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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 |
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Class Features
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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. |
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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. |
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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.
|
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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. |
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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. |
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“…. your hope comes ever
from the west.”: The
knight is now immune to all forms of fear. |
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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. |
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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. |
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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. |
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“…. 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. |
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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.
|
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Weapon Restriction:
The knights are proficient in all simple and martial weapons.
They may not use a firearm or epbul. |
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Armor Restriction:
The knights are proficient in all
forms of armor and shields. |
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