Blood Elven Blood Knight (Paladin
Variant)
The Order
of the Silver Hand dates back only a handful of years, yet the Order remained
strong despite the collapse due to Prince Arthas'
treachery. Priests collect young warriors, wishing to be the ultimate champions
of good, and invest them with the powers of Light, given to them by their
faith's devotion and practices. Paladins are both born and created. However,
what happens when one turns from the Light? A paladin's faith is what holds the
powers within his body. Without his faith, he has nothing to use to hold onto
the Light itself, and looses his greatness.
Blood
elves are a special case. Ever since the fall of Quel'thalas,
blood elves experienced a crisis of faith, and through this crisis, lost the
chains to hold onto holy power. However, with the rise of the Scourge to the
west and Zul'aman to the east, blood elves needed
champions and true power. While a very small few blood elves remain with enough
faith to hold onto their powers, most needed something else.
Thus, by
combining elven magics with their innate ability to
drain magic, blood knights were created. Formed by transfering the powers of the holy Naaru into willing
recipients, blood knights are paladins only in power. They fight for Quel'thalas, and the blood elven race, testing their new-found powers at every opportunity. However, many blood
knights find their powers fleeting, the chains weaker than those faith wrought,
and occasionally this power may flee the false paladin. However, without the
blood knights, Quel'thalas would fall again, and most
turn an ethical and moral eye away from this theft, for the sake of remaining
alive.
Blood Knight Alterations
A blood
knight may be of any alignment, though most favour Lawful. Furthermore, the
blood knight does not gain the Aura of Good, Detect Undead, Lay on Hands, or
Code of Conduct class features. Instead, she gains the following class
features, at the indicated levels:
1st-level — Detect Magic (Sp): At 1st level, a blood knight may use detect magic as a spell-like ability at will.
1st-level — Strange
Aura (Ex): This ability functions as the
Aura of Good class feature, but works differently if the blood knight is not
good. A non-good blood knight’s aura still shows as a Good aura when viewed by
a detect good spell, but a DC 15 Spot
check discovers the aura is tainted and hollow, as if it was fake. As this may
lead to the discovery of the blood knight’s power source, most blood knights are forced to intimidate or even slay suspicious allies,
simply to retain their powers and keep from being branded a traitor.
1st-level — Spell Shackles (Ex): Unlike other paladins, blood knights are loyal to
1st-level — Weak Bonds
(Ex): The spells that bond the Light's power to a blood knight are
unstable at best, and a blood knight may occasionally find his powers fleeing
him at any time. Whenever a blood knight uses a paladin class ability
restricted to a number of times per day (Holy Strike and Auras, for example),
the power has a 10% chance of failing. Likewise, all paladin spells have a 10%
spell chance failure. If the power or spell fails, the use for that day or
spell slot is still expended.
4th-level — Replenish Energy: At 4th level, once per day the blood knight may attempt to
siphon mana from other divine sources to replenish her own. The blood knight
makes a ranged touch attack that provokes an attack of opportunity against a
Healer or Paladin (or other beings who wield divine magic, such as the Naaru)
target up to 30 feet away. Success drains 1 spell slot
level per caster level per round, restoring a like amount of spell slots to the
blood knight. The target may make a Will saving throw each round to resist this
effect; the DC is equal to 10 + 1/2 the blood knight’s class level + her
Charisma bonus. This effect may be sustained until either the blood knight
dismisses the effect or the target succeeds on her Will save.