White Knight of Brilliance (3.5e Class)

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White Knight of Brilliance[edit]

It was black, all black. I saw nothing, but I heard the scream; the screams of my men, being thrown to the ground and ruthlessly killed by all manner of evil thing. Only a few of us remained, crouched and huddled together, panic was in our breath and it felt that death itself had invaded our souls. I was at the head of the pack squinting into the darkness and the rain, trying to find any lonely attacker, any hint of hope, or a glimmer of salvation but I saw nothing through the rain and the blackness. It was when I finally saw our attackers for the first time did I realize the horrible truth, we were hopelessly outnumbered. We fought like fools, all of us swinging wildly hoping to hit anything with our weapons but they only tasted the blood of our allies. And it was then when all hope was lost that I saw the light, it came from behind us. At first, it was no more then that of a small candle, but it became more brilliant every second. I took my eyes off my foes to see approaching form behind my allies, a white knight in glowing armor. He ran forward at a full charge at our enemies, slashing coolly and precisely, every successful hit exploded into brilliant light. Instantly, our forces united behind this glowing ember of hope. All of our weapons found their marks and our hearts were free of deaths grasp and were in the arms of hope.

He left as swiftly as he came and as he left his light faded, and I asked him of his origins and he did not speak. I ask him of his name and he did not speak. Then I asked him of his light and he spoke “I am but the flame that is in us all, the eternal warmth that flows threw everything. I am brilliant and as it blinds it sees, as it scorches it heals, and as it lights it fades. I am the White Knight of Brilliance and where darkness Falls, I will Rise.” And with that he turned and left, never again have I seen of that great Knight and never before have I ever seen the night burn brighter then the dawn.

A White Knight of Brilliance is a person who above all hates all the things evil and wicked in the world and their sole duty in life is to vanquish them all. A White Knight of Brilliance is some one who as taken the oath to be the light in the darkest tunnels and the guardian of all good. You cannot choose to become a White Knight of Brilliance, the light chooses you, and it emerges at the time when you least expect it, they use this light to vanquish what they hate most. They don’t judge people based on Law and Order, they seek only to rid the world of evil. Although they usually travel alone some have been known to travel in company; usually surrounded by Bards, because they tend to love all forms of music, or Paladins, because they share the Knight’s quest for evils destruction. White Knight’s of Brilliance usually don’t party together thinking that splitting up will “cover more ground” and thereby making the task of wiping evil off the face of the earth a less daunting task. They are the protectors of good and they walk among us, hiding in plain sight, some people go years without seeing a White Knight of Brilliance but pray the moment you see one they are running with you and not towards you.

Making a White Knight of Brilliance[edit]

Abilities: A White Knight of Brilliance uses the power of his light and skills as a warrior to triumph in all battles. The Abillities the Knight should hone is his Cha and Str, because his Cha is related to the power of his light and above all he is a warrior.

Races: Most White Knights of Brilliance are humans.

Alignment: Any Good.

Starting Gold: 6d4 ×10 gp (150 gp).

Starting Age: Moderate

Table: The White Knight of Brilliance

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Light, Brilliant Blade +1
2nd +1 +3 +0 +0 Lingering Sparks,10% Brilliance
3rd +2 +3 +1 +1 Ray of Light, Beam Of Light.
4th +3 +4 +1 +1 Detect Evil, Sword Of Justice, Healing Light
5th +3 +4 +1 +1 Ray of Light 2, 25% Brilliance, Born Leader
6th +4 +5 +2 +2 Brilliant Blade +2, Fist Of Justice
7th +5 +5 +2 +2 Flash,
8th +6/+1 +6 +2 +2 Ray of Light 3
9th +6/+1 +6 +3 +3
10th +7/+2 +7 +3 +3 Sun Burst, 50% Brilliance
11th +8/+3 +7 +3 +3 Brilliant Blade +3
12th +9/+4 +8 +4 +4 Ring of Endless Light
13th +9/+4 +8 +4 +4
14th +10/+5 +9 +4 +4 Imp. Sun Burst, Absorb
15th +11/+6/+1 +9 +5 +5 75% Brilliance
16th +12/+7/+2 +10 +5 +5 Brilliant Blade +4
17th +12/+7/+2 +10 +5 +5 Brilliant Weapon
18th +13/+8/+3 +11 +6 +6
19th +14/+9/+4 +11 +6 +6 The Ultimate Sacrifice
20th +15/+10/+5 +12 +6 +6 100% Brilliance, Beam Of Unending Righteousness, Sword of unforgiving Justice'

