Krimm_Blackleaf
2009-01-08, 04:35 AM
Unseelie Knight
http://i7.photobucket.com/albums/y265/Nny2/UnseelieWarrior.jpg
Selandaen of Ash, an elven unseelie knight.
Fifteen years ago, the nation of wild magic was brutally murdered at the hands of the nation of the dead, Arcnus Mortis. Shello was destroyed only overnight, killing almost all that lived there, leaving a few tortured survivors and countless undead. Many left if they were able, but many stayed and became survivors. Even fewer of these survivors began to take on the qualities of the land, unholy and unfortunate feylike creatures. The unseelie became the twisted versions of the beautiful fey they once were, but they were survivors... and these knights learn and mold themselves to become the unseelie themselves.
HD: d8
Requirements
Alignment: Neutral evil, chaotic neutral or true neutral
BAB: +3
Skills: Knowledge (arcana) 2 ranks, Knowledge (nature) 8 ranks, Martial Lore 2 ranks
Feats: Fey Blood (http://www.giantitp.com/articles/3CsX278ZDGQQ62al3RP.html)
Spellcasting: Ability to cast 2nd level divine spells, including summon nature's ally II and faerie fire.
Maneuvers: Ability to use 2nd level maneuvers of the Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614) or Shadow Hand disciplines, including at least one strike and one stance.
Special: Must be a Shello native who lived there during the reaping of Shello, who not only survived it but remained a native for a long time after.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim and Tumble
Skill-points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Divine Spellcasting
1st|+0|+0|+2|+2|Ashen grace|--
2nd|+1|+0|+3|+3|Unseelie blade|+1 of existing spellcasting class
3rd|+2|+1|+3|+3|--|+1 of existing spellcasting class
4th|+3|+1|+4|+4|Inured flesh|+1 of existing spellcasting class
5th|+3|+1|+4|+4|Unseelie ice strike|+1 of existing spellcasting class
6th|+4|+2|+5|+5|Stance of black whimsy|--
7th|+5|+2|+5|+5|Greater inured flesh|+1 of existing spellcasting class
8th|+6|+2|+6|+6|--|+1 of existing spellcasting class
9th|+6|+3|+6|+6|Reaving claws of Shello|+1 of existing spellcasting class
10th|+7|+3|+7|+7|Ashen fey apotheosis|+1 of existing spellcasting class
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|0
3rd|1|0|0
4th|1|0|1
5th|1|0|0
6th|0|1|0
7th|1|0|0
8th|1|0|0
9th|1|0|1
10th|0|1|0
[/table]
Weapon and armor proficiencies: Unseelie knights gain no additional weapon or armor proficiencies.
Spellcasting: At each level except 1st, 6th you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an unseelie knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known(if applicable).
Maneuvers: At each level except 2nd, 6th and 10th, and unseelie knight gains new maneuvers known from the Dancing Leaf, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full unseelie knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th and 10th levels, you gain additional maneuvers readied per day.
Stances Known: At 4th and 8th levels, you learn a new martial stance from the Dancing Leaf, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Ashen Grace (Ex): Your feyish mind, flesh and blood meld with your ability to avoid blows, much like it enhances your druidic magic. You add your Cha modifier as an insight bonus to your Armor Class instead of your Wisdom modifier. If you did not have a class feature that granted you a Wisdom bonus to AC before taking levels in this class, you gain no benefits from this class feature.
Unseelie Blade (Su): At 2nd level, your blade takes on certain darkling qualities. Any weapon you wield or natural weapon you possess deals an additional amount of damage equal to your Cha modifier to any non-fey you make a successful melee attack against.
Inured Flesh (Ex): Your skin takes on special qualities that make you resistant to the harsh lands of Shello. At 4th level, you gain DR 5/cold iron and resistance to negative energy 5. Additionally, you gain a +1 to saves against necromantic spells and effects and disease.
Unseelie Ice Strike (Su): At 5th level, you learn a special attack that concentrates the cold death that dwells on Shello's dead surface into your weapon. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 5th level strike, and does not belong to any discipline. You initiate this strike as a standard action, and you make a single melee attack against a foe you threaten. If this attack hits, it deals an additional 4d6 points of cold damage to the foe and renders them under the effects of both the morality undone and suggestion spells, both as if cast by you. The save DC's for the spell effects are 15+Cha modifier.
