4E feats/items/boons for a Red Knight Paladin or Cleric

Post/Author/DateTimePost
#1

paulstrait

May 14, 2010 0:04:23
One of my players runs a Paladin of the Red Knight (multiclassed Warlord).  In a campaign a few years ago, he played a priest of the Red Knight that started a war college, and in this campaign, he plays the great grandson of that character.

In any event, I recently put together a bunch of Red Knight specific stuff for him, and had the party fight a death knight who formerly was a paladin of the Red Knight but was subsequently converted to Shar's religion.  Below are the items/powers I've created, in case anyone finds them of use.  Some of these aren't Red Knight specific, but I've included them because they were designed for this Red Knight paladin...

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Red Knight Specific Feats/Items

--Channel Divinity: Red Knight's Move - feat
The Red Knight blesses your efficient teamwork.
Minor Action * Ranged 5

Target: You or one ally 
Effect: You or one ally may shift up to 2 squares as a free action. At the end of the shift, the target must be flanking an enemy with you or another ally. If this cannot be done (due to difficult or blocking terrain), the target may not shift.

[I found this on the FR homebrew thread... but everything else below is my own creation]


--Longsword of the Red Knight +4  - weapon
This magnificent sword gives off a faint radiant aura.  There is a jeweled emblem of the Red Knight on its hilt, and its scabbard is a magnificent black and red work of art.
+4 enhancement; critical: +4d8 radiant; silvered

Property:  If you worship the Red Knight, you can use this weapon as a holy symbol.  It adds its enhancement bonus (but not its proficiency bonus) to attack rolls and damage rolls when used in this manner.  If you do not worship the Red Knight, you do not benefit from this weapon's property and cannot use any of this weapon's powers. 

Power (At Will): Standard Action, you can use Holy Strike -- You strike an enemy with your weapon, which ignites with holy light. Divine, Radiant, Weapon.  One target, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.  Increase damage to 2[W] + Strength modifier at 21st level.

Power (Encounter):  Minor action, Close burst 3, Target: You and one ally in burst, Effect: Each target shifts his or her speed as a free action. 

Power (Daily):  Standard action, Close burst 3, Target: You and each ally in burst, Effect: Each target can charge or make a basic attack as a free action, with a power bonus to the attack roll and the damage roll equal to your Charisma modifier.]


--"The Rule of the Order of the Red Falcon" - wondrous item providing a boon
The Order of the Red Falcon is an order of paladins of the Red Knight who have triumphed against overwhelming odds.  The order is based out of the Citadel of Strategic Militancy. This book is a manual provided to all members of the order.

Boon:  Gain Bravura Leader as a bonus feat.  

Power (encounter, channel divinity): Minor action. One ally you can see can make a melee basic attack as a free action with an attack bonus equal to your Charisma modifier.

Rituals/Martial Practices:  The book also contains the following rituals & martial practices, which may be used by a divine character who worships the Red Knight regardless of whether he or she has the relevant feats:  Battlefield Elocution, Fortify Beast, Forge Armor, Forge Weapon, Hallowed Temple, Hand of Fate, Iron Vigil, Mark of Justice, Survivor's Assurance, Uncanny Strength.  Aside from essential materials, these rituals/practices have no direct component cost, but the Paladin must donate an equivalent amount of treasure to the Church.


--Battle Standard of the Red Knight - wondrous item
This flag is gold and red and showcases the holy symbol of the Red Knight -- a red knight chess piece.  It radiates a strong lawful good aura.

Power (Encounter * Zone): Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone in a close burst 10. You and each ally in the zone gain the ability to communicate telepathically, with no chance of foes hearing your thoughts. You and your allies automatically know each other's positions even if you cannot see one another, and can target one another with powers even without line of sight.

Special: This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard square can remove it from the ground as a standard action.

[This doesn't do a whole lot, but my group does a lot of metagame-esque talking and planning during combat, so this provides an in-game rationale of why they can do that].


--The Red Knight's Paladin Mount - feat/boon 
The Red Knight is impressed with your devotion and has sent you a celestial charger to help you further the interests of the Red Knight and her Church, spreading law and goodness, smiting evil, and leading like-minded men to do the same with sound tactics and strategy.

Prerequisite: Must be a paladin of the Red Knight 

Benefit: The Red Knight sends you a special Paladin Mount: a celestial charger!  The Charger is bonded to you and is a holy servant of the Red Knight. You can use your special Paladin Mount's mount powers as if you had the Mounted Combat feat.  While you are mounted on your special Paladin Mount, the mount gains a +2 feat bonus to speed and a +1 feat bonus to AC. You can master and perform the Animal Messenger and Steed Summons rituals as if you had the Ritual Caster feat, but my only use them with your special Paladin Mount.  As long as you are on the same plane, you may call for your special Paladin Mount, and it will arrive within a day.  If you can see your special Paladin Mount, you may give it basic commands telepathically. 

