Knight of Guinea (3.5e Prestige Class)
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Knight of Guinea
“ | The Knights of Guinea fight for the only true force of good in the universe against an unending wave of heretics, false gods, and naive fools who would break the hearts of weak men, but Knights of Guinea never surrender and fight for the greater good of existence | ” |
Becoming a Knight of Guinea
Knights of Guinea usually begin as fighters or rangers. They join to fight for the all powerful guinea pig, and absorb some of its divine strenth
Alignment: | lawful Neutral or lawful evil. |
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Base Attack Bonus: | +5. |
Skills: | must speak guinea pig as a language. |
Patron: | The all powerful guinea pig |
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | |||||||||||||||||||||||||||||||||||||||||||||||||
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1st | +1 | +2 | +0 | +0 | guinea pig familiar, least guinea meld | |||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | least war chant | |||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | ||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | lesser guinea meld | |||||||||||||||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +2 | +2 | lesser war chant | |||||||||||||||||||||||||||||||||||||||||||||||||
6th | +6 | +5 | +2 | +2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +7 | +5 | +3 | +3 | moderate guinea meld | |||||||||||||||||||||||||||||||||||||||||||||||||
8th | +8 | +6 | +3 | +3 | greater war chant | |||||||||||||||||||||||||||||||||||||||||||||||||
9th | +9 | +6 | +4 | +4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +10 | +7 | +4 | +4 | greater guinea meld | Class Skills (2 + Int modifier per level) climb, intimidate, jump, knowledge religion, ride, swim. |
Class Features
Guinea pig familiar: A knight of guinea gains a guinea pig as a familiar. This familiar has abilitys based on your class level, replaces any familiar you already have, and gives a +2 bonus on intimidate checks
guinea meld: A Knight of Guinea can meld with his familiar as a standard action turning himself into a humanoid with guinea pig like features. He can switch between available forms or back to his normal form as a standard action. He can change as many times as he wants but can only stay in the guinea pig forms for 1 hour per level in Knight of Guinea per day. Any equipment grows to fit this new form and is still usable
least. +2 str, +1 natraul armor bonus, size medium, speed 40 ft
lesser. +6 str, +2 con, +3 natraul armor bonus, size large, speed 50 ft, fly 50 ft (poor manuverability)
moderate. +10 str, +4 con, +5 natraul armor bonus, size huge, speed 60 ft, fly 60 ft (average manuverability)
greater. +16 str, +8 con, +8 natraul armor, size gargantuan, speed 70 ft, fly 70 ft (good manuverability)
War chant: A Knight of Guinea can say a war chant in guinea pig as a free action at the begening of their turn, giving them a luck bonus to their AC until the begining of their next turn. this can be done a number of times per day equal to their number of levels of Knight of Guinea.
least. +1 luck bonus to AC
leasser. +3 luck bonus to AC
greater. +6 luck bonus to AC
Ex-Knights of Guinea
A knight of guinea loses all class features if they fail to meet the classes requirments, but he gains back his abilitys by using an atonement spell. A knight of guinea who harms a guinea pig, or fails place themselves in mortal danger to defend a guinea pig loses all class features perminently.
Campaign Information
Playing a Knight of Guinea
Combat: kill all opponents quickly in melee, usually with a great sword, or the deitys favorite weapon the full blade. qu-de-gra fallen opponents, and never accept a surrender.
Advancement: Knights of guinea can become excellent reaping maulers and monks with their massive size and strenth, but usually take more levels in fighter
Resources: Knights of Guinea treat other Knights of Guinea with respect and a sense of comraderie. a Knight of Guinea's familiar can give the Knight helpful advice, although this consists mostly of suggesting the Knight kill someone.
