Ziegander
2011-10-01, 04:13 PM
Knight of the White Lion
Designer's Notes
So, inspired by the Make a Tier 5 Caster class thread, I've decided to run with the idea of a "pet" caster. It's like a Druid without the Wild Shape, and with a drastically trimmed down spell list, and no spontaneous summons, and what not. I'm aiming more for Tier 4 here, but we'll see how it turns out. Please note that White Lion's Cub is intentionally weaker than a normal Animal Companion. Please let me know what you think of the mechanics!
Alignment: Any
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+0|+2|White Lion's Cub, Improved Flanking +1|3|1||||||||
2nd|+1|+3|+0|+3||4|2||||||||
3rd|+2|+3|+1|+3||4|2|1|||||||
4th|+3|+4|+1|+4||4|3|2|||||||
5th|+3|+4|+1|+4|Improved Flanking +2|4|3|2|1||||||
6th|+4|+5|+2|+5||4|3|3|2||||||
7th|+5|+5|+2|+5||4|4|3|2|1|||||
8th|+6/+1|+6|+2|+6||4|4|3|3|2|||||
9th|+6/+1|+6|+3|+6||4|4|4|3|2|1||||
10th|+7/+2|+7|+3|+7|Improved Flanking +3|4|4|4|3|3|2||||
11th|+8/+3|+7|+3|+7||4|4|4|4|3|2|1|||
12th|+9/+4|+8|+4|+8||4|4|4|4|3|3|2|||
13th|+9/+4|+8|+4|+8||4|4|4|4|4|3|2|1||
14th|+10/+5|+9|+4|+9||4|4|4|4|4|3|3|2||
15th|+11/+6/+1|+9|+5|+9|Improved Flanking +4|4|4|4|4|4|4|3|2|1|
16th|+12/+7/+2|+10|+5|+10||4|4|4|4|4|4|3|3|2|
17th|+12/+7/+2|+10|+5|+10||4|4|4|4|4|4|4|3|2|1
18th|+13/+8/+3|+11|+6|+11||4|4|4|4|4|4|4|3|3|2
19th|+14/+9/+4|+11|+6|+11||4|4|4|4|4|4|4|4|3|3
20th|+15/+10/+5|+12|+6|+12|Improved Flanking +5|4|4|4|4|4|4|4|4|4|4
[/table]
Class Skills (4 + Int modifier): Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon & Armor Proficiency
A Knight of the White Lion is proficient with all simple and martial weapons, with light and medium armor, but not with shields.
Spells
A Knight of the White Lion spontaneously casts divine spells, as a Sorcerer spontaneously casts arcane spells, which are drawn from the Knight of the White Lion spell list (given below). He knows every spell on his list of a level available to him to cast and his caster level is equal to his class level.
To cast a spell, the KotWL must have a Wisdom score equal to at least 10 + the spell level. The saving throw DCs for these spells, if any, is 10 + the spell level + the KotWL's Wisdom modifier.
Like other spellcasters, a Knight of the White Lion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
Knight of the White Lion Spell List
Orisons (0-level) - Cure Minor Wounds, DawnSC, Detect Magic, Detect Poison, Know Direction, Light, Mending, NaturewatchSC
1st level - Aspect of the WolfSC, Beastland FerocitySC, BloodhoundSC, Calm Animals, Charm Animal, CamouflageSC, Cure Light Wounds, Enrage AnimalSC, HawkeyeSC, Hide from Animals, Magic Fang, Nature's FavorSC, Ram's MightSC, Smell of FearSC, Speak with Animals
2nd level - Align FangSC, Animal Messenger, Animal Trance, Bear's Endurance, Bite of the WereratSC, Bull's Strength, Cat's Grace, CountermoonSC, Eagle's Splendor, Embrace the WildSC, Fox's Cunning, Hunter's MercySC, Owl's Wisdom, Reduce Animal, Snake's SwiftnessSC, SwimSC, Summon Swarm (animals only)
3rd level - Bite of the WerewolfSC, Cure Moderate Wounds, Dominate Animal, Greater Magic Fang, Jagged ToothSC, Lesser Restoration, Lion's ChargeSC, Mass Align FangSC, SnakebiteSC, Snare, Thunderous RoarSC,
4th level - Bite of the WereboarSC, BlindsightSC, Essence of the RaptorSC, Jaws of the WolfSC, Mass Snake's SwiftnessSC, Repel Vermin, Superior Magic FangSC, Tortoise ShellSC
5th level - Animal Growth, Awaken (animals only), Bite of the WeretigerSC, Cure Serious Wounds, Dire HungerSC, Sheltered VitalitySC, Restoration
6th level - Bite of the WerebearSC, Cure Critical Wounds, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Vortex of TeethSC
7th level - Aura of VitalitySC, Freedom of Movement, Phantom StagSC
8th level - Animal Shapes, Heal, Phantom WolfSC
9th level - Nature's AvatarSC, Phantom BearSC, Shapechange (animal forms only)
White Lion's Cub
At 1st level a Knight of the White Lion may choose any animal with a CR of 1/2 or less that possesses no more than 1 HD as their Cub. A KotWL's Cub serves its master loyally and until death, trained in all of the tricks Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm#) is capable of teaching an animal. A KotWL automatically succeeds on Handle Animal checks to command his Cub (he need not roll).
