Charisma 
  modifier. All opponents less than half the skald’s level who 
  fail their Will save are frightened for that amount of time.
  Precision Cadence (Su): At 13th level a skald with 15 
  or more ranks in a Perform skill gains an enhanced ability 
  to help his allies march more quickly. The speed of those 
  allies able to hear the skald chant or drum is increased by 
  20’ per round, or 2 miles per hour overland. The skald can 
  maintain this effect for one hour per skald level, and those 
  allies affected by this cadence can march effortlessly for any 
  length of time, being limited in their ability to march only 
  by the skald’s ability to maintain his cadence. This ability 
  replaces Marching Cadence (in other words the skald loses 
  the ability to use the Marching Cadence ability in favor of 
  this ability).
  Inspire Heroics (Su): A skald of 15th level or higher 
  with 18 or more ranks in a Perform skill can use chanting or 
  poetics to inspire tremendous heroism in himself or a single 
  willing ally within 30 feet. For every three skald levels 
  the character attains beyond 15th, he can inspire heroics 
  in one additional creature. To inspire heroics, a skald must 
  chant and an ally must hear the skald chant for a full round. 
  A creature so inspired gains a +4 morale bonus on saving 
  throws and a +4 dodge bonus to AC. The effect lasts for as 
  long as the ally hears the skald chant and for up to 5 rounds 
  thereafter. Inspire heroics is a mind-affecting ability.
  Yeoman
  Woodsman, hunter, and archer, the yeoman is a fixture of 
  British legend from Arthur to Robin Hood. 
  Adventures: The yeoman is most at home in the outdoors, 
  where his ability to track and use stealth are most useful and 
  where he can best pick his enemies off from afar with his 
  archery skills, which are significant. 
  Characteristics: Yeomen are good all around combatants, 
  but really shine when able to make full use of their archery 
  abilities. They lack the hit points and armor to go toe to toe 
  with a knight or fighter for an extended period of time, but in 
  open areas, particularly outdoors, the yeoman’s skills make 
  him the best long-range sniper in the game.
  Religion: Yeomen have no particular religious connection, 
  nor do they have a natural aversion to worship, running the 
  gamut from piety to complete irreverence.
  Background: Yeomen tend to be of the Middle Class or 
  TABLE 1-11: THE YEOMAN 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +2
  +0
  Point Blank Shot; +1 Archery
  2nd 
  +2
  +3
  +3
  +0
  Tracking
  3rd 
  +3
  +3
  +3
  +1
  Far Shot
  4th 
  +4
  +4
  +4
  +1
  +2 Archery
  5th
  +5
  +4
  +4
  +1
  Precise Shot
  6th
  +6/+1
  +5
  +5
  +2
  7th
  +7/+2
  +5
  +5
  +2
  Rapid Shot
  8th
  +8/+3
  +6
  +6
  +2
  +3 Archery
  9th
  +9/+4
  +6
  +6
  +3
  Mounted Combat
  10th 
  +10/+5
  +7
  +7
  +3
  11th 
  +11/+6/+1
  +7
  +7
  +3
  Mounted Archery
  12th 
  +12/+7/+2
  +8
  +8
  +4
  +4 Archery
  13th 
  +13/+8/+3
  +8
  +8
  +4
  Called Shot
  14th 
  +14/+9/+4
  +9
  +9
  +4
  15th 
  +15/+10/+5
  +9
  +9
  +5
  Ranged Disarm
  16th 
  +16/+11/+6/+1
  +10
  +10
  +5
  +5 Archery
  17th 
  +17/+12/+7/+2
  +10
  +10
  +5
  Disabling Shot
  18th 
  +18/+13/+8/+3
  +11
  +11
  +6
  19th 
  +19/+14/+9/+4
  +11
  +11
  +6
  Between the Eyes
  20th 
  +20/+15/+10/+5
  +12
  +12
  +6
  +6 Archery
  
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  Common bloodlines, and their financial standing ranges 
  from bordering on starvation to landowners with almost the 
  same standing as a knight.
  Other Classes: Yeomen work well with other characters, 
  providing long-range combat ability. This is particularly 
  important with the toned down offensive magic selection 
  used in Legends of Excalibur. Yeomen also work well with a 
  knight or fighter to stand up front and keep the enemy pinned 
  down while they rain down fire from afar.
  Role: The yeoman is a long-range combat specialist and 
  also a competent scout and outdoorsman. 
  Game Rule Information
  Yeomen have the following game statistics.
  Abilities: Dexterity is most important to a yeoman, as it 
  gives him bonuses to hit at range, armor class to offset his 
  limited armor, and increased ability to be stealthy.
  Nobility: Any.
  Hit Die: d8.
  Class Skills
  The Yeoman’s class skills (and the key ability for each skill) 
  are Climb (Str), Craft (Int), Escape Artist (Dex), Handle 
  Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), 
  Jump (Str), Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)
  Skill Points at 1st Level: (4+ Int. modifier) x4
  Skill Points at Each Additional Level:  4 + Int. modifier
  Class Features
  All of the following are class features of the Yeoman.
  Weapon and Armor Proficiency: Yeomen are proficient 
  in simple and martial weapons and in light and medium 
  armor.
  Archery: The character adds the listed bonus to attack 
  rolls with any bow or crossbow.
  Bonus Feats: The yeoman gains bonus feats as indicated 
  on the class table, but must meet the prerequisites for 
  any feat so gained. If the yeoman meets the prerequisites 
  at a later time, he immediately gains the feat listed. For 
  example, if a yeoman did not have 1 rank in the Ride skill, 
  he would not receive the Mounted Combat feat at 9th level, 
  nor would he receive the Mounted Archery feat at 11th level. 
  Immediately upon taking the rank in Ride, he would gain 
  both feats.
  Called Shot: At 13th level, the yeoman can take a penalty 
  to hit and add to his damage with any bow attack as a free 
  action. By aiming for vital areas, the yeoman inflicts more 
  damage on his opponent. The maximum penalty to hit and 
  bonus to damage is the yeoman’s Base Attack Bonus.
  Ranged Disarm: At 15th level, the yeoman can shoot an 
  opponent’s weapon from his hand. To do this, the yeoman 
  must hit his opponent and then succeed in an opposed roll of 
  d20 plus the yeoman’s Archery bonus against his opponent’s 
  Dexterity. Any range modifier also modifies the yeoman’s 
  roll. This attack is a full round action, which also inflicts 
  normal damage, regardless of whether or not the target is 
  disarmed.
  Disabling Shot: At 17th level, the yeoman can knock an 
  opponent down and even make him lame, through a trick 
  shot to the target’s legs. To do this, the yeoman must hit his 
  opponent and then succeed in an opposed roll of d20 plus the 
  yeoman’s Archery bonus against his opponent’s Dexterity. 
  Any range modifier also modifies the yeoman’s roll. If the 
  target fails this opposed check he is knocked prone. If this 
  attack is a critical, then the target must make a Fortitude 
  saving throw (DC 20+ the yeoman’s Archery bonus) or have 
  its movement reduced by one half for 1-4 days. This attack 
  is a full round action, which also inflicts normal damage, 
  regardless of whether, or not the target is knocked prone.  
  Between the Eyes: At 19th level, the yeoman takes a full 
  round action and aims for an extremely vital part of his 
  opponent’s anatomy. This attack takes a –4 penalty to hit, 
  but if the yeoman hits his target the attack is automatically a 
  critical hit.
  New Prestige 
  Classes
  Alchemist
  The alchemist is a master at the art of creating potions and 
  other alchemical sundries. He blends magic and science, 
  studying the ingredients and processes of potion manufacture 
  in a systematic, ordered way. Because of his encyclopedic 
  knowledge of how the ingredients in potions interact, he also 
  gains the ability to mix potions with predictable results.
  Hit Die: d4
  Requirements
  To qualify to become an alchemist, a character must fulfill 
  the following criteria.
  Class Abilities: Divine or Arcane spellcasting, Caster 
  level 7
  Feats: Brew Potion
  Skills: Concentration 5 ranks, Craft (alchemy) 10 ranks, 
  Knowledge (arcana) 5 ranks
  Class Skills
  The alchemist’s class skills (and the key ability for each 
  skill) are Appraise (Int), Concentration (Con), Craft (Int), 
  Disable Device (Int), Knowledge (arcana) (Int), Open Lock 
  (Int), Profession (Wis), and Spellcraft (Int)
  Skill Points at Each Level: 4+Int. modifier
  Class Features
  All of the following are features of the alchemist prestige 
  class.
  Weapon and Armor Proficiency: Alchemists are 
  
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  TABLE 1-12: THE ALCHEMIST
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Master Alchemist, +1 Spell Level
  2nd 
  +1
  +0
  +0
  +3
  Mixologist 1/day, +1 Spell Level 
  3rd 
  +1
  +1
  +1
  +3
  Chemical resistance +1, Taste test; +1 Spell Level
  4th 
  +2
  +1
  +1
  +4
  Mixologist 2/day, +1 Spell Level
  5th
  +2
  +1
  +1
  +4
  Chemical Resistance +2, +1 Spell Level
  6th
  +3
  +2
  +2
  +5
  Mixologist 3/day, +1 Spell Level
  7th
  +3
  +2
  +2
  +5
  Chemical Resistance +3, +1 Spell Level
  8th
  +4
  +2
  +2
  +6
  Mixologist 4/day, +1 Spell Level
  9th
  +4
  +3
  +3
  +6
  Chemical Resistance +4, +1 Spell Level
  10th 
  +5
  +3
  +3
  +7
  Mixologist 5/day, +1 Spell Level
  proficient in club, crossbow (heavy and light), dagger, and 
  quarterstaff. They are not proficient in armor of any kind.
  +1 Spell Level: As the alchemist gains levels, his 
  spellcasting abilities continue to improve.
  Master Alchemist (Ex): The alchemist is the undisputed 
  master of his craft. He adds his alchemist level to all craft 
  (alchemy) skill checks, and all appraise skill checks to 
  identify a potion (see below). He also subtracts twice his 
  alchemist level from the XP cost of any potion he makes. For 
  example, if a 5th level alchemist made a potion that would 
  normally cost him 25 XP, he would only lose 15 (25-10) XP.
  Mixologist (Su): The alchemist can tap his magical energy 
  to take any two potions, mix them together, and create a new 
  potion of his choice out of the two. This ability requires a 
  craft (alchemy) skill check, with a DC of 15, modified by the 
  table below. 
  Any spell effect of 3rd level or below can be mixed, but 
  the spell level of the two potions may make this harder. The 
  effective spell level of a mixed potion is equal to the lower 
  of the two potion spell levels. Thus if a 1st and 2nd level spell 
  potion are mixed, the effective spell level of the potion is 1st. 
  The caster level of the potion is the average of the caster 
  level of the two potions.
  Potions must be mixed with potions, and oils with oils, or 
  the attempt fails, ruining both items. However, two oils can 
  be mixed to produce a new oil.
  This ability is a standard action that provokes attacks of 
  opportunity.
  Circumstance
  DC Mod.
  Each spell level the desired spell is above 
  the average potion level
  +5
  The caster has never made a potion he is 
  attempting to create by normal means
  +10
  The potion being created is of a spell the 
  alchemist cannot cast (because of class or 
  level)
  +10
  One of the potions being mixed has an 
  effect similar to the potion desired
  -5
  Example: Malfor, a 5th level Alchemist (as well as a 7th 
  level Hermit), is traveling through the wilderness when he 
  and his friends are surprised by a band of ogres. The fight is 
  not going well, and both knights traveling with Malfor are 
  heavily wounded. Malfor decides to create a potion of cure 
  serious wounds out of a potion of cure light wounds (caster 
  level 5) and a potion of aid (caster level 7). The spell is one 
  Malfor can cast (his hermit caster level is 6th, 3 from his 
  hermit level, and 3 from his alchemist level), also, Malfor 
  has made a potion of this type before. However, since the 
  spell desired is 3rd level, and the effective spell level of the 
  two potions is 1st level, the GM applies a +10 to the DC. 
  Finally, the GM rules that both potions have an affect similar 
  to the one Malfor desires, and applies a –10 to the DC. So 
  the DC of this potion mix is 15+10 (for the higher spell 
  level) -10 (for both potions being similar in effect) or 15. 
  The caster level of the new potion is 6 (average of 5 and 7).
  Chemical Resistance (Ex): The alchemist works with 
  noxious chemicals and acids day in and day out. Over time, 
  his body develops a resistance to these effects. The alchemist 
  gains the listed bonus to all saving throws involving potions, 
  poisons, and acids.
  Taste Test (Ex): The alchemist has an extremely refined 
  palette and sense of smell, necessary for his work. This 
  allows him to identify potions by taste, and even smell, with 
  a high degree of accuracy. On an appraise check (DC 20), 
  the alchemist can identify any potion by taste. If he merely 
  wishes to smell the potion, this DC increases by +5. 
  Berserker
  Although Arthur and his knights of the Table Round are the 
  greatest fighting force in the world, they face enormous, 
  almost insurmountable opposition from their Saxon 
  opponents. Indeed, only while Britain is united under the 
  awesome might of Uther and then later Arthur, is the Saxon 
  horde resisted. While the bulk of the Saxon forces consist of 
  barbarians, skalds, fighters, yeomen, and even the occasional 
  druid, there exists in the Saxon forces an elite group of shock 
  
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  troops, whose very name is synonymous with blood and gore 
  and terror: the berserkers.
  Hit Die: d12
  Requirements
  To qualify to become a berserker, a character must fulfill the 
  following criteria.
  Base Attack Bonus: 10+.
  Feats: Power Attack, Cleave, Great Cleave. 
  Class Ability: Rage.
  Nationality (Optional): Saxon.
   
  Class Skills
  The berserker’s class skills (and the key ability for each 
  skill) are Climb (Str), Craft (Int), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), 
  Survival (Wis), and Swim (Str).
  Skill Points at Each Level: 4+ Int. modifier.
  Class Features
  All of the following are features of the berserker prestige 
  class.
  Weapon and Armor Proficiency: A berserker is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (except tower shields).
  Rage (Ex): This ability functions as the green knight 
  ability of the same name. If the berserker has this ability 
  from another class, such as barbarian or green knight, the 
  number of times per day he can use this ability adds to the 
  uses per day granted by this class.
  Greater Rage (Ex): At 1st level, a berserker’s bonuses to 
  Strength and Constitution during his rage each increase to 
  +6, and his morale bonus on Will saves increases to +3. The 
  penalty to AC remains at –2.
  Bloody Slaughter (Ex): Beginning at 2nd level, the 
  berserker can unleash an attack of unmitigated savagery 
  upon an opponent while he is raging once per day. The 
  berserker gains the listed bonus to the damage from one 
  attack, which must be made while enraged. If the attack is a 
  critical hit, this bonus damage is not multiplied. This attack 
  is so savage that all of the berserker’s allies witnessing the 
  attack who have levels in the barbarian class, the skald class, 
  or who possess the Saxon nationality, gain a +2 morale 
  bonus to hit and damage for 1d6 rounds plus the berserker’s 
  Charisma modifier. All of the berserker’s enemies 
  witnessing this attack take a –2 morale penalty to 
  hit and damage for 1d6 rounds plus the berserker’s 
  Charisma modifier. 
  Indomitable Will (Ex): While in a rage, a 
  berserker of 4th level or higher gains a +4 bonus on 
  Will saves to resist enchantment spells. This bonus 
  stacks with all other modifiers, including the morale 
  bonus on Will saves he also receives during his rage.
  Berserker Fury (Ex): While the berserker is 
  raging, he may make an extra attack each round at 
  his highest base attack bonus. However, this extra 
  attack, and all other attacks made that round suffer a 
  –2 penalty to hit. 
  Tireless Rage (Ex): At 7th level and higher, a 
  berserker no longer becomes fatigued at the end of 
  his rage.
  TABLE 1-13: THE BERSERKER
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Greater Rage; Rage 1/day
  2nd 
  +2
  +3
  +0
  +0
  Bloody Slaughter +1d6
  3rd 
  +3
  +3
  +1
  +1
  Rage 2/day
  4th 
  +4
  +4
  +1
  +1
  Indomitable Will; Bloody Slaughter +2d6
  5th
  +5
  +4
  +1
  +1
  Berserker Fury
  6th
  +6
  +5
  +2
  +2
  Rage 3/day; Bloody Slaughter +3d6
  7th
  +7
  +5
  +2
  +2
  Tireless Rage; Bloody Slaughter 2/day
  8th
  +8
  +6
  +2
  +2
  Bloody Slaughter +4d6
  9th
  +9
  +6
  +3
  +3
  Rage 4/day
  10th 
  +10
  +7
  +3
  +3
  Mighty Rage; Blood Rage; Bloody Slaughter +5d6
  The heathen--but that ever-climbing wave,
  Hurled back again so often in empty foam,
  Hath lain for years at rest--and renegades,
  Thieves, bandits, leavings of confusion, whom
  The wholesome realm is purged of otherwhere,
  Friends, through your manhood and your fealty,--now
  Make their last head like Satan in the North.
  My younger knights, new-made, in whom your flower
  Waits to be solid fruit of golden deeds,
  Move with me toward their quelling, which achieved,
  The loneliest ways are safe from shore to shore.
  -Alfred Lord Tennyson, The Idylls of the King
  
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  Chapter 1: Characters
  Mighty Rage (Ex): At 10th level, a berserker’s bonuses to 
  Strength and Constitution during his rage each increase to 
  +8, and his morale bonus on Will saves increases to +4. The 
  penalty to AC remains at –2.
  Blood Rage (Ex): While raging, the berserker increases 
  his Strength modifier to the damage from all melee attacks 
  to 1.5 his normal Strength modifier when using a one handed 
  weapon and two times his Strength modifier if using a two-
  handed weapon.
  Changeling
  Among the druids, there are some who study the ways of 
  the animal, fascinated by their ability to change shape, to 
  see the world as the animal does. Some of these take their 
  studies to the point that they forego spellcasting altogether, 
  living, working, fighting, thinking like the animal. They are 
  the changelings. Some believe tales of these shapechangers 
  have inspired legends of werewolves and children raised 
  by animals. Still others believe that these beings have 
  even darker secrets and are responsible for lycanthropy. 
  Many wolf men (see the Campaign Guide for a complete 
  description of these creatures) have levels in this class. 
  Hit Die: d10
  Requirements
  To qualify to become a changeling, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 7+.
  Skills: Concentration 5 ranks, Knowledge (nature) 8 
  ranks, Survival 8 ranks.
  Class Ability: Wild Shape.
  Feats: Animal Affinity, Self-Sufficient.
  Class Skills
  The changeling’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), 
  Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), and Swim (Str).
  Skill Points at Each Level: 4 + Int. modifier.
  Class Features
  All of the following are features of the changeling prestige 
  class.
  Weapon and Armor Proficiency: The changeling is 
  proficient in simple and natural weapons. He is not proficient 
  in any form of armor.
  Bestial Rage (Ex): The changeling can tap into his baser 
  instincts while in animal form. This ability functions as the 
  rage ability of the green knight, except that the changeling 
  can use this ability only while in animal form.
  Wild Empathy (Ex): At 1st level, a changeling can affect 
  the attitude of animals as if he were using the Diplomacy 
  skill. This ability is a d20 roll modified by the character’s 
  Charisma modifier and changeling level.
  Bestial Lore (Ex): The changeling learns to fight like 
  the animals he changes into. Any time this entry appears 
  in the changeling class table he may select a feat from 
  the following list as a bonus feat: Flyby Attack, Hover, 
  Improved Natural Armor, Multiattack, Snatch, Track, 
  Weapon Focus (natural weapons), Weapon Specialization 
  (natural weapons), Wingover. The changeling must meet 
  all prerequisites for these feats and can only use them in an 
  appropriate form (so wingover could only be used in a form 
  with a flight speed, and snatch could only be used in a huge 
  form).
  Animal Magnetism (Su): Animals respond to the 
  changeling and heed his call. The changeling can cast 
  summon nature’s ally spells in animal form as if the character 
  had the natural spell feat.
  Call of the Wild (Su): As animal magnetism, except all 
  such spells are affected as though the caster had the innate 
  spell feat (the spells cost –2 fewer spell points to cast). Also, 
  all animals summoned through this ability are affected as if 
  the caster had the augment summon feat. 
  Animal Reflexes (Ex): The changeling gains the benefits 
  of the evasion class ability while in animal form, taking no 
  damage from any spell that allows a Reflex saving throw on 
  TABLE 1-14: THE CHANGELING
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +2
  +0
  Bestial Rage 1/day; Wild Empathy; Bestial lore
  2nd 
  +2
  +3
  +3
  +0
  Animal Magnetism; Wild Shape (Large) 1/day
  3rd 
  +3
  +3
  +3
  +1
  Bestial Rage 2/day; Bestial Lore
  4th 
  +4
  +4
  +4
  +1
  Wild Shape (Tiny) 2/day
  5th
  +5
  +4
  +4
  +1
  Bestial Rage 3/day; Bestial Lore; Call of the Wild
  6th
  +6
  +5
  +5
  +2
  Wild Shape (huge) 3/day; Animal Reflexes
  7th
  +7
  +5
  +5
  +2
  Bestial Rage 4/day; Bestial Lore
  8th
  +8
  +6
  +6
  +2
  Wild Shape 4/day; Animal Senses
  9th
  +9
  +6
  +6
  +3
  Bestial Rage 5/day; Bestial Lore
  10th 
  +10
  +7
  +7
  +3
  Wild Shape 5/day; Alpha One
  
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  Chapter 1: Characters
  a successful save.
  Animal Senses (Ex): The changeling gains a +4 bonus to 
  Spot, Listen, and Survival checks made for tracking while in 
  animal form (the changeling must either possess the Track 
  feat or be in a form with the scent ability in order to track 
  however).
  Alpha One (Su): The changeling is recognized as a leader 
  and almost worshipped by the animals around him. Summon 
  nature’s ally spells cast by the character in animal form cost 
  –4 spell points less to cast, and all animals summoned gain a 
  +6 bonus to Strength and Constitution.
  Court Mage
  Although its practice is discouraged as heretical by the 
  followers of the One God, especially the Church of Rome, 
  the powers of the hedge mage are recognized and sought out 
  by powerful nobles who seek to add its power to their own. 
  Because of their power and wisdom, mages make excellent 
  advisors, and since their position in communities is often 
  tenuous, with neither the druidic cults of the Old Faith nor 
  the Church of Rome to protect them, many mages seek the 
  employ of a powerful noble for the standing, stability, and 
  protection if offers.
  Hit Die: d4.
  Requirements
  To qualify to become a court mage, a character must fulfill 
  the following criteria.
  Skills: Prophecy 10 ranks. Diplomacy 10 ranks
  Class abilities: Lesser prophecy
  Nobility: 50+
  Allegiances: Word is your bond
  Class Skills
  The court mage’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Gather Information (Cha), Intimidate 
  (Cha), Knowledge (arcana) (Int), Listen (Wis), Profession 
  (Wis), Prophecy (Wis), Sense Motive (Wis), and Spellcraft 
  (Int) 
  Skill Points at Each Level: 6+ Int. modifier
  Class Features
  All of the following are features of the court mage prestige 
  class.
  Weapon and Armor Proficiency: Court mages are 
  proficient in club, crossbow (heavy and light), dagger, and 
  quarterstaff. They are not proficient in armor of any kind.
  +1 Spell Level: As the court mage gains levels, his caster 
  level as a hedge mage continues to advance.
  They Also Serve (Ex): A court mage desires nothing more 
  than to serve a worthy master. If a court mage swears an oath 
  of fealty he gains +1 nobility per 10 nobility of the noble he 
  serves. 
  Aura of Wisdom (Ex): Court mages tap the respect and 
  fear accorded their power and position, gaining +1 spell 
  point per 10 nobility. Court mages also gain double bonuses 
  to non-intimidate Charisma skills from nobility, adding +1 
  per 10 points, rather than the usual +1 per 20.
  Quest: Same as the Noble class ability.  If the character 
  already posses this ability, the bonuses stack.
  Discerning Ear (Ex): On a successful sense motive check 
  to gain a “hunch” (DC 20), court mages of level 4 and above 
  can automatically detect any falsehood knowingly spoken to 
  them.
  August Personage (Ex): At 6th level and above, the court 
  mage gains a +1 bonus per 10 nobility to all intimidate skill 
  checks. He also recovers spell points faster when in the lands 
  ruled by his lord, gaining a +1 per hour bonus to spell point 
  recovery.
  At 7th level, the court mage also gains a +1 bonus to spell 
  point recovery when undertaking a quest on his liege’s 
  behalf.
  At 9th level, the court mage is such a high ranking member 
  of his lord’s court that attacking him while on a mission for 
  his lord unknowingly is a moderate dishonesty transgression. 
  Knowingly attacking the court mage is a severe dishonesty 
  transgression.
  TABLE 1-15: THE COURT MAGICIAN
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Word is Your Bond; Aura of Wisdom, +1 Spell Level
  2nd 
  +1
  +0
  +0
  +3
  +1 Spell Level, Quest +1
  3rd 
  +1
  +1
  +1
  +3
  +1 Spell Level
  4th 
  +2
  +1
  +1
  +4
  Bonus Feat, +1 Spell Level
  5th
  +2
  +1
  +1
  +4
  +1 Spell Level, Quest +2
  6th
  +3
  +2
  +2
  +5
  August Personage, +1 Spell Level
  7th
  +3
  +2
  +2
  +5
  August Personage (Officer of the Court), +1 Spell Level
  8th
  +4
  +2
  +2
  +6
  Bonus Feat, +1 Spell Level, Quest +3
  9th
  +4
  +3
  +3
  +6
  August Personage (Diplomatic Immunity), +1 Spell Level
  10th 
  +5
  +3
  +3
  +7
  Bonus Feat, +1 Spell Level
  
