Pure, radiant, and inspirational presences on the battlefield, the White Knights are archetypical defenders of the good people of Mori. While often confused with (and mistaken for) paladins, the White Knights owe allegiance to no one particular creed, each individual knight having his or her own code of honor. White Knights emphasize the use of heavy armor and close combat in their training, and typically do not cast spells, which further sets them apart from the mounted and spell-empowered paladins.
Any good.
d10.
The white knight’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).
(2 + Int modifier) ×4.
2 + Int modifier.
Table: The White Knight
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Armored Speed Bonus |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Weapon Focus (chosen sword) | +0 ft. |
| 2nd | +2 | +3 | +0 | +3 | Radiant Touch 1/day | +0 ft. |
| 3rd | +3 | +3 | +1 | +3 | Shining Light | +0 ft. |
| 4th | +4 | +4 | +1 | +4 | Radiant Grace | +5 ft. |
| 5th | +5 | +4 | +1 | +4 | Dazzling Aura of Brilliance | +5 ft. |
| 6th | +6/+1 | +5 | +2 | +5 | Divine Health | +5 ft. |
| 7th | +7/+2 | +5 | +2 | +5 | Radiant Touch 2/day | +5 ft. |
| 8th | +8/+3 | +6 | +2 | +6 | +5 ft. | |
| 9th | +9/+4 | +6 | +3 | +6 | Armor of Radiance | +5 ft. |
| 10th | +10/+5 | +7 | +3 | +7 | Revealing Aura of Brilliance | +5 ft. |
| 11th | +11/+6/+1 | +7 | +3 | +7 | +5 ft. | |
| 12th | +12/+7/+2 | +8 | +4 | +8 | Radiant Touch 3/day | +10 ft. |
| 13th | +13/+8/+3 | +8 | +4 | +8 | +10 ft. | |
| 14th | +14/+9/+4 | +9 | +4 | +9 | Shining Shield | +10 ft. |
| 15th | +15/+10/+5 | +9 | +5 | +9 | Blinding Aura of Brilliance | +10 ft. |
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | +10 ft. | |
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | Radiant Touch 4/day | +10 ft. |
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | Deep Strike | +10 ft. |
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | +10 ft. | |
| 20th | +20/+15/+10/+5 | +12 | +6 | +12 | Stunning Aura of Brilliance | +15 ft. |
All of the following are class features of the white knight.
White Knights are proficient with all simple weapons as well as with one additional type of sword (chosen when the first level in white knight is attained), with heavy armor, and with all shields.
Armored Speed Bonus (Ex): White Knights who train exclusively with heavy armor gain a speed bonus while wearing heavy armor as indicated on Table: The White Knight. Penalties still apply. White Knights who are proficient in other forms of armor forfeit this bonus.
Radiant Touch (Su): Beginning at 2nd level, a white knight with a Charisma score of 12 or higher can project a ray of light to deal damage to undead creatures and evil outsiders. The ranged touch attack deals damage equal to Charisma bonus × white knight level, and has a range of 20 ft. per white knight level. One Radiant Touch per day can be attempted, plus one for every five white knight levels past 2nd level.
Radiant Touch may also be used to heal good-aligned outsiders; such uses heal the amount of damage they would otherwise inflict.
Shining Light (Su): Starting at 3rd level, a white knight continually gives off illumination as though affected by the light spell. This effect cannot be voluntarily suppressed.
Radiant Grace (Su): At 4th level, a white knight gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Aura of Brilliance (Su): A white knight of at least 5th level radiates an aura of brilliant, otherworldly light with a radius of five feet. This light is brighter than daylight, counters and dispels lower-level darkness effects as a 3rd-level light spell, and cannot be voluntarily suppressed. Every five white knight levels thereafter, the radius increases by five feet, the aura's equivalent spell level increases (to 5th-level for a 10th level white knight, 8th-level for a 15th level white knight, and 10th-level for a 20th level white knight,) and an additional effect is gained. The aura functions regardless of the knight's condition. It can be temporarily dispelled by a higher-level darkness spell, but resumes automatically on the white knight's next turn.
Dazzling Aura: Beginning at 5th level, a white knight is immune to being dazzled. Each enemy that encounters (begins, passes through, or ends a turn in contact with) his aura must make a Reflex save (DC equal to white knight levels + Charisma bonus) or be dazzled while within the aura (minimum duration 1 round.)
Revealing Aura: A 10th-level white knight is immune to the effects of faerie fire or any similar abilities or spells. Each enemy that encounters his aura must make a Will save (DC equal to white knight levels + Charisma bonus) or be illuminated as though by faerie fire.
Blinding Aura: At level 15, a white knight is immune to blindness. Each enemy that encounters his aura must make a Fortitude save (DC equal to white knight levels + Charisma bonus) or be blinded while within the aura (minimum duration 1 round.)
Stunning Aura: A 20th-level white knight stuns enemies with his mere presence. Each enemy that encounters his aura must make a Will save (DC equal to white knight levels + Charisma bonus) or be stunned while within the aura (minimum duration 1 round.)
Divine Health (Ex): At 6th level, a white knight gains immunity to all diseases, including supernatural and magical diseases.
Armor of Radiance (Su): At 9th level, a white knight gains a deflection bonus to AC equal to his Charisma bonus.
Shining Shield (Su): Starting at 14th level, a white knight may emit a powerful light from his shield, confounding ranged attackers. A white knight using this technique gives up his shield bonus to AC, and instead gains a 5% miss chance against ranged attacks for each point of AC lost. (Though the miss chance is applied to ranged attacks, the shield AC is lost against all attacks, not just ranged attacks.) As the name implies, he must actually be using a shield to utilize this technique. The white knight may only switch between the benefit of his shield bonus and Shining Shield on his own turn, though switching does not take an action. Because this is a visual effect, it does not work on the blind, though ranged attacks are usually impossible for blind creatures anyhow.
Deep Strike (Ex): An opponent injured by a chosen sword wielded by a white knight of at least 18th level also takes 1 point of Constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
A white knight must be of good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a white knight’s code requires that he act with honor as determined by his own personal honor code, set forth when the first level in white knight is gained.
A white knight may adventure with anyone who does not consistently offend his moral code. A white knight may accept only henchmen, followers, or cohorts who likewise agree to follow his code of honor.
A white knight who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all white knight abilities. He may not progress any farther in levels as a white knight. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, a white knight may be a multiclass character, but multiclass white knights face a special restriction. A white knight who gains a level in any class other than white knight may never again raise his white knight level, though he retains all his white knight abilities.
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