If the Cub has less than 1 HD, then it advances to 1 HD. Like its master, the Cub gets maximum hit points for its first HD (but not for any beyond the first). The Cub is proficient with any armor its master is. The Cub does not gain XP, but every time the Knight of the White Lion gains a level, his Cub advances by 1 HD. A KotWL and its Cub share an Empathic Link, as a Sorcerer does with its Familiar, but at any distance (even interplanar).
A Cub that is smaller than medium size will usually increase in size as it gains HD based on the table below, but its master may prevent this from happening (with no expenditure of effort or resources and at no harm to the Cub). When a Cub grows a size category from gaining HD it follows the normal rules for improving monsters found here (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases).
A Cub, unless operating under its master's orders, will not willingly move more than 60ft from its master. A Cub that has lost its master, unless operating under its master's orders, will seek out its master on its own accord until death.
A Knight of the White Lion may dismiss its Cub from service as a standard action, but must be able to see, hear, and touch the Cub to do so. If a KotWL's Cub dies the Knight loses a level (as if from being returned from the dead). Choosing a new Cub requires 1 week of seeking and training. When a KotWL chooses a new Cub he may choose any animal that has a CR no higher than 1/2 his class levels and with up to as many HD as his class level.
A Knight of the White Lion may cast any spell from the Knight of the White Lion Spell List with a range of touch on their Cub from any distance (even interplanar), even if he does not have line of effect or line of sight, provided the effect is harmless.
Cub Advancement by HD
{table=head]Starting Size|Size at 4 HD|Size at 8 HD|Size at 12 HD|Size at 16 HD|Size at 20 HD
Diminutive|Tiny|Tiny|Small|Small|Medium
Tiny|Tiny|Small|Small|Medium|Medium
Small|Small|Medium|Medium|Medium|Medium[/table]
Improved Flanking (Ex): A Knight of the White Lion is an expert in attacking foes with the advantage of an ally, so that when an ally flanks a creature with him they attack with increased morale.
At 1st level, this grants the KotWL and his flanking ally a +1 morale bonus to attack and damage rolls. These bonuses increase by +1 at 5th level and every five levels thereafter.
DMs Looking for more class features?
Feel free to add any or all of the following class features to Knights of the White Lion used in your games. They add a bit of power and utility to the class without changing it in any large way. I didn't include them because I prefer the class in its pure form - animal companion + pet spells. Plus, with all these class features it just rips off the Ranger too much, in my opinion.
Track
At 2nd level, a Knight of the White Lion gains Track as a bonus feat. If his Cub has the Scent quality he may use it to assist his Survival checks.
Wild Empathy (Ex): At 2nd level, a Knight of the White Lion can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The KotWL rolls 1d20 and adds his class level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the KotWL and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A KotWL can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on his check.
Armored Predator (Ex): Starting at 4th level, a Knight of the White Lion does not suffer armor check penalties to Hide or Move Silently checks and neither does his Cub.
Woodland Stride (Ex): Starting at 6th level, a Knight of the White Lion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Speak to Animals (Ex): Starting at 8th level, a Knight of the White Lion can Speak with Animals, as the spell, at all times as an extraordinary ability.
Swift Tracker (Ex): Starting at 12th level, a Knight of the White Lion can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Camouflage (Ex): A Knight of the White Lion of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnt grant cover or concealment.
Tongue of the Sun and Moon (Ex): A Knight of the White Lion of 17th level or higher can speak with any living creature.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Knight of the White Lion of 18th level or higher can use the Hide skill even while being observed.