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handel Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magical Device (Cha).

Class Features[edit]

All of the following are class features of the White Knight of Brilliance.

Weapon and Armor Proficiency: All simple and martial weapons. All armor (heavy, medium, light) and shields (including tower shields).

Light: Light literally emits form all White Knights of Brilliance, it acts as an aura of good that increases in strength as the Knight levels up. This light is equivalent to that of a basic torch (30 ft. radius) in the first level. Armor does not hinder the lights ability, light flows from it as if the armor was made of light. At first level White Knights can only control the intensity of the light, however shutting it off for an extended period of time constitutes a -2 to all roles and saving throws. They do not fully understand the light that shines from them, but it holds unimaginable powers…

Brilliant Blade: Weapons the White Knights of Brilliance weld are embedded with the light that emits from their body. At the first level and every 5th after that (6th, 11th, 16th etc.) the Knight gets a +1 bonus to all attack rolls and damage rolls. Furthermore, the Knight deals an extra 1d6 of damage against evil creature (this damage is not multiplied on critical hit). This ability works only with melee weapons. For example, if Zion, a 10th level White Knight of Brilliance, has Brilliant Blade +2. When he battles he gets a +2 bonus to his attack rolls and damage. If he hits an evil foe he deals an extra 2d6 damage.

Lingering Sparks: A 2nd level White Knight of Brilliance understands how his light works to vanquish evil and is able to help the others around him in his quest. Every successful hit from the Knights weapon explodes with light marking the target for X rounds (X = W.K. of Brilliance Cha modifier +1.) Any one attacking a marked target get Brilliance Blade equivalent to the Knights B.B. level, evil enemies take 1d6 extra damage if the target is evil however. The number of people that can be marked like this is = the White Knight’s Cha mod.

10% Brilliant: A level 2 White Knight of Brilliance has realized a mere fraction of his power he uses it to regain sight that has been lost. White Knight of Brilliance cannot be blinded and as a free action dispel darkness = ½ his/her level.

Ray of Light: The light that a White Knight of Brilliance emits can be concentrated to mark foes. As a free action a level 3 White Knight of Brilliance can mark any foe in a 30ft radius, only one can be marked by this ability. This ability increases at level 5 and level 8, where the Knight can mark up to two and three people using this method respectively. The mark is treated as Lingering Sparks.

Beam Of Light: The knight concentrates all his light into his hands and shoots a 50 foot long straight beam of light at his foes, dealing 1d6 of fire and 1d6 light damage. Evil foes take an extra 1d6 and set ablaze for 1d2 rounds. Knight must wait 1d4 rounds for it to recharge. This attack moves at near light speed, so there is no save.

Detect Evil (Su): A level 4 W.K. of B. has explored the world and has seen and understands the evil that infects the world. At will, a White Knight of Brilliance can detect evil as a free action.

Sword Of Justice: The Knight raise his blade and it explodes into RIGHTEOUS LIGHT and for 1d4 rounds the blade deals 1d6 fire and 1d6 light damage. The knight must recharge for 1d4 rounds to use it again. Evil creatures of are set on fire for 1d3 rounds.

Healing Light: Once per day, The knight raises his hand and heals his allies that are within his light for 1d10 HP. This increases by 1d10 every other level. Good allies get an extra 1d4 of healing. Evil allies get -3 on healing.

