Void Knight, Variant (3.5e Class)
From D&D Wiki
- 1 Void Knight
- 1.1 Making a Void Knight
- 1.2 Campaign Information
A Knight that is chosen by The Reverse and as such has gained the powers of the void.
Making a Void Knight
A Heavily armoured warrior who harnessess the power of the void in order to serve The Reverse in his duty. As such they are unevasive and typically travel alone and do not interact well with others.
Abilities: Most Important: Strength is important for this classes ability to hit, Constitution in order to take hits, Wisdom to power their abilities. Less Important: Charisma to influence and lead others, Intelligence for skill points and Dexterity for evasive stats
Races: Any, But humans are the most common.
Alignment: Lawful Neutral.
Starting Gold: 4d6×10 gp.
Starting Age: Moderate.
|1st||+1||+2||+2||+0||Sword Warrior, Still Blade 1/day|
|3rd||+3||+3||+3||+0||Aura of Courage, Void's Might|
|5th||+5||+4||+4||+1||Still Blade 2/day, Void Mount,|
|10th||+10/+5||+7||+5||+2||Still Blade 3/day|
|15th||+15/+10/+5||+9||+7||+3||Still Blade 4/day, Banish 4/week|
|20th||+20/+15/+10/+5||+12||+9||+5||Still Blade 5/day, Sword King|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
A knight chosen by The Reverse and granted a small fraction of their power. All of the following are class features of the Void Knight.
Weapon and Armor Proficiency: All Void Knights are proficient with Simple and Martial weapons. The Void Knight is proficient in all armour as well as shields (Exept tower shields).
Sword Warrior:(Ex) The Void Knight's abilities will only awaken if they use their sword.
Still Blade:(Ex) Once per day, the Void Knight cut following the lines of existence. The attack is more accurate and deals greater damage than an normal attack. The add their wisdom modifier to their attack roll and deal one extra damage per Void Knight Level. On the roll of a natural twenty a limb is severed.
Void Touched:(Su) A Void Knight may add their wisdom bonus to all their saving throws.
Aura of Courage:(Su) Beginning at 3rd level, a Void Knight is immune to fear . Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability only functions while the void knight is conscious.
Void's Might:(Ex) A Void Knight is immune to all diseases.
Sword Master:(Ex) A Void Knight may chose one of the following abilities to learn:
Analytical Strike: A Void Knight may deal additional damage equal to their intelligence bonus and rupture organs with a targeted strike to certain parts of the body. This may be used 3 times a day.
Demoralizing Strike: A Void Knight may roll a fear check on the hit of a sword weapon. This may be used 3 times a day.
Void Mount:(Su) Upon reaching the 5th the void knight gains the loyalty of a spirit guardian of the reverse world to aid them in the persuit of their duty. The spirit guardian resembles a cross between a serpentine creature and a dragon it carries a powerful ghostly presence and the spirit guardians carry the blood of The Reverse.
Once per day, as a full-round action, A Void Knight may magically call their mount from the Reverse World in which it resides. The mount immediately appears adjacent to the Void Knight; it may be dismissed at any time as a free action. When dismissed is phases half the way back into the reverse world but still remains slightly present on the material plane as such it can be seen by anyone who saw it leave and by anyone who is sensitive to magical forces. The mount is the same Spirit Guardian each time it is summoned.
Banish:(Sp) At 6th level a Void knight may send a target to the Reverse World with no way to return. They can use this ability one additional time per every three levels after 6th (Twice at 9th, Thrice at12th and so one). The traget may roll a will save to resist.
Sword Legend:(Ex) A void knight may choose one of these abilities:
Crushing Might: Add the constitution bonus to the damage. The attack also has the additional chance to crush and damage an opponent's armour reducing their AC modifier on the roll of a Crit. This may be used 3 times a day.
Flashing Strike: Gain a additional roll equal to half of the dexterity bonus (Example: A Dexterity modifier of 2 deals one additional hit, a modifier of 4 deals two additional hits and so on). This may be used 3 times a day.
Sword King:(Ex) The sword king may choose one of the following abilites and choose one element to add to the sword
Inspiring Strike: Upon at hit of an opponent the attack inflicts fear into the target and all allies within a 100ft radius gain immunity to fear and your charisma bonus to their save rolls. This may be used 3 times a day.