Designer's Notes
So, inspired by the Make a Tier 5 Caster class thread, I've decided to run with the idea of a "pet" caster. It's like a Druid without the Wild Shape, and with a drastically trimmed down spell list, and no spontaneous summons, and what not. I'm aiming more for Tier 4 here, but we'll see how it turns out. Please note that White Lion's Cub is intentionally weaker than a normal Animal Companion. Please let me know what you think of the mechanics!
Alignment: Any
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+0|+2|White Lion's Cub, Improved Flanking +1|3|1||||||||
2nd|+1|+3|+0|+3||4|2||||||||
3rd|+2|+3|+1|+3||4|2|1|||||||
4th|+3|+4|+1|+4||4|3|2|||||||
5th|+3|+4|+1|+4|Improved Flanking +2|4|3|2|1||||||
6th|+4|+5|+2|+5||4|3|3|2||||||
7th|+5|+5|+2|+5||4|4|3|2|1|||||
8th|+6/+1|+6|+2|+6||4|4|3|3|2|||||
9th|+6/+1|+6|+3|+6||4|4|4|3|2|1||||
10th|+7/+2|+7|+3|+7|Improved Flanking +3|4|4|4|3|3|2||||
11th|+8/+3|+7|+3|+7||4|4|4|4|3|2|1|||
12th|+9/+4|+8|+4|+8||4|4|4|4|3|3|2|||
13th|+9/+4|+8|+4|+8||4|4|4|4|4|3|2|1||
14th|+10/+5|+9|+4|+9||4|4|4|4|4|3|3|2||
15th|+11/+6/+1|+9|+5|+9|Improved Flanking +4|4|4|4|4|4|4|3|2|1|
16th|+12/+7/+2|+10|+5|+10||4|4|4|4|4|4|3|3|2|
17th|+12/+7/+2|+10|+5|+10||4|4|4|4|4|4|4|3|2|1
18th|+13/+8/+3|+11|+6|+11||4|4|4|4|4|4|4|3|3|2
19th|+14/+9/+4|+11|+6|+11||4|4|4|4|4|4|4|4|3|3
20th|+15/+10/+5|+12|+6|+12|Improved Flanking +5|4|4|4|4|4|4|4|4|4|4
[/table]
Class Skills (4 + Int modifier): Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon & Armor Proficiency
A Knight of the White Lion is proficient with all simple and martial weapons, with light and medium armor, but not with shields.
Spells
A Knight of the White Lion spontaneously casts divine spells, as a Sorcerer spontaneously casts arcane spells, which are drawn from the Knight of the White Lion spell list (given below). He knows every spell on his list of a level available to him to cast and his caster level is equal to his class level.
To cast a spell, the KotWL must have a Wisdom score equal to at least 10 + the spell level. The saving throw DCs for these spells, if any, is 10 + the spell level + the KotWL's Wisdom modifier.
Like other spellcasters, a Knight of the White Lion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
Knight of the White Lion Spell List
Orisons (0-level) - Cure Minor Wounds, DawnSC, Detect Magic, Detect Poison, Know Direction, Light, Mending, NaturewatchSC
1st level - Aspect of the WolfSC, Beastland FerocitySC, BloodhoundSC, Calm Animals, Charm Animal, CamouflageSC, Cure Light Wounds, Enrage AnimalSC, HawkeyeSC, Hide from Animals, Magic Fang, Nature's FavorSC, Ram's MightSC, Smell of FearSC, Speak with Animals
2nd level - Align FangSC, Animal Messenger, Animal Trance, Bear's Endurance, Bite of the WereratSC, Bull's Strength, Cat's Grace, CountermoonSC, Eagle's Splendor, Embrace the WildSC, Fox's Cunning, Hunter's MercySC, Owl's Wisdom, Reduce Animal, Snake's SwiftnessSC, SwimSC, Summon Swarm (animals only)
3rd level - Bite of the WerewolfSC, Cure Moderate Wounds, Dominate Animal, Greater Magic Fang, Jagged ToothSC, Lesser Restoration, Lion's ChargeSC, Mass Align FangSC, SnakebiteSC, Snare, Thunderous RoarSC,
4th level - Bite of the WereboarSC, BlindsightSC, Essence of the RaptorSC, Jaws of the WolfSC, Mass Snake's SwiftnessSC, Repel Vermin, Superior Magic FangSC, Tortoise ShellSC
5th level - Animal Growth, Awaken (animals only), Bite of the WeretigerSC, Cure Serious Wounds, Dire HungerSC, Sheltered VitalitySC, Restoration
6th level - Bite of the WerebearSC, Cure Critical Wounds, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Vortex of TeethSC
7th level - Aura of VitalitySC, Freedom of Movement, Phantom StagSC
8th level - Animal Shapes, Heal, Phantom WolfSC
9th level - Nature's AvatarSC, Phantom BearSC, Shapechange (animal forms only)
White Lion's Cub
At 1st level a Knight of the White Lion may choose any animal with a CR of 1/2 or less that possesses no more than 1 HD as their Cub. A KotWL's Cub serves its master loyally and until death, trained in all of the tricks Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm#) is capable of teaching an animal. A KotWL automatically succeeds on Handle Animal checks to command his Cub (he need not roll).