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  TABLE 1-16: THE CRUSADER 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Smite Infidel 1/day
  2nd 
  +2
  +3
  +0
  +0
  Lay on Hands; Mounted Combat
  3rd 
  +3
  +3
  +1
  +1
  Divine Spells; Aura of Piety; Crusade +1
  4th 
  +4
  +4
  +1
  +1
  Mounted Combat +1; Knight’s Warhorse
  5th
  +5
  +4
  +1
  +1
  Smite Infidel 2/day
  6th
  +6
  +5
  +2
  +2
  Crusade +2
  7th
  +7
  +5
  +2
  +2
  8th
  +8
  +6
  +2
  +2
  Mounted Combat +2
  9th
  +9
  +6
  +3
  +3
  Crusade +3
  10th 
  +10
  +7
  +3
  +3
  Smite Infidel 3/day
  Bonus Feats: At the levels indicated, the court mage gains 
  a bonus feat, which may be any metamagic or item creation 
  feat.
  Crusader
  The crusader is a knight who serves a holy cause, often 
  undertaking arduous quests at the behest of the priesthood 
  to recover lost relics of power or restore holy lands. These 
  knights are actually invested with priestly powers of their 
  own, both mundane and divine.
  Hit Die: d10.
  Requirements
  To qualify to become a crusader, a character must fulfill the 
  following criteria.
  Skills: Knowledge (nobility and royalty) 5 ranks, 
  Knowledge (religion) 5 ranks, Ride 8 ranks
  Feats: Faith, Zealot.
  Base Attack Bonus: 5+.
  Nobility: 41+.
  Allegiances: Code of Chivalry, Oath of the Crusader.
  Class Skills
  The crusader’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility 
  and royalty), Knowledge (religion), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis) .
  Skill Points at Each Level: 2 + Int. modifier.
  Class Features
  All of the following are features of the crusader prestige 
  class.
  Weapon and Armor Proficiency: A crusader is proficient 
  in all simple and martial weapons and with all armor (heavy, 
  medium, and light) and shields (except tower shields). 
  However, the code of chivalry will sometimes restrict a 
  crusader’s choice of weapon.
  Lay on Hands (Su): Beginning at 2nd level, a crusader 
  with a Charisma of 12 or higher can heal wounds (her own 
  or those of others) by touch. Each day, she can heal a total 
  number of hit points of damage equal to her crusader level x 
  her Charisma modifier.
  Mounted Combat: At 3rd level, crusaders receive this feat 
  for free, as long as they meet the prerequisites.
  Aura of Piety (Ex): Crusaders who live holy lives are 
  smiled upon by the One God. Crusaders gain a bonus to all 
  healing spells of +1 per 10 points of nobility. Crusaders also 
  gain one bonus spell point per 10 points of nobility.
  Priest Spells: At 3rd level, the crusader is able to cast 
  divine magic as a priest. Spell points, maximum spell level, 
  and caster level are all as a caster two levels lower than the 
  character’s crusader level. However, the crusader has her 
  own spell list, so some spells may be available to her at a 
  lower level.
  Mounted Combat: A crusader who has the mounted 
  combat feat gains bonuses to attack rolls, ride checks, and 
  handle animal (horse) checks, as listed on the crusader’s 
  class table. If a crusader directs his mount to attack, his 
  mount also gains this bonus, as long as the crusader is in the 
  saddle when the mount attacks.
  Knight’s Warhorse: At 4th level, the crusader gains the 
  ability to train and form a bond with his mount as a knight 
  3 levels lower than his crusader level. Crusaders who also 
  have this ability through the knight class add their crusader 
  level to their knight level for determining mount abilities.
  Smite Infidel: Beginning at 5th level, a crusader may 
  attempt to smite an infidel (see the priest class for a 
  definition of this term in the game) with one normal melee 
  attack. She adds her Charisma modifier (if any) to her attack 
  roll and deals +1 damage per crusader level on a successful 
  attack.
  At 7th level, the crusader may use this ability twice per day, 
  and at 10th level, three times per day.
  
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  Enchantress
  The enchantress is a mistress of illusion, able to fool the eye 
  and bend the heart to her will. Beauty and deception are her 
  greatest weapons, and many a knight has been slain by a 
  beautiful woman he thought harmless.
  Hit Die: d4.
  Requirements
  To qualify to become an enchantress, a character must fulfill 
  the following criteria.
  Feats: Spell Focus (enchantment).
  Abilities: Charisma 13+.
  Skills: Diplomacy 8 ranks, Bluff 8 ranks.
  Class Abilities: Arcane spellcasting.
  Class Skills
  The enchantress’ class skills (and the key ability for each 
  skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), 
  Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather 
  Information (Cha), Intimidate (Cha), Knowledge (arcana), 
  Knowledge (local), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int).
  Skill Points at Each Level: 4 + Int. modifier.
  Class Features
  All of the following are features of the enchantress prestige 
  class.
  Weapon and Armor Proficiency: Enchantresses are 
  proficient in simple weapons. They are not proficient in any 
  type of armor, since armor interferes with their spell casting 
  abilities.
  Enchantress: As the enchantress rises in level, her 
  magical energies make her appearance increasingly 
  intoxicating. The enchantress adds her class level to all 
  Charisma-based skills except Intimidate when dealing with 
  members of the opposite sex.
  Innate Spell: At 3rd, 6th, and 9th level the enchantress 
  receives this feat for free, applicable to the following spells: 
  Charm Person, Disguise Self, Hypnotism, Sleep, Alter 
  Self, Eagle’s Splendor, Hypnotic Pattern, Hold Person, 
  Suggestion, Charm Monster, Confusion
  +1 Spell Level: As the enchantress rises in level she 
  continues to gain power as a hedge mage of equal level.
  Lady of the Lake
  The ladies of the lake are a secretive group of mages and 
  druids who guard some of the most closely held secrets of 
  Arthurian Britain and France. Both because of the power 
  they draw from certain ancient, sacred lakes, and because 
  of their desire to remove themselves from contact with the 
  outside world, these maids actually live underwater, coming 
  forward only when needed to serve their mysterious causes. 
  Hit Die: d8
  TABLE 1-17: THE ENCHANTRESSES 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Enchantress; +1 spell level
  2nd 
  +1
  +0
  +0
  +3
  +1 spell level
  3rd 
  +1
  +1
  +1
  +3
  Innate Spell; +1 spell level
  4th 
  +2
  +1
  +1
  +4
  +1 spell level
  5th
  +2
  +1
  +1
  +4
  +1 spell level
  6th
  +3
  +2
  +2
  +5
  Innate Spell; +1 spell level
  7th
  +3
  +2
  +2
  +5
  +1 spell level
  8th
  +4
  +2
  +2
  +6
  +1 spell level
  9th
  +4
  +3
  +3
  +6
  Innate Spell; +1 spell level
  10th 
  +5
  +3
  +3
  +7
  +1 spell level
  When Sir Accolon saw this, he blessed him and said, Jesus save my lord King Arthur, and King 
  Uriens, for these damosels in this ship have betrayed us, they were devils and no women; and if 
  I may escape this misadventure, I shall destroy all where I may find these false damosels that use 
  enchantments.
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Chapter 1: Characters
  Requirements
  To qualify to become a lady of the lake, a character must 
  fulfill the following criteria.
  Class Abilities: Wild Shape.
  Skills: Knowledge (Nature) 8 ranks, Swim 8 ranks.
  Nobility: 51+.
  Special: Character must be female.
  Class Skills
  The lady of the lake’s class skills (and the key ability for 
  each skill) are Concentration (Con), Diplomacy (Cha), 
  Handle Animal (Cha), Heal (Wis), Knowledge (geography) 
  (Int), Knowledge (history) (Int), Knowledge (nature) 
  (Int), Knowledge (nobility and royalty) (Int), Knowledge 
  (religion) (Int), Listen (Wis), Ride (Dex), Sense Motive 
  (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim 
  (Str).
  Skill Points at Each Level: 4 + Int. modifier.
  Class Features
  All of the following are features of the lady of the lake 
  prestige class.
  Weapon and Armor Proficiency: Ladies of the lake are 
  proficient in simple weapons and light armor.
  Breathe Water (Su): Ladies of the lake may breathe 
  water, as the spell, at will. 
  Walk on Water (Su): At 3rd level, ladies of the lake may 
  walk on water, as the spell, at will. 
  Tap water (Ex): In addition to any other manner in which 
  the lady of the lake is able to recover spell points, being 
  close to large bodies of fresh water grants the lady of the 
  lake +1 spell point per hour. 
  +1 spell level: Ladies of the lake continue to advance in a 
  spellcasting class of their choice. Each time the lady of the 
  lake gains a level she must choose one spellcasting class to 
  advance one caster level.
  Quest Knight
  The quest knights are the best of the best of the best. Only 
  the best knights in the world get the chance to sit at the Table 
  Round, and of those, only the bravest, purest, and noblest of 
  heart will get the chance to seek the grail. Lancelot, Tristram, 
  Percival, Galahad, and Pellinore; these knights form a rare 
  company indeed.
  Hit Die: d12.
  Requirements
  To qualify to become a quest knight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 10+.
  Nobility: 71+.
  Feats: Faith, Piety, Mounted Combat.
  Skills: Knowledge (nobility and royalty) 10 ranks, Ride 
  10 ranks.
  Allegiances: Code of chivalry, oath of fealty (King 
  Arthur), oath of loyalty (knights of the round table).
  Class Skills
  The quest knight’s class skills (and the key ability for each 
  skill) are Diplomacy (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (nobility and royalty), Ride (Dex), and Survival 
  (Wis).
  Skill Points at Each Level: 2 + Int. modifier.
  Class Features
  All of the following are features of the quest knight prestige 
  class.
  Weapon and Armor Proficiency: A quest knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (including 
  tower shields). However, the code of chivalry will sometimes 
  restrict a quest knight’s choice of weapon.
  Aura of Knighthood (Ex): A quest knight gains a +1 
  The meanwhile that they were thus at the battle, came the Damosel of the Lake into the field… and 
  she came thither for love of King Arthur, for she knew how Morgan le Fay had so ordained that King 
  Arthur should have been slain that day, and therefore she came to save his life.
  -Sir Thomas Malory, Le Morte d’Arthur
  TABLE 1-18: THE LADY OF THE LAKE
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Breathe Water; +1 spell level
  2nd 
  +1
  +0
  +0
  +3
  +1 spell level
  3rd 
  +2
  +1
  +1
  +3
  Walk on Water; +1 spell level
  4th 
  +3
  +1
  +1
  +4
  +1 spell level
  5th
  +3
  +1
  +1
  +4
  Tap Water; +1 spell level
  
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  Chapter 1: Characters
  bonus for each 20 points of nobility to Intimidate skill 
  checks, level checks to resist Intimidation, and Will saving 
  throws to resist fear.
  Knight’s Warhorse (Ex): This ability functions as the 
  knight ability of the same name. If the quest knight has 
  this ability from another class (knight or crusader) then 
  those levels add to those from this class to determine the 
  character’s effective level for purposes of this ability.
  Divine Grace (Su): At 2nd level, the quest knight gains a 
  bonus equal to her Charisma modifier (if any) on all saving 
  throws.
  Perseverance (Ex): The quest knight is unwavering in 
  his perseverance to accomplish any task set for him. At 3rd 
  level and above, if the quest knight is pursuing a quest, she 
  may continue functioning when below 0 HP as if she had 
  the diehard feat.
  Quest Knight (Ex): Although all characters can benefit 
  from quests, quest knights are exceptionally driven when 
  pursuing a goal, no matter how elusive. As with all quest 
  benefits, these benefits are only gained when an adventure 
  directly relates to getting closer to the quest goal.
  At 4th level, the quest knight adds the quest bonus of any 
  quest (see the noble class for more information on this) 
  to his attack rolls, in addition to skill checks and saving 
  throws. 
  At 6th level, the quest knight adds the quest bonus of any 
  quest to his initiative rolls.
  At 8th level, the quest knight adds the quest bonus of any 
  quest to his damage rolls.
  Divine Health (Ex): At 5th level, the quest knight gains 
  immunity to all diseases, including supernatural and 
  magical diseases.
  Fortitude of Knighthood (Ex): At 7th level, the quest 
  knight gains a bonus of +1 HP per 10 points of nobility she 
  possesses.
  Mantle of Knighthood (Ex): At 9th level, the quest 
  knight gains a bonus of +1 armor class per 20 points of 
  nobility she possesses.
  Vision Quest (Ex): At 10th level, the quest knight can 
  set his own quests, gaining a quest bonus of +1 per 20 
  points of nobility maximum. Often such quests are quixotic, 
  even bizarre, personal attempts at redemption or a hope to 
  see a glimpse of perfection. King Pellinore’s pursuit of the 
  questing beast is an example of such a quest. 
  “Blow trumpet, for the world is white with May!
  Blow trumpet, the long night hath roll’d away!
  Blow thro’ the living world- ‘Let the King reign!’
  “Shall Rome or Heathen rule in Arthur’s realm?
  Flash brand and lance, fall battle-axe upon helm,
  Fall battle-axe, and flash brand! Let the King reign!
  “Strike for the King and live! His knights have heard
  That God hath told the King a secret word.
  Fall battle-axe and flash brand! Let the King reign!
  “Blow trumpet! He will lift us from the dust.
  Blow trumpet! Live the strength and die the lust!
  Clang battle-axe and clash brand! Let the King reign!
  “Strike for the king and die! And if thou diest,
  The King is king, and ever wills the highest.
  Clang battle-axe and clash brand! Let the King reign!
  “Blow, for our Sun is mighty in his May!
  Blow, for our Sun is mightier day by day!
  Clang battle-axe and clash brand! Let the King reign!
  “The King will follow Christ, and we the King,
  In whom the high God hath breathed a secret thing.
  Fall battle-axe and flash brand! Let the King reign!”
  -Song of the Round Table, Alfred Lord Tennyson, Idylls 
  of the King
  TABLE 1-19: THE QUEST KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +2
  Knight’s Warhorse; Aura of Knighthood
  2nd 
  +2
  +3
  +0
  +3
  Divine Grace
  3rd 
  +3
  +3
  +1
  +3
  Perseverance 
  4th 
  +4
  +4
  +1
  +4
  Quest Knight (Attacks)
  5th
  +5
  +4
  +1
  +4
  Divine Health
  6th
  +6
  +5
  +2
  +5
  Quest Knight (Initiative)
  7th
  +7
  +5
  +2
  +5
  Fortitude of Knighthood
  8th
  +8
  +6
  +2
  +6
  Quest Knight (Damage)
  9th
  +9
  +6
  +2
  +6
  Mantle of Knighthood
  10th 
  +10
  +7
  +3
  +7
  Vision Quest
  
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  Chapter 1: Characters
  Saint
  Among the followers of the One God, some are especially 
  blessed and called to do great works on behalf of their God. 
  These holy men will go down in history as great scholars, 
  healers, and sometimes martyrs. 
  Hit Die: d6.
  Requirements
  To qualify to become a saint, a character must fulfill the 
  following criteria.
  Skills: Knowledge (religion) 13 ranks, Diplomacy 8 ranks.
  Feats: Faith, Piety, Ordination.
  Nobility: 65+.
  Class Abilities: Literacy.
  Allegiances: Turn the Other Cheek, Oath of Celibacy, 
  Oath of Poverty.
  Class Skills
  The saint’s class skills (and the key ability for each skill) 
  are Concentration (Con), Craft (Int), Decipher Script (Int), 
  Diplomacy (Cha), Gather Information (Cha), Heal (Wis), 
  Knowledge (history, local, nobility and royalty, religion) 
  (Int), Profession (Wis), Prophecy (Wis), Ride (Dex), Sense 
  Motive (Wis), and Spellcraft (Int).
  Skill Points at Each Level: 6+Int. modifier.
  Class Features
  All of the following are features of the saint prestige class.
  Weapon and Armor Proficiency: Saints gain no weapon 
  or armor proficiencies from this class, knowing only what 
  they bring to the class from previous professions. 
  Aura of Sanctity (Ex): The saint is highly respected by all 
  who meet him for the sanctity and purity with which he lives 
  his life. This ability grants the character a bonus of +1 spell 
  point per 10 points of nobility. This ability also grants the 
  saint +1 per 10 points of nobility to all priest or hermit spells 
  that have a random result. In addition, all non-Intimidate 
  Charisma bonuses are doubled (+1 per 10 points of nobility 
  rather than the usual +1 per 20). This ability takes the place 
  of aura of piety. All nobility penalties due to transgressions 
  are doubled.
  +1 Spell Level: The saint’s caster level continues to rise 
  in either the priest or the hermit class (if the character has 
  levels in both these classes he may choose, since their spell 
  lists are slightly different).
  Litany (Su): A saint’s voice itself carries the power of the 
  One God, and his chants and prayers are especially moving. 
  Beginning at 2nd level, a saint may perform a special version 
  of the prayer spell once per day. As the saint rises in level, 
  he may perform a litany more than once per day, as indicated 
  on the character’s class table. The saint must be able to speak 
  to perform a litany. Beginning a litany is a standard action. 
  All those who can hear the saint are affected by a litany, 
  and the saint can maintain the effect as a free action for one 
  round per saint level. 
  A litany grants all allies who can hear it a +1 luck bonus to 
  attack rolls, damage rolls, saves, and skill checks. Allies who 
  possess the Faith feat receive a +2 bonus to these rolls. Allies 
  who possess the Piety feat are healed 1d6 points of damage. 
  Allies who possess the Zealot feat receive an additional +1 
  (for a +3 total) to their damage rolls.
  Enemies who hear the litany receive a –1 to attack rolls, 
  damage rolls, saves, and skill checks. Enemies who are 
  infidels receive a –2 on such rolls.
  Proselytize (Ex): Saints are famous for carrying their 
  message to barbarians, infidels, and others who would 
  ordinarily be quite hostile to it. However, the sanctity and 
  solemnity of the saint grant a special power to their words, 
  and they often are able to convert hostile groups that would 
  kill a less convincing speaker (though many saints have 
  themselves died on unsuccessful missions to convert the 
  infidel). The character adds his saint level to all Diplomacy 
  skill checks.
  Papal Intercession (Ex): Saints are revered even by the 
  highest members of the Church of Rome, and their advice 
  carries great weight even to these exalted personages. This 
  ability functions as the noble ability of the same name.
  Beatification (Su): At this level, the saint is confirmed 
  TABLE 1-20: THE SAINT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +0
  +2
  Aura of Sanctity, +1 spell level
  2nd 
  +1
  +0
  +0
  +3
  Litany 1/day, +1 spell level
  3rd 
  +1
  +1
  +1
  +3
  Proselytize, +1 spell level
  4th 
  +2
  +1
  +1
  +4
  Litany 2/day, +1 spell level
  5th
  +2
  +1
  +1
  +4
  Papal Intercession, +1 spell level
  6th
  +3
  +2
  +2
  +5
  Litany 3/day, +1 spell level
  7th
  +3
  +2
  +2
  +5
  Beatification, +1 spell level
  8th
  +4
  +2
  +2
  +6
  Litany 4/day, +1 spell level
  9th
  +4
  +3
  +3
  +6
  Clean Slate, +1 spell level
  10th 
  +5
  +3
  +3
  +7
  Litany 5/day, Divine Intervention, +1 spell level
  
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  in the minds of the common folk as one of the holy, and his 
  position as a saint is guaranteed after his death (before this 
  level, a character must die a martyr’s death to be guaranteed 
  sainthood). The character now has a cultus, or group of 
  worshippers of his own, who pray to him. This ability grants 
  the saint the ability to maximize any healing spell (as the feat 
  of the same name) if he spends 3 extra spell points during 
  casting (normally maximizing a spell costs 6 extra spell 
  points). The saint’s litany also now carries the effects of a 
  bull’s strength spell on allies with the Faith feat, heals 2d6 
  points of damage to allies with the Piety feat, and doubles 
  the threat ranges of all weapon attacks made by allies with 
  the Zealot feat.
  Clean Slate (Su): The saint can absolve any sin of any 
  severity. However, he will only do so if the character is truly 
  repentant. This ability grants a saint the supernatural ability 
  to know instantly whether a petitioner is truly repentant or 
  not.
  Divine Intervention (Su): This ability functions as the 
  priest ability of the same name. 
  Spectral Knights
  The following classes are meant to represent the various 
  types of “knights of color” one finds throughout Arthurian 
  legend. Although there were multiple Black, Blue, Green, 
  and Red knights scattered throughout the tales, these classes 
  transform those individual knights (who for whatever reason 
  used a similar theme in dress) into knightly orders. These 
  classes are primarily intended to add flavor and new options 
  for high-level knights not of Arthur’s court.
  Black Knight
  Black knights care nothing for the code of chivalry, hiding 
  their deeds with black armor and a black shield with no 
  identifying marks or devices. Early in Arthur’s reign these 
  knights operate alone and are hunted almost into extinction 
  by the Round Table. Late in his reign, however, the last of 
  these knights will band together under Mordred and teach 
  their dark ways to new converts, many of them young 
  knights, formerly of Arthur’s court.
  Black knights wear their lack of honor as a badge and 
  even gain power and strength through their hatred of those 
  nobler and worthier than them through their black heart class 
  ability. Unlike the robber baron who uses his martial prowess 
  to gain wealth, the black knight is an engine of destruction, 
  seeking the death of anything good and noble he encounters 
  in his travels.
  Black knights are also inclined to terrorize the peasants 
  they meet, robbing them or “adopting” a community and 
  forcing them to support their activities.
  Hit Die: d12.
  Requirements
  To qualify to become a black knight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 7+.
  Skills: Ride 10 ranks, Intimidate 10 ranks, Knowledge 
  (nobility and royalty) 5 ranks.
  Class Skills
  The black knight’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Knowledge (nobility and 
  royalty) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
  Skill Points at Each Level: 2 + Int. modifier.
  Class Features
  All of the following are features of the black knight prestige 
  class.
  Weapon and Armor Proficiency: A black knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields).
  Black Knight (Ex): Black knights hide their identities 
  behind a black shield with no device, wandering Britain as a 
  TABLE 1-21: THE BLACK KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Black Knight
  2nd 
  +2
  +3
  +0
  +0
  Black Heart +1d6 1/day
  3rd 
  +3
  +3
  +1
  +1
  Mounted Combat +1; Knight’s Warhorse
  4th 
  +4
  +4
  +1
  +1
  Black Heart +2d6
  5th
  +5
  +4
  +1
  +1
  Bonus Feat
  6th
  +6
  +5
  +2
  +2
  Mounted Combat +2; Black Heart +3d6
  7th
  +7
  +5
  +2
  +2
  Black Shield, Black Heart 2/day
  8th
  +8
  +6
  +2
  +2
  Black Heart +4d6
  9th
  +9
  +6
  +3
  +3
  Mounted Combat +3
  10th 
  +10
  +7
  +3
  +3
  Black Heart +5d6
  
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  nameless, faceless terror. They add their black knight level to 
  all Intimidate skill checks, and to the DC of any Knowledge 
  (nobility and royalty) checks to identify them.
  Black Heart (Ex): Black knights despise the so-called 
  “good” and “noble” knights, hating all they stand for and 
  believing their talk of honor to be a sham and a ruse. Once 
  per day, when a black knight hits a character with a nobility 
  10 or more points higher than his own, he adds this bonus 
  to his damage. If the black knight scores a critical hit, this 
  damage is not multiplied. At 7th level the Black Knight may 
  use this ability twice per day.
  Mounted Combat (Ex): At 3rd level, the black knight 
  gains this feat for free, provided he meets the prerequisites. 
  A black knight who has the mounted combat feat gains 
  bonuses to attack rolls, ride checks, and handle animal 
  (horse) checks, as listed on the black knight’s class table. If a 
  black knight directs his mount to attack, his mount also gains 
  this bonus, as long as the black knight is in the saddle when 
  the mount attacks.
  Knight’s Warhorse: At 3rd level, the black knight gains 
  the ability to train and form a bond with his mount as a 
  knight 3 levels lower than his black knight level. Black 
  knights who also have this ability through the knight 
  class add their black knight level to their knight level for 
  determining mount abilities.
  Bonus Feat: At 5th level, the black knight receives a bonus 
  feat from the fighter list.
  Black Shield (Ex): At 7th level, a black knight may use 
  a black shield (information about this type of magic shield 
  may be found in the GM’s guide).
  Blue Knight
  The blue knights are servants of the ladies of the lake, 
  serving to protect the holy lakes and help in the service of 
  the kings of Britain and France. These knights tend to swear 
  fealty to one of the great ladies of the lake, such as Vivien 
  or Nimue, but since both of those ladies in turn have sworn 
  to protect and serve Arthur, blue knights are also seen in 
  Arthur’s court.
  Trained by the ladies of the lake, blue knights gain the 
  advantage of druidic magic as they rise in level. These 
  knights also share the bond with the rivers and lakes that is 
  the hallmark of the ladies and all who serve them. Although 
  any worthy knight may petition to serve a lady and become 
  a blue knight, most of the knights who follow this path were 
  either abandoned to the waters as children or orphaned by 
  accidents at sea or on the water, and the ladies have taken 
  pity on them and raised them.
  Hit Die: d10.
  Requirements
  To qualify to become a blue knight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 7+.
  Skills: Ride 5 ranks, Knowledge (nature) 5 ranks, Swim 5 
  ranks.
  Nobility: 50+.
  Feats: Faith, Piety.
  Allegiances: Code of Chivalry
  Class Skills
  The blue knight’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), 
  Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim 
  (Str).
  Skill Points at Each Level: 2 + Int. modifier.
  Class Features
  All of the following are features of the blue knight prestige 
  class.
  Weapon and Armor Proficiency: A blue knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields). However, the code of chivalry will sometimes 
  restrict a blue knight’s choice of weapon.
  Breathe Water (Su): Blue knights may breathe water, as 
  the spell, at will. 
  Druid spells: At 3rd level, the blue knight can cast spells 
  as a druid with a caster level equal to his blue knight level 
  minus two. The blue knight casts spells off the druid list and 
  recovers spell points exactly like a druid.
  Knight’s Warhorse (Ex): This ability functions as the 
  knight ability of the same name. If the blue knight has 
  this ability from another class (knight or crusader) then 
  those levels add to those from this class to determine the 
  character’s effective level for purposes of this ability.
  Mounted Combat: At 4th level, the blue knight gains this 
  feat for free, provided he meets the prerequisites. A blue 
  knight who has the mounted combat feat gains bonuses to 
  attack rolls, ride checks, and handle animal (horse) checks, 
  as listed on the blue knight’s class table. If a blue knight 
  directs his mount to attack, his mount also gains this bonus, 
  as long as the blue knight is in the saddle when the mount 
  attacks.
  Walk on Water (Su): At 5th level, blue knights may walk 
  on water, as the spell, at will. 
  Blue Armor (Ex): At 7th level, a blue knight may use blue 
  armor (information about this type of magic armor may be 
  found in the GM’s guide).
  Tap water (Ex): In addition to any other manner in which 
  the blue knight is able to recover spell points, being close to 
  large bodies of fresh water grants the blue knight +1 spell 
  point per hour.
  Bonus feats: At 6th and 8th level, the blue knight gains a 
  bonus feat from the fighter list.
  
