Master of the White Blade

Saltwave Prestige Class - 10-Nov-2002


While the Knights of the White Mantle are the arcane equivalent of paladins, the Order of the White Blade are somewhat less focused on the noble service of knighthood but no less dedicated to the cause of good. Commonly called "White Blades," the members of the order make vows to use their magic to protect, defend, advise, and assist others. White Magic uses a special magical tradition, or thaumaturgy, that taps the power of the Upper Planes in order to bring forth spell effects. It has particular strengths in invocation, summoning, healing, and battle magic to destroy or ward against evil and defeat foes. Similar in effect to the school of wild magic, white magic spells have inherent restrictions. These restrictions are centered upon good alignment behavior and faithful service. White magic is opposed by black magic, against which it gains bonuses.

Masters of the White Blade are martial practitioners of White Magic. They must follow a strict code of ethics to maintain their powers. Without their faith and pure intentions to serve as a pathway for the power of good, they would be burned out by the magical energies coursing through them each time they cast spells. If their dedication to good wavers, they lose their powers as a result. 

Requirements

Prospective candidates may apply at the headquarters of the Order of the White Blade in the city of Voyreem in Lebensbrüke. There, applicants undergo a series of tests of ability and character.

  • Good Alignment
  • Spellcasting Ability: Ability to cast White Magic Arcane spells of 3rd level.
  • Base Attack bonus: +5.
  • Knowledge (war): 6 ranks.
  • Knowledge (arcana): 6 ranks.
  • Spellcraft: 10 ranks.
  • Weapon and Armor Proficiency: All simple and martial weapons and light and medium armor.
  • Feats: Combat Casting, Spell Focus (White Magic)
  • Special: Must have defeated a foe through force of arms alone, without recourse to spellcasting or special class abilities. Must also have defeated a foe through arcane spellcasting alone, without recourse to weapons. Must have three witnesses vouch for the the candidate and describe three good deeds of valor that they have witnessed the candidate perform.

Before beginning training the character must take a vow to uphold the Code of Conduct and to use his magic only to further the cause of Good and mankind.

Hit Die: d8

Class Features

  • Spells per Day: White blades gains one level of casting ability in an existing spellcasting class for each level gained in the white blade class. This means that the character adds his level as a white blade to the level of some other spellcasting class to determine spells per day and caster level, but gains no extra benefits or abilities of that class (bonus feats, etc.). They learn and cast spells according to the methods of their Arcane spellcasting class, be it sorcerer or wizard.
  • Armored Casting: A white blade is trained to overcome the Arcane spell casting penalties that armor and shields impose. At every odd-numbered level gained in the white blade class, the character can reduce the chance of spell failure penalty from armor and/or a shield by 5%.
  • Code of Conduct: A member of the Order of the White Blade must be of good alignment and loses all spellcasting ability (including ability from other classes) if he ever willingly commits an act of evil. Additionally, the code requires that he respect legitimate authority, act with honor, help those who need help, and punish those who threaten or harm innocents. The white blade also strives to remain free of such flaws as selfishness, greed, callousness, and using his magic in a way which causes or allows harm to come to innocents. Bluffing superior strength might be acceptable, for instance, but bluffing that the magician or his party is about to torture or maim a captive to get him to reveal information would be a non-good act against the Code of Conduct (act with honor, remain free of callousness). Actually maiming a captive, for any reason, would be an evil act.
  • Greater Spell Focus: The character gains Greater Spell Focus (White Magic) as a bonus feat at first level, to reflect his greater devotion to the principles and ideals upon which White Magic is based.
  • Channel Spell: Once per day as a free action, the white blade can cast a spell through his weapon (melee or ranged) as he attacks with it. This is a supernatural ability. The channeled spell counts against the character's normal daily limit and must specify a target. Thus, sleep is not eligible since it does not affect a "target creature." The decision to use this ability must be made before the attack is rolled. The maximum allowable spell level increases at every even level gained in this prestige class.
  • Blade Cache: At 5th level, the white blade learns how to store spells of up to 3rd level in his weapon. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once cached, the spell remains intangible, resonating within the white blade's weapon until it is needed. Calling it forth is a standard action that draws an attack of opportunity. The blade absorbs the spell's effect through the weapon's pommel. By touching his weapon to another willing individual, he can confer the cached spell upon that target. The white blade can store a number of spells in his weapon equal to his level in this prestige class plus his Intelligence score.
  • Greater Blade Cache: At 9th level, the white blade learns how to use his favorite weapon as a regular wizard would an enchanted staff. He effectively gains the Craft Staff feat using an alternative medium. This ability allows him to enchant spells into his weapon as if it were a magic staff. All rules, XP costs, and expenses that apply to Craft Staff also apply to this ability. Using this ability to store spells in a weapon does not affect the spells stored with the blade cache ability, but adds on to the weapon's ability to store spells. Likewise, the blade cache and greater blade cache abilities have no effect on the existing enchantments on a weapon, and vice versa. Releasing spells enchanted with the greater blade cache ability is a standard action, as a spell trigger item, and does not provoke an attack of opportunity.