Way of the Sword: Add your strength bonus or charisma bonus (Whichever is higher) to attack rolls on all allies within a 50ft radius and yourself. Then hit your opponent with four consecutive strikes (Needs only one attack roll). This may be used 3 times a day.
The Void Knight's Mount
Upon reaching fifth level the Void Knight gains the aid of one of the Spirit Guardians of the Reverse World to aid them. If it would be killed it returns to the Reverse World instead for five days to recover during this time period the Void Knight takes a -3 penalty on all rolls.
|Void Knight Level||HD||Natural Armour||Strength||Int||Size||Speed||Special|
Emphatic Link: The Void Knight has an empathic link with their Spirit Guardian out to a distance of up to 1 mile. The void knight cannot see through the mount’s eyes, but they can communicate emphatically.
Because of this empathic link, the void knight has the same connection to an item or place that her mount does, just as with a master and his familiar.
Breath Weapon: A jet stream of ghostly black fire bursts forth from the Spirit Guardian's mouth. It deals fire damage and gives a negative level to anything that it hits that fails it's reflex save.
Void Jump: The Spirit Guardian is able to safely carry itself and anything touching it to the Reverse World. The Spirit Guardian may jump out of the reverse world anywhere within 100ft. This constitutes the normal move action.
Spell Resistance: A Spirit Guardian’s spell resistance equals its master’s void knight level. To affect the Spirit Guardian with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Spirit Guardian’s spell resistance.
The Void Knight looses all their powers and abilities and their mount deserts them if the fall to any chaotic alignment or they actively deny the will of The Reverse. The only way to gain the powers back is to loose the chaotic alignment and go back to lawful and go on an atonement quest (The atonement spell does not work as the quest proves that you are sorry rather than just casting a spell).
Epic Void Knight
|25th||+25/+20/+15/+10/+5||+14||+10||+6||Still Blade 6/day|
|30th||+30/+25/+20/+15/+10/+5||+17||+12||+7||Still Blade 7/day, Banish 8/week|
4 + Int modifier skill points per level.
Still Blade: The epic Void Knight adds their class level to damage with any Still Blade attack, as normal. They gain one additional use per day for every five levels higher than 20th.
Banish: The epic Paladin can use Banish one additional time per week for every three levels higher than 18th.
Void Mount: The epic Void Knight's Spirit Guardian continues to increase in power. Every eight levels after 20th the special mount gains +2 Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +2, and its Intelligence increases by +1. The mount’s spell resistance equals the Void Knight’s class level + 5.
Bonus Feats: The epic Void Knight gains a bonus feat every three levels after 20th. They may choose from the list of epic feats provided they meet the prerequisites.
Human Void Knight Starting Package
Weapons: Rapier 1d6, Piercing, 18-20/x2, 2lb.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power Attack.
Bonus Feats: Cleave.
Gear: Breastplate, Heavy Wooden Shield, Rope Hempen 50ft, Water Skin, Flint and Steel, Torch, Bedroll, Backpack, Travelers Clothes .
Playing a Void Knight
Religion: All Void Knight's dilligently worship The Reverse one of The Four Primordial Beasts as they are the ones he has chosen to be the envoy's of his will in the Material Plane.
Other Classes: A wandering knight at heart however they typically garner the respect and admiration of the general masses as well as members of the nobility and royalty through their noble deeds and honorable actions. They do tend to get along well with other Knights such as Paladins and more honorable fighters. They are respectful of spell casters as they admire the efficiency of the magic they use and the skill at which they use it, they especially respect clerics who devote their powers towards helping others. They are however less trusting towards anyone who uses their powers for their own ends rather than the good of all living creatures.
Combat: A Void Knight is a hard hitting class that will often be on the front lines of combat. They are great at the role of beating down an enemy however they are ineffectual at any support roles. They can make good leaders however this is normally best left to more charismatic classes.
Advancement: Many Void Knights choose to remain dedicated to their chosen path however some do learn the arts of the Arcane or Divine and pursue the path of a wizard or a cleric possessing the appropriate prior knowledge.
Void Knights in the World
|“||The Void is a devastating force that holds together the threads of existence and I have been granted access to it's powers. Do not make me use them on you.||”|
|—Sir Isador Zetane, Human Void Knight|
Void Knights are Knights who wander the land bringing order where there is chaos, serving the will of The Reverse and aiding those who are unable to aid themselves
Daily Life: Most Void Knights wander the length and breadth of the land searching for those in need of aid and fulfilling the will of The Reverse. They are frequently found inside dungeons to clear out monsters and rescue trapped people.
