General Prestige Class : Whitehorn
No creature is more universally revered by good mortals than the unicorn. To slay one is a sin of the highest order, and only the purest of heart can use one as a mount. Now and then, a humanoid who is granted this privilege forms a strange and lasting bond with the unicorn that leads her to become a member of the mystery cult known as the Whitehorns.
Whitehorn packs appear from time to time in serene glades throughout the land. Rumors of midnight revelries and sacred rituals conducted under the full moon have spread to civilized areas, attracting the attention of the curious. But by the time such interlopers arrive, all they find are open glades, strangely serene and empty.
The organizational structure of a whitehorn pack is similar to that of a herd of horses. Whitehorns, however, tend not to spend much time in one another's company, for most prefer a solitary life. On the rare occasions when they gather for ritual or defense, whitehorn packs can be lethally effective against incursions into their glades by beings bent on destruction or evil.
All whitehorns have been riders of unicorns at one time or another. Most were once clerics of good-aligned deities who sought knowledge about the legendary healing powers of the unicorn's horn. Some fighters specializing in mounted warfare also choose to follow the whitehorn's path.
Characters who wander into an enchanted glade on a moonlit night might end up running for cover from the NPC whitehorns who guard it. Or PCs might come to the aid of the whitehorns, helping them defend their territory from invasion.
To qualify to become a Whitehorn, a character must fulfill all the following criteria:
- Gender: female
- Alignment: Chaotic good
- Skills: Ride 8 ranks
- Feats: Mounted Combat,
- Special: The candidate must have ridden a unicorn at some time in her life.
Skill Points at Each Level: 2 + Int modifier.
All the following are class features of the whitehorn prestige class.
Weapon and Armor Proficiency: The whitehorn is proficient with javelin, short-spear, halfspear, longspear, ranseur, guisarme, glaive, light lance, and heavy lance. She gains no new armor or shield proficiencies.
White Horn (Ex): At 1st level, the whitehorn grows a small, white horn in the center of her forehead. With it, she can gore an opponent as a primary natural attack. Her gore attack deals 1d6 points of damage if she is Medium-size or 1d4 points of damage if she is Small. This attack does not provoke an attack of opportunity from the whitehorn's foe. If she uses a full attack action, she can make normal weapon attacks and use her gore as a secondary natural attack at the standard -5 penalty. Any applicable Strength bonus on damage rolls is determined normally, depending on whether the gore was used as a primary or secondary attack.
Touch of the Horn (Sp): Beginning at 2nd level, the character's horn grants her special healing powers. At 2nd level, she can cast cure light wounds three times per day. At 3rd level, she can cast cure moderate wounds once per day. At 4th level, she can cast neutralize poison once per day. Each of these abilities is in addition to the ones gained before. These spells are cast as a sorcerer of a level equal to the whitehorn's character level.
Magic Circle Against Evil (Sp): At 5th level, the whitehorn can cast magic circle against evil spell once per day as a sorcerer of a level equal to the whitehorn's character level.
Unicorn Apotheosis (Ex): At 5th level, the whitehorn gains low-light vision and darkvision (60-foot range) if she did not already have them. Her type changes to magical beast, making her even more like the noble steed she so admires.
|Whitehorn||Hit Die: d10|
|2nd||+2||+3||+3||+0||Touch of the horn (cure light wounds 3/day)|
|3rd||+3||+3||+3||+1||Touch of the horn (cure moderate wounds 3/day)|
|4th||+4||+4||+4||+2||Touch or the horn (neutralize poison 1/day)|
|5th||+5||+4||+4||+2||Magic circle against evil, unicorn apotheosis|
Patron Deity: Lurue.
Lurue, who counts many unicorns among her worshipers, believes that any being pure enough to ride a unicorn is a soul worth watching. Her whitehorn cults work primarily to keep unicorn glades safe and secret, but they also help recently awakened animals adjust to their new world.
Source: Dragon #307