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  Green Knight
  The Green Knight is most at home in the wild. His 
  connection with nature makes him a fearsome opponent, 
  fighting with a wild abandon like a cornered animal. Few 
  knights care to match wits with a green knight in his home 
  environment, and knowing this, these warriors tend to build 
  their castles in deep forests or desolate bogs.
  Green knights are often seen in the company of giants, 
  another factor that adds to their mystique and aura of danger. 
  Although not intrinsically ignoble, green knights are far too 
  savage to care for the code of chivalry, and most knights who 
  follow this path wind up in opposition to Arthur’s court. 
  Hit Die: d10.
  Requirements
  To qualify to become a green knight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 7+.
  Skills: Survival 3 ranks.
  Feats: Animal Affinity, Track.
  Class Skills
  The green knight’s class skills (and the key ability for each 
  skill) are Climb (Str), Craft (Int), Escape Artist (Dex), 
  Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim 
  (Str).
  Skill Points at Each Level: 2 + Int. modifier.
  Class Features
  All of the following are features of the green knight prestige 
  class.
  Weapon and Armor Proficiency: A green knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields).
  Rage (Ex): A green knight can fly into a rage a certain 
  number of times per day. In a rage, a green knight 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the green knight’s hit points by 2 
  points per level, but these hit points go away at the end of 
  the rage when his Constitution score drops back to normal. 
  (These extra hit points are not lost first the way temporary 
  hit points are.) While raging, a green knight cannot use 
  any Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and Ride), 
  the Concentration skill, or any abilities that require patience 
  or concentration, nor can he cast spells or activate magic 
  items that require a command word, a spell trigger (such as 
  a wand), or spell completion (such as a scroll) to function. 
  He can use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts for 
  a number of rounds equal to 3 + the character’s (newly 
  improved) Constitution modifier. A green knight may 
  prematurely end his rage. At the end of the rage, the green 
  knight loses the rage modifiers and restrictions and becomes 
  fatigued (–2 penalty to Strength, –2 penalty to Dexterity, 
  can’t charge or run) for the duration of the current encounter. 
  Entering a rage takes no time itself, but a green knight can 
  do it only during his action, not in response to someone 
  else’s action.
  Knight’s Warhorse (Ex): This ability functions as the 
  knight ability of the same name. If the green knight has 
  this ability from another class (knight or crusader) then 
  those levels add to those from this class to determine the 
  character’s effective level for purposes of this ability.
  Wild Empathy (Ex): At 2nd level, a green knight can 
  affect the attitude of animals as if he were using the 
  diplomacy skill. This ability is a d20 roll modified by the 
  character’s Charisma modifier and green knight level.
  Woodland Stride (Ex): At 3rd level, a green knight and 
  his mount may move through any sort of undergrowth at his 
  normal speed and without taking any damage. This ability 
  also allows a green knight and his mount to move through 
  TABLE 1-22: THE BLUE KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Breathe Water
  2nd 
  +2
  +3
  +0
  +0
  Knight’s Warhorse
  3rd 
  +3
  +3
  +1
  +1
  Druid spells
  4th 
  +4
  +4
  +1
  +1
  Mounted Combat +1
  5th
  +5
  +4
  +1
  +1
  Walk on Water
  6th
  +6
  +5
  +2
  +2
  Bonus feat
  7th
  +7
  +5
  +2
  +2
  Blue Armor
  8th
  +8
  +6
  +2
  +2
  Mounted Combat +2
  9th
  +9
  +6
  +3
  +3
  Bonus feat
  10th 
  +10
  +7
  +3
  +3
  Tap Water
  
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  TABLE 1-23: THE GREEN KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Rage 1/day; Knight’s Warhorse
  2nd 
  +2
  +3
  +0
  +0
  Wild Empathy
  3rd 
  +3
  +3
  +1
  +1
  Woodland Stride
  4th 
  +4
  +4
  +1
  +1
  Trackless Step
  5th
  +5
  +4
  +1
  +1
  Rage 2/day
  6th
  +6
  +5
  +2
  +2
  Bonus feat
  7th
  +7
  +5
  +2
  +2
  Resist Nature’s Lure; Green Armor
  8th
  +8
  +6
  +2
  +2
  Bonus feat
  9th
  +9
  +6
  +3
  +3
  Venom Immunity
  10th 
  +10
  +7
  +3
  +3
  Rage 3/day
  swamp and bog terrain at their normal movement rate.
  Trackless Step (Ex): At 4th level, a green knight and his 
  mount leave no trail and cannot be tracked.
  Resist Nature’s Lure (Ex): At 7th level, a green knight 
  gains a +4 saving throw against the spells and spell-like 
  abilities of the fey.
  Green Armor (Ex): At 7th level, a green knight may use 
  green armor (information about this type of magic armor 
  may be found in the GM’s guide).
  Venom Immunity (Ex): At 9th level, a green knight gains 
  immunity to all poisons.
  Bonus feats: At 6th and 8th level, the green knight gains a 
  bonus feat from the fighter list.
  Purple Knight
  Purple has long been associated with royalty, and as the 
  purple knight carries out his missions, he relies on this. The 
  purple knight is a royal messenger and diplomat, traveling 
  deep into hostile territory to send Royal communiqués to the 
  King’s allies and his opponents, often armed with nothing 
  more than his sword and the royal banner. These messages 
  could end a war if delivered with enough speed or start one 
  if they fall into the wrong hands, and only the bravest are 
  willing to take on these assignments. 
  Since speed is the best protection, and time is of the 
  essence, a purple knight must be a master horseman. He 
  must also be a man of the finest, noblest character and be 
  able to deliver bad news with a delicate touch.
  Hit Die: d10.
  Requirements
  To qualify to become a purple knight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 5+.
  Skills: Diplomacy 5 ranks, Ride 10 ranks, Handle Animal 
  10 ranks.
  Nobility: 50+ .
  Allegiances: Code of Chivalry.
  Class Skills
  The purple knight’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle 
  Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge 
  (nobility and royalty), Listen (Wis), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis).
  Skill Points at Each Level: 4+Int. modifier.
  Class Features
  All of the following are features of the purple knight prestige 
  class.
  Weapon and Armor Proficiency: A purple knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields).
  Knight’s Warhorse: This ability functions as the knight 
  ability of the same name. If the character has this ability 
  from another class (knight or crusader), then those levels add 
  to those from this class to determine the character’s effective 
  level for purposes of this ability.
  Mounted Combat: At 1st level, the character gains this 
  feat for free, provided he meets the prerequisites. A character 
  who has the Mounted Combat feat gains bonuses to attack 
  rolls, Ride Checks, and Handle Animal (horse) checks, as 
  listed on the purple knight’s class table. If a purple knight 
  directs his mount to attack, his mount also gains this bonus, 
  as long as the character is in the saddle when the mount 
  attacks.
  Diplomatic Immunity: Purple knights are afforded the 
  protection of kings and great lords, and few are willing 
  to violate that trust. Attacking a purple knight while he is 
  acting as an envoy is a moderate dishonesty transgression 
  even if the attacker does not know who the purple knight is. 
  Knowingly attacking a purple knight while on a mission is a 
  severe dishonesty transgression. If a lord agrees to accept a 
  messenger from a rival in good faith and then attacks him, he 
  has committed two severe dishonesty transgressions.
  This ability also doubles the purple knight’s nobility bonus 
  to non-Intimidate skill checks, granting him a +1 bonus per 
  10 points of nobility, rather than the usual +1 per 20 points.
  
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  Burst of Speed: A purple knight can spur his mount 
  to tremendous speeds when necessary. The bonus listed 
  on the class table adds to the +10’ bonus normally gained 
  from spurring a mount. A burst of speed inflicts 1d6 points 
  of damage to the purple knight’s mount, and this damage 
  increases by 1-6 points each round.
  Horse Whisperer: Purple knights have a special affinity 
  for horses. At 2nd level and above, the character adds his 
  purple knight level to all Handle Animal checks made to 
  train a horse. 
  Like the Wind: The purple knight is also highly skilled 
  at achieving maintainable high speeds with his mount. The 
  character adds the listed bonus to his mount’s per hour 
  movement. The mount can maintain this speed for a full 
  eight hours. For example a light warhorse can move 6 miles 
  per hour, or 48 miles per day, when carrying a light load. At 
  3rd level, the purple knight can achieve 7 miles per hour, or 
  56 miles per day, with the same horse. At 9th level, the purple 
  knight could travel 10 miles per hour, or 80 miles per day.
  Red Knight
  The red knight uses sorcery to supplement his combat 
  abilities, usually for disreputable ends. Since no self-
  respecting knight would do this, red knights tend to keep 
  their abilities secret until needed or operate alone. Most red 
  knights come from the ranks of the robber barons and grow 
  in numbers late in Arthur’s reign, when Morgan seduces 
  knights away from Arthur’s court and trains them in her 
  eldritch arts.
  Hit Die: d8.
  Requirements
  To qualify to become a red knight, a character must fulfill the 
  following criteria.
  Base Attack Bonus: 5+.
  Skills: Hide 5 ranks, Bluff 5 ranks, Ride 5 ranks.
  Class Abilities: Sneak attack +2d6.
  Class Skills
  The red knight’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), 
  Disguise (Cha), Forgery (Int), Gather Information (Cha), 
  Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (nobility and royalty), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Ride (Dex), and Sleight of 
  Hand (Dex).
  Skill Points at Each Level: 4 + Int. modifier.
  Class Features
  All of the following are features of the red knight prestige 
  class.
  Weapon and Armor Proficiency: A red knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields).
  Mounted Combat: At 1st level, the red knight gains this 
  feat for free, provided he meets the prerequisites. A red 
  knight who has the mounted combat feat gains bonuses to 
  attack rolls, ride checks, and handle animal (horse) checks, 
  as listed on the red knight’s class table. If a red knight directs 
  his mount to attack, his mount also gains this bonus, as long 
  as the red knight is in the saddle when the mount attacks.
  Sneak Attack: At 2nd level, the red knight gains the sneak 
  attack ability. This ability functions as described in the 
  robber baron class description. This damage stacks with any 
  sneak attack damage the red knight has from another class 
  (robber baron or rogue).
  Hedge mage spells: At 3rd level, the red knight can cast 
  spells as a hedge mage with a caster level equal to his red 
  knight level minus two. The red knight casts spells off the 
  hedge mage list and recovers spell points exactly like a 
  hedge mage.
  Red Armor (Ex): At 7th level, a red knight may use red 
  armor (information about this type of magic armor may be 
  found in the GM’s guide).
  Bonus feats: At 7th and 9th level, the red knight gains a 
  bonus feat from the robber baron list.
  TABLE 1-24: THE PURPLE KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +2
  Knight’s Warhorse; +1 Mounted Combat; Diplomatic Immunity
  2nd 
  +2
  +3
  +0
  +3
  Burst of Speed +10’; Horse Whisperer
  3rd 
  +3
  +3
  +1
  +3
  Like the Wind +1
  4th 
  +4
  +4
  +1
  +4
  Burst of Speed 20’; +2 Mounted Combat 
  5th
  +5
  +4
  +1
  +4
  Like the Wind +2
  6th
  +6
  +5
  +2
  +5
  Burst of Speed 30’
  7th
  +7
  +5
  +2
  +5
  Like the Wind +3
  8th
  +8
  +6
  +2
  +6
  Burst of Speed 40’; +3 Mounted Combat
  9th
  +9
  +6
  +3
  +6
  Like the Wind +4
  10th 
  +10
  +7
  +3
  +7
  Burst of Speed 50’
  
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  TABLE 1-25: THE RED KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +0
  +0
  +2
  +0
  Mounted Combat +1
  2nd 
  +1
  +0
  +3
  +0
  Sneak Attack +1d6
  3rd 
  +2
  +1
  +3
  +1
  Hedge Mage spells
  4th 
  +3
  +1
  +4
  +1
  Sneak Attack +2d6
  5th
  +3
  +1
  +4
  +1
  Mounted Combat +2
  6th
  +4
  +2
  +5
  +2
  Sneak Attack +3d6
  7th
  +5
  +2
  +5
  +2
  Bonus Feat; Red Armor
  8th
  +6
  +2
  +6
  +2
  Sneak Attack +4d6
  9th
  +6
  +3
  +6
  +3
  Bonus Feat
  10th 
  +7
  +3
  +7
  +3
  Mounted Combat +3; Sneak Attack +5d6
  White Knight
  The white knight has decided the serve the One God with 
  sword, shield, and limb, while walking a path of his own, 
  beholden to no one but his God. These knights may be 
  found in the service of a lord if that lord is noble enough to 
  meet his high standards, but the Church of Rome, with its 
  corruption, crusades and indulgences, is avoided.
  The white knight always strives to maintain a stainless 
  spirit, and draws strength and a sense of purpose from being 
  noble and righteous. At higher levels, the white knight will 
  actually receive visions from the One God, and many of 
  these knights claim to have been chosen from birth to serve 
  His will and live to be divine instruments. Like hedge mages 
  and hermits, this often makes white knights the subject of the 
  suspicion of the Church of Rome and has even led to their 
  execution as witches.
  Hit Die: d10.
  Requirements
  To qualify to become a white knight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: 7+.
  Nobility: 65+.
  Feats: Faith, Piety.
  Skills: Ride 5 ranks, Knowledge (nobility and royalty) 5 
  ranks, and Knowledge (Religion) 5 ranks.
  Allegiances: Code of Chivalry.
  Class Skills
  The white knight’s class skills (and the key ability for each 
  skill) are Craft (Int), Diplomacy (Cha), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge 
  (nobility and royalty), Knowledge (religion), Profession 
  (Wis), Prophecy (Wis), Ride (Dex), and Sense Motive (Wis).
  Skill Points at Each Level: 4 + Int. modifier.
  Class Features
  All of the following are features of the white knight prestige 
  class.
  Weapon and Armor Proficiency: A white knight is 
  proficient in all simple and martial weapons and with all 
  armor (heavy, medium, and light) and shields (excluding 
  tower shields). However, the code of chivalry will sometimes 
  restrict a white knight’s choice of weapon.
  Aura of Grace (Ex): The white knight is close to the One 
  God, serving as his champion without the ties of politics or 
  money to interfere. The white knight adds +1 per 10 points 
  of nobility to all healing spells and prophecy skill checks. 
  Lay on Hands (Su): At 1st level, a white knight with a 
  Charisma score of 12 or better can heal wounds (her own 
  or those of others) by touch. Each day she can heal a total 
  number of hit points equal to her white knight level x her 
  Charisma modifier. A white knight can divide this healing 
  among multiple recipients.
  Divine Grace (Su): At 2nd level, the white knight gains a 
  bonus equal to her Charisma modifier (if any) on all saving 
  throws.
  Hermit Spells: At 3rd level, the white knight can cast 
  spells as a hermit with a caster level equal to his white knight 
  level minus two. The white knight casts spells off the hermit 
  list and recovers spell points exactly like a hermit.
  Divine Health (Ex): At 4th level, the white knight gains 
  immunity to all diseases, including supernatural and magical 
  diseases.
  Shield of Grace (Su): At 5th level, the white knight may 
  subtract 1 point of damage from an attack per 10 points of 
  nobility. This ability may be used once per day. At 8th level, 
  this ability may be used twice per day. 
  Sword of Grace (Su): At 6th level, the white knight may 
  add 1 point of damage to an attack per 10 points of nobility. 
  This ability may be used once per day. This attack must be 
  against a target with a lower nobility than the white knight. 
  At 9th level, this ability may be used twice per day.
  Vision of Grace (Su): At 7th level, the white knight 
  regularly receives visions from the One God. Once per day 
  the character may make a Prophecy skill check as a full 
  
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  round action, rather than the normal 24 hours required to use 
  this skill.
  Emissary of Grace (Ex): At 10th level, the white knight 
  becomes an instrument of the will of the One God on Earth. 
  His fate becomes “Glorify the One God and serve His will”, 
  and his destiny becomes “Die in the service of the One God 
  as His servant”. All fate points spent by the character gain a 
  bonus of +1 per 20 points of the character’s nobility.
  Epic Level Characters
  Truly heroic or Epic characters may advance beyond 20th 
  level.  For those players utilizing rules outlined in the 
  Epic Level Handbook, the following information details 
  advancement for Epic characters. 
  Epic Fools
  Hit Die: d6
  Skill points at each additional level: 6+Int. modifier
  Fool’s Luck: The fool’s saving throw bonus continues to 
  improve every 3 levels higher than 18th.
  Barrel Roll: The fool’s barrel roll continues to improve 
  every 4 levels higher than 20th.
  Jig: The fool gains the ability to jig additional times every 
  5 levels higher than 20th.
  Bonus Feats: The fool gains a bonus feat every four levels 
  higher than 20th.
  Epic Hedge Mages
  Hit Die: d6
  Skill points at each additional level: 4+Int. modifier
  Spells: The hedge mage’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change. The hedge 
  mage does not learn additional spells.
  Familiar: The hedge mage’s familiar continues to increase 
  in power.
  Bonus Feats: The hedge mage gains a bonus feat every 3 
  levels.
  Epic Hermits
  Hit Die: d6
  Skill points at each additional level: 6+Int. modifier
  Leech: The hermit’s bonus to healing spells and abilities 
  continues to improve every 2 levels higher than 20th.
  Spells: The hermit’s caster level continues to improve 
  beyond 20th level. He does not gain additional spell points, 
  nor does his cost to cast spells change.
  Bonus Feats: The hermit gains a bonus feat every 3 
  levels.
  Epic Knights
  Hit Die: d12
  Skill points at each additional level: 2+Int. modifier
  Mounted Combat: The knight’s mounted combat bonus 
  continues to improve every 4 levels higher than 20th.
  Armor Tolerance: The knight’s armor tolerance bonus 
  continues to improve every 2 levels higher than 20th.
  Bonus Feats: The knight gains a bonus feat every 4 levels.
  Epic Minstrels
  Hit Die: d6
  Skill points at each additional level: 6+Int. modifier
  Inspire Courage: The minstrel’s bonus when using this 
  ability improves by +1 every 6 levels higher than 20th.
  Spells: The minstrel’s caster level continues to improve 
  beyond 20th level. He does not gain additional spell points, 
  nor does his cost to cast spells change.
  Bonus Feats: The minstrel gains a bonus feat every 3 
  levels.
  Epic Nobles
  Hit Die: d8
  Skill points at each additional level: 4+Int. modifier
  Quest: The noble’s quest bonus continues to improve 
  every 3 levels above 18th.
  Divine Wrath: The noble may use this ability one 
  additional time per day for every 5 levels above 16th.
  Bonus Feats: The noble gains a bonus feat every 4 levels. 
  TABLE 1-26: THE WHITE KNIGHT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1st 
  +1
  +2
  +0
  +0
  Lay on Hands; Aura of Grace
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace
  3rd 
  +3
  +3
  +1
  +1
  Hermit spells
  4th 
  +4
  +4
  +1
  +1
  Divine Health
  5th
  +5
  +4
  +1
  +1
  Shield of Grace 1/day
  6th
  +6
  +5
  +2
  +2
  Sword of Grace 1/day
  7th
  +7
  +5
  +2
  +2
  Vision of Grace 1/day
  8th
  +8
  +6
  +2
  +2
  Shield of Grace 2/day
  9th
  +9
  +6
  +3
  +3
  Sword of Grace 2/day
  10th 
  +10
  +7
  +3
  +3
  Emissary of Grace
  
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  Epic Priests
  Hit Die: d8
  Skill points at each additional level: 2+Int. modifier
  Spells: The priest’s caster level continues to improve 
  beyond 20th level. He does not gain additional spell points, 
  nor does his cost to cast spells change.
  Crusade: The priest’s crusade ability continues to 
  improve every 3 levels above 18th.
  Bonus Feats: The priest gains a bonus feat every 3 levels.
  Epic Robber Barons
  Hit Die: d8
  Skill points at each additional level: 4+Int. modifier
  Sneak Attack: The robber baron’s sneak attack continues 
  to improve every 3 levels higher than 18th.
  Mounted Combat: The robber baron’s mounted combat 
  bonus continues to improve every 5 levels higher than 20th.
  Bonus Feats: The robber baron gains a bonus feat every 2 
  levels.
   
  Epic Skalds
  Hit Die: d8
  Skill points at each additional level: 4+Int. modifier
  Inspire Courage: The bonus provided by this ability 
  continues to improve every 4 levels higher than 20th.
  Rallying Cry: The skald can make an additional rallying 
  cry per day every 3 levels higher than 18th.
  Instill Rage: The skald can use this ability an additional 
  time per day every 5 levels higher than 20th.
  Bonus Feats: The skald gains a bonus feat every 4 levels.
  Epic Yeomen
  Hit Die: d8
  Skill points at each additional level: 4+Int. modifier
  Archery: The yeoman’s archery bonus improves every 4 
  levels higher than 20th.
  Bonus Feats: The yeoman gains a bonus feat every 3 
  levels.
  Epic Prestige Classes
  Epic Alchemist
  Hit Die: d4
  Skill points at each additional level: 4+Int. modifier
  Chemical Resistance: This ability improves by +1 at 21st 
  level and every two levels thereafter.
  Mixologist: This ability may be used an additional time 
  per day every two levels above 20th.
  Spell Level: The alchemist’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change.
  Bonus Feats: The alchemist gains a bonus feat every 4 
  levels.
  Epic Berserker
  Hit Die: d12
  Skill points at each additional level: 4+Int. modifier
  Rage: The berserker may rage an additional time each day 
  at 23rd level and every three levels thereafter.
  Bloody Slaughter: The berserker’s bloody slaughter 
  damage increases for each 2 levels above 20th. At 25th level 
  this ability may be used three times per day.
  Bonus Feats: The berserker gains a bonus feat every 5 
  levels.
  Epic Changeling
  Hit Die: d10
  Skill points at each additional level: 4+Int. modifier
  Bestial Rage: The changeling may use this ability an 
  additional time each day at 21st level and every two levels 
  thereafter.
  Wild Shape: The changeling may use this ability an 
  addition time each day for every two levels above 20th.
  Bonus Feats: The changeling gains a bonus feat every 4 
  levels.
  Epic Court Mage
  Hit Die: d4
  Skill points at each additional level: 6+Int. modifier
  Quest: This ability improves by +1 at 22nd level and every 
  three levels thereafter.
  Spell Level: The court mage’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change.
  Bonus Feats: The court mage gains a bonus feat every 2 
  levels.
  Epic Crusader
  Hit Die: d10
  Skill points at each additional level: 2+Int. modifier
  Mounted Combat: The crusader’s bonus to mounted 
  combat improves at levels 23rd level and 4 levels thereafter.
  Crusade: The crusader’s Crusade bonus improves at 
  levels 22nd level and every three levels thereafter.
  Smite Infidel: The crusader may use this ability one 
  additional time each day at levels 21st level and every 5 
  levels thereafter.
  Spell Level: The crusader’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change.
  Bonus Feats: The crusader gains a bonus feat every three 
  levels.
  Epic Enchantress
  Hit Die: d4.
  Skill points at each additional level: 4+Int. modifier
  Innate Spell: The enchantress gains this feat for free 
  at 22nd level and every three levels thereafter. However it 
  may now be applied to any spell the enchantress can cast 
  normally (one without an asterisk next to its casting cost).
  