Class Skills

The White Blade class skills (and the key ability for each) are Climb (Str), Concentration (Con), Knowledge (Int), Jump (Str), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

White Blade (Hit Die: d8) 

Level

Attack Bonus

Fort. Save

Ref. Save

Will Save

Special

Spells per Day

1

+0

+2

+0

+2

Greater Spell Focus (White Magic) , Armored Casting 5%

+1 level of existing class

2

+1

+3

+0

+3

Channel spell I

+1 level of existing class

3

+2

+3

+1

+3

Armored Casting 10%

+1 level of existing class

4

+3

+4

+1

+4

Channel Spell II

+1 level of existing class

5

+3

+4

+1

+4

Blade cache, Armored Casting 15%

+1 level of existing class

6

+4

+5

+2

+5

Channel Spell III

+1 level of existing class

7

+5

+5

+2

+5

Armored Casting 20%

+1 level of existing class

8

+6

+6

+2

+6

Channel Spell IV

+1 level of existing class

9

+6

+6

+3

+6

Greater blade cache, Armored Casting 25%

+1 level of existing class

10

+7

+7

+3

+7

Channel Spell V

+1 level of existing class


White Magic Spells:

Zero Level Cantrips

Disrupt Undead (0th Level): This spell is exactly the same as the PHB disrupt undead cantrip.

Light (0th Level): This spell is exactly the same as the PHB light cantrip.

Stilling Touch (0th Level): This spell requires the caster to touch the target. Creatures of 5HD or more may make Will saves to resist the effect. The creature touched is dazed for one round as it pauses to consider its behavior, and cannot attack, move, cast spells, use mental abilities, etc. The target is not stunned, and does not lose defensive abilities.

First Level Spells

Archonazik (1st Level): Means "Light of the Archon." Produces a ray of holy energy that the caster uses to strike a visible opponent for 1d6 hit points of damage. The caster must make a successful ranged touch attack roll. If the target does not have and harm or malice in mind the spell fails to deliver damage to it. The caster can throw one beam per two levels (round up) at targets within range up to a total of five beams at 9th level. Range is Close (25 ft. + 5 ft./level). There is no saving throw, but a protection from good effect negates the effect.

First Prayer of Assistance (1st Level): Summons a third level Outsider fighter (14 STR, 14 CON, 14 DEX) with studded leather armor, shield, and longsword to fight for the summoner. The hero remains for one encounter, or until slain or dismissed.

Summoned Einheriar: F3, AC16, 3 HD, Attack: sword +6, D: 1d8+2, SA: Weapon Focus (sword), Improved Initiative, Power Attack, Cleave, HP: 27.

Shahdok (1st Level): Means "Holy Strength." Provides a willing recipient with a +2 enhancement bonus to Strength and 8 temporary hit points. The protected creature loses hit points from the bonus hit points first. Duration is 1 minute per level.

Shahtorek (1st Level): Means "Holy Armor." Protects the recipient creature by granting a +4 AC deflection bonus. Lasts one hour per level.

Shahveylo (1st Level): Means "Holy Light." Invokes a light that causes unease in creatures and servants of evil within 30 feet per level of the caster. This forces affected creatures to make a morale check to enter the light. Also provides light by which to see, as needed. Lasts up to ten minutes per level.

Second Level Spells

Ahmoska (2nd Level): Means "White Warrior." Summons a fourth level fighter (14 STR, 14 DEX, 14 CON) with half plate, shield, longsword, lance, and warhorse to fight for the summoner. The fighter is immune to necromancy and enchantment effects. The white knight remains for one minute per level, or until slain or dismissed. The warhorse and lance will not appear underground or in close quarters.

Summoned White Knight: F4, AC20, 4 HD, Attack: sword +7, D:1d10+2 or lance +6, D: 1d10+2, SA: immune to enchantment and necromancy effects, Weapon Focus (bastard sword), Improved Initiative, Power Attack, Mounted Combat, HP: 34.

