User:Drow9991

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alright everyone i am 16 years old and I'm a girl and i can't eat wheat(it'll kill me).


Silverhair Knight's[edit]

Silverhair knights, also known as "sin eaters," train to aid in the conversion and subsequent protection of drow who have come to the surface of Faerun. The Silverhair knights are most active in regions where drow attempt to establish a foothold on the surface; at this point, most of the knights in this relatively new order are based in Cormanthor. Silverhair knights avoid killing drow if at all possible. Their theory is that if other drow see that silverhair knights do not advocate the slaughter of their "enemies," they themselves can feel safer about abandoning the teachings of Lolth and her kin. Only when death of a drow would directly result in saving the life of others is lethal force permitted, and even then, the silverhair knight must seek atonement for her dreadful deed. Multiclass clerics with some levels of fighter, ranger, bard, or even barbarian have the greatest ease becoming silverhair knights. Although most silverhair knights are female drow or half-drow, any worshiper of Eilistraee that can meet the requirements, regardless of race or gender, is welcome to join the order. When a silverhair knight finds an encampment of drow, she is expected to observe the group from hiding for some time, learning their ways and personalities from afar, so that she can identify members of the group who might wish to convert . Eventually, she is expected to infiltrate the group, identify and approach possible converts, and organize their escape to a safe location. Silverhair knights dwell in out-of-the-way areas and generally avoid cities or other large metropolitan areas unless they are guiding a reformed drow to some sanctuary within. NPC silverhair knights are thus most often encountered in the wilds, especially in areas with heavy drow activity.


Silverhair Knight Advancement[edit]

hit die:D6 1St Level:Base Attack Bonus +1, Fort. Save +2, Ref. Save +0, Will Save +2, Special:Awaken sins 1/day, merciful edge, Spells per Day: +1 level in existing class. 2Nd Level:Base Attack Bonus +2, Fort. Save +3, Ref. Save +0, Will Save +3, Special:Blade of compassion +1d6, Spells per Days: - 3Rd Level:Base Attack Bonus +3, Fort. Save +3, Ref. Save +1, Will Save +3, Special:Awaken sins 2/day, voice of serenity, Spells per Day: +1 level in existing class. 4Th Level:Base Attack Bonus +4, Fort. Save +4, Ref. Save +1, Will Save +4, Special:Blade of compassion +2d6, Spells per Day: - 5Th Level:Base Attack Bonus +5, Fort. Save +4, Ref. Save +1, Will Save +4, Special:Awaken sins 3/day, consume sins, Spells per Day: +1 level in existing class.

Class Features[edit]

