This page describes my take on the Order of the Griffon as a five-level prestige class for D&D 3rd edition rules. This is a more adventuresome view of the order rather than just a military arm of the Church of Karameikos.

Order of the Griffon

Description

The Order of the Griffon is a group devout members of the Church of Karameikos who work as the military arm of the Church. Most members are clerics or paladins, though there are a few fighters and rangers as well. Most other classes are not as interested in the Order and would not gain many benefits from joining anyway.

Location

The main headquarters for the Order are in Specularum (renamed Mirros in AC 1012), close to the riverfront. More stuff needed.

The Griffons

The idea of riding upon the backs of griffons is a new one, and most of the older members frown upon this interest of the younger members, with a few even trying to actively discourage it. Therefore, most older members will not have griffon mount, and younger mmebers trying to curry favor may find it advantageous to not aquire one for themselves either.

Responsibilites

One thing to remember about belonging to the Order is that all members serve the Karameikan Church and therefore all the people of Karameikos (at least technically - most Traladarans probably aren't going to admit any need of the Church of Karameikos or the Order). Therefore, it is quite likely that the Order will require the services of it's members, and the GM should periodically introduce missions for any players who belong to the Order.
Whether the responsibilities of belonging to the Order allow for paladins to continue to raise their paladin levels is left for the DM to decide, but the author suggests that they be allowed to do so.

Requirements:

Base attack bonus: +8
Base Fortitude save bonus: +7
Knowledge (religion): 6 ranks
Ride: 4 ranks
Alignment: Any non-evil, though chaotics may be more severly tested.
Special: Must be a devout member of the Church of Karameikos.
Special: Must complete with bravery and valour a quest that benefits the Church of Karameikos.

Class Skills

Class skills for a member of the Order (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int).

Skill points per level: 2 + Int modifier

Class Features

Hit die: d10
Weapon and Armor Proficiency: Members of the Order of the Griffon are proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
Prior Abilities:
Special Mount:
Beginning on their 1st level and every other level thereafter, a Member of the Order of the Griffon may add one level to calculating the abilities of their special mount if they have one. If no prior class gives them a special mount, they do not gain such an ability.
Spells:
Beginning on their 2nd level and every other level thereafter, Members of the Order of the Griffon gain new spells per day as they would have in a divine spellcasting class that they belonged to before adding the prestige class.
They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, special abilities of a paladin's mount, and so on).

Class level BAB Fort Ref Will Prior abilities Special
1st +1 +2 +0 +2 +1 special mount level Griffon Mount
2nd +2 +3 +0 +3 +1 spellcaster level Divine flame
3rd +3 +3 +1 +3 +1 special mount level Griffon-back Combat
4th +4 +4 +1 +4 +1 spellcaster level Divine Dispel
5th +5 +4 +1 +4 +1 special mount level Flyby Attack, Aura of Valor

Special abilities:

Griffon Mount
Upon joining the Order of the Griffon (or at some later point in time), you may choose to gain a Griffon Mount. Depending upon the services you have rendered for the order, you may gain up to 50% of a reduction compared to the costs given in the Monster Manual.
If you have a special mount or a familiar, you may choose to exchange it for a griffon with the proper rituals. For special mounts, you must dismiss the old mount in a ritual (typically including a night of fasting and appropriate sacrifices). For familiars, there is half the normal experience loss (100 xp, 50 xp on a succesful save) and you must pay the cost for calling a familiar as normal. In both cases, it takes about one month for the character to bond with the griffon (though at GM's discretion it may be faster depending on the character's Charisma, Animal Empathy skill and piety).
If you have animal companions, you may add one griffon to your animal companions. The gp costs and hit dice limitations still apply as normal.

Divine Flame
(This is very similar to the feat Divine Flame feat in the Netbook of Feats, except that the duration depends on the class level. This ability can be used as a prerequisite towards other feats that require the feat, but note that other requirements may also apply.)
By spending one of your turn undead attempts, you can sheath your weapon with sacred flame. When activated, your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponents for a number of rounds equal to your class level. These flames do not give off heat or ignite flammable objects, though they give off light equal to a torch. The sacred damage inflicted by Divine Flame is unaffected by protection from elements and similar spells.

Griffon-back Combat
When fighting from the back of her griffon, the character gains the Mounted Combat feat.

Divine Dispel
(This is very similar to the feat Divine Dispel feat in the Netbook of Feats. This ability can be used as a prerequisite towards other feats that require the feat, but note that other requirements may also apply.)
By spending one of your turn undead attempts, you can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor. A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if it's duration had run out. This power cannot affect spells immune to dispel magic.

Flyby Attack
When riding her griffon, the character and her griffon may use the Flyby Attack, as per the feat. If the partial action is used for an attack, both the griffon and rider may attack.

Aura of Valor
Allies within 30 feet of the character gain a +2 morale bonus on saving throws against fear effects. This is a supernatural ability.

Epic Levels

Although Epic levels are not recommended for prestige classes with only five levels, expanding should be pretty simple. The character keeps on gaining divine spellcaster classes every other level and Bonus feats every third level, beginning with 6th level.
However, it is unlikely that any character would want to advance levels as member of the Order since divine spellcaster levels are gained only at every other level and most characters that will have taken Order of the Griffon levels will gain a better spellcaster level advancement and at least as a good feat advancement in their own class; the only improvements are that the Divine Flame ability lasts for a longer time.

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