If the Cub has less than 1 HD, then it advances to 1 HD. Like its master, the Cub gets maximum hit points for its first HD (but not for any beyond the first). The Cub is proficient with any armor its master is. The Cub does not gain XP, but every time the Knight of the White Lion gains a level, his Cub advances by 1 HD. A KotWL and its Cub share an Empathic Link, as a Sorcerer does with its Familiar, but at any distance (even interplanar).
A Cub that is smaller than medium size will usually increase in size as it gains HD based on the table below, but its master may prevent this from happening (with no expenditure of effort or resources and at no harm to the Cub). When a Cub grows a size category from gaining HD it follows the normal rules for improving monsters found here (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases).
A Cub, unless operating under its master's orders, will not willingly move more than 60ft from its master. A Cub that has lost its master, unless operating under its master's orders, will seek out its master on its own accord until death.
A Knight of the White Lion may dismiss its Cub from service as a standard action, but must be able to see, hear, and touch the Cub to do so. If a KotWL's Cub dies the Knight loses a level (as if from being returned from the dead). Choosing a new Cub requires 1 week of seeking and training. When a KotWL chooses a new Cub he may choose any animal that has a CR no higher than 1/2 his class levels and with up to as many HD as his class level.
A Knight of the White Lion may cast any spell from the Knight of the White Lion Spell List with a range of touch on their Cub from any distance (even interplanar), even if he does not have line of effect or line of sight, provided the effect is harmless.
Cub Advancement by HD
{table=head]Starting Size|Size at 4 HD|Size at 8 HD|Size at 12 HD|Size at 16 HD|Size at 20 HD
Diminutive|Tiny|Tiny|Small|Small|Medium
Tiny|Tiny|Small|Small|Medium|Medium
Small|Small|Medium|Medium|Medium|Medium[/table]
Improved Flanking (Ex): A Knight of the White Lion is an expert in attacking foes with the advantage of an ally, so that when an ally flanks a creature with him they attack with increased morale.
At 1st level, this grants the KotWL and his flanking ally a +1 morale bonus to attack and damage rolls. These bonuses increase by +1 at 5th level and every five levels thereafter.
DMs Looking for more class features?
Feel free to add any or all of the following class features to Knights of the White Lion used in your games. They add a bit of power and utility to the class without changing it in any large way. I didn't include them because I prefer the class in its pure form - animal companion + pet spells. Plus, with all these class features it just rips off the Ranger too much, in my opinion.
Track
At 2nd level, a Knight of the White Lion gains Track as a bonus feat. If his Cub has the Scent quality he may use it to assist his Survival checks.
Wild Empathy (Ex): At 2nd level, a Knight of the White Lion can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The KotWL rolls 1d20 and adds his class level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the KotWL and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A KotWL can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on his check.
Armored Predator (Ex): Starting at 4th level, a Knight of the White Lion does not suffer armor check penalties to Hide or Move Silently checks and neither does his Cub.
Woodland Stride (Ex): Starting at 6th level, a Knight of the White Lion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Speak to Animals (Ex): Starting at 8th level, a Knight of the White Lion can Speak with Animals, as the spell, at all times as an extraordinary ability.
Swift Tracker (Ex): Starting at 12th level, a Knight of the White Lion can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Camouflage (Ex): A Knight of the White Lion of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnt grant cover or concealment.
Tongue of the Sun and Moon (Ex): A Knight of the White Lion of 17th level or higher can speak with any living creature.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Knight of the White Lion of 18th level or higher can use the Hide skill even while being observed.