Alekmokta (2nd Level): Means "Stillness in Combat." This spell causes opponents within the area of effect to cease attacking if they fail a Will save. Up to one creature or target per level may be affected, from closest to the magician out to the limit of effect. Potential targets receive a save each time they attempt to take offensive action. If the target fails, it may make no attacks, but may do some other action instead. A successful save on one attack does not have any effect on subsequent saves. The spell duration is 1d6 rounds plus 2 rounds per level. The area of effect is a 40’ burst.

Bless Weapon (2nd Level): As the first level paladin spell, bless weapon, gives special properties against evil.

Cure Light Wounds (2nd Level): As the first level priest spell, cure light wounds, gives 1d8+1/level (max +5) points of healing.

Divine Missile (2nd Level): Strikes one or more targets within 10 ft. as magic missile, but for 1d4+2 points of damage per missile The damage is considered holy, as well as force. In all other respects, it duplicates the magic missile spell.

Second Prayer of Assistance (2nd Level): Summons 1d3 third level warriors (14 STR, 14 DEX, 14 CON) with studded leather armor, shields, and longswords to fight for the summoner. The heroes remain for one minute per level, or until slain or dismissed.

Summoned Einheriar: F3, AC16, 3 HD, Attack: sword +6, D: 1d8+2, SA: Weapon Focus (sword), Improved Initiative, Power Attack, Cleave, HP: 27.

Shield Other (2nd Level): As the second level divine spell, shield other, you take half of the subject's damage.

Third Level Spells

Ahveyzarno (3rd level): Means "Blast of White Light." The premier White Magic attack spell. It fires a blast of white magical energy out with to a point where it expands with the sound of a holy choir in a 20 ft. spread, doing 1d6 hit points per level of the wizard to a maximum of 10d6. A Reflex save applies for half damage. Characters of neutral alignment and outlook in the blast area save for no damage, and take half damage if they fail. Characters of good alignment are not affected by the spell.

Cure Moderate Wounds (3rd Level): As the second level priest spell, cure moderate wounds, gives 2d8+1 hit point/level (max +10) of healing.

Ekeyloveylo (3rd level): Means "Steed of Light." Summons a steed from the Upper Planes to transport and serve the caster or another he designates. Casting time is 10 minutes. Lasts for 1 hr/level. An ekeyloveylo appears as a white or light-colored horse with a subtle aura of light about it. It will willingly serve the magician or another good person, including fighting, as necessary. It will immediate depart for its home plane if any in the caster’s party commit an evil act or fail to stop one from occurring. The ekeyloveylo bears weight as a heavy warhorse, and moves as a light warhorse. Tack appears (and disappears) with the mount.

Summoned Ekeyloveylo: AC20, 5d8+20 hp, Spd 60, Attacks: two hooves +5, D:1d6+4, SA: immune to black magic, enchantment spells, HP: 48.

Heal Mount (3rd Level): As the third level paladin spell, heal mount, heals hit point and temporary ability damage to a special mount.

Moskadodok (3rd Level): Means "Strength of the Champion." Enchants one character with exceptional abilities for one minute per level. The recipient of the spell gains an enhancement bonus to his Strength, Dexterity, Constitution, and base attack score, the bonus depending upon the casting level of the magician. Damage taken while the spell is in effect is removed from the temporary hit points due to increased constitution first.

Caster Level

Ability Bonus

Base Attack Bonus

5 - 7

+2

+1

8 - 10

+4

+2

11 - 13

+6

+3

14 - 16

+8

+4

17+

+10

+5

Sahmjulma (3rd level): Means "Favor of God." Provides an extra defense against magic for a party for ten minutes per level. Each character who fails a save against magic that reduces him to 0 hit points or less, harmfully changes his form, controls his mind, or renders him incapable of action gets another saving throw at a +4 bonus. The entire group is limited to a number of rerolled saves equal to 1/3 of the caster’s level.

Third Prayer of Assistance (3rd Level): Summons 1d4+1 exceptional (16 STR, DEX, CON) third level Outsider fighters with chainmail armor, shields, and longswords to fight for the summoner. The heroes remain for one minute per level, or until slain or dismissed.

Summoned Einheriar: F3, AC19, 3 HD, Attack: sword +7, D: 1d8+3, SA: Weapon Focus (sword), Improved Initiative, Power Attack, Cleave, HP: 30.

Fourth Level Spells

Cure Serious Wounds (4th level): As the third level cleric spell, cure serious wounds, gives 3d8+1 hit point/level (max +15) of healing.

