Cut said:
I have never heard of it as well, although you have caught my interest
Looking for its origin, I realise it comes from… here! This is forum creation!
Knight of the White Mountain for your perusal.
So, well, I will have to reactive the thread, as well as posting on this one.
This is a first attempt, just summarizing what had been done one the other thread.
Knight of the White Mountain
- Endurance Die: d10
- Base Speed: 30’
Class Skills
Athletics (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history, nobility and royalty, warfare) (Int), Ride (Dex) and Sense Motive (Wis)
- Skill Points at 1st Level: (3 + Int modifier) × 4
- Skill Points at Each Additional Level: 3 + Int modifier
Class Features
Code:
Level Base Comb. Sk. Fort Ref Will Special
1st +1 +2 +0 +2 Born to the Sword
2nd +2 +3 +0 +2 Saddlemastery
3rd +3 +3 +1 +3 Oathsworn
4th +4 +4 +1 +4 Indomitable Will II, Psychic Awareness I, Willpower
5th +5 +4 +1 +4 Strength of Arms
6th +6/+1 +5 +2 +5 Indomitable Will III
7th +7/+2 +5 +2 +5 Strength of Arms
8th +8/+3 +6 +2 +6 Indomitable Will IV, Psychic Awareness II
9th +9/+4 +6 +3 +6 Strength of Arms
10th +10/+5 +7 +3 +7 Indomitable Will V, Focus I
11th +11/+6/+1 +7 +3 +7 Strength of Arms
12th +12/+7/+2 +8 +4 +8 Fortress of the Mind I
13th +13/+8/+3 +8 +4 +8 Strength of Arms
14th +14/+9/+4 +9 +4 +9 Fortress of the Mind II
15th +15/+10/+5 +9 +5 +9 Strength of Arms, Focus II
16th +16/+11/+6/+1 +10 +5 +10 Fortress of the Mind III
17th +17/+12/+7/+2 +10 +5 +10 Strength of Arms
18th +18/+13/+8/+3 +11 +6 +11 Fortress of the Mind IV
19th +19/+14/+9/+4 +11 +6 +11 Strength of Arms
20th +20/+15/+10/+5 +12 +6 +12 Fortress of the Mind V
Armour and Weapon Proficiency
All melee weapons, armour and shields.
Born to the Sword
As per Sommlending Knight
Saddlemastery
As per Sommlending Knight regarding the use of Ride skill. However, no warhorse is automatically gained.
Indomitable Will
+2 bonus to resist all magical mind-effecting magic. Immunity to
Mindblast up to the same tier level.
Fortress of the Mind
Immunity to all magical mind-effecting magic and to
Psisurge up to the same tier level. Adds his Charisma modifier (if positive) to his Will save.
Psychic Awareness
- Tier I: May Raise a Shield in Psychic Combat.
- Tier II: Automatically Raises a Shield in Psychic Combat.
Willpower
At fourth level, the Knight gains a Willpower stat. This has a starting value equal to half his Wisdom score (rounded down), and increases by a value equal to his Wis modifier +1 (minimum of +2) each level thereafter.
Oathsworn
As per Sommlending Knight. Additionally, the Knight vows to never utter an untruth, no matter the consequences. Being such a student of the truth, the Knight gains a +2 bonus to his sense Motive checks. Should the Knight ever lie, he may never again advance in the class. Additionally, all benefits gained from Indomitable Will and Fortress of the Mind are lost. If a Knight of the White Mountain does choose to forsake his order and tell a falsehood, any Sense Motive checks made by characters who are aware of the Knight's class will suffer a -10 penalty. This penalty remains in effect for as long as the character using Sense Motive believes the Knight is a member of the order.
Strength of Arms
Each time the Knight gains Strength of Arms, he may choose one of the following abilities (each may be chosen up to three times):
Parry
- Tier I: The Knight learns how to use his strength to turn aside the enemy’s blows. When fighting defensively or engaging in total defence, the Knight may add his Strength modifier to his Armour Class versus any melee attack. Strength to AC vs melee when using full defence or fighting defensively.
