The Dragonlance Nexus

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Knights of the Storm

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman


The Storm Over Krynn is gone. Though most of the Dark Knights who served Khellendros did so out of necessity, one faction did so out of utter devotion. The Storm Over Krynn had been a rallying point for the knighthood, being a champion of darkness from the War of the Lance.

Now that the Storm Lord is no more, his most devoted followers have banded together to exact revenge on all those who stood against the Storm Over Krynn. They seek revenge on those who follow the gods, as it was a god who brought down their lord. The Orders of High Sorcery, the Holy Orders of the Stars, and the Knights of Solamnia are all targets for the Knights of the Storm. When these orders meet oblivion, the Knights of the Storm can fulfill Skie's dream of conquest.

With the sound of thundering hooves, the Knights of the Storm rain down upon their enemies, striking like lightning. Take shelter. The storm approaches.

Knight of Lightning (Knight of the Thorn)

"Lightning strikes into the hearts of men."

The Knights of Lightning are former Thorn Knights who specialize in the Realm of Electromancy. Trained personally by the Storm Lord, these former Dark Knights have tapped into the power of electricity-based magic. Abandoning their ash-grey robes, the Lightning Knights now wear blue robes inlaid with silver lightning designs.

The Lightning Knights are charged with the elimination of the Orders of High Sorcery. With the Tower of Wayreth under the direct view of the Orders of High Sorcery, the Lightning Knights are seeking to make the Tower of Nightlund their new base of operations. Thus far, the tower's new grove has made it impossible to enter the tower.

Lightning Knights wear golden yellow sashes to represent their power over lightning.

Hit Die: d6

Requirements:

To take a Knight of Lightning substitution level, a character must be a member of the Knights of Lightning, able to cast arcane spells without preparation and summon a familiar, and be about to take his 1st, 6th, or 10th level of Knight of the Thorn.

Class Skills:

Knight of Lightning substitution levels have the class skills of the standard Knight of the Thorn prestige class plus Survival.

Skill Points at Each Level: 2 + Int modifier.

Class Features:

All of the following are features of the Knight of Lightning substitution levels.

Electromancer (Ex): A Knight of Lightning may change the energy descriptor of any spell he casts to electricity, so that spells that normally deal damage of another energy type (such as fire or cold) deal electricity damage instead. The spell's descriptor changes to the new energy type.

This ability replaces the standard Knight of the Thorn's Diviner ability at1st level.

Lightning Touch (Sp): A Knight of Lightning is adept at learning Electromancy spells. He can cast shocking grasp as a 1st-level spell. It is automatically added to his spells known, and does not count against his total spells known at that level.

This ability replaces the standard Knight of the Thorn's Read Omens ability at1st level.

Lightning Strike (Sp): A Knight of Lightning continues his learning of Electromancy spells. He can cast call lightning as a 3rd-level spell. It is automatically added to his spells known, and does not count against his total spells known at that level.

This ability replaces the standard Knight of the Thorn's Read Portents ability at 3rd level.

Lightning Storm (Sp): A Knight of Lightning continues his learning of Electromancy spells. He can cast call lightning storm as a 5th-level spell. It is automatically added to his spells known, and does not count against his total spells known at that level.

This ability replaces the standard Knight of the Thorn's Cosmic Understanding ability at 10th level.

Knight of Lightning Substitution Levels
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Electromancer, Lightning Touch
6th +4 +2 +2 +5 Lightning Strike
10th +7 +3 +3 +7 Lightning Storm

Knight of Rain (Knight of the Skull)

"The body drowns; the soul survives."

The Knights of Rain are former Skull Knight mystics who embody the ideals of the Knights of the Storm. Their belief in the Storm Over Krynn fuels their abilities, enhancing their ability to destroy their enemies.

Chief among those enemies are the Holy Orders of the Stars, whose beliefs in gods threatens their existence. The Rain Knights call all orders who follow gods enemy, as well as traditional Dark Knight enemies such as the Legion of Steel.

Rain Knights tend to wear dark blues and grays.

Hit Die: d8

Requirements:

To take a Knight of Rain substitution level, a character must be a member of the Knights of Rain, able to cast divine spells without preparation, and be about to take his 1st, 5th, or 10th level of Knight of the Skull.

Class Skills:

Knight of Rain substitution levels have the class skills of the standard Knight of the Skull class plus Knowledge (nature) and Survival.

Skill Points at Each Level: 2 + Int modifier.

Class Features:

All of the following are features of the Knight of Rain substitution levels.

Water Domain (Ex): At 1st level, you gain the Water domain. You gain the granted power of the new domain and add the domain spell for each level to your list of spells known, but the new domain does not grant you any additional spells per day.

