Wheel of Time- The four Pillars
The lands of Amadacia are home to a zealous religious group known as the Children of the Light. Their most common members are the White cloaks. Zealous men drafted from all across the westlands to serve the light and banish the shadow from the hearts of men and women.
Adventures: Whitecloaks rarely openly adventure outside of their own groups. They know that they are not well received in countries other than Amadacia. This does not stop them from combating the shadow wherever it dwells and whenever it breeds. As such a Whitecloak may be willing to work with those not of their order to purge Darkfriends or Shadowspawn from an area though their righteous zeal will fall on their allies if they find them lacking in their service to the Light.
Characteristics: White cloaks are trained in a variety of weapons and battle tactic as a result they are very similar to the armsman. However their fanatical dedication to the Light and purging the shadow from the world can make the difficult to work will. They will almost never work with anyone who channels and often they will arrest and kill any that they can.
Origin: The whitecloaks are the back bone of the Children of the Light’s standing army. Anyone from across the land may head the Lights call and join their forces. Most have a deep hatred of those who can channel though the more moderate among them hide this fact for fear of being put to question as a Darkfriend.
Background: Whitecloaks most often come from the midlands but they accept recruits from any nation.Table 2-13: Whitecloak
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Def Bonus||Reputation Score||Special|
|1st||+1||+2||+0||+1||+2||0||Indomitable soul, zealous surge|
|2nd||+2||+3||+0||+2||+2||1||Endurance, iron will|
|4th||+4||+4||+1||+2||+3||1||Light’s bulwark I|
|6th||+6/+1||+5||+2||+3||+4||2||Improved Iron Will|
|8th||+8/+3||+6||+2||+4||+4||3||Light’s bulwark II|
|9th||+9/+4||+6||+2||+4||+5||3||Smite channeler 1/day|
|12th||+12/+7/+2||+8||+3||+6||+6||5||Light’s bulwark III|
|16th||+16/+11/+6/+1||+10||+5||+7||+7||6||Light’s bulwark IV|
|18th||+18/+13/+8/+3||+11||+5||+8||+8||7||Smite channeler 2/day|
|20th||+20/+15/+10/+5||+12||+6||+9||+8||8||Light’s bulwark V|
GAME RULE INFORMATION:
Whitecloaks have the following game statistics.
Alignment: Any (Though most are Lawful Neutral or Lawful Good)
Hit Die: d10
Skill Points per Level: 3 + Int modifier
Abilities: Strength is important for a whitecloak because it aids them in combat. Constitution is important because it helps them endure the rigors travel, training, and the wounds they receive in battle. Wisdom is also important as it help with their strong will and conviction to the Light.
Class Skills: The wilder’s class skills are: Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).
Class Features: All of the following are class features of the wilder.
Weapon and Armor Proficiency: A woodsman is proficient with all simple and martial weapons, light armor, medium armor, heavy armor and shields (but not tower shields).
Maneuvers: You begin play with maneuvers from 2 Disciplines, Devoted Spirit and Diamond mind. You may learn additional disciplines without purchasing of a feat but these require a teacher and time.
Maneuvers Readied: You can ready all 3 of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. Please consult Table 2-4 for the rate at which you gain maneuvers. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below.)
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st level stance from any of your disciplines. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance in place of one you already know. Indomitable Soul: At 1st level the whitecloak has his Charisma modifier if any to his will saves.
Zealous Surge: Starting at 1st level once per day the whitecloak may re-roll a single save. You must use this re-roll before you know the results of the save and must abide by the roll even if it is lower than the first.
Endurance: At 2nd level the whitecloak gains Endurance as bonus feat.
Iron Will: At 2nd level the whitecloak gains Iron Will as bonus feat.
Armor Compatibility: Because they are trained to shrug off blows rather than dodge them whitecloaks, like armsmen have a lower Defense bonus than other fighting classes. However the whitecloak is able to benefit more from the use of armor than these other classes and due to his training is allowed to add his Defense bonus to his armor and shield bonus if he has any. For multi-class characters this applies only to the Defense bonus gained from whitecloak levels. Additionally the -2 penalty to Defense bonus for multi-classing does not affect armor compatibility. For example a 3rd level wanderer / 4th level whitecloak has a Defense bonus of +5 (+3 for whitecloak, +4 for wanderer) when wearing no armor and a Defense bonus of +3 when wearing armor.
Light’s Bulwark: Starting at 4th level the Whitecloak received the blessing and protection of the Light. If struck in combat they receive a +1 moral bonus to AC for one round. Additionally they seem to be miraculously able to avoid the worse effects of some weaves, again a weave resistance of 5. These bonuses increase by 1 and 5 respectively at 8th, 12th, 16th and 20th level. Giving the whitecloak a +5 morale bonus to AC if struck in combat and a 25 weave resistance at 20th level.
Improved Iron Will: At 6th level the whitecloak gains Improved Iron Will as bonus feat.
Smite Channeler: Starting at 9th level once per day you may summon your conviction and hatred into a single blow on a creature you know is able to channel the one power. You gain a bonus on your attack roll equal to your Charisma modifier if any, and a bonus on damage rolls equal to your whitecloak level. This ability may be used once per day. You received a second use of the ability per day at 18th level.
Die Hard: At 10th level the whitecloak gains Die Hard as bonus feat.
Mettle: At 14th level if the whitecloak succeeds on Fortitude or Will saves the effect is negated even if success would normally allow a lesser effect.
Sense Shadowspawn: At 17th level the whitecloak is able to detect Shadowspawn as though they had cast the weave sense Shadowspawn as a 1st level channeler. This ability is always active.
SPECIAL NOTE:The following maneuvers/stances have been removed from the Devoted Spirit discipline Crusader’s Strike, Martial Spirit, Revitalizing Strike, Rallying Strike, Strike of Righteous Vitality (Replaced by Time Stands Still).