Stance of Black Whimsy (Su): At 6th level, you learn a particular stance that is a reflection of the twisted whimsy that is inherent in the unseelie fey of Shello. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, you are capable of influencing all that surround you that might wish you harm. Anyone that comes within 30 feet of you and witnesses you initiating a maneuver must make a Will save (DC 15+Cha modifier) or become fascinated. Additionally, as a standard action you can use suggestion as a spell-like ability. Once you use your suggestion, you cannot do so again for 5 rounds. Making a save against the fascinate ability renders you immune to the effects of it for the duration of the encounter.
Greater Inured Flesh (Ex): At 7th level, your flesh becomes even more durable to the vicious landscape of Shello. Your DR increases to 10/cold iron, your resistance to negative energy becomes 10 and your saves vs. necromantic spells and effects and disease increase to +2.
Reaving Claws of Shello (Su): At 9th level, you learn a special strike almost stolen right from the hands of death itself that was used to reap the land of Shello clean of life. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level strike, and does not belong to any discipline. You initiate this strike as part of a normal full-attack action, with special bonus effects based on how many strikes you successfully make against them, as seen on the table below. Extra damage dealt by this strike is considered half cold damage and half unholy energy(untyped).
{table="head"]Strikes|Effects
1|5d6 damage.
2|10d6 damage.
3|15d6 damage.
4|15d6 damage, Fort save(DC 17+Cha modifier) or be struck dead.
[/table]
Ashen Fey Apotheosis (Ex): At 10th level you become one of the unseelie of Shello. Your type changes to fey permanently(and despite the requirements of the feat, you retain Fey Blood), your DR changes from DR 10/cold iron to DR 10/cold iron and magic, your negative energy resistance becomes full immunity to negative energy damage and your bonuses to saves against necromantic spells and effects and poison becomes +4 instead of +2. Additionally, on top of your normal ability to recover maneuvers(if indeed you have one), you gain the ability to regain a single maneuver every time you fell a foe with at least as many HD equal to one half your own.
http://i7.photobucket.com/albums/y265/Nny2/UnseelieWarrior.jpg
Selandaen of Ash, an elven unseelie knight.
Fifteen years ago, the nation of wild magic was brutally murdered at the hands of the nation of the dead, Arcnus Mortis. Shello was destroyed only overnight, killing almost all that lived there, leaving a few tortured survivors and countless undead. Many left if they were able, but many stayed and became survivors. Even fewer of these survivors began to take on the qualities of the land, unholy and unfortunate feylike creatures. The unseelie became the twisted versions of the beautiful fey they once were, but they were survivors... and these knights learn and mold themselves to become the unseelie themselves.
HD: d8
Requirements
Alignment: Neutral evil, chaotic neutral or true neutral
BAB: +3
Skills: Knowledge (arcana) 2 ranks, Knowledge (nature) 8 ranks, Martial Lore 2 ranks
Feats: Fey Blood (http://www.giantitp.com/articles/3CsX278ZDGQQ62al3RP.html)
Spellcasting: Ability to cast 2nd level divine spells, including summon nature's ally II and faerie fire.
Maneuvers: Ability to use 2nd level maneuvers of the Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614) or Shadow Hand disciplines, including at least one strike and one stance.
Special: Must be a Shello native who lived there during the reaping of Shello, who not only survived it but remained a native for a long time after.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim and Tumble
Skill-points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Divine Spellcasting
1st|+0|+0|+2|+2|Ashen grace|--
2nd|+1|+0|+3|+3|Unseelie blade|+1 of existing spellcasting class
3rd|+2|+1|+3|+3|--|+1 of existing spellcasting class
4th|+3|+1|+4|+4|Inured flesh|+1 of existing spellcasting class
5th|+3|+1|+4|+4|Unseelie ice strike|+1 of existing spellcasting class
6th|+4|+2|+5|+5|Stance of black whimsy|--
7th|+5|+2|+5|+5|Greater inured flesh|+1 of existing spellcasting class
8th|+6|+2|+6|+6|--|+1 of existing spellcasting class
9th|+6|+3|+6|+6|Reaving claws of Shello|+1 of existing spellcasting class
10th|+7|+3|+7|+7|Ashen fey apotheosis|+1 of existing spellcasting class
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|0
3rd|1|0|0
4th|1|0|1
5th|1|0|0
6th|0|1|0
7th|1|0|0
8th|1|0|0
9th|1|0|1
10th|0|1|0
[/table]
Weapon and armor proficiencies: Unseelie knights gain no additional weapon or armor proficiencies.