Divine Power (4th level): As the fourth level cleric spell, divine power, gives you an attack bonus equal to a fighter of your character level, 18 Str, and 1 temporary hp/level.

Fourth Prayer of Assistance (4th Level): Summons 2d4 exceptional (16 STR, DEX, CON) third level Outsider warriors with chainmail armor, large shields, and longswords to fight for the summoner. The heroes remain for one minute per level, or until slain or dismissed.

Summoned Einheriar: F3, AC19, 3 HD, Attack: sword +7, D: 1d8+3, SA: Weapon Focus (sword), Improved Initiative, Power Attack, Cleave, HP: 30.

Holy Smite (4th level): As the fourth level Good domain spell, holy smite, damages and blinds evil creatures.

Holy Sword (4th level): As the fourth level paladin spell, holy sword, in all respects. The spell confers a +5 enhancement bonus to hit and damage and deals double damage against evil targets for one round per caster level.

Kirisgento (4th level): Means "Oathbinding." Binds a single creature to follow some course of action set by the magician and sealed with the sworn oath of the recipient. This spell has no effect on an unwilling target, but the sworn oath is considered to be voluntary and binding. The spell is permanent, so long as the magician follows his own code of ethics.

Prayer for Health (4th level): Removes diseases, as the priest spell of that name.

Shahmalvarpek (4th level): Means "To receive holy guidance." The white magician calls for wisdom and insight, and receives a quest suitable to his location, power, and abilities. The caster cannot refuse the quest, and receives all attendant bonuses and penalties related to quests. The magician may also cast this spell for the benefit of another willing recipient. The recipient typically receives some benefit, prize, or favor as a result of undertaking a voluntary quest.

Shahmoskado (4th level): Means "Holy Champion." Summons a fifth level paladin (16 STR, DEX, and CON) with full plate armor, shield, bastard sword, lance, and warhorse to fight for the summoner. The paladin is immune to enchantment and necromancy effects. The summoned hero remains for one minute per level, or until slain or dismissed. The warhorse and lance will not appear underground or in close quarters.

Summoned Paladin: Pa5, AC22, 5 HD, Attacks: bastard sword +9, D:1d10+3 or lance +8 D:1d8+3, SA: paladin abilities, immune to enchantment and necromancy, Weapon Focus (bastard sword), Improved Initiative, Power Attack, Mounted Combat, Combat Reflexes, HP: 48.

Surmveylo (4th level): Means "Circle of Light." Surrounds the caster with a glowing circle of holy power. The circle is a 10' radius and is impervious to undead (and their powers), fiends (and their powers), and black magic. Lasts for ten minutes per level.

Fifth Level Spells

Greater Bane Weapon (5th level): Turns the weapon touched (or up to 50 pieces of ammunition) into a bane weapon that deals +2d6 points of bonus damage to the type of target specified when the spell is cast. In addition, the weapon or ammunition gains an enhancement bonus of +1 to hit and damage per four levels, to a maximum of +5 at 20th level. The weapon or ammunition is also considered blessed, which may have special effect on certain creatures. The effect lasts for one hour per caster level.

Deeper Prayer for Health (5th level): Heals the recipient of hit points equal to the magician’s Charisma ability bonus (minimum 1) times his level, as a paladin's touch, or may cure the recipient of a single serious malady of blindness, deafness, disease, poison, or madness.

Fifth Prayer of Assistance (5th Level): Summons 2d6+2 exceptional (16 STR, DEX, CON) third level Outsider warriors with chainmail, large shields, and longswords to fight for the summoner. The heroes remain for one encounter, or until slain or dismissed.

Summoned Einheriar: F3, AC19, 3 HD, Attack: sword +7, D: 1d8+3, SA: Weapon Focus (sword), Improved Initiative, Power Attack, Cleave, HP: 30.

Mark of Justice (5th level): As the fifth level cleric spell, mark of justice, lays a triggered curse on the recipient.

Miritorek (5th level): Means "Armor of Many." Grants a +4 deflection bonus to AC to the caster and all of the his allies within 20’. Lasts one minute per level.

Shahzarno (5th level): Means "Holy Blast (of light)." An improved version of Ahveyzarno, Shahzarno does 1d6+1 points of damage per caster level, to a maximum of 15d6+15. It has the 20 ft. spread area of effect, but creatures normally resistant to fire have no resistance to this holy fire. The saving throw effects for neutral and good creatures are as the Ahveyzarno description.

