Champions of Valor PDF
Champions of Valor PDF
2
singing to help an ally (but not himself) succeed at a task. Requirements
The ally must be within 30 feet and able to see and hear To take a Hin Disciple substitution level, a character
the Harmonious Knight. The ally gains a +2 competence must be a halfling member of the Hin Fist order and be
bonus on skill checks made with a particular skill as long about to take his 1st, 6th, or 9th level of monk.
as she continues to hear the Harmonious Knight’s
Class Skills
singing (maximum 2 minutes). Inspire competence is a
A Hin Disciple has the same selection of class skills as a
mind-affecting ability and is usable once per day.
standard monk does.
This benefit replaces the remove disease ability that
Skill Points at Each Level: 4 + Int modifier.
the standard paladin gains at 6th level. From this
point onward, the character has one fewer weekly Class Features
uses of remove disease than a normal paladin of his All the following are features of the Hin Disciple sub-
level does. stitution levels.
In s p i re Greatness (Su ) : A 9th-level Harmo- Bonus Fe a t s : At 1st level, a Hin Disciple monk
nious Knight with at least 5 ranks in Perform can sing may choose either Underfoot Combat or Stunning Fist
to inspire greatness in himself or one chosen ally as a as a bonus feat, instead of Improved Grapple. At 2nd
standard action. The effect lasts for as long as the ally level, he can choose between Improved Trip and
hears the Harmonious Knight sing and for 5 rounds Combat Reflexes as a bonus feat. He need not meet the
thereafter. The affected ally gains 2 bonus Hit Dice prerequisites for these feats. The Hin Disciple does not
(d10s), the commensurate number of temporary hit gain a bonus feat at 6th level.
points (applying the target’s Constitution modifier, if Underfoot Combat: You can move into or through a
any, to both extra Hit Dice), a +2 competence bonus on space occupied by a Large or larger foe without provok-
attack rolls, and a +1 competence bonus on Fortitude ing attacks of opportunity. While you are in a square
saves. The bonus Hit Dice count as regular Hit Dice for occupied by a Large or larger creature, you gain a +4
determining the effect of spells such as sleep. Inspire cover bonus to AC against all attacks, even those made
greatness is a mind-affecting ability and is usable once by the creature whose space you occupy.
per day. Blur of Motion (Ex): A 6th-level Hin Disciple
This benefit replaces the second weekly use of with at least 5 ranks in Tumble can use the total
remove disease that the standard paladin gains at 9th defense option and still make a single attack in the
level. From this point onward, the Harmonious same round. Blur of motion is a full-round action that
Knight gains another daily use of inspire greatness can be used only against Large or larger foes.
or inspire competence (if he took the 6th Harmo- This benefit replaces the choice of bonus feats that a
nious Knight level) instead of each additional standard monk gains at 6th level.
weekly use of remove disease that he would otherwise The Harder They Fall (Ex ) : A 9th-level Hin Dis-
have gained. ciple monk who has taken Improved Trip may grant
allies some of that feat’s benefit. When the Hin Disciple
HIN DISCIPLE (MONK) trips a foe whose square he occupies, every ally within
Halfling monks of the Hin Fist are trained to use a foe’s
melee reach of the downed foe may immediately make
size against it. Their fighting style emphasizes bringing
a single attack at its full attack bonus on that opponent.
down larger foes and evading their attacks.
Each ally also gains the +4 bonus on attack rolls for
Hit Die: d6.
attacking a prone foe. This attack is made on the Hin
Disciple’s turn and does not count against the number
6
walk the shadows
Bonus Fe a t : A Zhentarim Soldier gains Skill ABOUT THE AUTHOR
Focus (Intimidation) as a bonus feat at 3rd level.
Robert Wiese entered the gaming hobby through the
Extended Intimidation (Ex): A target success-
Boy Scouts and progressed from green recruit to head
fully intimidated by a 5th-level Zhentarim Soldier suf-
of the most powerful gaming fan organization in the
fers lasting effects. Instead of ending when the
world. He served as head of the RPGATM Network for
Zhentarim Soldier leaves, as is normal for the Intimi-
almost seven years, overseeing the creation of the
date skill, the intimidation effect lasts for 24 hours after
Living Greyhawk and Living Force campaigns, among
his departure. Thereafter, the target’s attitude toward
other achievements. Eventually, he returned to private
the Zhentarim Soldier shifts to unfriendly, but a linger-
life in Reno, Nevada, where he spends as much time as
ing fear remains. Whenever the Zhentarim Soldier
possible with his wife, new son Owen, and many pets.
returns to someone he has previously intimidated, he
He is still involved in writing, organizing conventions,
gains a +4 bonus on his Intimidate check to re-establish
and playing, and in his spare time, he models proteins
the effect.
for the Biochemistry Department of the University of
Swift Demoralization (Ex): A 9th-level Zhen-
Nevada, Reno.
tarim Soldier can use the demoralize opponent aspect
of the Intimidate skill as a swift action rather than as a
standard action.