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  Spell Level: The enchantress’ caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change.
  Bonus Feats: The enchantress gains a bonus feat every 
  three levels.
  Epic Quest Knight
  Hit Die: d12
  Skill points at each additional level: 2+Int. modifier
  Bonus Feats: The quest knight gains a bonus feat every 
  two levels.
  Epic Saint
  Hit Die: d6
  Skill points at each additional level: 6+Int. modifier
  Litany: This ability may be used an additional time each 
  day at 22nd level and every two levels thereafter.
  Spell Level: The saint’s caster level continues to improve 
  beyond 20th level. He does not gain additional spell points, 
  nor does his cost to cast spells change.
  Bonus Feats: The saint gains a bonus feat every three 
  levels.
  Epic Black Knight
  Hit Die: d12
  Skill points at each additional level: 2+Int. modifier
  Black Heart: This ability improves by +1d6 at 22nd level 
  and every two levels thereafter. At 25th level this ability may 
  be performed three times each day.
  Bonus Feats: The black knight gains a bonus feat every 
  five levels.
  Epic Blue Knight
  Hit Die: d10
  Skill points at each additional level: 2+Int. modifier
  Mounted Combat: This ability improves at 24th level and 
  4 levels thereafter. 
  Spell Level: The blue knight’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change.
  Bonus Feats: The blue knight gains a bonus feat every 
  three levels.
  Epic Green Knight
  Hit Die: d10
  Skill points at each additional level: 2+Int. modifier
  Rage: The green knight may use this ability an additional 
  time each day at 25th level and every five levels thereafter.
  Bonus Feats: The green knight gains a bonus feat every 
  three levels.
  Epic Purple Knight
  Hit Die: d10
  Skill points at each additional level: 4+Int. modifier
  Bonus Feats: The purple knight gains a bonus feat every 
  two levels.
  Epic Red Knight
  Hit Die: d8
  Skill points at each additional level: 4+Int. modifier
  Mounted Combat: This ability improves at 25th level and 
  every five levels thereafter.
  Sneak Attack: This ability improves at 22nd level and 
  every two levels thereafter.
  Spell Level: The red knight’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change. 
  Bonus Feats: The red knight gains a bonus feat every five 
  levels.
  Epic White Knight
  Hit Die: d10
  Skill points at each additional level: 4+Int. modifier
  Shield of Grace: This ability may be used an additional 
  time each day at 21st level and every three levels thereafter.
  Sword of Grace: This ability may be used an additional 
  time each day at 22nd level and every three levels thereafter.
  Vision of Grace: This ability may be used an additional 
  time each day at 23rd level and every three levels thereafter.
  Spell Level: The white knight’s caster level continues to 
  improve beyond 20th level. He does not gain additional spell 
  points, nor does his cost to cast spells change.
  Bonus Feats: The white knight gains a bonus feat every 
  five levels.
  Epic Feats
  IIn addition to the epic classes, a collection of epic feats 
  allow characters to advanced their abilities beyond 20th 
  level. Characters gain epic feats in the following ways: 
  At 21st level, and every three levels thereafter, the 
  character may select an epic feat in place of a nonepic feat.  
  Each character class also gains bonus feats, which may 
  be used for any normal or epic feat, as long as the character 
  meets all the prerequisites.
  Epic Power Surge 
  Benefit: You gain +20 spell points.
  Special: This feat may be taken more than once and its 
  effects stack.
  Improved Aura of Grace 
  Prerequisite: Nobility 85, Aura of Grace class ability
  Benefit: As Aura of Grace, except the character gains a 
  +1 for every 5 points of Nobility to all healing spells and 
  prophecy skill checks.
  Improved Aura of Knighthood 
  Prerequisite: Nobility 75, Aura of Knighthood class 
  ability
  Benefit: As Aura of Knighthood, except the character 
  gains a +1 bonus for every 10 points of nobility to Intimidate 
  skill checks, level checks to resist Intimidate and Will saving 
  
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  Chapter 1: Characters
  throws to resist fear.
  Improved Aura of Nobility 
  Prerequisite: Nobility 75, Aura of Nobility class ability
  Benefit: As Aura of Nobility, except the character gains a 
  +1 bonus for every 10 points of nobility to Intimidate skill 
  checks, level checks to resist Intimidation and Will saving 
  throws to resist fear and gains a +1bonus to his leadership 
  for each 5 points of Nobility
  Improved Aura of Piety 
  Prerequisite: Nobility 75, Aura of Piety class ability
  Benefit: As Aura of Piety, except the character gains 
  a bonus to all healing spells of +1 for every 5 points of 
  Nobility and gain one bonus spell point for every 5 points of 
  Nobility
  Improved Aura of Sanctity 
  Prerequisite: Nobility 85, Aura of Sanctity class ability, 
  Improved Aura of Piety
  Benefit: As Improved Aura of Piety, but additionally, the 
  character gains a +1 for every 5 points of Nobility to all 
  priest or hermit spells that have a random result.
  Improved Aura of Wisdom 
  Perquisite: Nobility 75, Aura of Wisdom class ability
  Benefit: As Aura of Wisdom, except the character gains 
  +1 spell points for every 5 points of Nobility and gain a 
  bonus to all non-intimidate Charisma skills of +1 for every 5 
  points of Nobility.
  Improved Black Heart 
  Prerequisite: Black Heart +4d6
  Benefit: Add +1d6 to the character’s black heart damage
  Special: This feat may be taken multiple times. Its effect 
  stacks
  Improved Black Heart Damage 
  I 
  Prerequisite: Black Heart +5d6 2/day
  Benefit: Increase the damage die that a black heart attack 
  makes to d8.
  Improved Black Heart Damage 
  II 
  Prerequisite: Black Heart +6d8 2/day, Improved Black 
  Heart Damage I
  Benefit: Increase the damage die that a black heart attack 
  makes to d10.
  Improved Black Heart Damage 
  III 
  Prerequisite: Black Heart +6d10 3/day, Improved Black 
  Heart Damage I, Improved Black Heart Damage II
  Benefit: Increase the damage die that a black heart attack 
  makes to d12.
  Improved Black Heart Damage 
  IV 
  Prerequisite: Black Heart +7d12 4/day, Improved 
  Black Heart Damage I, Improved Black Heart Damage II, 
  Improved Black Heart Damage III
  Benefit: Increase the damage die that a black heart attack 
  makes to d20.
  Improved Black Heart 
  Iteration 
  Prerequisite: Black Heart 2/day
  Benefit: The character may make 1 additional black heart 
  attack per day
  Special: This feat may be taken multiple times. Its effect 
  stacks.
  Improved Bloody Slaughter 
  Prerequisite: Bloody Slaughter +4d6
  TABLE 1-28: METAMAGIC FEATS
  Feat Name
  Point Cost
  Benefit
  Empower Spell
  +4 spell points
  Increased effectiveness for spell
  Enlarge Spell
  +2 spell points
  Double the range of a spell
  Extend Spell
  +2 spell points
  Double the duration of a spell
  Heighten Spell
  None
  Cast spell as if of a higher level
  Innate Spell
  -2 spell points
  Decreased spell point expenditure for one spell
  Maximize Spell
  +6 spell points
  Spell has maximum effect
  Power Manipulation
  *
  Reduce spell cots for decreased effect
  Quicken Spell
  +8 spell points
  Cast a spell as free action
  Silent Spell
  +2 spell points
  Cast a spell without verbal component
  Still Spell
  +2 spell points
  Cast a spell without somatic component
  Widen Spell
  +6 spell points
  Increase area of effect for a spell
  
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  Benefit: Add +1d6 to the character’s bloody slaughter 
  damage
  Special: This feat may be taken multiple times. Its effect 
  stacks
  Improved Bloody Slaughter 
  Damage I 
  Prerequisite: Bloody Slaughter +5d6 2/day
  Benefit: Increase the damage die that a bloody slaughter 
  attack makes to d8.
  Improved Bloody Slaughter 
  Damage II 
  Prerequisite: Bloody Slaughter +6d8 2/day, Improved 
  Bloody Slaughter Damage I
  Benefit: Increase the damage die that a bloody slaughter 
  attack makes to d10.
  Improved Bloody Slaughter 
  Damage III 
  Prerequisite: Bloody Slaughter +6d10 3/day, Improved 
  Bloody Slaughter Damage I, Improved Bloody Slaughter 
  Damage II
  Benefit: Increase the damage die that a bloody slaughter 
  attack makes to d12.
  Improved Bloody Slaughter 
  Damage IV 
  Prerequisite: Bloody Slaughter +7d12 4/day, Improved 
  Bloody Slaughter Damage I, Improved Bloody Slaughter 
  Damage II, Improved Bloody Slaughter Damage III 
  Benefit: Increase the damage die that a bloody slaughter 
  attack makes to d20.
  Improved Bloody Slaughter 
  Iteration 
  Prerequisite: Bloody Slaughter 2/day
  Benefit: The character may make 1 additional bloody 
  slaughter attack per day
  Special: This feat may be taken multiple times. Its effect 
  stacks.
  Improved Enchantress 
  Prerequisite: Enchantress class ability
  Benefit: As Enchantress, except the character adds double 
  their Enchantress levels to all non-intimidate Charisma-
  based skills.
  New Skills
  Prophecy (Wis)
  Trained Only
  You have the gift, or curse, to be able to divine the future. 
  However, this not only makes you suspect to worshippers of 
  the One God (especially followers of the Church of Rome), 
  but worse, your visions are often so shrouded in mystery as 
  to be useless or lead you down the wrong paths.  However, 
  knowledge is power, and the power brought by knowledge 
  of the future is an irresistible lure. Kings seek out seers who 
  have reputations of accuracy for this very reason.
  Check: A successful check grants a bonus to a single 
  skill check or attack roll during the forecasted event, as if 
  the character had spent a fate point. However, if a check 
  to forecast a specific event fails, the GM gains a bonus to 
  an opponent’s skill check or attack roll as if he had spent a 
  destiny point (see Fate and Destiny). The further into the 
  future events are forecast, the murkier the future becomes.
  Note: Using this skill successfully (and gaining a free fate 
  point) does not add a destiny point to the character’s total in 
  the normal fashion. 
  This skill also allows a character to know his destiny (see 
  the rules on fate or destiny for more information), as follows:
  Action: A prophecy check takes 24 hours. This time must 
  be spent in meditation or prayer.
  Try Again: Varies. Prophecy checks to aid specific events 
  may not be retried, as your vision is always correct. Only 
  your interpretation of the vision is incorrect. Prophecies to 
  detect someone’s destiny may be retried.
  Special: Hedge mages and hermits have several class 
  abilities that modify this skill.
  Characters with the Second Sight feat gain a +2 bonus on 
  Prophecy skill checks.
  Each 100 gp worth of incense burned during the 24 hours 
  preparation to make a prophecy skill check grants a +1 
  bonus to the final skill check (+5 maximum).
  Synergy: Characters with 5 or more ranks in 
  Concentration gain a +2 bonus on prophecy skill checks, 
  since they notice small details during their visions.
  Event
  DC
  Forecast event less than 24 hours in the future
  20
  Forecast event 1-2 days in the future
  25
  Forecast event 3 days in the future
  30
  Forecast event 4 days in the future
  35
  Each additional day distant
  +5
  Forecast the destiny of someone well known to 
  you
  25
  Forecast the destiny of someone known to you 
  by reputation
  30
  Forecast the destiny of a newborn child
  35
  Forecast the destiny of someone you have only 
  just heard of
  40
  New Feats
  Channeling 
  You are more adept at tapping into one favorable power 
  source.
  
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  Prerequisite: Caster level 5th, Power Surge
  Effect: All spell point modifiers and caster levels for one 
  power source are increased by +1. You must have a caster 
  level of 5th in a type of magic that draws from that power 
  source. This feat can be taken multiple times. Each time you 
  take this feat it applies to a different power source. 
  Special: Note that you must have a caster level of five in 
  two different types of magic to take this feat twice.
  Dark Heritage
  You have “dark blood”, usually demonic, in your family line.
  Prerequisite: 1st level
  Effect: All your hedge mage spells have their saving 
  throw DC increased by 1. Hedge Mage is added to your list 
  of favored classes.
  Special: This feat may only be taken at first level.
  Devotion
  The character has a deep devotion to his order of knighthood, 
  and would die in the service of that order.
  Prerequisite: Membership in an Order of Knighthood.
  Effect: The character gains a +1 morale bonus to hit and 
  damage when fighting on the side of his order. If the very 
  existence of his order is threatened, the character gains a +2 
  morale bonus to hit and damage when combating that threat.
  Faith
  You are not a member of the clergy, but your faith carries 
  you through difficult times.
  Prerequisite: Wis 11+, Nobility 20+
  Effect: Once per day you may reroll a failed saving throw 
  at a +2 bonus by calling on the divine favor of your deity. In 
  addition, you gain Knowledge (religion) as a class skill and 
  receive a +2 bonus on all Diplomacy and Gather Information 
  skill checks when dealing with a member of the clergy.
   When meeting a member of the clergy, their initial 
  attitude toward you is always upgraded by one category 
  (for example if serving your lord you are sent to mediate a 
  dispute with some clerics, and the DM has determined their 
  initial attitude will be unfriendly, they will react to you as if 
  they were indifferent).
  Special: If your Nobility falls below 20 you lose the 
  benefit of this feat until you have increased your Nobility 
  above the prerequisite.
  Heritage of Nobility
  You are of a nobler bloodline than you were raised in.
  Prerequisite: 1st level
  Effect: Your starting Nobility is increased by 10. 
  Special: This feat may only be taken at first level. 
  Inheritance
  You come from an especially well-off family for your 
  bloodline.
  Prerequisite: 1st level
  Effect: You roll +2d6 times your starting Nobility when 
  determining your starting wealth. Also, your minimum 
  starting wealth is the average for your bloodline.
  Special: This feat may only be taken at first level.
  Metabolic Fuel
  You can sacrifice your health to cast a spell when you really 
  need one.
  Prerequisite: Caster level 5th, Concentration 5 ranks
  Effect: You may take temporary ability damage to cast a 
  spell rather than spending spell points. For each spell point 
  you gain in this fashion, you take 1 point of temporary 
  ability damage in the ability of your choice.
  Ordination
  You have been formally inducted as a priest of either the 
  Church of Rome or the Old Faith.
  Prerequisite: Wis 13+, Literacy
  Effect: Churchmen, regardless of sect, are almost 
  universally respected in Arthurian Legend. You gain a 
  +4 bonus to all charisma-based skills from crusaders, 
  druids, and priests; when dealing with hedge mages and 
  enchantresses you gain no bonus; when dealing with anyone 
  else, you receive a +2 bonus.
  Piety
  You are not a member of the clergy, but your faith causes 
  your god to smile on you. 
  Prerequisite: Faith, Nobility 30+
  Effect: All healing spells and effects cast by a priest of 
  your deity gain a +2 bonus, and all beneficial effects of a 
  priest of your deity have their duration increased by 20%.
  Special: If your Nobility falls below 30 you lose the 
  benefit of this feat until you have increased your Nobility 
  above the prerequisite.
  Power Source
  You have learned to tap an additional source of power.
  Prerequisite: Power Surge
  Effect: You may tap an additional source of power for 
  recovering spell points. So a druid could tap ley lines 
  in addition to tapping henges, gaining the best recovery 
  modifier when recovering spell points. This does not allow 
  a spellcaster to take advantage of modifiers to caster levels 
  from different sources of power, nor does it allow him to cast 
  spells he normally could not.
  Special: This feat may be taken more than once. Each 
  time a character takes this feat it applies to a different source 
  of power.
  Power Surge
  You have gained some extra power from a hidden source.
  Effect: You gain +3 spell points.
  Special: This feat may be taken more than once and its 
  effects stack.
  
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  Predestined
  Your fate is particularly strong.
  Prerequisite: 1st level or special (see text)
  Effect: You receive an extra d6 whenever you make fate 
  rolls, but the DM receives an extra d6 when making destiny 
  rolls.
  Special: Normally this feat may only be taken at 1st level. 
  However, certain hedge mage class abilities may allow you 
  to take it later.
  Second Sight
  You have “the sight”, and your intuitions are usually right.
  Effect: You receive a +2 to prophecy and sense motive 
  skill checks.
  Squire 
  The character has a trusted companion and ally, who after 
  serving with the character will take his place as a knight in 
  his own right. Squires took care of the knight’s horse and 
  equipment, and fought alongside their knight, mounted just 
  as he was.
  Prerequisite: Knight level 3
  Effect: A Squire is a cohort assigned to an older knight 
  for the last stages of his training. However, unlike a regular 
  cohort, a squire always begins play at one-quarter the level 
  of the knight training him. Because of the special bond 
  between knight and squire, the two characters gain +2 to hit 
  when fighting together. 
  Also, training a knight of great prominence is a feather in 
  the cap of any knight. Once a squire has gained a level (see 
  the rules for cohorts gaining XP for more information) the 
  character with this feat may “graduate” his squire, dubbing 
  him a full fledged knight, and gaining a bonus to nobility 
  equal to the squire’s knight level. The knight must graduate 
  his squire when the squire’s level reaches one-half the 
  character’s current knight level (all knight prestige classes, 
  including the crusader class, are considered knight levels for 
  this purpose).
  Standard Bearer
  You bear your lord’s standard into battle, increasing his 
  ability to project his auras on the battlefield. This makes you 
  a target of his enemies, but also grants you great honor.
  Effect: The radius of your noble’s aura effects are doubled 
  so long as you hold his standard aloft. This can be done 
  with your shield hand. All enemies fighting against your 
  lord gain a +2 damage bonus when they attack you. Each 
  battle in which you serve as a standard bearer grants you 
  +1 Nobility (for a minor skirmish), +3 Nobility (for a major 
  engagement), or +5 Nobility (for the decisive battle in a 
  war).
  Zealot
  You bear a strong hatred of the enemies of your faith.
  Prerequisite: Faith
  Effect: You gain a +1 to hit and damage when fighting 
  infidels (see the priest class for more information on 
  infidels).
  Metamagic Feats
  With the introduction of the spell point system, Excalibur’s 
  take on metamagic feats is rather different. Excalibur 
  spellcasters can cast spells of a given level much earlier, at 
  greatly increased costs, with the spell point cost gradually 
  “settling” into its final cost of 1 spell point per spell level. 
  TABLE 1-27: NEW FEATS
  Feat Name
  Prerequisite
  Benefit
  Channeling
  Caster 5th, Power Surge
  +1 caster level and spell point modifier for one source
  Dark Heritage
  1st Level
  Hedge Mage spell DCs increased by 1
  Devotion
  Order Membership
  +1 morale bonus to hit and damage 
  Faith
  Wis 11+, Nobility 20+
  Reroll a failed save at +2 once per day
  Heritage of Nobility
  1st Level
  +10 Starting Nobility 
  Inheritance
  1st Level
  Extra starting wealth
  Metabolic Fuel
  Caster 5th, Concentration 5 ranks Use ability points to cast spells
  Ordination
  Wis 13+, Literacy
  Bonus to Charisma based skill checks
  Piety
  Faith, Nobility 30+
  +2 to heal spells and plus 20% duration
  Power Source
  Power Surge
  Tap additional source of magical power
  Power Surge
  +3 spell points
  Predestined
  1st Level, or special
  Roll an extra d6 when making fate rolls
  Second Sight
  +2 to Prophecy, Sense Motive checks
  Squire
  Knight level 3
  Gain a cohort
  Standard Bearer
  Extend your noble’s aura effects
  Zealot
  Faith
  +1 to hit and damage vs. infidels
  
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  Further, the lowest levels of spells, 0 and 1st level spells, 
  can eventually be cast at a negligible spell point cost. What 
  variable costs for spells means, to a caster, is that the price 
  paid for a meta-magic feat on a spell of a given level could 
  swing wildly, depending on the spell and caster level. 
  Example: Still Spell, with a modification of +1 spell level 
  would cost a 3rd level spell caster 0 spell points if applied to 
  a 0 level spell (the spell point costs of 0 and 1st level spells 
  are both 1), 3 spell points if applied to a 1st level spell, and 
  11 spell points if applied to a 2nd level spell. 
  The solution to this is to apply a fixed spell point cost to 
  each metamagic feat, to even out their utility, and make the 
  cost to the caster more in line with the feat’s effects.
  Exceptions: Under the spell point system no metamagic 
  feat can be applied to a spell whose cost is marked with an 
  asterisk (those spells which fatigue the caster). The caster 
  has not mastered these spells, and is barely able to cast them 
  at all, much less modify them to make them more effective.
  Empower Spell 
  You can cast spells that have a greater than normal effect.
  Effect: All variable, numeric effects of an empowered 
  spell are increased by one-half. Saving throws and opposed 
  rolls are not affected, nor are spells without random 
  variables. An empowered spell’s spell point cost is increased 
  by +4 spell points. 
  Enlarge Spell 
  You can increase the range of your spells.
  Effect: You can alter a spell with a range of close, 
  medium, or long to increase its range by 100%. An enlarged 
  spell’s spell point cost is increased by +2 spell points.
  Extend Spell 
  You can extend the duration of your spells. 
  Effect: An extended spell lasts twice as long as normal. 
  A spell with a duration of concentration, instantaneous, or 
  permanent is not affected by this feat. An extended spell’s 
  spell point cost is increased by +2 spell points.
  Heighten Spell 
  You can cast a spell as if it were a higher level.
  Effect: Unlike other metamagic feats, this feat’s effects 
  are unchanged. The spell it is applied to is a higher level 
  in all respects, including casting costs, and may fatigue the 
  caster if the modified level is one the caster has difficulty 
  casting. Note that even though metamagic feats normally are 
  not applicable to spells that exhaust the caster, this is because 
  those spells are at the limit of a caster’s power. Since this 
  spell merely allows the caster to put more “oomph” into 
  a spell of a level he has already mastered, the caster may 
  modify a spell into that range. This spell may not be applied 
  to a spell that already fatigues the caster, even if such a thing 
  were mathematically possible (in most cases, a look at the 
  spell point table will show that it is not).
  Innate Spell
  You are able to more easily cast one spell.
  Effect: One spell (chosen when this feat is taken) has its 
  spell point cost reduced by –2 spell points. 
  Special: This feat may be taken multiple times and may be 
  applied to the same spell or different spells.  The minimum a 
  spell can cost is 1 point.
  Maximize Spell 
  You can cast a spell that has maximum effect.
  Effect: All variable, numeric effects of a spell modified 
  by this feat are maximized. Saving throws and opposed rolls 
  are not affected, nor are spells without random variables. A 
  maximized spell’s spell point cost is increased by +6 spell 
  points.
  Power Manipulation
  You have a very fine degree of control over your spellcasting 
  abilities, allowing you to conserve energy by reducing the 
  efficiency of a spell.
  Prerequisite: Caster level 8th, two metamagic feats
  Effect: You are able to utilize one of the following 
  manipulations to reduce the power consumption of a spell. 
  TABLE 1-28: METAMAGIC FEATS
  Feat Name
  Point Cost
  Benefit
  Empower Spell
  +4 spell points
  Increased effectiveness for spell
  Enlarge Spell
  +2 spell points
  Double the range of a spell
  Extend Spell
  +2 spell points
  Double the duration of a spell
  Heighten Spell
  None
  Cast spell as if of a higher level
  Innate Spell
  -2 spell points
  Decreased spell point expenditure for one spell
  Maximize Spell
  +6 spell points
  Spell has maximum effect
  Power Manipulation
  *
  Reduce spell cots for decreased effect
  Quicken Spell
  +8 spell points
  Cast a spell as free action
  Silent Spell
  +2 spell points
  Cast a spell without verbal component
  Still Spell
  +2 spell points
  Cast a spell without somatic component
  Widen Spell
  +6 spell points
  Increase area of effect for a spell
  
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  All modified spells have a minimum casting cost of one spell 
  point.
  Brief Spell: A brief spell lasts half as long as normal. 
  Spells with a duration of concentration, instantaneous, or 
  permanent are not effected by this ability. The spell’s casting 
  cost is reduced by 1 spell point.
  Minimize Spell: All variable, numeric effects of the spell 
  are minimized. The spell’s casting cost is reduced by 3 spell 
  points.
  Reduce Spell: Spells with a range of close, medium, or 
  long have their range reduced by 50%. The spell’s casting 
  cost is reduced by 1 spell point.
  Weaken Spell: All variable numeric effects are reduced by 
  one-half. The spell’s casting cost is reduced by 2 spell points. 
  Quicken Spell 
  You can cast a spell as a free action.
  Effect: Casting a quickened spell is a free action. You can 
  perform another action, even casting another spell, in the 
  same round as you cast a quickened spell. You may only cast 
  one quickened spell per round. A spell whose casting time 
  is more than one round cannot be quickened. A quickened 
  spell’s spell point cost is increased by +8 spell points.
  Silent Spell 
  You can cast a spell without making a sound.
  Effect: A silent spell is cast with no verbal component. 
  Spells without verbal components are not affected. A silent 
  spell’s spell point cost is increased by +2 spell points. 
  Still Spell 
  You can cast a spell without moving your hands.
  Effect: A stilled spell is cast with no somatic component. 
  Spells without somatic components are not affected. A stilled 
  spell’s spell point cost is increased by +2 spell points.
  Widen Spell 
  You can cast spells with a wider area of effect.
  Effect: You can alter a burst, emanation, line, or spread 
  shaped spell to increase its area. Any numeric measurements 
  of the spell’s area increase by 100%. Spells that do not have 
  an area of one of these four sorts are not affected by this feat. 
  A widened spell’s spell point cost is increased by +6 spell 
  points
  Nobility
  In Arthurian legend, characters are judged by their deeds, 
  and frequently those deeds vary between the base and the 
  nobly heroic. Only the noblest knights can undertake the 
  Grail Quest, and only the purest of the pure could dare sit 
  in the Siege Perilous. Priests, through powers granted them 
  by the One God, can restore Nobility in the truly penitent, 
  often requiring a knight to undertake a quest to prove his 
  repentance. Unscrupulous priests can sell indulgences, 
  however, allowing an unworthy knight to be restored to 
  grace, at the cost of their own souls. This system, Nobility, 
  replaces Alignment in Excalibur, allowing PCs worthiness to 
  be judged on a sliding scale, and others to judge a character 
  by his deeds. 
  Certain character classes have a minimum Nobility 
  required for entry, and a character’s base Nobility is 
  determined by his Bloodline. The idea that a noble begins 
  play more “good” than a character of base lineage will 
  strike some characters as medieval. That’s exactly what it is. 
  Excalibur is a medieval game, and the nobility, as a caste, is 
  a medieval concept.
  Base Nobility
  A character’s base Nobility is determined by his Bloodline, 
  which will provide a ten point range. Thus a Middle Class 
  character’s base Nobility would be 30 plus 1-10. A Nobility 
  of 40 would mean the character’s family was one small 
  step removed from the lesser nobility, either through great 
  wealth or successful marriage into higher social strata. To 
  this is added the character’s Charisma modifier. Continuing 
  the previous example, a middle class character who rolled 
  a 10 and had a Charisma modifier of +3 would have a 43 
  Nobility, which could conceivably be higher than a member 
  of the lesser nobility.
  Nobility Values
  Below is a summary of Nobility, from 1-100, along with 
  notes for each value.
  Nobility Notes
  1-10
  Basest of the Base (an Assassin)
  11-20
  Base Lineage
  21-30
  Common Lineage
  31-40
  Middle Class Lineage
  41-50
  Lesser Nobility Lineage; Minimum Nobility for 
  entry to Knight class
  51-60
  Royal Lineage; Minimum Nobility for Noble 
  class
  61-70
  Minimum Nobility for Crusader class
  71-80
  Minimum Nobility for Quest Knight class
  81-90
  Knights of Renown (King Pellinore, Sir Gawaine, 
  Sir Lancelot)
  91-100
  Noblest of the Noble (Sir Galahad, Sir Percival)
  Effects of Nobility
  Each 20 points of Nobility you possess grants you a +1 to all 
  charisma-based skills, except Intimidation. Certain classes 
  (Noble, Crusader, Quest Knight) gain specific advantages 
  from Nobility listed in their class descriptions.
  