This ability replaces the standard Knight of the Skull's Detect Good and Aura of Evil abilities at 1st level.

Favored Enemy (Ex): At 1st level, you select a favored enemy from the following list of foes who oppose the Knights of the Storm: dragon overlords, dragonlords, Holy Orders of the Stars, Knights of Solamnia, Legion of Steel, Purifiers, Wizards of High Sorcery. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you get a +2 bonus on weapon damage rolls against such creatures, and creatures of this type suffer a -1 penalty on their saving throws against spells and spell-like, supernatural, or extraordinary abilities the Rain Knight uses against them.

If you already have one or more favored enemies (such as by having levels in the ranger class), your bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If you have selected a category of favored enemies (such as humans or dragons) that includes the more specific favored enemy you choose as a Knight of Rain, the bonuses stack when dealing with the specific foe.

At 5th level and again at 10th level, you select a new favored enemy from the list above, and your bonus against any one selected favored enemy (including the one selected, if so desired) increases by +2.

This ability replaces the standard Knight of the Skull's Smite Good ability at 1st, 5th, and 10th level.

Storm of Elemental Fury (Sp): At 10th level, a Knight of Rain can summon a storm of magnitude and great power. Once per day, a Rain Knight can use storm of elemental fury as if he were an 18th level mystic.

This ability replaces the standard Knight of the Skull's Favor of Darkness ability at 10th level.

Knight of Rain Substitution Levels
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Water Domain, 1st Favored Enemy
5th +3 +4 +1 +4 2nd Favored Enemy
10th +7 +7 +3 +7 Storm of Elemental Fury, 3rd Favored Enemy

Knight of Thunder (Knight of the Lily)

"Hear the thunder of the oblivion storm."

The Knights of Thunder are the warriors of the Knights of the Storm. Rather than using sneak attacks like their Lily Knight forebears, they focus their inner fury into powerful strikes. These attacks are always preceded by an unmistakable battle cry, driving fear into the hearts of their enemies.

The Thunder Knights count the Knights of Solamnia as their primary foes. Though largely outnumbered, the Thunder Knights work with hit-and-run tactics, chipping away at the ancient Solamnic order. The Thunder Knights don't particularly bother with the Legion of Steel, feeling that dividing their limited forces would be foolish at this time. They view the Legion much as the other Dark Knights do, though they see the Legion as a secondary issue compared to the Knights of Solamnia.

Hit Die: d10

Requirements:

To take a Knight of Thunder substitution level, a character must be a member of the Knights of the Thunder, and be about to take his 1st, 4th, 7th, or 10th level of Knight of the Lily.

Class Skills:

Knight of Thunder substitution levels have the class skills of the standard Knight of the Lily class plus Knowledge (nature) and Survival.

Skill Points at Each Level: 4 + Int modifier.

Class Features:

All of the following are features of the Knight of Thunder substitution levels.

Thunderous Strike (Ex): The Knight of Thunder can summon his inner fury and unleash it to devastating effect on his foes. At 1st level, the Knight of Thunder can issue a battle cry when he attacks an opponent, causing him to inflict an extra 1d6 points of damage. This ability increases to 2d6 points of damage at 4th level, 3d6 at 7th level, and 4d6 at 10th level. This ability can be used a 3 times per day.

This ability replaces the standard Knight of the Lily's Sneak Attack ability at 1st, 4th, 7th, and 10th levels.

Unbreakable Will (Ex): Per the standard Knight of the Lily ability.

One Thought (Ex): Per the standard Knight of the Lily ability.

Knight of Thunder Substitution Levels
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Thunderous Strike +1d6
4th +4 +4 +1 +1 Thunderous Strike +2d6, Unbreakable Will (+2 bonus)
7th +7 +5 +2 +2 Thunderous Strike +3d6
10th +10 +7 +3 +3 One Thought, Thunderous Strike +4d6

Adventure Hooks:

  • A Lightning Knight believes that the Tower of Nightlund can be entered by venturing through the Shoikan Grove of Palanthas. Will the heroes brave the Shoikan Grove to stop the Lightning Knight from claiming the tower?
  • Priests at several local temples have been murdered lately. In each case, witnesses report furious rainstorms. Can the heroes discover the cause of the murders?
  • The heroes discover the remains of an old Solamnic outpost. Among the fallen are a strangely-clad group of knights who appear to be wearing Dark Knight armor, yet with the symbols of blue dragons and lightning adorning them. Can the heroes discover the truth behind the attack?

Acknowledgements:

This article draws inspiration from Thrune's Knights of the Oblivion Storm. Thanks to B'naa for his assistance.

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