All of the following are class features of the silverhair knight prestige class. Weapon and Armor Proficiency: Silverhair knights gain no proficiency with any weapon or armor. Spellcasting: A silverhair knight continues training in divine magic while practicing her other skills and abilities. When a new odd-numbered silverhair knight level is gained, the character increases her spellcasting class she belongs to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, bonus feats, and so on). This essentially means that she adds the level of silverhair knight to the level of some other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before she became a silverhair knight, she must decide to which class she adds each level of silverhair knight for purposes of determining spellcasting when she adds the new level. Awaken Sins (Su):A silverhair knight may cast awaken sins once per day as a supernatural ability. At third level, she may use this ability twice per day, and at fifth level she may do so three times a day. Drow are particularly susceptible to this spell-like ability and suffer a -2 penalty on saving throws made to resist it effects. Merciful Edge (Ex):A silverhair knight who opts to deal nonlethal damage with any sword she has the Weapon Focus feat in does not suffer the standard -4 penalty on the attack roll for striking to subdue with a lethal weapon. Blade of Compassion (Ex):If a silverhair knight attacks an opponent with a sword she has selected for the Weapons Focus feat and she strikes to deal nonlethal damage, she can a vital spot for extra nonlethal damage. If the silverhair knight possesses the sneak attack ability, she can deal nonlethal sneak attack damage with the sword she has selected for the Weapon Focus feat (a character normally cannot deal nonlethal sneak attack damage with a weapon that deals lethal damage), and additional nonlethal damage gained from this ability stacks with any additional nonlethal damage done with a sneak attack. Using the blade of compassion attack requires concentration and focus; the silverhair knight cannot wield a weapon in her off hand or use a shield when attacking in this manner, although she can use both hands to attack if the sword can be wielded two-handed. This attack is subject to all the restriction of a rogue's sneak attack, and it is only effective against creatures that can suffer nonlethal damage. Voice of Serenity (Su:At 3Rd level, a silverhair knight's voice takes on a strangely trustworthy and friendly lilt that soothes the suspicions and doubts of those with whom she interacts. She gains a +2 sacred bonus on Bluff and Diplomacy checks. Additionally, all enchantment spells she casts that have a verbal component gain a +1 sacred bonus to their save DC. Consume Sins (Su):A 5Th-level silverhair knight can perform a mysterious ritual to attempt to change the alignment of an evil fey, giant, humanoid, or monstrous humanoid to neutral. The silverhair knight must maintain unbroken physical contact with the target for a number of minutes equal to the targets Hit Dice. The target must be conscious for the duration, but need not be willing; usually such a target is kept tightly bound for the duration, but a silverhair knight can disguise what she is doing by making a Bluff check (opposed by the target's Sense Motive check). A new Bluff check must be made each minute. At the end of this duration, the target suffers 10d6 points of nonlethal damage as the full weight of sins on his conscience overwhelms him. Additionally, he must make a Will saving throw (DC = 10 + the knight's class level + the knight's charisma modifier) to resist his alignment changed to neutral. If the target makes the Will save to avoid alignment change, his alignment remains the same, but his sins overwhelm the caster and fill her with rage, sadness, and despair. The silverhair knight immediately gains a number of negative levels equal to half the target's Hit Dice plus the target's Charisma modifier. If this reduces the silverhair knight's level to 0 or less, she immediately dies and rises within 24 hours as a ghost with the same alignment as the creature whose sins she last consumed. If the negative levels do not slay the knight, she instead lapses into a coma for 24 hours, at the end of which she awakens and must make Fortitude saving throws to keep the negative levels from becoming permanent (as normal with negative levels - see the Dungeon Master's Guide page 293). Negative levels gained through a failed use of consume sins can be removed normally with a restoration spell, but doing so frees these "undigested" sins and grants the original target a +1 profane bonus per negated negative level to skill check, attack rolls and will saves for the next 24 hours. Once the 24 hour coma has passed, any negative levels that have become permanent can be restored with a greater restoration spell without effect on either the silverhair knight or the target. If the target fails the Will save to avoid alignment change, the sins are absorbed by the silverhair knight's soul and obliterated by her purity and devotion to Eilistraee. The target's alignment immediately changes to neutral, and the silverhair knight gains a +4 sacred bonus to her Charisma and a +1 sacred bonus to her caster level when casting spells with the Good descriptor. These bonuses persist for a number of hours equal to half the target's Hit Dice plus the target's Charisma modifier. A creature whose alignment is changed to neutral by this supernatural ability is free to make its own choices regarding future actions. Most creatures see the error of their evil ways and do not return to their evil patterns of behavior. many switch alignments to match that of the silverhair knight out of gratitude for the service provided. Consume sins is a mind-affecting supernatural ability and a fear effect. A silverhair knight may consume sins once per week. Drow are particularly susceptible to this ability and suffer a -2 penalty to saving throws made to resist alignment. A Single target can only be affected by an attempt to consume sins once per year.

Silverhair Knights Requirements[edit]

To qualify to become a silverhair knight, a character must fulfill all the following criteria. Base attack:+6. Alignment:Chaotic Good. Bluff:8 Ranks. Diplomacy:8 Ranks. Knowledge(Religion):8 Ranks. Sense Motive:8 Ranks. Feats:Combat Expertise, Skill Focus(Diplomacy),Weapon Focus(Any Sword). Spells:Ability to cast 2Nd-level divine spells. Patron:Eilistraee. Special:A character who wishes to become a silverhair knight cannot have slain or have caused the death of any drow of any alignment at any time in her past. If the character cannot meet this requirement, she must receive an atonement from a cleric of Eilistraee before being accepted into the order; payment for this atonement usually requires going on a quest for the church.

Silverhair Knights Class Skills[edit]

The silverhair knight's class skills (and the key ability for each skill) are: Dex:Hide, Move Silently. Con:Concentration. Int:Knowledge (History), Knowledge (Local), Knowledge (Religion). Wis:Heal, Listen, Sense Motive, Spot. Cha:Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform. Skill Points at each level:2 + Int Modifier.

