Descent

For the latest
news click
HERE !

HOME ]||[ RP Nexus

Forums ]||[ FAQ

Credits ]||[ About Us

Contact Us

Voting Polls

REPORT A SITE ERROR

THE CAMPAIGN
* Cast
* NPCs
* The Graveyard
* House Rules
* Player Conduct
* Join us
* Character Sheet

THE DROW
* Physiology
* Personality
* Society
* Relations
* Religion
* Magic
* Craftwork
* Language
* Fighting Styles
* Pets & Mounts
* Slaves
* Origins
* Test of Lolth
* Racial Traits
* Classes
* Roleplay Tips
* Related Products

THE UNDERDARK
* Denizens
* Locales
* Deities
* Art Gallery
* Underdark Links
* Related Products

LINKS
*Link to Us

Gaming community, Forums & chat, Directory, Online Flash Gaming and much more...

Site Title

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 Faerûn. 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 silver hair 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 the death of a drow would directly result in saving the life of others is lethal force permitted, and even then, a silverhair knight must atone 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 worshipper of Eilistraee that can meet the requirements, regardless of race or gender, is welcomed to 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.


©2006 commissoned art by Molly Nemecek
DO NOT TAKE, permission NOT granted!

Level
1
2
3
4
5
B. Attack
+1
+2
+3
+4
+5
F. Save
+2
+3
+3
+4
+4
R. Save
+0
+0
+1
+1
+1
W. Save
+2
+3
+3
+4
+4
Special
Awaken sins 1/day, Merciful edge
Blade of compassion +1d6
Awaken sins 2/day, Voice of serenity
Blade of compassion +2d6
Awaken sins 3/day, Consume sins

Hit Die: d6

Requirements:

  • Base Attack: +6
  • Alignment: Chaotic Good
  • Skills: Bluff (+8), Diplomacy (+8), Knowledge (religion) (+8), Sense Motive (+8)
  • Feats: Combat Expertise, Skill Focus (Diplomacy), Weapon Focus (any sword)
    (If you plan to use this in our campaign, please see our House Rules regarding feats)
  • 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 a 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 this order; payment for this atonement usually requires going on a quest for the church.
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Gather Information, Heal, Hide, Intimidate, Knowledge (history), Knowledge (local), Knowledge (religion), Listen, Move Silently, Perform, Sense Motive, and Spot

Skill Points/Level: 2 + INT Modifier

Class Features

  • 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 ability as if she had gained a level in a spellcasting class in which she belonged before she added this prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chances of turning or destroying undead, bonus feats and so on). If the character has more than one spellcasting class before becoming a silverhair knight, the player must decide to which class to add each silverhair knight level for the purpose 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 3rd level, she may use this ability twice per day, and at 5th level, she may do so three times per day.
    Drow are particularly susceptible to this spell-like ability and suffer a -2 penalty on saving throws made to resist its effects.

  • Merciful Edge: [Ex]
    A silverhair knight who ops to deal nonlethal damage with any sword she has the Weapon Focus feat in does not suffer the -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 Weapon Focus feat and she strikes to deal nonlethal damage, she can strike 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 does 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 restrictions of a rogue’s sneak attack, and 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]
    At 5th level, silverhair knights 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 target’s 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 the 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 having 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 checks, 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 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 their alignment 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 spell-like ability and suffer a -2 penalty on saving throws made to resist alignment change. A single target can only be affected by an attempt to consume sins once per year.
Ex-Silverhair Knights: A silverhair knight that willingly causes the death of a drow (directly or indirectly) must seek out atonement for her deed within 24 hours; the 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 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 or equal or higher level than her character level.

Spells of the Silverhair Knights

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

  • Awaken Sin
  • Eilistraee's Grace
  • Moon Bolt
  • Moon Lust
    Page last updated: July 25th, 2006
    EXCHANGE & AFFILIATE PROGRAM

    Sign up for PayPal and start accepting credit card payments instantly.

    Role Playing Games by RolePlayGateway

    ©2001-2016 All rights reserved Descent Into Darkness {Drow Campaign set in the Forgotten Realms}.
    Everything within the domain name http://drowcampaign.roleplaynexus.com is protected by federal laws. Any duplication in part or in full, without written consent is a violation of these laws. The material such as graphics, backgrounds and music have their own Copyrights and were free to use with permission.
    The material gathered and contained within is property and copyrighted to Wizards of the Coast, which is a Hasbro® owned company with its own Terms & Conditions to follow. If you wish to use any information on this site please contact the webmasters and all respective creditors mentioned in this statement. Thank you.
    This site is for non-profit and commercial use is prohibited.