- Tier II: The Knight learns to use his parrying skills even when attacking. By taking a move-equivalent action, he may add his Strength bonus to his AC versus all melee attacks, even if he is not fighting defensively or engaging in total defence. Strength to AC vs melee with move-equivalent.
- Tier III: The Knight’s parrying skill becomes such that his parrying is a free action, and the Knight automatically adds his strength bonus to his AC versus all melee attacks unless he is flat-footed or denied his dexterity bonus to AC.
Sundering Blow
- Tier I: The Knight can learns to direct his strength into blows that smash through shields and shatter weapons. He gains a +2 modifier on the opposed check to Sunder, and any damage dealt in the attempt is doubled. ×2 damage
- Tier II: The Knight becomes more adept at focusing this strength. As a full-attack action, he may make a single Sunder attempt, and if he wins the opposed check may ignore the object’s hardness (any part of an object’s hardness due entirely to magic cannot be ignored in this fashion). +2 to opposed check, ignore non-magical hardness
- Tier III: Even hardness due to magical enchantment is ignored. Allow criticals on sunder attempts, ignore magical hardness
Storm of Blows
- Tier I: Power Attack
- Tier II: Cleave
- Tier III: Great Cleave
Paragon of Durenor
At twentieth level, the Knight learns one of the greatest arts of his order; The Knight's paragon ability is chosen from the following three options, based on the two Strengths of Arms he selected three times:
- Sundering Blow + Parry = Sundering Parry — This feat of strength and skill allows the Knight to render a host of his enemies harmless. When taking the full defence action, the Knight may make an opposed roll versus every melee attack made against him that round. If he beats his opponent’s attack roll, he may roll damage against that opponent’s weapon in an attempt to sunder it. If his opposed roll equals or exceeds his foes attack roll, the attack automatically misses (regardless of whether or not the weapon is sundered). Versus unarmed attacks, the Knight deals 1d4 damage plus his strength bonus to the target, if his roll exceeds the target’s attack roll. Note that the Knight gains his +2 bonus to sunder attempts when using Sundering Parry.
- Storm of Blows + Parry = Brutal Parry — the Knight gets a free attack against any opponent who misses a melee attack against him (maximum of one attack per opponent per round).
- Storm of Blows + Sundering Blow = Cleaving Sunder — a successful sunder (ie, breaking a weapon or shield) counts as "dropping a target" for the purposes of Cleave.
Force of Arms
As per Sommlending Knight. Is it Tier I of Storm of Blows?
Focus
- Tier I: The Knight gains the ability to Focus once per day
- Tier II: The Knight gains the ability to Focus twice per day
Address the Troops
As per Sommlending Knight
Cleaving Blow
As per Sommlending Knight. Deactivated?
Many-Felling Strike
As per Sommlending Knight. Deactivated?
Looking at all of the
Lone Wolf classes, no two characters of the same class need to progress in the same manner. Brotherhood of the Crystal Star have their spells, Dwarven Gunners have Secrets of the Gun, Kai Lords, have Disciplines, etc. Each class has something they can choose in any order (Sommlending Knights have their Codes). I think the Knight of the White Mountain needs something like this, so that no two Knights need be the same. Something minor, but looking at the class write-ups I think it was something August intended.
Well, now some more ideas suggested in the other discussion:
- Knights of the White Mountain are the paladins of Magnamund: so they should have Heal as a class skill. I personally doesn’t want these Knight to be a port of the D&D paladin. Plus, I do not consider they should be particularly skilled in healing: herborists like the kind of Madim Rendalim are there for this.
- Ability to combat/detect undead and/or evil. Once again, I am against it. Granted, a Helghast is found with a magical spear in its corpse, but this is just a weapon. Helghast did not seem like afraid or particularly cautious when crossing Durenor. As for Sense Evil, Ganon and Dorier did not detected Parsion, so it is an argument againt Sense Evil
- Someone compared Knight of the White Mountain to ADD1’s “Cavaliers”—which makes sense, since Lone Wolf is based on ADD1.