25% Brilliant: As his knowledge of his light grows so too does its power grow. The Knight gets a +2 ability score increase to his Charisma score and his light intensity increases to 60ft radius.

Born Leader: A Knight Of Brilliance are born leaders any who follow are never afraid to face death when next to there commander. All allies within the knights brilliance gain +2 to saving throws, +2 damage resistance and +2 on attack rolls.

Fist Of Justice: The knight when weaponless channels his light into his hands dealing 2d6 light damage and a 20% chance of dazing the enemy. Evil foes are dazed by automatically.

Flash: A W.K. of B. that is level 7, once every 1 hours, can take a standard action to draw in his light and then shoot it out of his body with increased intensity. All surrounding creatures within half of the knights light range, with eyes looking towards the White Knight of Brilliance must make a DC of 10 + character level + Cha mod VS Will. If fail then they are blind for X rounds (X= ½ Character Level + Cha mod) if they succeed they are not. After performing Flash the White Knight of Brilliance is fatigued for one round + ½ number of people blinded, he/she can only attempt a Fortitude save throw after the first round. If they are evil they are automatically blinded by the righteous light.

Sun Burst: Once per day as a Standard action a level 10 Knight can gather the strength of all of his light and shoot it out in a concentrated blast. This can only be done while the Knight holds nothing in both hands (he can wear a shield). By putting both hands together the Knight is able to draw out all of his light into a ball and then have it explode in a wonder blaze of energy. The Knight deals 6d8 of light energy (Reflex for half damage DC of 10 + ½ Class Level + Cha mod) if they are evil then the Knight deals 8d12 damage instead. The Knight must then begin the process of gathering his lost light. The Knight is immobile for the next two rounds and is treated as prone. If there is no sun light available or if the Knight is surrounded by only evil things it takes four rounds.

50% Brilliance: The light shines intensely from the White Knight with such a force evil has a hard time getting thru it. A White Knight of Brilliance gets a +6 to his/her AC when being attacked by anything evil and gets a +5 to all throws that protect against something evil or an evil action. The Knight can also use Flash every 1/2 hour. The Knight has learned to control his light to a greater degree, he/she can now infuse their light into a ranged weapon that they control, as a move action to give the weapon the bonuses of Brilliance Blade.

Ring of Endless Light: The light that surrounds a W.K. of B. is unhealthy to all the Knight sees as unfriendly. At level 12, as a free action, the Knight can mark everything that his light can touch, and is no longer restricted to a limited number of marks. The Knight gets a +5 bonus to attack rolls to all that are marked this way witch stacks with Brilliant Blade. The creatures are marked as long as they stay within the light of the Knight and when they leave the light they are marked for X rounds (X = W.K. of Brilliance Cha modifier +1.).

Improved Sun Burst: The Knight power has grown so that he can now use Sun Burst twice a day but not within 2 hours of each other.

Absorb: The W.K. of B. realizes that the light that emits from him radiate out of all things good. When the Knight is fatigued normally he automatically succeeds the saving throw if the sun is clearly visible or if he is surrounded by good things. Also if any of the above is true the Knight can try to recover immediately after using Flash and only has to recharge for one round after using Sun Burst.

75% Brilliant: The light that pours from this W.K. of B. is strong enough to vanquish the very evil it is seeking to destroy. Once every encounter the Knight can vanquish any one evil thing or horribly mangle it if it comes too close. If anything evil comes within 20ft of the Knight. the Knight may choose to use an effect that works like Holy Ward as a free action. Additionally the Knight can use Flash every 15 minutes.

Brilliant Weapon: The weapon the W.K. of B. wields is treated as a brilliant weapon when fighting anything evil. It is treated normally when fighting against anything else and has double the number of HP.