Notables: Sir Isador Zetane, Lady Althea "Der Viskot Hirir" (The World Guardian in the tongue of the Spirit Guardians), The Void Blade (The first individual who identifies themselves as a "Knight of the Void").
Organizations: There are no organized groups of Void Knights just a few vagabond knights.
NPC Reactions: Void Knight's generally have the respect and admiration of the general masses for their noble and heroic deeds. However they can also be feared for the sheer power they possess and the Spirit Guardians they ride. They are an imposing sight seated atop a Spirit Guardian is shining full plate armor with their sword glowing with the raw energy harnessed from the void.
Void Knights Lore
Characters with ranks in Knowledge (Religion) or Knowledge (The Planes) can research Void Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||The Void Knights are wanderers who specialize in sword use.|
|10||The Lord they serve is only known as The Reverse.|
|15||The mighty creatures they ride are known as Spirit Guardians.|
|20||The Void knight is the chosen of The Reverse and as such the powers they call upon are a fraction of his and he is said to have formed the universe alongside three others all of whom have similar chosen knights and the Spirit Guardians themselves contain the blood of The Reverse.|
Void Knights in the Game
The Void Knights are very heavy hitters who specialize in crushing their enemies with sheer might and surviving all wounds they may take. They may also call in their Spirit Guardian in order to increase their power and danger and heal some of their own wounds in times of need.
Adaptation: The Void Knight has four brother knight types in the form of the knight who serve the other three of The Four Primordial Beasts who manipulate the forces of Fate/Chance, Time/Space and Creation/Destruction. A player may also change the Void Knight's weapon of choice from any sword to any other weapon group at the discretion of the DM.
Sample Encounter: Attacking the castle of an Evil Lord with a chance misunderstanding that spirals out of control.
EL 12: The Group enters the Lord's castle courtyard. Looking up they see a shadow dart across the sky as a cloud covers the moon. A strange sound like a cross between a screech and a roar echo's through the night high in the clouds. Another screech-roar echo's this time sounding closer. As the cloud uncovers the moon before it lies a strange creature that looks like a cross between a sea serpent and a dragon. It shimmers in the moon light before it disappears completely. Hearing a strange sound the party turns around in time to see it reappear and the man upon it's back jump at them as it breathes a black fire on them! (Party must make a reflex save to dodge these attacks)
Mantarda the Silent Judgement (Void Knight 12)
Hit Die: 10d10+35 (112hp) (This is designed for two players add an additional 1d10 for each extra party member)
Base Speed: 50ft
Stats: Strength - 18, Constitution - 16, Wisdom - 14, Intelligence - 14 (12 Natural 2 Enchantment), Charisma - 12, Dexterity - 14 (12 Natural, 2 enchantment)
AC: 25, Touch - 16, Flat-Footed - 17
Saves - 8 Fortitude, 5 Will, 1 Reflex
Alignment - Lawful Neutral
Standard Attack - +3 Cold Iron Longsword +10, 1d8+12, Crit 19-20/x2, Slashing, 5ft reach
Special Attacks - Still Blade, Analytical Strike, Banish (Uses these like a normal Void Knight would)
Weapons: +3 Cold Iron Longsword +10, 1d8+12, Crit 19-20/x2,
Special: Still Blade, Banish, Sword Focus, Void Touched, Regenerate, Aura of Courage, Void's Might, Phase, Sword Master (Analytical Strike), Void Mount, Banish, Power Attack, Cleave, Mounted Combat, Improved Unarmed Strike, Deflect Arrows, Endurance, Diehard, Combat Reflexes
Tactics: Will attack melee classes while he gets the Spirit Guardian to take out any characters who provide support. Will use Analytical Strike but will refrain from using Still Blade or Banish until he has less than a third of his hp. If a character is knocked unconscious he will not go for the killing blow. He prefers to fight on foot however at less than 1/3rd hp will mount his spirit guardian to ride in battle. He will still not use banish.
Feats: Power Attack, Cleave, Mounted Combat, Improved Unarmed Strike, Deflect Arrows, Endurance, Diehard, Combat Reflexes
Gear: +5 Breastplate, +3 Longsword, Locked Gauntlets, Cloak of the Silent Magus (+2 Dex, +2 Int, Move Silently +6, Blind Fight, Stealthy), Bedroll, Rations, Torches, Flint and Steel
Treasure: 10d6 gold