Special:  You receive a mark of the Red Knight on your body.  This might be a painful mark, like a stigmata, or it might come in the form of a glowing tattoo of a red knight chess piece.  Anyone devoted to the Red Knight who sees the mark instantly recognizes you as righteous servant who has been especially blessed by the Red Knight.  You gain a +15 to Diplomacy checks when dealing with any of the Red Knight's faithful who see the mark. 

Retraining:  This feat cannot be retrained.  If you fall from grace, you lose all the powers of this feat, and the mark is replaced with an ancient symbol for 'Perfidy/Betrayal.'  You gain a -15 to all Charisma based ability checks when dealing with faithful of any good or lawful good deity who can see the mark. You also gain a +10 to intimidate checks when dealing with anyone who can see the mark and who is devoted to an evil or chaotic evil deity, and a +10 to diplomacy checks when dealing with devils, demons, and the special servants of evil and chaotic evil deities who can see the mark.

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Other paladin/religious stuff (not Red Knight specific):

--Belt of the Holy Champion - waist slot item
This simple leather band is thoroughly infused with goodness and holiness.

Property: You are immune to all non-magical disease, and can cure all non-magical disease with a touch at will. When you use a power to grant hit points (or temporary hit points), you may add your charisma modifier to the total number of hit points. You gain a +1 bonus to hit marked enemies. You project a strong aura of Goodness. 

Requirement: Must be good or lawful good, or else the belt provides a -2 to hit and cannot be removed without a remove curse ritual.


--Incense of Prayer - consumable item
This sweet smelling incense is used to bless soldiers before taking the field in an important battle.

Power: Divine characters burn this incense while leading a group of allies in prayer.  The divine character and up to 9 participating allies gain a +1 bonus to all attack, damage, and saving throws for the next encounter.


--Cope of True Seeing +4 - neck slot item 
This vestment, an ornate robe/cloak that hangs down below the wearer's waist, is used by members of the clergy dealing with important sacraments and relics to increase their ability to faithfully watch over and protect the holy vessels entrusted to their care.

+4 enhancement to the fortitude, reflex, and will defenses

Property: Gain a +4 item bonus to perception checks. 
Property: Gain darkvision 

Power (Daily): Minor Action. Until the end of your turn, you can see invisible creatures as if they were visible. You also ignore the attack penalty for concealment or total concealment. If youâve reached at least one milestone today, this lasts until the end of your next turn instead. 

Power (Daily): Minor Action. You may scan an area up to 100 miles away as if it were only 30 feet away, provided there are no obstructing barriers. The horizon doesn't hinder this effect; however, the contents of buildings and creatures hidden securely on the other side of walls cannot be seen.


--Unblemished Alb - wondrous item
This simple vestment, worn instead of or under armor, is used by evangelists, apostles, and missionaries travelling to foreign lands.  It allows them to focus on proselytization and doing good works, freeing them from worrying about their own material body needs.

Property: The unblemished alb never frays, becomes dirty or stained, and any clothing worn over the alb is also protected from blemish. 

Property: The wearer can go 30 days without food or water 

Special: May only be used by divine characters (or a non-divine character who is a member of the clergy of some religion, e.g., a ranger who serves Mielikki).

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Please enjoy, and give me feedback if you like/dislike the items.  If you use any of these in your campaign, let me know how it turns out! 

 


 

#2

The_Silversword

May 14, 2010 3:43:43
Nice, Id like to see WotC do more with the Exarchs, I mean so far I havnt seen nothing, just their names listed in the Campaign Guide, no descriptions or domains or channel divinity powers or anything! I do have a follower of the Red Knight in my current game im running, but theyre not to religious, just a straight Warlord, but still I might have to make sure he ends up with the Battle Standard of the Red Knight. I could see that coming in very handy.
#3

paulstrait

May 14, 2010 7:36:34
You should also consider the longsword -- works nicely with warlord powers -- and the Order of the Red Falcons manual if you want to have some fun with rituals/martial practices (btw someone created an Order of the Red Falcons paragon path in the homebrew thread), though you'd probably want to tweak this item so that it was for a warlord rather than a paladin.  Replace the bravura leader bonus feat with either Soldier of Faith or Channel of Valor (use this one if you want to give the PC at some point the "knights move" channel divinity power)...