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  Gaining and Losing Nobility
  Characters gain Nobility through committing virtuous acts 
  and lose it by committing transgressions, as shown on the 
  table below. Some classes double these penalties for certain 
  transgressions, such as the knight, priest, and noble. This is 
  listed in the class description for each. Severe transgressions 
  permanently mark a character’s soul, and the GM should 
  mark any severe transgressions committed by the character, 
  even if he has been absolved for the offense. For instance, 
  the Holy Grail can never be possessed by someone who has 
  committed a severe transgression and will disappear if the 
  character approaches. 
  Transgression/Virtue
  Nobility
  Minor
  -1/+1
  Moderate
  -2/+2
  Major
  -3/+3
  Severe/Grand
  -5/+5
  Transgressions
  Dishonesty
  In terms of its application to Nobility, a person’s word is to 
  be their bond. Even if a knight makes a vow unknowing of 
  the consequences, he is expected to carry out that vow, even 
  if it means his death. Sir Gawaine and the Green Knight 
  provides a classic example. The Green Knight comes to 
  Camelot, and offers any knight a stroke at his neck with 
  an axe, so long as he is allowed to return the favor in one 
  year. Sir Gawaine accepts and cuts of the head of the Green 
  Knight, who does not die. True to his word, Gawaine travels 
  to the castle of the Green Knight of his own free will, to 
  accept the stroke that he is sure will spell his doom. This 
  extreme example was used as an example of Gawaine’s 
  honor and nobility, and is often held up as the reason why 
  he was considered the champion of truth, more so than even 
  Lancelot. 
  Lying under duress (Minor)
  Lying Willfully (Moderate)
  Taking a vow under false pretenses (Major)
  Pretending Conversion
  Breaking a vow (Major)
  Breaking a sacred vow (to your Liege Lord, to your spouse) 
  (Severe)
  Cowardice
  Knights were expected to be stalwart in the face of 
  overwhelming odds, meeting death head on in service of 
  their liege lord. Among characters of all professions and 
  stations, bravery is respected and valued. A liege never 
  knows when he will have to go to war and rely on the 
  bravery of all his subjects. 
  Surrendering to save your life (Minor)
  Refusing to fight a superior foe in a tournament (Moderate)
  Hitting an opponent’s horse in a tournament joust 
  (Moderate)
  Although horses could and were accidentally hit during 
  jousts, in tournaments this was considered a serious 
  offense, and in addition to being expelled from the 
  tournament, the character’s honor will suffer.
  Attacking a foe at a disadvantage (Moderate)
  Attacking at range a foe who has no ranged weapons; 
  attacking a dismounted foe from horseback
  Surrendering to an unworthy foe (Moderate)
  Surrendering to anyone with a lower Nobility score
  Attacking a foe from behind (Major)
  Inflicting lethal damage on an opponent in a tournament 
  melee (Major)
  When opponents fight one another on foot during 
  a tournament, sometimes tempers flare and the 
  combat becomes real. This is a serious blemish on a 
  character’s honor and will result in expulsion from most 
  tournaments.
  Attacking a foe through subterfuge (Severe)
  Using poison (under any circumstances)
  Then the king stablished all his knights… and charged them never to do outrageousity nor murder, 
  and always to flee treason; also, by no means to be cruel, but to give mercy unto him that asketh 
  mercy, upon pain of forfeiture of their worship and lordship of King Arthur for evermore; and always 
  to do ladies, damosels, and gentlewomen succour, upon pain of death. Also, that no man take no 
  battles in a wrongful quarrel for no law, nor for no world’s goods. Unto this were all the knights 
  sworn of the Table Round, both old and young. And every year were they sworn at the high feast of 
  Pentecost.
  -Sir Thomas Malory, Le Morte d’Arthur, Book III, Chapter XV
  
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  Greed 
  Although everyone needs money, it is unseemly for a 
  character to hoard wealth or refuse to help those less 
  fortunate. Nobles were especially reviled for any perceived 
  greed. While it was accepted as part of the natural order that 
  the great lords of the land possessed vast wealth, they were 
  expected by their subjects to use that wealth to provide for 
  the needy of their realm.
  Hoarding wealth (Minor)
  Refusing to give when it would aid another (Moderate)
  Refusing to tithe to the church (Major)
  Refusing to pay a ransom for an ally (Severe)
  Violence
  Although Arthurian tales are filled with combat, the 
  combatants were often judged as much on the character they 
  exhibited in combat as much as their might. Combatants 
  were expected to fight on equal terms, not staying on 
  horseback to face a dismounted opponent and not using 
  missile weapons in favor of closing and facing an opponent 
  hand to hand. It was also expected that after vanquishing a 
  foe an honorable character would accept his surrender. This 
  was especially true if the opponent was “of quality” (a Peer 
  or Royal).
  Refusing to accept a foe’s surrender (Minor)
  Refusing to accept the surrender of a worthy foe (Moderate)
  Refusing to protect a woman (Major)
  Refusing to protect a noblewoman (Severe)
  Virtues
  Honesty
  Although lying is never an attractive quality, knights and 
  nobles especially were expected to live, and die, by their 
  word, and a vow was considered the most solemn kind of 
  promise, especially on a knight’s sword, or a noble’s seat 
  of power. All characters took vows sworn on bibles or 
  other holy books with the utmost respect. These vows were 
  considered beneath only sacred vows, those to God, spouse, 
  and liege lord.
  Telling the truth when it would disadvantage you (Minor)
  Upholding a vow at the cost of material possessions or 
  worldly standing (Moderate)
  Taking a lifelong vow of Chastity (Moderate)
  Upholding a vow at risk of your life (Major)
  Upholding a vow you believe will cost you your life 
  (Grand)
  Bravery
  All characters are expected to meet danger with dignity. 
  This is especially true of knights, who were expected to put 
  their honor ahead of their lives, risking death to meet an 
  opponent in equal terms on the field of battle. This sort of 
  bravery has always been seen as necessary among soldiers, 
  and the middle ages were no different. Knights took pride in 
  the oaths sworn to their liege lord and fellow knights to be 
  unwavering in the face of danger.
  Refusing to Surrender (Minor)
  Participating in a tournament (Minor)
  Refusing to attack except on equal terms (Moderate)
  When Sir Marhaus fought the giant Taulurd, he was told 
  the creature was too big for any mount to bear. Therefore, 
  despite the great advantage in size and strength the 
  creature possessed, Sir Marhaus faced the creature on 
  foot.
  Facing a vastly superior (twice your level or more) 
  opponent in a tournament (Major)
  Even though tournament combat is non-lethal, a vastly 
  superior opponent could accidentally kill. Often a knight 
  would retire, claiming injury, upon taking the field 
  against such an opponent. Standing your ground will 
  show your mettle to those watching the combat. 
  Refusing to respond in kind when an opponent acts 
  dishonorably (Major)
  If an opponent behaves dishonorably, a knight is allowed 
  to defend himself, even resorting to things otherwise 
  considered cowardly. Those who refuse to do so are 
  greatly respected. For example, if an opponent uses 
  invisibility to gain surprise, a knight would be forgiven 
  for refusing to unhorse after unhorsing his opponent, 
  since the cowardly attack has caused the “gloves to come 
  off”.
  Largesse
  While possessing wealth was tolerated, the ideal state was 
  a life of poverty. Highly venerated priests and saints lived 
  almost as beggars, taking donations from the wealthy and 
  using all of that money to help the poor. Obviously this ideal 
  was seldom achieved, and it was not considered wrong to 
  accumulate wealth, as long as some of that wealth was used 
  for the betterment of those less fortunate.
  Giving alms to the poor (Minor)
  Tithing 25% of an adventure’s treasure to the poor or the 
  church (Moderate)
  Ransoming a friend or ally (Moderate)
  Tithing 50% of an adventure’s treasure to the poor or the 
  church (Major)
  Tithing 100% of an adventure’s treasure to the poor or the 
  church (Grand)
  
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  Gentleness
  Protecting the weak, accepting the surrender of a fallen 
  enemy (especially a valiant one), and championing women 
  were all highly prized qualities. Having might was seen as 
  useful and necessary, but, like wealth, was seen as something 
  that needed to be used for the right purpose, to help those 
  who were unable to defend themselves. Queen Guinevere 
  was well known for championing the cause of women and 
  exhorting the knights of the Round Table to always do all 
  within their power to champion the women of Britain who 
  were frequently the victims of the barbarians and the petty 
  lords.
  Accepting the surrender of a worthy opponent, with ransom 
  (Minor)
  Accepting the surrender of a worthy opponent, without 
  ransom (Moderate)
  Protecting the honor of a lady (Moderate)
  Protecting the honor of a noblewoman (Major)
  Champion the weak and downtrodden with no promise of 
  reward (Grand)
  Social Promotion and 
  Demotion
  It is possible, though rare, for characters to change social 
  class. A character’s Nobility must be higher than the 
  minimum required for that bloodline and a noble with the 
  divine right class ability must promote the character to the 
  new social class. If this occurs, the character receives all the 
  social privileges and benefits of the new rank (largely role-
  playing, but the GM is encouraged to reward the character 
  with lands that will bring both increased wealth and 
  responsibilities), but all other aspects of his bloodline remain 
  unchanged (in other words a character’s favored classes and 
  ability score modifiers do not change as these are more a 
  byproduct of upbringing). However, the character’s children 
  will be byproducts of the new bloodline, and will use that 
  bloodline for all modifiers, representing the character’s status 
  during their childhood.
  Likewise, a character that demonstrates he is not worthy of 
  his rank may be stripped of it. If a character’s Nobility falls 
  below the minimum for his bloodline he may be stripped of 
  his lands and his title and be reduced to the new bloodline. 
  Again the affects of this are more role-play than roll play, 
  but the character will be forever marked by the stigma of his 
  ignoble deeds.
  Renown
  A character’s deeds do not go unnoticed by those around 
  him. Any character may be recognized on a knowledge 
  (nobility and royalty) check with a DC of 30. The level and 
  +1 per 10 points of Nobility of the character are added to this 
  check (not the character making the check, the character he 
  is making the check on).
  Allegiances
  Characters in Arthurian tales possess allegiances, oaths, and 
  vows in great abundance. These vows define the characters, 
  making them both larger than life, and bringing them down 
  to Earth when those vows are broken, or when the goal 
  remains unreachable. A character may have up to three 
  allegiances, listed in order from most to least important. 
  Some characters will walk their own path, and will not 
  have an allegiance to anyone but themselves or a close circle 
  of friends. Some professions, such as the Knight, will require 
  one or more allegiances on the part of a character. 
  Gaining and Changing 
  Allegiances
  An allegiance can take the form of an oath, a vow, a code, 
  or a pledge of loyalty to a person or an organization (such as 
  the Church of Rome or an Order of Knighthood).
  A character may discard an allegiance at any time, but may 
  only reorder his allegiances, or add new ones, when he gains 
  a level. 
  If the GM feels the character is not living up to or 
  honoring his allegiance, he may strip the character of that 
  allegiance. If a character loses an allegiance required for a 
  class, then he may not gain another level in that class until 
  he regains the required allegiance. This could either involve 
  the character gaining a level in another class, or seeking 
  absolution from a priest of the appropriate level.
  Having an allegiance requires a character to make a moral 
  choice, and requires an Intelligence and Wisdom of at least 
  3.
  Influence and Nobility
  An allegiance creates a sense of fellow feeling among 
  those with similar values. Any time a character is dealing 
  with someone who has the same allegiance, he gains a +2 
  circumstance bonus on Charisma skill checks. 
  Some allegiances also give the character the ability to 
  earn nobility bonuses when he acts within the bounds of his 
  allegiance. Certain professions will also grant a one-time 
  bonus upon taking the allegiance, but a penalty for breaking 
  that allegiance. This is because certain allegiances are highly 
  prized by certain groups. 
  Sample Allegiances
  Allegiances include, but are not limited to, the following 
  examples.
  Code of Chivalry
  Characters with this allegiance gain double nobility for 
  virtues of Bravery, Gentleness, and Honesty, but lose 
  double nobility for Cowardice, Dishonesty and Violence 
  transgressions. This allegiance is required for characters of 
  the Knight class, as well as several Prestige Classes. 
  
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  Oath of Celibacy
  Characters with this oath agree not to marry or be sexually 
  active. 
  This allegiance grants priest and hermit characters a 
  +3 nobility bonus when taken. If this allegiance is ever 
  removed or revoked by a priest or hermit, he loses –6 
  nobility. All other characters gain a +2 nobility bonus when 
  this allegiance is taken, but take a –4 nobility penalty if this 
  allegiance is removed or revoked. Note that a character may 
  repent his transgression (by seeing a priest of the appropriate 
  level) and regain the nobility lost in breaking this oath, 
  however, once a character has been sexually active (even if 
  under duress), he may never take this allegiance again.
  This allegiance is highly prized by many religions 
  (particularly the Church of Rome), and a character with this 
  allegiance will gain a +2 bonus on all Charisma-based skills 
  when dealing with characters who have allegiances to such 
  religious groups. 
  Oath of the Crusader
  You have a sword to fight infidels wherever you find them, 
  but especially to remove them from lands holy to your god. 
  For all worshippers of the One God there is no land more 
  holy than Jerusalem. Because many of these faiths consider 
  one another to be infidels, and as they all reside in the holy 
  land, a state of almost constant warfare is the result. This 
  allegiance is required for members of the Crusader prestige 
  class.
  Oath of Fealty (specific 
  person)
  You have sworn to serve a specific person, serving him 
  within the bounds of the feudal system, including work and 
  military service. Feudal service is highly prized in Arthurian 
  society. 
  Any time you are called upon to serve your lord, you gain 
  +1 nobility for a minor task, +2 nobility for a moderate task, 
  +3 nobility for a major task, and +5 nobility for an extreme 
  task. If you refuse to serve your lord you lose nobility 
  equal to the reward for service (-1 for a minor task, and so 
  forth). Repeatedly refusing to serve your lord will result 
  in the revocation of your oath of fealty, which is a severe 
  dishonesty transgression. 
  This allegiance is highly prized by characters of the knight 
  and court mage profession, particularly when applied to 
  lords of high standing. When a knight or court mage takes 
  this allegiance, he gains a +1 nobility bonus per 10 nobility 
  of the lord he has sworn allegiance to. If a knight ever 
  removes his oath of allegiance, or if his lord is killed, or the 
  GM revokes this allegiance (perhaps because the knight in 
  question is a little too intimate with his lord’s wife), he loses 
  double the nobility bonus he initially gained. 
  Once a knight has lost such an oath (due to his lord’s death 
  or the GM revoking this allegiance) he may not gain levels 
  in the knight class until granted absolution by a priest of the 
  appropriate level (treat this as a severe transgression). If this 
  allegiance was lost because of the lord’s death, he may not 
  gain levels in the knight class until he has avenged his lord. 
  If a knight voluntarily leaves the service of his lord, there is 
  no penalty other than a loss of the amount of nobility gained 
  (not double).
  As long as you possess this allegiance, you gain a +2 
  bonus to all Charisma-based skills when dealing with those 
  who have also sworn fealty to the same lord. You may also, 
  under some circumstances, gain this ability when dealing 
  with allied lords, or lords superior to your own. For example, 
  if you had sworn an oath of fealty to serve Sir Gawain, you 
  would also gain this bonus when dealing with a noble who 
  had sworn allegiance to Arthur (which your lord Gawain had 
  done), as well as most knights of the Round Table. However 
  when dealing with servants of Arthur whom Gawain was 
  not on good terms with (Lancelot, Tristram, Mordred) you 
  would not gain this bonus.
  Many lesser Bloodlines require this allegiance, since fealty 
  was considered a hereditary obligation of the common folk.
  Oath of Loyalty (specific 
  group)
  You have sworn to uphold the values of an organization, 
  such as the Church of Rome, or an Order of Knighthood. 
  This oath is often a requirement for entry into an Order of 
  Knighthood. Breaking an oath of loyalty, once sworn, is a 
  severe dishonesty transgression.
  Oath of Poverty
  An extreme oath. You have vowed to give all money 
  you receive to the poor, even that required for your own 
  sustenance. To feed yourself, you will have to beg.  This 
  allegiance grants priest and hermit characters a +5 nobility 
  bonus when taken. If this allegiance is ever removed or 
  revoked by a priest of hermit she loses -10 nobility. Note that 
  a character may repent her transgression (by seeing a priest 
  of the appropriate level) and regain some of the nobility lost 
  in breaking this oath, however, once a character has broken 
  this oath (even if under duress) she may never take this 
  allegiance again.
  Oath of Silence
  You have sworn not to speak, except when raising your voice 
  in veneration of the One God. 
  This allegiance grants priest and hermit characters a +4 
  nobility bonus when taken. If this allegiance is ever removed 
  or revoked by a priest or hermit, he loses –8 nobility. Note 
  that a character may repent his transgression (by seeing a 
  priest of the appropriate level) and regain the nobility lost in 
  breaking this oath, however, once a character has broken this 
  oath (even if under duress) he may never take this allegiance 
  again.
  This allegiance is highly prized by many religions of the 
  One God, and a character with this allegiance will gain a 
  +2 bonus on all Charisma-based skills when dealing with 
  characters who have allegiances to such religious groups.
  
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  Noblesse Oblige
  You feel an obligation to those born with less than you. You 
  gain double nobility for all largesse and gentleness virtues if 
  performed on behalf of someone of a lower bloodline than 
  yours, or with a lower nobility score than yours. You lose 
  double for all greed and violence transgressions performed 
  against those of lower birth, or with a lower nobility score 
  than yours. 
  Characters of the noble class and the royalty bloodline are 
  required to take this allegiance.
  Turn the Other Cheek
  Characters with this allegiance gain double nobility for 
  virtues of Gentleness and Largess, but lose double for Greed 
  and Violence transgressions. This allegiance is required for 
  characters of the priest class.
  Word is Your Bond 
  You are honest almost to a fault. You gain double nobility 
  for virtues of honesty, but lose double nobility for dishonesty 
  transgressions. Characters wishing to take the court mage 
  prestige class require this allegiance.
  Fate and Destiny
  Characters in Arthurian tales have destinies that, try as they 
  might, they cannot escape. These destinies lead them to 
  glory, fame, renown, power, and love. Just as often, these 
  great men and women are fated to die or to break their 
  marriage vows, and these fates are just as powerful as the 
  ones that lifted them to the heights.
  Excalibur handles this through the use of Fate points and 
  Destiny points. Any player may, during character creation, 
  pick a fate for himself (with the GM’s permission). However, 
  the character also has a secret destiny, which goes hand in 
  hand with his fate, which the GM selects. 
  During the course of his adventures, a player may invoke 
  his character’s fate, spending Fate points. These points 
  modify the next die roll to help the character achieve his fate 
  or allow the character to perform a special action. However, 
  every time a character spends a Fate point, this gives the GM 
  a destiny point, which he may spend, to modify die rolls or 
  to perform special actions, in order to make the character’s 
  destiny that much harder to resist. The higher a character’s 
  level, the more both Fate and Destiny points modify die 
  rolls, as shown on the table below. What rolls a character can 
  modify and what special actions a character can take, depend 
  upon the fate (or destiny) the character has chosen.
  Number of Fate and Destiny Points: Each level, a 
  character may spend Fate points equal to his level. Unspent 
  Fate points are wasted. When a character gains a level, his 
  current number of Fate points becomes his level, regardless 
  of how many he had unspent. Destiny points are dependant 
  only on the number of points a character has spent, which 
  puts a practical limit of 210, assuming a 20th level character 
  who spent all of his Fate points at every level (hopefully the 
  GM doesn’t save all those destiny points for one encounter!).
  More than One Fate: A player may select more than one 
  fate for his character. In fact, there is no limit to the number 
  of fates a character may select, except that he must receive 
  the GM’s permission for each fate so selected. However, for 
  each fate a character selects, he receives another destiny, and 
  having more than one fate does not increase the number of 
  Fate points a character receives.
  Finite vs. Infinite Fates: There are two types of fates a 
  character can choose: finite or infinite.  Finite fates are fates 
  that represent an attainable goal. This could be a short-term 
  goal, such as winning an important tournament or battle. 
  Or it could be a longer-term goal, one that requires a series 
  of adventures to complete. Examples of this kind of fate 
  would be to make a long dangerous sea-voyage to discover 
  an unknown land or Gawaine’s promise to kill Pellinore, the 
  man who killed his father, Lot. 
  Infinite fates dominate the character’s entire life, and can 
  never truly be fulfilled.  Examples might include being the 
  “bravest knight of the Round Table” or “greatest jouster in 
  all England.”  The latter might seem attainable, but even if 
  the character is considered the greatest jouster, it’s something 
  he must continually maintain. 
  Fate and Destiny Intertwined: Regardless of the 
  magnitude of a character’s fate, his destiny should be tied 
  into the fate he chooses in an ironic way. For example a 
  character that chooses the fate to be the “greatest jouster in 
  all England” might end up facing his long-lost brother in a 
  jousting tournament. This would cause the character a great 
  deal of anxiety whether he won or lost, and he might very 
  well end up killing his brother in that tournament.
  Evolving Fate: A character that chooses a finite event 
  for his fate, such as winning a single battle, can, upon the 
  completion of that task, take a new fate for his character. 
  However, all destiny points remain, and a character that 
  exchanges one fate for another must face the possibility that 
  his destiny will become more severe. A character should 
  only be allowed to change his fate when the GM feels he has 
  accomplished the task or goal set for his character, not at a 
  I know him well, said Sir Uwaine, he is a passing good knight as any is alive, for I saw him once 
  proved at a jousts where many knights were gathered, and that time there might no man withstand 
  him.
  -Sir Thomas Malory, Le Morte d’Arthur 
  
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  time convenient for the player.  However, he may still add 
  new fates with the GM’s permission.
  Example: To illustrate how fate and destiny work, and 
  how they play together, let’s use the famous character of 
  Arthur, pretending he is a player character. When creating 
  his character, Arthur’s player decides to select two powerful 
  fates destined to make his character famous and powerful. 
  He selects “to wield the sword Excalibur” and “rule all 
  of England” as his fates. Since he selected two fates, the 
  GM then secretly selects two destinies, and chooses “to be 
  betrayed by the two people he loves most in the world” and 
  “to be killed by his son Mordred in battle”.
  Level 
  Modifier
  1-4
  +1d6
  5-8
  +2d6
  9-12
  +3d6
  13-16
  +4d6
  17-20
  +5d6
  Note that the player uses the sum of these dice, not the 
  highest die.
  Uses for Fate and Destiny 
  Points
  Fate and Destiny points may be spent to modify attack 
  rolls, saving throws, and skill checks at any time, as long as 
  the action is strongly related to the character’s fate. This is 
  completely within the GM’s discretion (but remember, if you 
  don’t get to spend Fate points, then you don’t accrue Destiny 
  points, so it all balances out). 
  Once per game session, a player character may spend a 
  Fate point for any reason, using even the loosest rationale to 
  tie the action to his fate. However, the character accrues two 
  Destiny points for doing so.
  If a fated or destined event involves a character’s death, 
  then Fate and Destiny points may be spent on damage rolls 
  as well. It is strongly recommended that player characters 
  not have destined deaths, unless the GM and the player talk 
  about this before the campaign begins. 
  Knightly Orders
  Knightly orders are groups of knights characters can aspire 
  to join. Almost like a mini-prestige class, a character must 
  meet certain prerequisites to be admitted to the order. Once a 
  character does this, if there is an opening in the organization, 
  the character is admitted and receives the benefit listed. 
  Some organizations, like the Round Table, have a set number 
  of members, and a character will occasionally have to wait 
  for a member to retire or die to be admitted. 
  Century Legion 
  The Century Legion (so named because there were 100 of 
  these knights) is the order of knights who sat at the Round 
  Table between Uther and Arthur, when King Leodegrance of 
  Cameliard owned the table. These knights attempted to stem 
  the tide of darkness and anarchy, and were always known 
  for their justice and humility. When the table is passed to 
  Arthur, these 100 knights became the core of the Knights of 
  the Round Table. Despite their integration into the Round 
  Table, these knights continued to bear their silver lances (the 
  noble lance +1), the symbol of the Century Legion, and held 
  themselves somewhat apart from the other 50 knights chosen 
  by Arthur. However, the two orders coexisted peacefully, and 
  no one could deny the honor and bravery of these knights.
  Prerequisite: Devotion (Century Legion), BAB 8+, 
  Nobility 55+.
  Benefits: Noble heavy lance +1, plate barding, suit of 
  masterwork full plate, heavy warhorse (quality at least 15).
  Wandering Companions
  The Wandering Companions are an auxiliary branch of the 
  Round Table knights. Based out of Camelot, these knights 
  constantly strive to prove themselves worthy of the Round 
  Table through jousting, adventuring, and serving the King in 
  time of war. 
  Once admitted, a member of the Wandering Companions 
  must keep his Nobility above 35, or he will be expelled. 
  Although the knight may atone and be re-admitted to the 
  Wandering Companions, he may never seek admittance to 
  the Round Table.
  Prerequisite: BAB 5+, Nobility 45+.
  Benefit: a suit of masterwork half plate, heavy warhorse 
  (quality at least 10), Chain barding, masterwork lance.
  Knights of the Franc 
  Palais
  A very old order, the Knights of the Franc Palais were 
  believed wiped out by the Roman invasion that conquered 
  Britain. However, it is rumored that the knights still reside 
  on one of the small islands surrounding Britain, and still 
  train the worthy who seek them out and petition their aid. 
  The knights will not under any circumstances leave their 
  island or their life of quiet meditation, so only new recruits 
  spread the monastic message of this order to the world. Once 
  a character is admitted, he is always asked to undertake a 
  quest to recover a lost relic of some ancient saint and return 
  it to the island.
  Prerequisite: BAB 7+, Nobility 50+.
  Benefit: Suit of masterwork full plate, +1 Vassal’s 
  Longsword (this weapon grants the wielder benefits when 
  used to undertake a quest for the Franc Palais leadership, 
  and details on this weapon may be found in the campaign 
  guide), free healing upon return to the island (the leaders of 
  the order are all high level hermits who will provide healing 
  for their members as needed though they will not leave the 
  island).
  