The Ultimate Sacrifice: The Knight gives his all for his allies and gives all of his very light and HP to his allies knocking him unconscious for 1d5 weeks. In an extreme circumstances he can give his very life force and revive those in a 10 ft. radius. And be put into a coma for 1d5 years and must be in the light of the sun constantly for a chance to comeback from the brink of death. A darkness even he can't escape.

100% Brilliance: Light shines from the W.K. of B. with greater ease and greater intensity. The Knight gets a +1 to their Charisma score, and their light intensity increases to 150 ft. radius and can even go around corners. The light is so intense even weapons the Knight throws are blesses with Brilliance Blade. He/She has fully realized their powers and can finally become the light that emits from their bodies. If the sun is visible or if the Knight is surrounded by good things he/she can get 100% concealment. Also the Knight’s armor radiates so much energy any thing that strikes it takes 2d12 of light energy. The Knight can now use Flash every 5 minutes.

Sword of unforgiving Justice: The best way to dispense evil is to destroy its very being. Raising the Sword in the air it absorbs the all the light and good in the area and explodes into blinding light. All are blinded and left for am attack of opportunity for 1d2 rounds. With one swing the knight hits for 2d20 and double for evil foes . Everyone within the immediate are must make a roll getting higher than 15 to avoid being thrown 30 ft. for center impact the knight is knocked unconscious for 1d10 rounds and is left with 10% hp

Beam Of unending Righteousness: The Knight concentrates all his light and half of his current HP into one mega beam of righteous light energy 10 ft. wide and travels till it hits its mark long dealing 3d20 of light and fire damage, evil foes take double damage. Everyone within 30 ft. of this beam becomes blinded for 1d4 rounds and deafened for 1d2 rounds.

Ex-White Knights of Brilliance[edit]

Knights who have become evil or have become neutral lose all of their Knightly powers. Everyday after the Knight has fallen the light that has once filled their bodies fades by 15ft. They are unable to use any of their once great powers and do not continue to level in the ranks of White Knight of Brilliance, those who have made it to level 4 can still Detect Evil, but what is the point? Those who have fallen from the path can only redeem themselves after returning their alignment to Good and paying heavy homage to Pelor.

Epic White Knight of Brilliance[edit]

Table: The Epic White Knight of Brilliance

Hit Die: d10

Level Special
21st Brilliant Blade +5
22nd 110% Brilliance
23rd Dancing Flames
24th Brilliant Blade +6
25th 125% Brilliance
26th
27th Brilliant Blade +7
28th Mirage
29th
30th 150% Brilliance, Brilliance Blade +8

6 + Int modifier skill points per level.

Note: All of the Base Attacks increase as well 15, 16, 16, 17, 17, 18, 18, 19, 19, and 20.

110% Brilliance: A White Knight of Brilliance has reached a level of Brilliance that knows no bounds. Every weapon this Knight wields is treated as a Brilliant Weapon. He can now use the effect of Hole Ward twice during an encounter and is no longer fatigued by Flash and Sun Burst, witch he/she can now use three times a day (but not within 2 hours of the other). Also all marked by the Knight and out of his/her light are marked for twice as long.

Dancing Flames: A White Knight of Brilliance finally has the ability to bend other sorts of light other then his own. His weapon can also be manipulated this way, for now on a White Knight of Brilliance can designate a weapon that he wields as a dancing weapon. Only one Dancing weapon can be used like this

125% Brilliance: A W.K. of B. light rivals that of the sun. His armor now does 3D6 damage and 4D6 to all evil who attack and gets a permanent +4 to his AC (the +4 to all evil attacks stacks) and can use the ability of Holy Ward three times an encounter and Sun Burst 4 times a day(not within 2 hours of the other). Also as a full day action a W.K. of B. can revive any good thing to full health and no loss of exp whose body is still mostly intact. In order to do this they must not have used any of their abilities all day (including Brilliant Blade), they take damage = to half the total HP of what they are reviving + half of their total Hp and are exhausted for 24 hours if they are in full sun light or are surrounded by all good things. If the sun is not visible or they are not surrounded by good things within 6 hours of reviving the good thing the W.K. of B. dies.