Ex-Silverhair Knights[edit]

A silverhair knight who willingly causes the death of a drow (directly or indirectly) must seek out atonement for her deed within 24 hours; this atonement must come from a cleric of Eilistraee. If the silverhair knight does not atone in this time, if she acts grossly out of accordance with the teachings of the Dark Maiden, or if she becomes any other alignment other than chaotic good, she looses all special abilities and granted spells from her silverhair knight levels. she may regain these abilities at a later date by accomplishing a major quest for the church and then receiving an atonement spell from a priest of Eilistraee of equal or higher level than her character level.

Spells Of The Silverhair Knights[edit]

The following spells were developed by the order of the Silverhair Knights to aid in their mission to redeem the drow, but they can just as easily be used by other good-aligned spellcatsers who seek to forgive and save the wicked from their destructive lives.

Awaken Sin[edit]

Enchantment (Compulsion) [Fear,Good,Mind-Affecting] Level:Clr 3, Pal 3 Components:V,S,DF Casting Time:1 standard action Range:Close (25 Ft + 5 Ft./2 levels) Target:One evil fey, giant, humanoid, or monstrous humanoid Duration:Instantaneous Saving Throw:Will partial Spell Resistance:Yes Silverhair knights use this dramatic and somewhat unsettling spell to show evil individuals (particularly drow) the errors of their ways. If the Target manages to resist the effects of this spell, the sudden upwelling of sinful memories cause a momentary distraction that imparts a -1 penalty on skill checks and attack rolls for 1 round. Failure indicates that the various acts of cruelty and hatred the target has inflicted throughout his life suddenly weigh down upon its mind, causing it to suffer the pains and torments of all those it has tormented and wounded. the target immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the target unconscious, it also takes 1d6 points of Wisdom damage. This spell is rapidly gaining a foothold amongst other religions who sponsor sin eaters; in particular, paladins of Ilmater have taken a particular liking to the spell.

Eilistraa's Grace[edit]

Transmutation [Good] Level: Brd 4, Clr 5 Components: V Casting Time: 1 free action Range:Personal Target:You Duration: 1 round/level Saving Throw: None Spell Resistance: No With a single word, you call upon the might and grace of Eilistraee, bathing your body with divine energy. Your body glows with silvery light, providing illumination to a radius of 60 feet. You gain a -20 circumstance penalty on Hide Checks made while under the effect of this spell. For the duration of the spell, you gain a + sacred bonus to your Dexterity, and your base land speed increases by +10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purposes of overcoming damage reduction. Casting this spell is a free action. Casting this spell counts toward the limit of one quickened spell per round.

Moon Bolt[edit]

Evocation Level:Clr 3, Drd 3 Components:V,S Casting Time:1 standard action Range:Long(400 Ft. + 40 Ft./Level) Target:One living thing or undead creature, or two living or undead creatures, no two of which can be more than 15 Ft. apart (See Text) Duration: Instantaneous Saving Throw:Fortitude half(living target) or Will negates (undead target) Spell Resistance:Yes You create a bolt of shimmering moonlight that streaks from your outstretched hand to strike any living or undead creature in range. Moon bolts strike targets unerringly. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the target makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a moon bolt must make a Will saving throw or fall prone and remain motionless and helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it suffers a -2 penalty to attack rolls and Will saving throws for 1 additional minute. If you cast this spell outdoors at night, you can generate a second moon bolt that can be directed at the same target or a second target within 15 feet of the first target.

Moon Lust[edit]

Enchantment (Compulsion) [Mind-Affecting] Leve:Clr 1 Components: V,S,F Casting Time:1 standard action Range:Medium(100 Ft. + 10 Ft./level) Target:One living creature Duration:1 round/level Saving Throw: Will Negates Spell Resistance:Yes This spell instills in the target an obsessive fascination with the moon. If the target fails its save, it fixates on the moon and is considered fascinated for the duration of the spell(see the Dungeon Master's Guide page 300-301). If the moon is not visible at the time the spell is cast and the target fails its save, it grows worried and distracted, and is not fascinated. However, the creature instead takes a -1 penalty on all attack rolls and skill checks for the duration of the spell. Sightless creatures are not affected by this spell. Focus:A silver Ingot worth 5 Gp.

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