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  Knights of the Black 
  Table
  A twisted mockery of Arthur’s court, this knightly order is 
  founded by Mordred in the days preceding his final battle 
  with Arthur. This order has its own evil version of the 
  Round Table, constructed by Morgan le Fey, and its own 
  150 knights composed primarily of disaffected knights of 
  Arthur’s court. The Black Knights, who had previously been 
  wandering the land wreaking havoc on their own, are also 
  drawn to this black table, and band together under the iron 
  gauntlet of Mordred.
  Prerequisite: BAB 8+, Nobility 30 or less.
  Benefit: Suit of masterwork full plate, +2 Ignoble 
  Longsword (this weapon is detailed in the campaign guide); 
  Black Knights of level 7 or higher will receive a Black 
  Shield (details on this item may be found in the campaign 
  guide) rather than the masterwork plate.
  Knights of the Old Table 
  The knights of the Old Table are what the knights who sat at 
  the Round Table during Uther’s reign are called. Although 
  honor was not as important to Uther as fighting prowess, 
  these knights were the most glorious and powerful of their 
  day. Very little is known about these knights or their exploits, 
  except that there were never more than 50 of them (although 
  the table could hold much more- perhaps it was harder to 
  find warriors with the nobility required in those dark days).
  Prerequisite: BAB 8+, Nobility 45+.
  Benefit: Suit of full plate armor, heavy warhorse (quality 
  at least 15), plate barding, and Heavy Lance +1.
  Knights of the Round 
  Table
  The greatest knights in the world, representing many 
  different countries, only the 13 Quest Knights, who sit in 
  the holy Sieges are held in higher regard than these mighty 
  servants of Arthur. Based in Camelot, these knights travel 
  the realm, both to right wrongs, and serve as an example to 
  Arthur’s subjects of the might and right of his rule.
  If a knight ever allows his Nobility to fall below 50 he is 
  expelled from the Round Table, unless he both atones for his 
  actions, and faces one of the Quest Knights in single combat 
  as a test of his bravery and honesty. Although this combat 
  is not to the death, there is a distinct possibility serious 
  injury anytime one faces the likes of Lancelot, Gawaine, or 
  Percival in the open field.
  If a transgressing knight fails to atone, he is expelled 
  from Arthur’s court entirely. If he atones, but declines 
  single combat (or behaves in a cowardly fashion during that 
  combat), he will be forever expelled from the Round Table, 
  but allowed to remain in Arthur’s service as a Wandering 
  Companion.
  Prerequisite: BAB 8+, Nobility 55+.
  Benefit: Suit of masterwork full plate, heave warhorse 
  (quality at least 15), plate barding, lance +2.
  Equipment
  Weapons
  Lance, Heavy 
  The heavy lance is designed specifically for combat against 
  other heavily armored knights, and is both longer and 
  heavier than the standard lance. On a light warhorse, the 
  weapon’s damage is as a normal lance and only inflicts the 
  damage listed above if used on a heavy warhorse.
  Lance, Jousting
  A heavy lance with a blunted tip and a protective cover 
  over the tip, the jousting lance is a safer alternative used for 
  friendly competition. The weapon inflicts nonlethal damage 
  only, except on a critical hit. On a critical hit the jousting 
  lance does not multiply its damage, but does inflict lethal 
  damage.
  Mount Quality
  Every horse is different and a knight’s horse is just as vital 
  a part of his equipment as his sword, lance, and armor. A 
  high quality horse, under the care and feeding of a watchful 
  knight, can be one of the most terrifying opponents one 
  could face, and there was tremendous competition among 
  knights for the best horses, and the pick of the King’s stable 
  is often the top prize in his yearly jousting competition, 
  rewarding his best knights with the best horses.
  Explanation of Terms
  Roll: A d20 is rolled for each horse examined when a PC 
  is choosing a mount, either at market or in battle (Arthurian 
  knights frequently kill a knight and take his horse to replace 
  their own fallen steed).
  Str, Dex, Speed, HD: These all modify the normal 
  abilities for the type of mount selected (typically only 
  warhorses are rolled for).
  Tricks: Although the horse’s intelligence is not modified 
  (no horse, however dull, is as stupid as a 1 Int. animal such 
  as a shark), different horses have a greater or lesser capacity 
  to learn. This trait is highly prized for horses expected to 
  perform under pressure, even more than physical strength 
  and raw speed, by many riders.
  DC: This is the difficulty of detecting the horse’s quality. 
  Differentiating between average mounts is actually more 
  difficult than noticing that an animal is truly outstanding or 
  almost dead. This skill check may be either Handle Animal 
  or Knowledge (nature). If the character fails this check, but 
  does not roll a natural 1 or 2, then he will be charged as if the 
  horse’s quality were two categories higher. If the character 
  rolls a natural 1 or 2, then he will be charged as if the horse’s 
  quality were four categories higher (you know what they say, 
  if you can’t tell who the sucker is… it’s you).
  Price Modifier: The modifier to the horse’s normal cost. 
  
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  If you successfully detect the horse’s quality, this will be the 
  asking price. If you fail to detect the horse’s quality, you will 
  pay more and get less.
  # of Traits: Most horses do not have traits, and some 
  can have more than one. A roll of zero or less on this table 
  indicates that the horse does not have a trait. Positive 
  numbers indicate the number of traits the horse possesses.
  Trait Modifier: This modifies the roll on the trait table, 
  making it more likely that the horse, because of good 
  breeding and overall high quality, will achieve a favorable 
  result when rolling for traits. Conversely, a negative modifier 
  means if the horse has a trait, it is more likely to reduce the 
  horse’s quality even further.
  Mount Traits
  For those who would prefer their horses have a little more 
  individuality, the following table of horse traits is provided. 
  Many of these do not make the horse substantially better or 
  worse, and their purpose is to give the mount some character, 
  perhaps requiring a little extra discipline or tender loving 
  care from its owner. The GM can always choose not to roll 
  on this table, or to roll less often than necessary. The purpose 
  of this section, along with mount quality and the knight’s 
  warhorse ability is to make a knight’s steed as much of a 
  name NPC as any henchman or cohort.
  Lame: The horse’s movement rate is reduced by –15 ft. 
  Also, all threat ranges are increased by one if the horse is 
  attacked, and any critical (not a threat) reduces its movement 
  by another 5 ft. in addition to any normal effects. Also, the 
  mount heals half as fast. Often it is better to simply put the 
  creature out of its misery than linger on like this.
  Only a Heal or Miracle spell may remove this trait.
  Hairline Fracture: A past injury has left the horse 
  vulnerable to becoming lame, although it takes a keen eye to 
  notice. All threat ranges are increased by one if the horse is 
  attacked, and any critical (not a threat) gives the mount the 
  Lame trait in addition to its normal effect (see above).
  Once this trait is detected, a Restoration spell will remove 
  it.
  Past Injury: When a horse has suffered a serious injury, 
  it often never fully heals. All threat ranges are increased by 
  one if the horse is attacked, and any critical (not a threat) 
  gives the mount the Hairline Fracture trait unless the wound 
  is magically healed. Also, a threat, whether critical or not, 
  reminds the horse of its past trauma, requiring a Ride check 
  (DC 20) each round for the rider to avoid being thrown. This 
  condition lasts until the rider makes a Handle Animal check 
  (DC 20) to calm his mount. 
  Once this trait is detected a Restoration, Lesser will 
  remove it. However, if an attack reveals the condition and 
  worsens the horse’s condition to Hairline Fracture then a 
  full Restoration spell is required to remove the trait.
  Any horse reduced to negative HP that does not die 
  acquires this trait.
  Skinny: The horse has not been fed enough, or not 
  properly. Often horses with this trait have very visible rib 
  bones (one reason it is so easy to detect). The horse has –1 
  HP per die. 
  Proper care and condition can remove this trait, taking 2 
  weeks time and requiring a Handle Animal check (DC 20). 
  Clumsy: The horse is just a klutz. Its Dexterity is reduced 
  by 2.
  Weak: The horse is just not as strong as it should be. Its 
  Strength is reduced by 2.
  Barely Tamed: The horse is not one to easily take to 
  a master. All Ride and Handle Animal checks take a –5 
  penalty. 
  A character with the knight’s warhorse or animal 
  companion class abilities may remove this trait with time 
  TABLE 1-27: NEW WEAPONS
  Martial Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Lance, Heavy
  20 gp
  1d8
  1d10
  x3
  -
  17 lbs.
  Piercing
  Lance, Jousting
  20 gp
  1d6*
  1d8*
  *
  -
  15 lbs.
  Piercing
  TABLE 1-30: MOUNT QUALITY
  Roll
  Quality
  Str
  Dex
  Speed
  HD
  Tricks
  DC
  Price # Of Traits
  Trait
  1-2
  Bag of bones
  -4
  -4
  -20 ft.
  -2
  -2
  10
  .2x
  1d6-5
  -10
  3-4
  Old nag
  -2
  -2
  -15 ft.
  -1
  -1
  15
  .4x
  1d6-4
  -5
  5-6
  Nag
  +0
  +0
  -10 ft.
  +0
  -1
  18
  .6x
  1d6-3
  -4
  7-8
  Flighty 
  +0
  +0
  +0
  +0
  -1
  20
  .8x
  1d6-3
  -2
  9-10
  Average
  +0
  +0
  +0
  +0
  +0
  20
  --- 
  1d6-3
  0
  11-12
  Racer
  +0
  +0
  +0
  +0
  +1
  20
  1.5x
  1d6-3
  +1
  13-14
  Charger
  +0
  +0
  +10 ft.
  +0
  +1
  18
  2x
  1d6-3
  +2
  15-16
  Courser
  +2
  +2
  +15 ft.
  +1
  +1
  15
  2.5x
  1d6-4
  +4
  17-18
  Steed
  +2
  +2
  +20 ft.
  +1
  +2
  15
  5x
  1d6-4
  +5
  19-20
  Noble steed
  +4
  +4
  +25 ft.
  +2
  +3
  10
  10x
  1d6-4
  +10
  
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  Chapter 1: Characters
  and patience, taking 12 weeks and requiring a Handle 
  Animal check (DC 20). 
  Maverick: The horse has a mean streak, making it hard 
  to control. All Ride and Handle Animal checks take a –2 
  penalty. However, this condition aids the creature in combat, 
  giving it an additional +1 to hit and damage on hoof attacks.
  This trait may be removed, taking 2 weeks time and 
  requiring a Handle Animal check (DC 20), but many riders 
  choose to leave such traits in place, sacrificing control for 
  ferocity.
  Alternately, if the horse is male (and 90% of all horses 
  with this trait are), a properly trained character may geld the 
  horse with a Handle Animal check of 15, requiring one day 
  for the procedure and one week for the horse to heal. This 
  trades this trait for the Gelding trait.
  Wild Streak: The horse is usually well behaved, but 
  sometimes bad habits creep up. All Ride and Handle Animal 
  checks take a –1 to –4 penalty (rolled randomly each time a 
  check is made).
  A character with a firm, but gentle hand can easily remove 
  this trait, requiring 2 weeks time and requiring a Handle 
  Animal check (DC 15).
  Alternately, if the horse is male (and 90% of all horses 
  with this trait are), a properly trained character may geld the 
  horse with a Handle Animal check of 15, requiring one day 
  for the procedure and one week for the horse to heal. This 
  trades this trait for the Gelding trait.
  Skittish: The horse is well trained and behaved, but has 
  not yet seen actual combat. If the horse has not already been 
  trained for combat, any Handle Animal check to do so is 
  increased by +5. If the horse has been trained for combat, it 
  takes a –1 to hit and damage on all hoof attacks.
  Once the mount has been successfully trained for combat, 
  this trait may be removed, taking 2 weeks time and requiring 
  a Handle Animal check (DC 20).
  Alternately, if the horse is male (and 90% of all horses 
  with this trait are), a properly trained character may geld the 
  horse with a Handle Animal check of 15, requiring one day 
  for the procedure and one week for the horse to heal. This 
  trades this trait for the Gelding trait.
  Coltish: The horse is not well suited for combat from a 
  personality standpoint, but is fast, loving to run and jump. 
  The horse takes a –1 penalty to hit and damage on hoof 
  attacks, but has a +10 ft. per round increase to its movement 
  and a +4 on all Jump skill checks.
  This trait may be removed, taking 2 weeks time and 
  requiring a Handle Animal check (DC 20), but many riders 
  choose to leave such traits in place. 
  Alternately, if the horse is male (and 90% of all horses 
  with this trait are), a properly trained character may geld the 
  horse with a Handle Animal check of 15, requiring one day 
  for the procedure and one week for the horse to heal. This 
  trades this trait for the Gelding trait.
  Gelding: Sometimes male horses are difficult to control, 
  especially when around female horses or female humans for 
  that matter. This trait sacrifices a little of that spark for better 
  control. The horse takes a –1 penalty to initiative rolls, but 
  grants a +2 on all Ride and Handle Animal skill checks.
  Workhorse: The horse can work and run all day and never 
  seems to lag, gaining the benefit of the Endurance feat.
  Tough as Nails: The horse is just plain tough, gaining +1 
  HP per die.
  Mixed Breed: The horse is of good quality, but looks like 
  a “mutt” and has no pedigree. The horse gains a +1 bonus 
  to Strength and Dexterity and a +10 ft. per round movement 
  increase. However, the DC to determine its quality is 
  increased by +10. Making the DC to detect this trait actually 
  reveals that the mount in fact has a favorable breeding 
  despite its appearance. 
  Nimble: The horse canters well and moves with good 
  agility over rough terrain. Its Dexterity is increased by 2.
  Strong: The horse is a workhorse, in attitude and build, if 
  not truly of bloodline. Its Strength is increased by 2.
  Lightning Quick: The horse has tremendous reaction 
  time, a combination of agility and intelligence, gaining the 
  benefit of the Improved Initiative feat.
  Blazing Fast: The horse is just plain fast, gaining a +10 ft. 
  per round bonus to movement.
  Pure Breed: The horse is descended from a line of 
  illustrious horses, gaining a +2 bonus to Strength and 
  Dexterity and a +10 ft. per round bonus to movement.
  TABLE 1-31: MOUNT TRAITS
  Roll
  Trait
  DC
  1
  Lame
  10
  2
  Hairline fracture
  25
  3
  Past injury
  25
  4
  Skinny
  15
  5
  Clumsy
  20
  6
  Weak
  20
  7
  Barely tamed
  18
  8
  Maverick
  15
  9
  Wild streak
  10
  10
  Skittish
  10
  11
  Coltish
  15
  12
  Gelding
  10
  13
  Workhorse
  20
  14
  Tough as nails
  20
  15
  Mixed breed
  25/+10*
  16
  Nimble
  20
  17
  Strong
  20
  18
  Lightning quick
  20
  19
  Blazing Fast
  15
  20
  Pure Breed
  10
  
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  Magic in Excalibur has a different feel to it than traditional 
  fantasy magic. Though many of the spells are the same, 
  the sources of power, the way spells are cast, and the way 
  magical powers are recharged once exhausted are all handled 
  differently than you might be accustomed to.
  Spell Points
  Instead of gaining spells of various levels, spellcasters in 
  Excalibur receive spell points as they advance in level, 
  which may be spent on spells of any level. Depending on the 
  situation, a character could cast many low-level spells, or 
  completely exhaust himself with one large burst of power.
  All spellcasting in Excalibur is spontaneous, and 
  spellcasters never need to prepare their spells in advance.
  Spellcasters also receive bonus spell points based on 
  the primary statistic for their class: Wisdom for druids and 
  priests, Charisma for hedge mages. Add the ability modifier 
  to the total number of spell points, so a hedge mage with an 
  18 charisma would begin play with 5 spell points.
  Free Spells:  Some spells cost the spell caster no spell 
  points.  This could happen because the spellcaster has 
  reached a certain level (for example, 5th level where the 0-
  level spells are free) or has taken the Innate Spell feat (there 
  are other ways to reduce a spell cost to zero as well).  This 
  does not, however, mean the spellcaster can cast unlimited 
  zero cost spells.  During any given 24-hour period, a 
  spellcaster may only cast one free spell per level, after which 
  spells cost one spell point.
  Recharging Spell Points
  Each core spellcasting class receives the spiritual energy to 
  cast spells from a different source, and each class recovers 
  their spell points in a different way. However, a character’s 
  physical and mental states both contribute to his spiritual 
  recovery. Spell point recovery is summarized on the tables 
  below.
  Activity Level
  Spell Points Per Hour
  Sleeping (1-8 hours)
  +4
  Sleeping (9 hours or more)
  +2
  Resting
  +1
  Riding
  +0
  Walking
  -1
  Adventuring/Fighting
  None
  Note that each hour is treated individually, so a character 
  that slept 9 hours would receive 34 spell points (4 per hour 
  for hours 1-8 and 2 for hour 9). 
  Negative numbers are not possible. A character can only 
  lose spell points by casting spells, or some magical means. 
  In other words, a character with a spell point per hour of –1 
  does not lose a spell point each hour, neither does he regain 
  any spell points.
  If a character is engaging in an activity with a recovery 
  time of none, he may not regain spell points for that hour, 
  regardless of what his modified recovery would be. For 
  example, a Priest fighting in a cathedral would not be able to 
  regain spell points until an hour after the end of any combat.
  Physical condition
  Mod
  Perfect health (full HP, 8 hours of sleep
     Per day, no magical or physical ailments)
  +1
  Good health (more than 50% HP, 4-7 hours
     sleep)
  +0
  Poor health (less than 25% HP, fatigued)
  -1
  Diseased/Exhausted
  None
  These modifiers are cumulative with the base time, 
  meaning that a character in poor health would recover 21 
  spell points for 9 hours of rest instead of 30, while one in 
  perfect health would recover 39 spell points.
  Chapter 2: Magic
  TABLE 2-2: SPELL POINTS
  Caster Level
  Spell Points
  1st 
  1
  2nd 
  2
  3rd 
  4
  4th 
  7
  5th 
  10
  6th 
  15
  7th 
  20
  8th 
  27
  9th 
  34
  10th 
  43
  11th 
  52
  12th 
  63
  13th 
  74
  14th 
  87
  15th 
  100
  16th 
  115
  17th 
  130
  18th 
  147
  19th 
  164
  20th 
  183
  
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  Chapter 2: Magic
  Sources of Power
  Each spellcasting class has certain conditions or places at 
  which their spiritual energy recovers more quickly. The 
  further removed they are from the source of their spells’ 
  power, the harder it is for them to draw power and use 
  their magic. In game terms this slows down or increases 
  their recovery of spell points, and can decrease or increase 
  their caster level. When a caster receives a caster level 
  modification, this does not mean he gains or loses total spell 
  points or known spells.  It only changes the amount spells 
  cost the spellcaster. 
  Example: Brother Roderick is a monk (a 5th level member 
  of the Hermit class) who travels with a knight to tend his 
  wounds and offer spiritual advice. At New Year’s the pair 
  travel to London for a tournament, and Roderick’s knight 
  companion is seriously wounded. Roderick decides to cast 
  a Cure Serious Wounds on his friend. Normally this would 
  cost 5 spell points (3rd level spell cast by a 5th level caster). 
  However, since they are in a Metropolis, Roderick’s caster 
  level is reduced to 4, meaning the spell will cost him 10 spell 
  points and render him fatigued. When Roderick rests and 
  prays to recover his spell points, he will be hindered both by 
  his current location (-2 spell points per hour from being in 
  a metropolis), but also by the fact that he is fatigued. Both 
  Roderick and his companion decide to leave the city as soon 
  as possible and seek their fortunes in the wilderness.
  Hermits
  Hermits recover most quickly when isolated, free to 
  contemplate the mysteries of the One God and His creations 
  without distraction. The more crowded the conditions, the 
  slower a hermit recovers.
  Location
  Spell Points 
  Per Hour
  Caster Level
  Metropolis (London, Paris, 
  Rome)
  -2
  -1
  City (Camelot, York, 
  Pembrook)
  -1
  0
  Town
  +0
  0
  Hamlet (Manor house)
  +1
  0
  Isolated (Dungeon, ruins, 
  wasteland)
  +2
  +1
  Wilderness (completely 
  alone, not a soul for miles)
  +2
  +2
  TABLE 2-1: SPELL COSTS
  Caster Level
  Spell Level
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1st 
  1
  2
  12*
  -
  -
  -
  -
  -
  -
  -
  2nd 
  1
  1
  8*
  -
  -
  -
  -
  -
  -
  -
  3rd 
  1
  1
  4
  15*
  -
  -
  -
  -
  -
  -
  4th 
  1
  1
  3
  10*
  -
  -
  -
  -
  -
  -
  5th 
  0
  1
  2
  5
  18*
  -
  -
  -
  -
  -
  6th 
  0
  1
  2
  4
  12*
  -
  -
  -
  -
  -
  7th 
  0
  1
  2
  3
  6
  21*
  -
  -
  -
  -
  8th 
  0
  1
  2
  3
  5
  14*
  -
  -
  -
  -
  9th 
  0
  1
  2
  3
  4
  7
  24*
  -
  -
  -
  10th 
  0
  1
  2
  3
  4
  6
  16*
  -
  -
  -
  11th 
  0
  1
  2
  3
  4
  5
  8
  27*
  -
  -
  12th 
  0
  1
  2
  3
  4
  5
  7
  18*
  -
  -
  13th 
  0
  1
  2
  3
  4
  5
  6
  9
  30*
  -
  14th 
  0
  1
  2
  3
  4
  5
  6
  8
  20*
  -
  15th 
  0
  1
  2
  3
  4
  5
  6
  7
  10
  33*
  16th 
  0
  1
  2
  3
  4
  5
  6
  7
  9
  22*
  17th 
  0
  1
  2
  3
  4
  5
  6
  7
  8
  11
  18th 
  0
  0
  2
  3
  4
  5
  6
  7
  8
  10
  19th 
  0
  0
  2
  3
  4
  5
  6
  7
  8
  9
  20th 
  0
  0
  2
  3
  4
  5
  6
  7
  8
  9
  *Character is fatigued until he rests for one hour. Casting another such spell while fatigued renders the character exhausted 
  until he rests for 8 hours.
  