Knights of Guinea in the World
“ | A Knight of guinea never surrenders, never retreats even even a single step from the enemy, never shows mercy for the forces of darkness, never allows the one true god to be insulted by mortals and gods alike, and NEVER allows a guinea pig to come to harm while under his watch | ” |
Oath of the Knights of Guinea
Knights of Guinea are the elite warriors of the All powerful guinea pig, and guard its temples and guinea pig sanctuarys feircely. Knights often times become adventurers to increase their skills, convert followers, and make money for the orginization. The Knights battle any force they see as threatening the good of guinea pig kind, not caring about the alignment of their foes. They use druids to awaken the guinea pigs they protect, and teach the guinea pigs to worship the All Powerful Guinea Pig. These guinea pigs often become Knights of Guinea themselves, and the highest level guinea pigs become the immortal proxys of their god.
NPC Reactions: most NPC's see Knights of Guinea as insane for fanatically worshipping a guinea pig god of war, but keep this to themselfs as higher level knights smite any who question their god with their colossal fullblades
Knights of Guinea Lore
Characters with ranks in knowledge religion can research Knights of Guinea to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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15 | Knights of guinea worship the all powerful guinea pig, a powerful warlike deity. |
20 | The all powerful guinea pig gives a knight of guinea the ability to change shape into an avatar of war, and use a powerful chant that causes blades miss them. |
25 | The all powerful guinea pig tells the Knights when guinea pigs are being harmed and the knights move in kill all "evil doers" and take the guinea pigs back to there temples, where they live as royalty. |
35 | The all powerful guinea pig is a titanic, paragon, guinea pig, with 6 divine ranks, 20 levels of fighter, and specialization with full blades . |
Knights of Guinea in the Game
A Knight of guinea can be the protector of a temple or grove, an adventuerer, an employer who seeks the PC's aid in a battle, or even a villain as Knights of guinea have a significantly diffrent view of rightiousness then most people and see themselves as above the law when there is no one to stop them
Adaptation: The knights of guinea can become just like any other class
Sample Encounter: A knight of guinea hires the PC's to help him battle a group of loggers that are logging in one of the knights sacred groves
Sample Knight of Guinea
Sir Carlos Guinea: male human fighter 5/Knight of Guinea 7; CR 12; medium humanoid; HD 12d10+36; HP 96; init +5, speed 20 ft; AC 22, touch 12, flat-footed 21; base atk +12; grapple +17; atk +20,+15,+10 melee (2d8+11/17-20x2, +2 fullblade) or +14,+9,+4 ranged (1d8+6/x3, +1, (+5 str) composite longbow); spell-like abilitys, guinea meld (least, lesser, and moderate), war chant (lesser); fort +14, ref +5, will +4; str 20, dex 12, con 16, int 14, wis 10, cha 15
Skills and feats: intimidate +22, knowlwedge religion +15, jump +15, climb +15; exotic weapon proficency fullblade, weapon focus fullblade, weapon specialization fullblade, improved critical fullblade, power attack, cleave, improved innitiative, great fortitude, improved grapple
languages: common, guinea pig
Guinea meld:Sir Carlos Guinea can use moderate guinea meld for 7 hours per day to give himself the statistics: huge humanoid; HD 12d10+72; HP 132; init +5, speed 60 ft, fly 60 ft (average manuverability); AC 25, touch 10, flat-footed 24; base atk +12; grapple +30; atk +23,+18,+13 melee (4d8+19/17-20x2, +2 fullblade) or +12,+7,+2 ranged (3d6+6/x3, +1, (+5 str) composite longbow); spell-like abilitys, guinea meld (least, lesser, and moderate), war chant (lesser); fort +17, ref +5, will +4; str 30, dex 12, con 22, int 14, wis 10, cha 15, skills are: intimidate +30, knowlwedge religion +15, jump +39, climb +27
War chant: Sir Carlos Guinea can sing a war chant as a free action for 7 rounds per day giving himself a +3 luck bonus to AC
Equipment: +2 fullblade, +3 fullplate, +1 (+5 str) longbow, ring of protection +1
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