Sixth Level Spells

Heroes' Feast (6th level): As the sixth level cleric spell, heroes' feast, provides food, cures, and blesses.

Lesser Prayer for Peace (6th level): This invocation stops all combat within a spread radius of 10 ft. per level of the caster. It immediately ceases the effect of enchantment spells, barbarian rage, and any other mind or emotion control effects. While the spell lasts, no creature or animate construct within the area of effect may prepare or take an action to harm another. There is no save against this spell effect. The spell lasts for one minute per level of the caster, and its effect moves with him. In addition, all creatures within the spell’s area of effect can easily hear the voice of the caster, although they are not otherwise compelled or controlled by his words.

Shenveylo (6th level): Means "Sword of Light." This invocation brings forth a glowing sword of pure light. The type of sword is determined by the caster, and he must be the one to wield it. The sword has a +5 attack and damage bonus, and does doubled damage against undead and creatures of evil. It has a threat range of 15-20/x2, and may not be disarmed. In addition to damage, targets struck by the sword must make a Will save or be knocked unconscious for 2d4 rounds, then blinded and stunned for 1d4 rounds, then stunned for 1 more round. The sword lasts up to one minute per level of the caster, unless dispelled sooner.

Sixth Prayer of Assistance (6th Level): Summons 2d6+2 exceptional (16 STR, DEX, CON) fifth level Outsider warriors with chainmail, large shields, and bastard swords to fight for the summoner. The heroes remain for one encounter, or until slain or dismissed.

Summoned Einheriar: F5, AC19, 5 HD, Attack: sword +9, D: 1d10+3, SA: Weapon Focus (sword), Improved Initiative, Power Attack, Cleave, HP: 45.

Teershen (6th level): Means "Wall of Swords." The magician summons a barrier of flying swords that prevents passage. The swords provide a cover bonus of +4 to AC and cause slashing damage 1d6 hp/level to any that try to pass through. The swords also block non-magical missile attacks from penetrating in either direction. The wall will cover an area of one 10’ square per level, or a hemisphere 3’ + 1’ per level in diameter.

Seventh Level Spells

Heal (7th level): As the sixth level cleric spell, heal, cures all damage, diseases, and mental conditions.

Holy Word (7th level): As the seventh level cleric spell, holy word, kills, paralyzes, weakens, or dazes non-good subjects.

Mighty Host (7th level): Gives the benefits of divine power (attack bonus of fighter of caster level, 18 Str, and +1 temporary hp/caster level) to up to one ally per level within 25ft. + 5ft./level at the time of casting. Lasts one minute per level.

Eighth Level Spells

Guard of Purity (8th level): Provides complete immunity to disease, poison, and similar corruptions for up to one creature per level, and removes those corruptions already present in the target creatures. Lasts one hour per level.

Holy Aura (8th level): As the eighth level cleric spell, holy aura, gives +4 deflection bonus to AC, +4 resistance bonus, SR 25 against evil spells and spells cast by evil creatures, blocks possession and mental influence, and blinds evil creatures making successful melee attacks on the warded creature. Protects one creature per level in a 20 ft. radius burst for one round per level.

Feirostador (8th level): Means "Fiend Hammer." Instantly slays one evil outsider within long range (400 ft. + 40 ft./level). A successful Will save reduces the effect to 8d6 holy damage. However, targets that are not on their home plane receive no benefit of spell resistance against this spell.

Ninth Level Spells

Shahmirinazik (9th level): Means "(many) Holy Beams of Light." With this spell, the caster causes a beam of light to strike a primary target within long range which then arcs off to strike up to one additional secondary target per caster level. The primary target takes 1d8 points of holy damage per level of the caster (maximum 30d8). The primary target receives no saving throw. Each secondary target takes 1d6 points of holy damage per level of the caster (maximum 30d6), with a Reflex save for half.

Nakitanok (9th level): Means "Return the Spirit to the Body." As the seventh level cleric spell, resurrection, except that no part of the body is required and the the casting time is one full round.

Shahmirizarno (9th level): Means "Holy Multi-Blast." Causes one 10 ft. cube per caster level to receive a blast of holy energy. The total area may be shaped as the caster wishes as long as all parts of the area of effect are within a 180 degree arc and within long range (400 ft. + 40 ft./level) of the caster. The holy blast deals 1d8 points of damage per caster level to each evil creature within the area of effect (maximum 25d8). A Reflex save halves the damage. Overlapping or stacked areas of effect have no greater effect.


Last updated 10-Nov-2002
Content copyright © 1998-2003 by SilverDragon.