  Legends of Excalibur
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  Chapter 2: Magic
  Crusaders
  Crusaders draw their power from holy lands invested with 
  the power of the One God, where important events in His 
  worship occurred. Unfortunately, the holiest ground for all 
  different sects of the One God’s worship are in one place: 
  Jerusalem. This often leads to groups of Crusaders clashing 
  against one another in bloody confrontations.
  Location
  Spell Points 
  Per Hour
  Caster Level
  Infidel ground (Holy ground 
  controlled by infidels)
  None
  -2
  Neutral Ground
  0
  0
  Consecrated Ground (Temple 
  devoted to the One God)
  0
  0
  Sanctified Ground (Sanctified 
  Cathedral, Canterbury)
  +1
  +0
  Holy Ground (Antioch or 
  Rome for the One God)
  +2
  +1
  Holiest of Holies (Jerusalem 
  for the One God)
  +2
  +2
  Hedge Mage
  No one is completely sure of the connection between the 
  Ley Lines tapped by arcane magic and the henges that have 
  been built by druids of the Old Faith throughout Britain over 
  the millennia. What is known, is that major concentrations 
  of this energy, called veins, always travel between henges. 
  Minor sources of ley energy move around randomly. 
  There are those who feel the henges were built by the 
  druids to sap the energy of the land, reducing the power 
  of arcane magic to a level where it could be controlled. 
  Many arcane magicians, however, theorize that before 
  the henges the great veins of energy moved randomly as 
  well, causing terrible destruction and allowing creatures of 
  darkness to roam unchecked. Whatever the reason and the 
  nature of the ley energy, one can be sure to find many hedge 
  mages, enchantresses, and court mages making their homes 
  along the powerful veins between henges. Many knights 
  purposefully avoid these routes while questing, hoping to 
  avoid being waylaid by a mage at the height of his power.
  The fact that a vein runs directly under the city of York has 
  led that city to become home to countless arcane casters of 
  every kind.
  The Wasteland, the area surrounding the Grail Castle, was 
  created by the Dolorous Stroke. This area has been leeched 
  of almost all life, and tapping ley energy is extremely 
  difficult here.
  Location
  Spell Points 
  Per Hour
  Caster Level
  Wasteland
  -2
  -1
  Weak energy
  -1
  0
  Neutral energy
  0
  0
  Nearby source
  +1
  0
  Nearby ribbon
  +2
  +1
  Nearby vein
  +2
  +2
  The Wasteland and veins are fixed locations and never 
  occur randomly. Other energy sources are randomly 
  determined. When an adventure takes place, roll on the 
  following table. If the party is stationary, roll again in 2-12 
  days. If the party is traveling, roll again in 1-6 days.
  Roll
  Energy
  1-3
  Weak energy
  4-11
  Neutral energy
  12-16
  Nearby source
  17-20
  Nearby ribbon
  Druids/Minstrels
  Followers of the Old Faith draw their energy from the same 
  source as hedge mages, but in a special way.  Since the 
  dawn of time, these followers have built special structures, 
  called henges, a name that includes barrows, stone circles, 
  and standing stones, at sites where ley lines intersect, to 
  strengthen and harness that energy. Although they are 
  capable of tapping ley lines, they do so less efficiently than 
  a hedge mage, because of the holy reverence they bear for 
  these ancient sites. 
  Location
  Spell Points 
  Per Hour
  Caster Level
  The Wasteland
  -2
  -1
  Weak energy
  -1
  0
  Neutral energy
  0
  0
  Ley Line nearby
  +1
  +0
  Minor Henge nearby (1-2 
  intersecting Ley Lines)
  +2
  +1
  Major Henge nearby (3 or 
  more intersecting Ley Lines)
  +2
  +2
  Priest
  Priests draw power from areas of veneration and worship 
  to the One God. Some believe the residual adoration of 
  thousands of worshippers aids these divine spellcasters, 
  while others believe it is the grandiose structures, designed 
  to inspire worship that awaken deep feelings in the faithful. 
  Still others believe that these structures have been touched 
  by the One God Himself. Regardless of the reason, 
  
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  Chapter 2: Magic
  cathedrals and temples enhance the power of priests, and 
  allow them to recover spiritual energy more quickly.
  Location
  Spell Points 
  Per Hour Caster Level
  Hallowed ground (rival god)
  Unhallowed ground
  None
  -1
  Consecrated ground (rival god)
  Desecrated ground
  -1
  0
  Neutral Ground
  0
  0
  Consecrated Ground
  (Any roadside temple)
  +1
  0
  Hallowed Ground (Any major 
  cathedral, temple, monastery, or 
  nunnery)
  +2
  +1
  Major site of worship 
  (Canterbury cathedral, 
  Glastonbury monastery, Vatican)
  +2
  +2
   
  Multiclass Spellcasters
  Multiclass spellcasters have several benefits under 
  Excalibur’s spell point system, chief among them the ability 
  to tap different kinds of terrain for the recovery of their spell 
  points. A Hermit/Priest would be able to recover spell points 
  quickly in the wilderness and while alone, but if adventuring 
  in a large city, could seek the refuge of holy ground (as a 
  priest) to alleviate the penalties he would normally suffer. 
  The spell point system also allows a character to cast many 
  more low level spells than he normally could, however, 
  the character’s caster level will determine how much those 
  spells cost, whether or not the character is fatigued, and the 
  maximum spell level a character can cast, and perhaps most 
  importantly, how many spell points a character receives each 
  level.
  Example: Roderick’s second sight was frowned upon 
  by his masters as a young man, when he was intending to 
  join the priesthood. Feeling his visions were a gift from 
  the One God, Roderick went his own way, becoming a 
  hermit. However, his desire to see the future eventually led 
  him down darker paths, studying witchcraft and alchemy, 
  multiclassing as a hedge mage. After a few adventures, 
  Roderick is now a 5th level Hermit, 2nd level Hedge Mage, 
  and has 12 spell points (10 as a hermit- caster level 5, and 2 
  as a hedge mage, caster level 2). As a multiclass spellcaster, 
  Roderick has several advantages. He can cast 0 and 1st level 
  hedge mage spells with ease, for 1 spell point each. With 
  a caster level of 2, however, casting a single second level 
  spell will cost 8 spell points and render Roderick fatigued. 
  Roderick can also use both wilderness areas and ley lines 
  to recover spell points.  He also can use wilderness areas to 
  modify hermit spells and proximity to ley lines to modify 
  his hedge mage spells (modifying his caster level possibly). 
  However, had Roderick stayed in the hermit class, he would 
  have 20 spell points (caster level 7), instead of 12 (caster 
  level 5 plus caster level 2).
  Spell Lists
  Below are the spell lists for all spellcasting classes in 
  Excalibur except for the Druid and the Bard, which use their 
  standard spell lists. New spells are listed in italics.
  Crusader Spells
  1st-Level Crusader Spells
  Bless: Allies gain +1 on attack rolls and saves against fear.
  Bless Water M: Makes holy water.
  Bless Weapon: Weapon strikes true against evil foes.
  Create Water: Creates 2 gallons/level of pure water.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Detect Poison: Detects poison in one creature or object.
  Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Inflict Light Wounds: Touch deals 1d8 damage +1/level 
  (max +5).
  Magic Weapon: Weapon gains +1 bonus.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Virtue: Subjects gains 1 temporary hp.
  2nd-Level Crusader Spells
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Crusader’s Zeal: Fills target with righteous anger, bonus to 
  hit and damage equal to caster’s Crusade bonus
  Delay Poison: Stops poison from harming subject for 1 
  hour/level.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees one or more creatures from 
  paralysis or slow effect.
  Resist Energy: Ignores 10 (or more) points of damage/
  attack from specified energy type.
  Shield Other F: You take half of subject’s damage.
  Zone of Truth: Subjects within range cannot lie.
  3rd-Level Crusader Spells
  Crusader’s Zeal, Mass: fills targets with righteous anger, see 
  Crusader’s Zeal
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Daylight: 60-ft. radius of bright light.
  Discern Lies: Reveals deliberate falsehoods.
  Dispel Magic: Cancels spells and magical effects.
  Heal Mount: A heal on warhouse or other special mount.
  
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  Chapter 2: Magic
  Inflict Moderate Wounds: Touch attack, 2d8 damage +1/
  level (max +10).
  Magic Weapon, Greater: +1 bonus/four levels (max +5).
  Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  Remove Blindness/Deafness: Cures normal or magical 
  conditions.
  Remove Curse: Frees object or person from curse.
  4th-Level Crusader Spells
  Blood Oath: creates a new fate in a voluntary subject
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Cure Serious Wounds: Cures 3d8 damage +1/level (max 
  +15).
  Death Ward: Grants immunity to death spells and negative 
  energy effects.
  Gawaine’s Morning Star: Str increases each hour from 6 
  AM to Noon, then decreases each hour ‘til 6 PM
  Holy Sword: Weapon becomes +5.
  Inflict Serious Wounds: Touch attack, 3d8 damage +1/level 
  (max +15).
  Mark of Justice: Designates action that will trigger curse on 
  subject.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Restoration M: Restores level and ability score drains.
  Hedge Mage Spells
  0-Level Hedge Mage Spells 
  (Cantrips)
  Arcane Mark: Inscribes a personal rune (visible or 
  invisible).
  Dancing Lights: Creates torches or other lights.
  Daze: Humanoid creature of 4 HD or less loses next action.
  Detect Poison: Detects poison in one creature or small 
  object.
  Detect Magic: Detects spells and magic items within 60 ft.
  Flare: Dazzles one creature (–1 on attack rolls).
  Ghost Sound: Figment sounds.
  Light: Object shines like a torch.
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  Message: Whispered conversation at distance.
  Open/Close: Opens or closes small or light things.
  Prestidigitation: Performs minor tricks.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Touch of Fatigue: Touch attack fatigues target.
  1st Level Hedge Mage Spells
  Alarm: Wards an area for 2 hours/level.
  Cause Fear: One creature of 5 HD or less flees for 1d4 
  rounds.
  Charm Person: Makes one person your friend.
  Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 
  weak creatures.
  Comprehend Languages: You understand all spoken and 
  written languages.
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Disguise Self: Changes your appearance.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Grease: Makes 10-ft. square or one object slippery.
  Hold Portal: Holds door shut.
  Hypnotism: Fascinates 2d4 HD of creatures.
  Identify M: Determines properties of magic item.
  Jump: Subject gets bonus on Jump checks.
  Mage Armor: Gives subject +4 armor bonus.
  Magic Weapon: Weapon gains +1 bonus.
  Mount: Summons riding horse for 2 hours/level.
  Obscuring Mist: Fog surrounds you.
  Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str 
  damage.
  Shield: Invisible disc gives +4 to AC, blocks magic missiles.
  Silent Image: Creates minor illusion of your design.
  Sleep: Puts 4 HD of creatures into magical slumber.
  True Strike: +20 on your next attack roll.
  Unseen Servant: Invisible force obeys your commands.
  Ventriloquism: Throws voice for 1 min./level.
  2nd Level Hedge Mage Spells
  Alter Self: Assume form of a similar creature.
  Arcane Lock M: Magically locks a portal or chest.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./
  level.
  Blindness/Deafness: Makes subject blinded or deafened.
  Blur: Attacks miss subject 20% of the time.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Continual Flame M: Makes a permanent, heatless torch.
  Darkness: 20-ft. radius of supernatural shadow.
  Darkvision: See 60 ft. in total darkness.
  Daze Monster: Living creature of 6 HD or less loses next 
  action.
  Detect Thoughts: Allows “listening” to surface thoughts.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  False Life: Gain 1d10 temporary hp +1/level (max +10).
  Fog Cloud: Fog obscures vision.
  Fox’s Cunning: Subject gains +4 Int for 1 min./level.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Gust of Wind: Blows away or knocks down smaller 
  creatures.
  Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until it 
  attacks.
  Knock: Opens locked or magically sealed door.
  Levitate: Subject moves up and down at your direction.
  Locate Object: Senses direction toward object (specific or 
  type).
  
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  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you (1d4 +1 per 
  three levels, max 8).
  Misdirection: Misleads divinations for one creature or 
  object.
  Obscure Object: Masks object against scrying.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Protection from Arrows: Subject immune to most ranged 
  attacks.
  Pyrotechnics: Turns fire into blinding light or choking 
  smoke.
  Resist Energy: Ignores first 10 (or more) points of damage/
  attack from specified energy type.
  Scare: Panics creatures of less than 6 HD.
  See Invisibility: Reveals invisible creatures or objects.
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and 
  Cha damage.
  Web: Fills 20-ft.-radius spread with sticky spiderwebs.
  Whispering Wind: Sends a short message 1 mile/level.
  3rd-Level Hedge Mage Spells
  Arcane Sight: Magical auras become visible to you.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  Daylight: 60-ft. radius of bright light.
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Dispel Magic: Cancels magical spells and effects.
  Displacement: Attacks miss subject 50%.
  Explosive Runes: Deals 6d6 damage when read.
  Flame Arrow: Arrows deal +1d6 fire damage.
  Fly: Subject flies at speed of 60 ft.
  Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reflex saves.
  Heroes’ Bane: 1d6 damage/20 pts Nobility of target
  Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Illusory Script M: Only intended reader can decipher.
  Invisibility Sphere: Makes everyone within 10 ft. invisible.
  Keen Edge: Doubles normal weapon’s threat range.
  Magic Weapon, Greater: +1/four levels (max +5).
  Major Image: As silent image, plus sound, smell and 
  thermal effects.
  Nondetection M: Hides subject from divination, scrying.
  Phantom Steed: Magic horse appears for 1 hour/level.
  Protection from Energy: Absorb 12 points/level of damage 
  from one kind of energy.
  Rage: Subjects gains +2 to Str and Con, +1 on Will saves, 
  –2 to AC.
  Ray of Exhaustion: Ray makes subject exhausted.
  Secret Page: Changes one page to hide its real content.
  Sepia Snake Sigil M: Creates text symbol that immobilizes 
  reader.
  Sleet Storm: Hampers vision and movement.
  Slow: One subject/level takes only one action/round, –2 to 
  AC, –2 on attack rolls.
  Stinking Cloud: Nauseating vapors, 1 round/level.
  Suggestion: Compels subject to follow stated course of 
  action.
  Tongues: Speak any language.
  Water Breathing: Subjects can breathe underwater.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  4th-Level Hedge Mage Spells
  Arcane Eye: Invisible floating eye moves 30 ft./round.
  Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  Charm Monster: Makes monster believe it is your ally.
  Confusion: Subjects behave oddly for 1 round/level.
  Contagion: Infects subject with chosen disease.
  Crushing Despair: Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks.
  Detect Scrying: Alerts you of magical eavesdropping.
  Dampen Energy: Reduce energy in a nearby area. 
  Dimension Door: Teleports you short distance.
  Fear: Subjects within cone flee for 1 round/level.
  Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  Fire Trap M: Opened object deals 1d4 damage +1/level.
  Geas, Lesser: Commands subject of 7 HD or less.
  Globe of Invulnerability, Lesser: Stops 1st- through 3rd-
  level spell effects.
  Hallucinatory Terrain: Makes one type of terrain appear 
  like another (field into forest, or the like).
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Illusory Wall: Wall, floor, or ceiling looks real, but anything 
  can pass through.
  Invisibility, Greater: As invisibility, but subject can attack 
  and stay invisible.
  Locate Creature: Indicates direction to familiar creature.
  Minor Creation: Creates one cloth or wood object.
  Phantasmal Killer: Fearsome illusion kills subject or deals 
  3d6 damage.
  Polymorph: Gives one willing subject a new form.
  Rainbow Pattern: Lights fascinate 24 HD of creatures.
  Remove Curse: Frees object or person from curse.
  Scrying F: Spies on subject from a distance.
  Shout: Deafens all within cone and deals 5d6 sonic damage.
  Solid Fog: Blocks vision and slows movement.
  Stone Shape: Sculpts stone into any shape.
  Stoneskin M: Ignore 10 points of damage per attack.
  Strengthen Energy: Increase energy in a nearby area.
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out 
  to 20 ft. Passing through wall deals 2d6 damage +1/level.
  Wall of Ice: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside.
  5th-Level Hedge Mage Spells
  Animal Growth: One animal/two levels doubles in size.
  Baleful Polymorph: Transforms subject into harmless 
  
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  animal.
  Blight: Withers one plant or deals 1d6/level damage to plant 
  creature.
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD 
  take Con damage.
  Dominate Person: Controls humanoid telepathically.
  Dream: Sends message to anyone sleeping.
  Fabricate: Transforms raw materials into finished items.
  False Vision M: Fools scrying with an illusion.
  Feeblemind: Subject’s Int and Cha drop to 1.
  Hold Monster: As hold person, but any creature.
  Magic Jar F: Enables possession of another creature.
  Major Creation: As minor creation, plus stone and metal.
  Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  Nightmare: Sends vision dealing 1d10 damage, fatigue.
  Overland Flight: You fly at a speed of 40 ft. and can hustle 
  over long distances.
  Passwall: Creates passage through wood or stone wall.
  Persistent Image: As major image, but no concentration 
  required.
  Prying Eyes: 1d4 +1/level floating eyes scout for you.
  Seeming: Changes appearance of one person per two levels.
  Sending: Delivers short message anywhere, instantly.
  Symbol of Pain M: Triggered rune wracks nearby creatures 
  with pain.
  Symbol of Sleep M: Triggered rune puts nearby creatures 
  into catatonic slumber.
  Telekinesis: Moves object, attacks creature, or hurls object 
  or creature.
  Teleport: Instantly transports you as far as 100 miles/level.
  Transmute Mud to Rock: Transforms two 10-ft. cubes per 
  level.
  Transmute Rock to Mud: Transforms two 10-ft. cubes per 
  level.
  Wall of Stone: Creates a stone wall that can be shaped.
  Waves of Fatigue: Several targets become fatigued.
  Witches Curse: Pronounce a destiny on target seeded with 1 
  destiny point.
  6th-Level Hedge Mage Spells
  Analyze Dweomer F: Reveals magical aspects of subject.
  Antimagic Field: Negates magic within 10 ft.
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/level.
  Bull’s Strength, Mass: As bull’s strength, affects one 
  subject/ level.
  Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  Control Water: Raises or lowers bodies of water.
  Dispel Magic, Greater: As dispel magic, but +20 on check.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects one 
  subject/level.
  Flesh to Stone: Turns subject creature into statue.
  Fox’s Cunning, Mass: As fox’s cunning, affects one 
  subject/ level.
  Geas/Quest: As lesser geas, plus it affects any creature.
  Globe of Invulnerability: As lesser globe of invulnerability, 
  plus 4th-level spell effects.
  Guards and Wards: Array of magic effects protect area.
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, 
  skill checks; immunity to fear; temporary hp.
  Legend Lore M F: Lets you learn tales about a person, place, 
  or thing.
  Mislead: Turns you invisible and creates illusory double.
  Move Earth: Digs trenches and build hills.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects one 
  subject/ level.
  Permanent Image: Includes sight, sound, and smell.
  Programmed Image M: As major image, plus triggered by 
  event.
  Repulsion: Creatures can’t approach you.
  Shadow Walk: Step into shadow to travel rapidly.
  Stone to Flesh: Restores petrified creature.
  Suggestion, Mass: As suggestion, plus one subject/level.
  Symbol of Persuasion M: Triggered rune charms nearby 
  creatures.
  True Seeing M: Lets you see all things as they really are.
  Veil: Changes appearance of group of creatures.
  Wall of Iron M: 30 hp/four levels; can topple onto foes.
  7th-Level Hedge Mage Spells
  Arcane Sight, Greater: As arcane sight, but also reveals 
  magic effects on creatures and objects.
  Control Weather: Changes weather in local area.
  Hold Person, Mass: As hold person, but all within 30 ft.
  Insanity: Subject suffers continuous confusion.
  Invisibility, Mass: As invisibility, but affects all in range.
  Limited Wish X: Alters reality—within spell limits.
  Phase Door: Creates an invisible passage through wood or 
  stone.
  Power Word Blind: Blinds creature with 200 hp or less.
  Project Image: Illusory double can talk and cast spells.
  Scrying, Greater: As scrying, but faster and longer.
  Sequester: Subject is invisible to sight and scrying; renders 
  creature comatose.
  Spell Turning: Reflect 1d4+6 spell levels back at caster.
  Statue: Subject can become a statue at will.
  Symbol of Stunning M: Triggered rune stuns nearby 
  creatures.
  Symbol of Weakness M: Triggered rune weakens nearby 
  creatures.
  Teleport Object: As teleport, but affects a touched object.
  Teleport, Greater: As teleport, but no range limit and no 
  off-target arrival.
  Vision M X: As legend lore, but quicker and strenuous.
  Waves of Exhaustion: Several targets become exhausted.
  Witches Curse, Greater: as Witches Curse but target starts 
  with 1 destiny pt / caster’s level
  8th-Level Hedge Mage Spells
  Antipathy: Object or location affected by spell repels 
  certain creatures.
  
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  Charm Monster, Mass: As charm monster, but all within 
  30 ft.
  Dampen Energy, Greater: Reduce energy in a nearby area. 
  Demand: As sending, plus you can send suggestion.
  Discern Location: Reveals exact location of creature or 
  object.
  Maze: Traps subject in extradimensional maze.
  Mind Blank: Subject is immune to mental/emotional magic 
  and scrying.
  Moment of Prescience: You gain insight bonus on single 
  attack roll, check, or save.
  Polymorph Any Object: Changes any subject into anything 
  else.
  Power Word Stun: Stuns creature with 150 hp or less.
  Protection from Spells M F: Confers +8 resistance bonus.
  Prying Eyes, Greater: As prying eyes, but eyes have true 
  seeing.
  Scintillating Pattern: Twisting colors confuse, stun, or 
  render unconscious.
  Screen: Illusion hides area from vision, scrying.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; 
  stuns creatures, damages objects.
  Strengthen Energy, Greater: Increase energy in a nearby 
  area.
  Sunburst: Blinds all within 10-ft., deals 6d6 damage.
  Symbol of Death M: Triggered rune slays nearby creatures.
  Symbol of Insanity M: Triggered rune renders nearby 
  creatures insane.
  Sympathy F: Object or location attracts certain creatures.
  Temporal Stasis M: Puts subject into suspended animation.
  Trap the Soul M F: Imprisons subject within gem.
  9th-Level Hedge Mage Spells
  Dominate Monster: As dominate person, but any creature.
  Foresight: “Sixth sense” warns of impending danger.
  Freedom: Releases creature from imprisonment.
  Hold Monster, Mass: As hold monster, but all within 30-ft.
  Imprisonment: Entombs subject beneath the earth.
  Power Word Kill: Kills one creature with 100 hp or less.
  Refuge M: Alters item to transport its possessor to you.
  Teleportation Circle M: Circle teleports any creature inside 
  to designated spot.
  Wail of the Banshee: Kills one creature/level.
  Weird: As phantasmal killer, but affects all within 30-ft.
  Wish X: As limited wish, but with fewer limits.
  Witch’s Doom: As Witches Curse, Greater except the 
  character’s doom is almost inescapable.
  Hermit/Priest Spells
  0-Level Hermit/Priest Spells
  Create Water: Creates 2 gallons/level of pure water.
  Cure Minor Wounds: Cures 1 point of damage.
  Detect Poison: Detects poison in one creature or object.
  Guidance: +1 on one attack roll, saving throw, or skill 
  check.
  Inflict Minor Wounds: Touch attack, 1 point of damage.
  Light: Object shines like a torch.
  Purify Food and Drink: Purifies 1 cu. ft./level of food or 
  water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Virtue: Subject gains 1 temporary hp.
  1st-Level Hermit/Priest Spells
  Bane: Enemies take –1 on attack rolls and saves against fear.
  Bless: Allies gain +1 on attack rolls and saves against fear.
  Bless Water M: Makes holy water.
  Cause Fear: One creature of 5 HD or less flees for 1d4 
  rounds.
  Command: One subject obeys selected command for 1 
  round.
  Comprehend Languages: You understand all spoken and 
  written languages.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Curse Water M: Makes unholy water.
  Deathwatch: Reveals how near death subjects within 30 ft. 
  are.
  Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Entropic Shield: Ranged attacks against you have 20% miss 
  chance.
  Inflict Light Wounds: Touch deals 1d8 damage +1/level 
  (max +5).
  Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 
  damage.
  Magic Weapon: Weapon gains +1 bonus.
  Obscuring Mist: Fog surrounds you.
  Remove Fear: Suppresses fear or gives +4 on saves against 
  fear for one subject + one per four levels.
  Sanctuary: Opponents can’t attack you, and you can’t 
  attack.
  Shield of Faith: Aura grants +2 or higher deflection bonus.
  2nd-Level Hermit/Priest 
  Spells
  Aid: +1 on attack rolls and saves against fear, 1d8 temporary 
  hp +1/level (max +10).
  Augury M F: Learns whether an action will be good or bad.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./
  level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Calm Emotions: Calms creatures, negating emotion effects.
  Consecrate M: Fills area with positive energy, making 
  undead weaker.
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Darkness: 20-ft. radius of supernatural shadow.
  