Mirage: Threw manipulating light a White Knight of Brilliance has learned how to bend light into an exact image of him/her-self. In doing so the W.K. of B. always has 50% concealment and if they run around something they get the bonus of flanking their confused foe.

150% Brilliance: The Highest form of Brilliance that a W.K. of B. can achieve. Their power is known threw out the land and they have immense power. They can now revive any good thing and recover in half the time, they can now use Sun Burst 5 times a day and no wait time is needed. They receive another +2 to their AC (total of +6) and gain another bonus of +2 to all evil attacks (total +6) and to saving throws against evil (total+6). Their armor now deals 4D6 to all and 4D8 to all evil. They can use the ability of Holy Ward 4 times every encounter.

Human White Knight of Brilliance Starting Package[edit]

Weapons: Longsword (1d8 19-20/x2, 4lbs, slashing)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 CHA "—"
Gather Information 4 CHA "—"
Knowledge (History) 4 INT "—"
Listen 2 WIS "—"
Search 4 INT "—"
Spot 4 WIS "—"

Feat: Weapon Focus.

Bonus Feats: Power Attack.

Gear: Studded Leather (+3 AC, -1 armor check, 15% spell failure, 30ft, 20lbs), Light Steel Sheild (+1 AC, -1 armor check, 5% spell failure, 6lbs) Backpack with Bed Roll, Water skin, 3 days of rations, and rope (total weight 50lbs)

Gold: 100gp

Campaign Information[edit]

Playing a White Knight of Brilliance[edit]

Religion: They worship Pelor, whose light has chosen them.

Other Classes: White Knight work well with Bards and Paladins, reason being most White Knights of Brilliance enjoy music and they wish to roam with others who share their quest to rid the world of evil.

Combat: A White Knight of Brilliance is always first to fight. They charge into battle with clear heads and make a wake of light that their friends can follow. They try to end the fight quickly because they do not enjoy battle like most classes, they are there to get the job done.

Advancement: A white Knight of Brilliance dips into the Paladin class easily and without risking becoming fallen, although any self respecting White Knight of Brilliance would never falter from their path of Brilliance.

White Knights of Brilliance in the World[edit]

My light burns with the brilliance of the sun, and as the sun I rain over all darkness
—Zion, Human White Knight of Brilliance


You're going to be all right!
—Guardian, Xeph White Knight of Brilliance

Daily Life: White Knights of Brilliance roam the world in search of every sort of evil. Some even walk unknown to the rest of us, becoming light itself. They do not partake in the "little things in life", they are men and women on a divine mission. They are driven determined and confident. They are rare but their light that seems to emit from them makes them stand out. They are very proud of their light and show it off to all and even taunt evil with its luster. They wander the world on a task that seems to have no end, but with their heads held high they march onward into the distance.

Notables: Zion The White Knight of Brilliance

Organizations: All White Knights of Brilliance are aware of one another but they do not gather, because spreading along the world is, they believe, a more effective way of purging the earth of evil.

NPC Reactions: If you are lucky enough to come across a White Knight of Brilliance, greet them if you mean them no harm and hold only goodness in your heart, although they may seem cold or unwilling to make a bond with anyone just realize the size of their task that they must accomplish. Join them and you will witness battles unlike anything described before in any epic you have every read.

White Knight of Brilliance Lore[edit]

Characters with ranks in Knowledge(religion) can research White Knights of Brilliance to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 White Knights of Brilliance are servants of Pelor, who fight to rid the world of evil.
10 They draw their power from the sun and good people.
15 High level White Knights of Brilliance are able to walk in broad day light with out being seen.
20 Tell them what ever you want.

White Knights of Brilliance in the Game[edit]

Mostly wanderers White Knights of Brilliance walk until they find evil and then they go about destroying it.

This is not 100% complete but i would still like feed back thank you -Gundam Fan 8/31/09



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