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Knight of the White Sword

        

Soon after the foundation of the Kingdom of Icefia, the mortal Stasis Gemblade founded an order of knights to defend the ideals of his new nation.  He was wise enough to know that nations can fall apart and its rulers be corrupted.  He also knew that other nations would not be willing to accept the rules of the Kingdom of Icefia.  However, the Knights of the White Sword would be able to act around Habololy and continue on even if the nation were to fall apart.

           

In the years since their inception, the knights have fought against every great evil Habololy has known.  They ignore national and racial divides and only look to stop evil of any kind where it lies.  The order’s home is in the city of Messada in the Kingdom of Icefia, but they have smaller strongholds all around the world.

           

Knights come from all walks of life and have many different backgrounds.  There has been a knight of every race, even Vishtoo.  Every class has been represented, although fighters, wizards, rangers, and paladins are the most common.

 

            I knight thee____________, in the name of the deities of light and the House of Gemblade, a Knight of the White Sword.  I charge thee, to conduct thyself with honor at all times, and to avoid the pride that so often accompanies power.  Go forth and mete out justice in all places, for all people, and without hatred for those who oppose you.  Honor without pride, Justice without hatred.  In the name of Stasis, our noble deity, rise and receive your accolade.

 

- Charge of the Knights of the White Sword

 

Requirements

                Alignment: any Good

                Base Attack Bonus: +5

                Feats: Weapon Proficiency (Bastard Sword), Mounted Combat, Leadership

                Craft (Weaponsmithing): 4 ranks

                Diplomacy: 4 ranks

                Knowledge (Religion): 4 ranks

                Ride: 4 ranks

 

Hit Dice: d10

 

Class Skills: Skill points at each level: 2+ Intelligence modifier.

                Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Nobility/Royalty, Religion), Ride (Dex)

 

Knight of the White Sword

Lvl

BAB

FrtSv

RfxSv

WllSv

Special

1st

+1

+2

+0

+2

Forge White Sword, Weapon Specialization (sword), Spell Resistance

2nd

+2

+3

+0

+3

Imbue Sword, Bonus Feat

3rd

+3

+3

+1

+3

“…. your hope comes ever form the west.”

4th

+4

+4

+1

+4

Imbue Sword 2

5th

+5

+4

+1

+4

Lay on Hands

6th

+6

+5

+2

+5

Bonus Feat

7th

+7

+5

+2

+5

Imbue Sword 3

8th

+8

+6

+2

+6

“…. And his enemies were cast down from the power within him.”

9th

+9

+6

+3

+6

Bonus Feat

10th

+10

+7

+3

+7

Imbue Sword 4

 

 

 

 

 

 

 

 

Class Features

bullet Forge White Sword: The focus of the knight’s first month after being knighted is the creation of a white sword.  After two weeks of meditation and fasting, the knight may forge a magical bastard sword that possesses a +3 bonus.  This act does not cost the knight any experience, nor does the knight need the Craft Magical Arms and Armor feat.  The knight is assumed to succeed on his craft skill check to forge the sword.  If the knight possesses enough mithral to forge the sword, than he may forge a sword with a +4 bonus, but must sacrifice 600 experience points to do so.  If the knight possesses enough admantium to forge the sword, than he may forge a sword with a +5 bonus, but must sacrifice 1,000 experience points to do so.  A white sword is powerless in the hands of any person except a knight, and losses all of its powers upon the knight’s death unless given to another before their passing.
bullet Weapon Specialization-Sword: The Knight must choose one type of sword to become specialized in.  Thereafter any bonus feats gained through the class ability above apply only to the selected type of sword.  The traditional weapon of the order has been the bastard sword in emulation and homage to Stasis but just as there have been many different types of knight so too have there been many white swords.
bullet Spell Resistance: The knight gains spell resistance equal to 1 for every two knightly levels plus the knight’s Wisdom modifier.  This inherent resistance stacks with all other types of spell resistance.
bullet Imbue Sword: The knight may further enhance his sword by fasting and meditating for two weeks.  At the end of that time, the sword grants the knight a spell resistance equal to 2 points per knightly level.  The resistance stacks with any inherent spell resistance, but not with spell resistance granted by another item worn by the knight.
bullet Bonus Feat: Whenever the knight gains a bonus feat, he must choose from the following list: Combat Expertise, Combat Reflexes, Endurance, Diehard, Improved Critical (Sword), Improved Initiative, Weapon Focus (Sword), Greater Weapon Focus (Sword), Greater Weapon Specialization (Sword), Power Attack, Cleave, Great Cleave.
bullet  “…. your hope comes ever from the west.”: The knight is now immune to all forms of fear.
bullet Imbue Sword 2: The knight may further enhance his sword by fasting and meditating for two weeks.  At the end of that time, the sword gains the ability to emit a Sunray or Searing Light, as per the spells, once per day.  The caster level is equal to the knightly level plus any divine class levels they have.
bullet Lay on Hands: The knight may call upon his inner faith and energy to heal himself of five hit points per knightly level.  This is a supernatural ability, and may be used once per day.
bullet Imbue Sword 3: The knight may further enhance his sword by fasting and meditating for two weeks.  At the end of that time, the sword may emit a Sunray or Searing Light twice per day.  The knight may also enhance the sword with one of the following abilities at the cost of 50 XP: Defending, Keen, Mighty Cleaving or Spell Storing.
bullet “…. and his enemies were cast down by the power within him.”: The knight begins to radiate an aura of might by his force of will.  The knight may activate this aura as a free action.  The aura extends for a 10 ft radius around the knight.  Any opponent whose levels or hit dice are under half of the knight’s levels must flee for a turn.  Any other opponent caught in or entering the aura must make a Willpower save of DC 10 + the knight’s Charisma modifier + the difference in the knight’s level and the opponent’s level or hit dice.  A failed save means that the opponent must flee.  Any opponent which makes the save, may return to the knight after fleeing, or is forced to stay in the aura, receives a penalty to all attack rolls and armor class equal to the knight’s Charisma modifier.  Any opponent that has more hit dice or levels than the knight’s total levels is immune to these effects.
bullet Imbue Sword 4: The knight may further enhance his sword by fasting and meditating for one month.  At the end of this time, the sword may emit a Sunray or Searing Light three times per day.  The knight may also choose one of the following abilities, which he imbues in his sword at the cost of 320 XP: Disruptor, (Energy Type) Burst, or Holy.  A Knight who is also a paladin may, with the aid of a cleric of their patron deity, enchant their white sword with the characteristics of a holy avenger. This requires the sacrifice of 2,400 xp by both the Knight and the assisting him.  The abilities of the holy avenger supercede the spell resistance granted by the first imbued ability.
bullet Weapon Restriction: The knights are proficient in all simple and martial weapons.  They may not use a firearm or epbul.
bullet Armor Restriction: The knights are proficient in all forms of armor and shields.

 

 

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