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  Death Knell: Kills dying creature; you gain 1d8 temporary 
  hp, +2 to Str, and +1 level.
  Delay Poison: Stops poison from harming subject for 1 
  hour/level.
  Desecrate M: Fills area with negative energy, making undead 
  stronger.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Find Traps: Notice traps as a rogue does.
  Gentle Repose: Preserves one corpse.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Inflict Moderate Wounds: Touch attack, 2d8 damage +1/
  level (max +10).
  Make Whole: Repairs an object.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees one or more creatures from 
  paralysis or slow effect.
  Resist Energy: Ignores 10 (or more) points of damage/
  attack from specified energy type.
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Shield Other F: You take half of subject’s damage.
  Silence: Negates sound in 15-ft. radius.
  Sound Burst: Deals 1d8 sonic damage to subjects; may stun 
  them.
  Zone of Truth: Subjects within range cannot lie.
  3rd-Level Hermit/Priest 
  Spells
  Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  Blindness/Deafness: Makes subject blinded or deafened.
  Contagion: Infects subject with chosen disease.
  Continual Flame M: Makes a permanent, heatless torch.
  Create Food and Water: Feeds three humans (or one 
  horse)/level.
  Crusader’s Zeal: Fills target with righteous anger, bonus to 
  hit and damage equal to caster’s Crusade bonus
  Cure Serious Wounds: Cures 3d8 damage +1/level (max 
  +15).
  Daylight: 60-ft. radius of bright light.
  Deeper Darkness: Object sheds supernatural shadow in 60-
  ft. radius.
  Dispel Magic: Cancels spells and magical effects.
  Glyph of Warding M: Inscription harms those who pass it.
  Inflict Serious Wounds: Touch attack, 3d8 damage +1/level 
  (max +15).
  Invisibility Purge: Dispels invisibility within 5 ft./level.
  Locate Object: Senses direction toward object (specific or 
  type).
  Magic Vestment: Armor or shield gains +1 enhancement per 
  four levels.
  Meld into Stone: You and your gear merge with stone.
  Obscure Object: Masks object against scrying.
  Penance, Minor (Priest, only): Penitent’s may pursue 
  absolution for minor transgressions
  Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  Protection from Energy: Absorb 12 points/level of damage 
  from one kind of energy.
  Remove Blindness/Deafness: Cures normal or magical 
  conditions.
  Remove Curse: Frees object or person from curse.
  Searing Light: Ray deals 1d8/two levels damage, more 
  against undead.
  Speak with Dead: Corpse answers one question/two levels.
  Stone Shape: Sculpts stone into any shape.
  Water Breathing: Subjects can breathe underwater.
  Water Walk: Subject treads on water as if solid.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  4th-Level Hermit/Priest 
  Spells
  Air Walk: Subject treads on air as if solid (climb at 45-
  degree angle).
  Control Water: Raises or lowers bodies of water.
  Crusader’s Zeal, Mass: fills targets with righteous anger, see 
  Crusader’s Zeal
  Cure Critical Wounds: Cures 4d8 damage +1/level (max 
  +20).
  Death Ward: Grants immunity to death spells and negative 
  energy effects.
  Discern Lies: Reveals deliberate falsehoods.
  Divination M: Provides useful advice for specific proposed 
  actions.
  Divine Power: You gain attack bonus, +6 to Str, and 1 hp/
  level.
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Imbue with Spell Ability: Transfer spells to subject.
  Inflict Critical Wounds: Touch attack, 4d8 damage +1/level 
  (max +20).
  Magic Weapon, Greater: +1 bonus/four levels (max +5).
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Penance, Moderate (Priest Only): Penitent’s may pursue 
  absolution for moderate transgressions
  Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. 
  away.
  Restoration M: Restores level and ability score drains.
  Sending: Delivers short message anywhere, instantly.
  Spell Immunity: Subject is immune to one spell per four 
  levels.
  Tongues: Speak any language.
  5th-Level Hermit/Priest 
  Spells
  Blood Oath: creates a new fate in a voluntary subject
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Command, Greater: As command, but affects one subject/
  
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  level.
  Commune X: Deity answers one yes-or-no question/level.
  Cure Light Wounds, Mass: Cures 1d8 damage +1/level for 
  many creatures.
  Gawaine’s Morning Star: Str increases each hour from 6 
  AM to Noon, then decreases each hour ‘til 6 PM
  Hallow M: Designates location as holy.
  Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to 
  many creatures.
  Insect Plague: Locust swarms attack creatures.
  Mark of Justice: Designates action that will trigger curse on 
  subject.
  Penance, Major (Priest Only): Penitent’s may pursue 
  absolution for major transgressions
  Scrying F: Spies on subject from a distance.
  Spell Resistance: Subject gains SR 12 + level.
  Symbol of Pain M: Triggered rune wracks nearby creatures 
  with pain.
  True Seeing M: Lets you see all things as they really are.
  Unhallow M: Designates location as unholy.
  Wall of Stone: Creates a stone wall that can be shaped.
  6th-Level Hermit/Priest 
  Spells
  Animate Objects: Objects attack your foes.
  Antilife Shell: 10-ft. field hedges out living creatures.
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/ level.
  Bull’s Strength, Mass: As bull’s strength, affects one 
  subject/level.
  Cure Moderate Wounds, Mass: Cures 2d8 damage +1/
  level for many creatures.
  Dispel Magic, Greater: As dispel magic, but up to +20 on 
  check.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects one 
  subject/level.
  Find the Path: Shows most direct way to a location.
  Geas/Quest: As lesser geas, plus it affects any creature.
  Glyph of Warding, Greater: As glyph of warding, but up to 
  10d8 damage or 6th-level spell.
  Harm: Deals 10 points/level damage to target.
  Heal: Cures 10 points/level of damage, all diseases and 
  mental conditions.
  Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/
  level to many creatures.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects one 
  subject/level.
  Penance, Severe (Priest Only): Penitent’s may pursue 
  absolution for severe transgressions
  Symbol of Fear M: Triggered rune panics nearby creatures.
  Symbol of Persuasion M: Triggered rune charms nearby 
  creatures.
  Wind Walk: You and your allies turn vaporous and travel 
  fast.
  Word of Recall: Teleports you back to designated place.
  7th-Level Hermit/Priest 
  Spells
  Control Weather: Changes weather in local area.
  Cure Serious Wounds, Mass: Cures 3d8 damage +1/level 
  for many creatures.
  Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level 
  to many creatures.
  Martyr’s Cry: Inspires the faithful in a 40ft radius based on 
  their nobility
  Mortal Sin: Damages all those with lesser Nobility
  Refuge M: Alters item to transport its possessor to you.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  Repulsion: Creatures can’t approach you.
  Restoration, Greater X: As restoration, plus restores all 
  levels and ability scores.
  Scrying, Greater: As scrying, but faster and longer.
  Symbol of Stunning M: Triggered rune stuns nearby 
  creatures.
  Symbol of Weakness M: Triggered rune weakens nearby 
  creatures.
  8th-Level Hermit/Priest 
  Spells
  Antimagic Field: Negates magic within 10 ft.
  Cure Critical Wounds, Mass: Cures 4d8 damage +1/level 
  for many creatures.
  Discern Location: Reveals exact location of creature or 
  object.
  Earthquake: Intense tremor shakes 5-ft./level radius.
  Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level 
  to many creatures.
  Spell Immunity, Greater: As spell immunity, but up to 8th-
  level spells.
  Symbol of Death M: Triggered rune slays nearby creatures.
  Symbol of Insanity M: Triggered rune renders nearby 
  creatures insane.
  9th-Level Hermit/Priest 
  Spells
  Energy Drain: Subject gains 2d4 negative levels.
  Heal, Mass: As heal, but with several subjects.
  Martyr’s Blood: Dying caster transforms location into a holy 
  site
  Miracle X: Requests a deity’s intercession.
  State of Grace (Priest Only): Returns willing target to base 
  bloodline nobility
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  True Resurrection M: As resurrection, plus remains aren’t 
  needed.
  
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  Chapter 2: Magic
  New Spells
  Blood Oath
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Crusader 4, Hermit/Priest 5
  Components: V,S,DF
  Casting Time: 1 minute
  Range: Touch
  Area: One living creature
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes (Harmless)
  This spell is similar to Crusader’s Zeal, in that the caster 
  swears before the One God to accomplish some task or takes 
  such an oath from a third party. However, the consequences 
  of a blood oath are far more long reaching and severe. The 
  caster adds the task to his fate and is able to spend fate points 
  to accomplish the new task he has set for himself. However a 
  new destiny is added and though the specifics may vary, this 
  new destiny always involves the death of the person taking 
  the blood oath, as a result of accomplishing his task. In other 
  words, the character will be allowed to complete whatever 
  task he sets for his blood oath, but then destiny will begin to 
  turn against him.
  Crusader’s Zeal 
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Crusader 2, Hermit/Priest 3
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: One living creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (Harmless)
  Crusader’s Zeal fills the target with righteous anger against 
  his opponents. One ally gains a bonus to hit and damage 
  equal to caster’s Crusade bonus (so at 12th level the ally 
  would receive +4 to hit and damage for 12 rounds).
  Crusader’s Zeal, Mass
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Crusader 3, Hermit/Priest 4
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: One ally/level
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (Harmless)
  This spell functions like Crusader’s Zeal except that it 
  affects more allies and has a much longer duration.
  Dampen Energy
  Transmutation
  Level: Druid 3, Hedge Mage 4
  Components: V,S,M
  Casting Time: 1 standard action
  Range: See text
  Area: See text
  Duration: 1-6 days
  Saving Throw: None
  Spell Resistance: None
  By tapping the earth, you may redirect minor flows of ley 
  energy, reducing a nearby area (3d6 miles) by one category. 
  So a nearby ribbon (+2 spell points per hour, caster level +1) 
  would be reduced to a nearby source (+1 spell points per 
  hour, caster level +0). This spell will not affect energy veins 
  (the strong ley lines that travel between henges), nor will 
  it reduce an area to a wasteland. This spell is countered by 
  Strengthen Energy.
  Dampen Energy, Greater
  Transmutation
  Level: Druid 7, Hedge Mage 8
  Components: V,S,M
  Casting Time: 1 standard action
  Range: See text
  Area: See text
  Duration: 2-12 days
  Saving Throw: None
  Spell Resistance: None
  This spell functions as Dampen Energy, but affects a larger 
  area (6d6 miles) and reduces energy by two categories (from 
  nearby ribbon to neutral). Like the lesser version of this 
  spell, ribbons are unaffected, nor will it reduce an area to 
  a wasteland. This spell is countered by Strengthen Energy, 
  Greater. 
  Gawaine’s Morning Star
  Transmutation
  Level: Crusader 4, Hermit/Priest 5
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: Personal
  Area: You
  Duration: 12 hours
  Saving Throw: None
  Spell Resistance: None
  This spell is most effective when cast at dawn. From 6 a.m. 
  until noon, your strength increases by one point every hour. 
  From noon until 6 p.m., you lose one point of strength each 
  hour, beginning with the increased strength the character 
  gained throughout the day. If this spell is cast later than 6 
  a.m., the character gains less strength, but still loses the same 
  amount. 
  
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  Chapter 2: Magic
  Heroes’ Bane
  Necromancy
  Level: Hedge Mage 3
  Components: V,S
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft. for every 2 caster levels)
  Area: One creature
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  This spell inflicts 1d6 points of damage to a target creature 
  for every 20 points of nobility he possesses. If the target’s 
  nobility is lower than yours, he suffers no damage from 
  this spell. Casting this spell is a moderate cowardice 
  transgression, reducing the caster’s nobility by at least two 
  each time it is used. 
  Mana Armor
  Conjuration
  Level: Hedge Mage 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Area: You
  Duration: 1 hour per level
  Saving Throw: None
  Spell Resistance: None
  This spell functions as mage armor, except that during 
  casting the spell caster can devote extra energy to the 
  formation of his protective armor. For each 4 additional spell 
  points invested during the casting of this spell, the mage 
  gains an additional +1 armor class.
  Mana Cocoon 
  Conjuration
  Level: Hedge Mage 1
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Personal
  Area: You
  Duration: 1 hour per level
  Saving Throw: None
  Spell Resistance: None
  The caster can use the energy of his mana to heal his 
  wounds. When casting this spell, the spellcaster must invest 
  an additional amount of energy above and beyond the 
  casting cost to the construction of the mana cocoon. Upon 
  completion of this spell, the caster enters a deep sleep, and 
  his body is surrounded by a soft glow. The caster can be 
  awakened by normal means from his slumber, but this ends 
  the spell, and all additional duration for the cocoon is lost. 
  For every 2 additional spell points invested, the caster heals 
  1 hit point for each hour spent in the cocoon.    
  Focus: A piece of a real cocoon.
  Mana Drain, Minor
  Necromancy
  Level: Hedge Mage 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  On a successful touch attack, you drain a target of 1d6 spell 
  points plus 1 per level (maximum +10). A successful Will 
  save reduces the spell points lost by the target by half. This 
  spell has no effect on a target that does not have spell points, 
  and spell points cannot be reduced below zero.
  Mana Drain, Moderate
  Necromancy
  Level: Hedge Mage 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  On a successful touch attack, you drain a target of 2d6 spell 
  points plus 1 per level (maximum +15). A successful Will 
  save reduces the spell points lost by the target by half. This 
  spell has no effect on a target that does not have spell points, 
  and spell points cannot be reduced below zero.
  Mana Drain, Major
  Necromancy
  Level: Hedge Mage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  On a successful touch attack, you drain a target of 5d6 spell 
  points plus 1 per level (maximum +20). A successful Will 
  save reduces the spell points lost by the target by half. This 
  spell has no effect on a target that does not have spell points, 
  and spell points cannot be reduced below zero.
  
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  Mana Vampire, Minor
  Necromancy
  Level: Hedge Mage 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  This spell functions as Minor Mana Drain except that you 
  gain the amount of spell points drained from the target of 
  this spell. You cannot gain more spell points through the use 
  of this spell than your maximum spell points, nor can the 
  target be drained below zero spell points.  
  Mana Vampire, Moderate
  Necromancy
  Level: Hedge Mage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  This spell functions as Moderate Mana Drain except that 
  you gain the amount of spell points drained from the target 
  of this spell. You cannot gain more spell points through the 
  use of this spell than your maximum spell points, nor can the 
  target be drained below zero spell points.  
  Mana Vampire, Major
  Necromancy
  Level: Hedge Mage 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Area: One living creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  This spell functions as Major Mana Drain except that you 
  gain the amount of spell points drained from the target of 
  this spell. You cannot gain more spell points through the use 
  of this spell than your maximum spell points, nor can the 
  target be drained below zero spell points.  
  Martyr’s Blood
  Conjuration [creation]
  Level: Hermit/Priest 9
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: Touch
  Area: See text
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: None
  If a priest is about to die in defense of his faith, he can cast 
  this spell, calling on the power of martyrdom to transform 
  the site of his death into a major area of worship, such as 
  Canterbury Cathedral. This allows the priest, through his 
  death, to strengthen the cause of the One God, giving a new 
  refuge of faith to future generations.
  Martyr’s Cry
  Evocation [Sonic]
  Level: Hermit/Priest 7
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius centered on you
  Duration: Instantaneous
  Saving Throw: Yes (Will Negates)
  Spell Resistance: Yes (Harmless)
  By invoking the name of a holy martyr to the One God you 
  are able to inspire the faithful to acts of great heroism. All 
  those with the faith feat to your sect of the One God gain a 
  bonus of +1 to damage and saving throws for each 20 points 
  of nobility you possess. All those with the piety feat gain a 
  bonus of +1 to damage and saving throws for each 10 points 
  of nobility you possess.
  Mortal Sin
  Evocation [Sonic]
  Level: Hermit/Priest 7
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius centered on you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Invoking the power of the One God, you pronounce 
  judgment on all sinners near you, whether friend or foe. This 
  spell works best when cast by a priest who is himself pure 
  of heart. For each two points by which your nobility exceeds 
  that of those within the area of effect, they suffer 1d6 points 
  of damage. The maximum damage this spell may inflict 
  is 1d6 per level. Anyone whose nobility exceeds yours is 
  completely unaffected by this spell.
  Noble Armor
  Abjuration
  Level: Priest/Hermit 3
  
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  Chapter 2: Magic
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area: One suit of armor
  Duration: 1 round per level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Noble armor grants 1 DR per 20 points of nobility the wearer 
  possesses. Ignoble weapons bypass this protection.
  Noble Mantle
  Abjuration
  Level: 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area: One suit of armor
  Duration: 1 minute per level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell functions as noble armor except it provides 1 DR 
  per 10 nobility, and the duration is much longer.  Ignoble 
  weapons bypass this protection.
  Noble / Ignoble Weapon
  Transmutation
  Level: Hermit/Priest 2, Crusader 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area: Weapon touched (one weapon, or up to 50 
  projectiles which must be in contact at the time of casting)
  Duration: 1 minute per level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  A noble weapon inflicts +1d6 extra damage when it strikes 
  a target with a nobility lower than the attacker. An ignoble 
  weapon inflicts +1d6 extra damage when it strikes a target 
  with a nobility higher than the attacker. In either case 
  this extra damage is not multiplied on a critical hit. This 
  spell has no effect on a weapon that is already noble or 
  ignoble. Casting ignoble weapon is a moderate cowardice 
  transgression.
  Nobility / Ignobility 
  Shield
  Abjuration
  Level: Priest/Hermit 1, Crusader 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area: One person
  Duration: 1 minute per level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell helps aid the character in his battles against the 
  unworthy. When fighting characters with a nobility score 10 
  or more points below yours, you gain a +2 deflection bonus 
  to AC and a +2 resistance bonus to saving throws. 
  Ignobility shield grants this bonus against attackers with 
  a nobility 10 points or more higher than yours. Casting 
  ignobility shield is a minor cowardice transgression.
  Nobility / Ignobility Ward
  Abjuration
  Level: Priest/Hermit 3, Crusader 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Area: 10’ radius (centered on person touched)
  Duration: 1 minute per level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell functions as Nobility Shield, except in a 10-foot 
  radius. Casting ignobility ward is a moderate cowardice 
  transgression.
  Penance, Minor
  Evocation [Sonic]
  Level: Priest 3
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Saving Throw: Will (Harmless)
  Spell Resistance: Yes (Harmless)
  When a penitent comes to a priest seeking absolution, the 
  priest may require penance before granting absolution. 
  The penitent then chooses to subject himself to the priest’s 
  judgment, or seeks absolution from another priest. This 
  spell will not affect an unwilling target. Priests often require 
  penance in order to protect their own souls (see the priest 
  class for more information on absolution). Note that this 
  spell does not allow a priest of under 4th level to grant 
  absolution; it merely allows him to impose punishment.
  When the priest casts this spell, he chooses a punishment 
  from the list below. Once the penitent has submitted 
  himself to a priest for judgment, he must accept whatever 
  punishment is meted out, or else he may never receive 
  absolution for this particular transgression.
  Alms: the penitent must give 10 gp per level to the poor. 
  If the character cannot afford that amount, he must not spend 
  any money on anything (this includes begging for food) until 
  he gains the listed amount and gives it to the poor.
  
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  Chapter 2: Magic
  Crusade: the penitent must complete a crusade with a 
  modifier of +1 (a final encounter CR of 3, taking at least one 
  week to complete). 
  Pain: the penitent is flogged, receiving 1-4 points of 
  damage. Any priest healing this damage through magic has 
  committed a minor transgression, losing 1 nobility. If the 
  character uses magic to heal this damage, he has violated the 
  penitential oath and has committed a minor transgression.
  Pilgrimage: a special kind of crusade, one without 
  any combat involved, except any incidental combat that 
  randomly occurs during the trip. A pilgrimage for a minor 
  transgression will usually be to a nearby location (no more 
  than 1 week’s travel) with some religious significance, such 
  as a temple or monastery.
  Penance, Moderate
  Evocation [Sonic]
  Level: Priest 4
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Saving Throw: Will (Harmless)
  Spell Resistance: Yes (Harmless)
  This spell functions like penance, minor except that it allows 
  penance for moderate transgressions, with correspondingly 
  more serious penalties. Note that this spell does not allow a 
  priest of under 8th level to grant absolution; it merely allows 
  him to impose punishment.
  Alms: as penance, minor, except the amount donated to 
  the poor must be 25 gp per level.
  Crusade: as penance, minor except the crusade must have 
  a final encounter CR of 6 and take two weeks to perform. 
  Pain: as penance, minor except the flogging inflicts 2d4 
  damage.
  Pilgrimage: as penance, minor except the pilgrimage 
  must be to a consecrated area no more than 2 weeks travel 
  away.
  Penance, Major
  Evocation [Sonic]
  Level: Priest 5
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Saving Throw: Will (Harmless)
  Spell Resistance: Yes (Harmless)
  This spell functions like penance, minor except that it allows 
  penance for major transgressions, with correspondingly more 
  serious penalties. Note that this spell does not allow a priest 
  of under 12th level to grant absolution; it merely allows him 
  to impose punishment.
  Alms: as penance, minor, except the amount donated to 
  the poor must be 100 gp per level.
  Crusade: as penance, minor except the crusade must have 
  a final encounter CR of 9 and take three weeks to perform. 
  Pain: as penance, minor except the flogging inflicts 3d6 
  damage.
  Pilgrimage: as penance, minor except the pilgrimage 
  must be to a major site of worship, such as the Vatican 
  or Canterbury Cathedral, regardless of how far away that 
  location is.
  Penance, Severe
  Evocation [Sonic]
  Level: Priest 6
  Components: V,S,DF
  Casting Time: 1 standard action
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Saving Throw: Will (Harmless)
  Spell Resistance: Yes (Harmless)
  This spell functions like penance, minor except that it allows 
  penance for severe transgressions, with correspondingly 
  more serious penalties. Note that this spell does not allow a 
  priest of under 16th level to grant absolution; it merely allows 
  him to impose punishment.
  Alms: as penance, minor, except the amount donated to 
  the poor must be 1,000 gp per level.
  Crusade: as penance, minor except the crusade must have 
  a final encounter CR of 12 and take four weeks to perform. 
  Pain: as penance, minor except the flogging inflicts 5d6 
  damage.
  Pilgrimage: as penance, minor except the pilgrimage 
  must be to the Holy Land (Jerusalem for all priests of the 
  One God regardless of sect) regardless of how far away from 
  the Holy Land the character currently is.
  State of Grace
  Evocation
  Level: Priest 9
  Components: V,S,XP; see text
  Casting Time: 1 standard action
  Range: Touch
  Area: Person touched
  Duration: permanent
  Saving Throw: Will negates
  Spell Resistance: Yes (Harmless)
  By calling on the One God you may absolve a willing 
  subject of all his sins, returning him to the base nobility for 
  his Bloodline. If this spell is used only once per year, and 
  only on a worthy subject, there is no XP cost. Otherwise the 
  spell costs the caster 5,000 XP. Penance may not be used 
  with this spell, only the priest’s judgment will determine if a 
  
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  subject is worthy to be redeemed through the power of this 
  spell.
  Strengthen Energy
  Transmutation
  Level: Druid 3, Hedge Mage 4
  Components: V,S,M
  Casting Time: 1 standard action
  Range: See text
  Area: See text
  Duration: 1-6 days
  Saving Throw: None
  Spell Resistance: None
  This spell functions as Dampen Energy, except that energy in 
  the local area is temporarily increased by one category. This 
  spell cannot increase energy to the nearby vein category, nor 
  can it improve a wasteland.
  Strengthen Energy, 
  Greater
  Transmutation
  Level: Druid 7, Hedge Mage 8
  Components: V,S,M
  Casting Time: 1 standard action
  Range: See text
  Area: See text
  Duration: 2-12 days
  Saving Throw: None
  Spell Resistance: None
  This spell functions as Dampen Energy, Greater except that 
  energy in the local area is temporarily increased by two 
  categories. This spell cannot increase energy to the nearby 
  vein category, nor can it improve a wasteland.
  Witch’s Brew
  Transmutation
  Level: Hedge Mage 3
  Components: V,S,M
  Casting Time: 1-4 hours
  Range: Touch
  Area: One item
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: None
  This spell allows a spellcaster to transform a poison or 
  potion into an innocuous item. What kind of item the 
  poison/potion may be transformed into depends on the 
  type of poison, since this spell will not change the delivery 
  requirements of the poison chosen. Poisons/potions which 
  must be ingested must still be ingested, so the spell will 
  transform them into any small food item, such as an 
  apple or candy. Contact poisons (or magical oils), may be 
  transformed into any article of clothing, such as a slipper 
  or robe. Poisons that must enter the bloodstream must still 
  do so, although this spell could transform such a poison 
  into a rose with a stem of razor sharp thorns or even a 
  weapon (although only magic would then reveal that it was 
  poisoned). Only analyze dweomer or true sight will reveal 
  that the item is poisoned.
  Witch’s Curse
  Necromancy
  Level: Hedge Mage 5
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft. for every 2 caster levels)
  Area: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You may pronounce a destiny, in cryptic language, for all to 
  hear, to befall the target of this spell. If the saving throw is 
  failed, the target of this spell immediately adds that destiny 
  to his character, with one destiny point devoted to the new 
  cursed destiny. If the target of this spell spends fate points, 
  add one destiny point to this cursed destiny, in addition 
  to the point added to the character’s normal destiny. If 
  this curse is removed, all these normal destiny points are 
  eliminated.
  Witch’s Curse, Greater
  Necromancy
  Level: Hedge Mage 7
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft. for every 2 caster levels)
  Area: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  As Witch’s Curse, except that the character’s doom is much 
  closer to being sealed. The character begins with one destiny 
  point per caster level devoted to the target’s new cursed 
  destiny. Additional destiny points may still be accumulated 
  as described under Witch’s Curse.
  Witch’s Doom
  Necromancy
  Level: Hedge Mage 9
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft. for every 2 caster levels)
  Area: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  
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  As Witch’s Curse, Greater, except that the character’s doom 
  is almost inescapable. Only a Wish or Miracle will remove 
  this curse, and if the character dies with this spell in effect, 
  the cursed destiny and all unused destiny points toward it, 
  transfer to any children the target has.
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, 
  David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson. 
  Legends of Excalibur Copyright 2003, RPGObjects; Author Charles Rice.
  Open Gaming Content
  Designation of Product Identity: The following terms are designated as product 
  identity as outline in section 1(a) of the Open Gaming License: Legends of 
  Excalibur.
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  Quotations: All quotations are closed content.
  Chapter 1: Characters
  The Bloodline descriptions are closed content.  The Bloodline traits are open 
  content. The Class descriptions are closed content.  All other class features are 
  open content. All other text in this chapter is open content.
  Chapter 2: Magic
  This entire chapter is open content.
  Chapter 3: Guide to Arthurian Legend
  The NPC statistical blocks are open content.  All other text is closed content. 
  Chapter 4: Arthurian Adventuring
  The NPC statistical blocks are open content.  The Jousting rules are open content. 
  All other text is closed content. 
  Chapter 5: Magic Items
  This entire chapter is open content.
  Chapter 6: Bestiary
  This entire chapter is open content.
  
SOURCE: textdata/thevault/Legends of Excalibur/Legends of Excalibur Knights Handbook.pdf