Spellcasting: At each level except 1st, 6th you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an unseelie knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known(if applicable).
Maneuvers: At each level except 2nd, 6th and 10th, and unseelie knight gains new maneuvers known from the Dancing Leaf, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full unseelie knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th and 10th levels, you gain additional maneuvers readied per day.
Stances Known: At 4th and 8th levels, you learn a new martial stance from the Dancing Leaf, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Ashen Grace (Ex): Your feyish mind, flesh and blood meld with your ability to avoid blows, much like it enhances your druidic magic. You add your Cha modifier as an insight bonus to your Armor Class instead of your Wisdom modifier. If you did not have a class feature that granted you a Wisdom bonus to AC before taking levels in this class, you gain no benefits from this class feature.
Unseelie Blade (Su): At 2nd level, your blade takes on certain darkling qualities. Any weapon you wield or natural weapon you possess deals an additional amount of damage equal to your Cha modifier to any non-fey you make a successful melee attack against.
Inured Flesh (Ex): Your skin takes on special qualities that make you resistant to the harsh lands of Shello. At 4th level, you gain DR 5/cold iron and resistance to negative energy 5. Additionally, you gain a +1 to saves against necromantic spells and effects and disease.
Unseelie Ice Strike (Su): At 5th level, you learn a special attack that concentrates the cold death that dwells on Shello's dead surface into your weapon. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 5th level strike, and does not belong to any discipline. You initiate this strike as a standard action, and you make a single melee attack against a foe you threaten. If this attack hits, it deals an additional 4d6 points of cold damage to the foe and renders them under the effects of both the morality undone and suggestion spells, both as if cast by you. The save DC's for the spell effects are 15+Cha modifier.
Stance of Black Whimsy (Su): At 6th level, you learn a particular stance that is a reflection of the twisted whimsy that is inherent in the unseelie fey of Shello. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, you are capable of influencing all that surround you that might wish you harm. Anyone that comes within 30 feet of you and witnesses you initiating a maneuver must make a Will save (DC 15+Cha modifier) or become fascinated. Additionally, as a standard action you can use suggestion as a spell-like ability. Once you use your suggestion, you cannot do so again for 5 rounds. Making a save against the fascinate ability renders you immune to the effects of it for the duration of the encounter.
Greater Inured Flesh (Ex): At 7th level, your flesh becomes even more durable to the vicious landscape of Shello. Your DR increases to 10/cold iron, your resistance to negative energy becomes 10 and your saves vs. necromantic spells and effects and disease increase to +2.
Reaving Claws of Shello (Su): At 9th level, you learn a special strike almost stolen right from the hands of death itself that was used to reap the land of Shello clean of life. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 7th level strike, and does not belong to any discipline. You initiate this strike as part of a normal full-attack action, with special bonus effects based on how many strikes you successfully make against them, as seen on the table below. Extra damage dealt by this strike is considered half cold damage and half unholy energy(untyped).
{table="head"]Strikes|Effects
1|5d6 damage.
2|10d6 damage.
3|15d6 damage.
4|15d6 damage, Fort save(DC 17+Cha modifier) or be struck dead.
[/table]
Ashen Fey Apotheosis (Ex): At 10th level you become one of the unseelie of Shello. Your type changes to fey permanently(and despite the requirements of the feat, you retain Fey Blood), your DR changes from DR 10/cold iron to DR 10/cold iron and magic, your negative energy resistance becomes full immunity to negative energy damage and your bonuses to saves against necromantic spells and effects and poison becomes +4 instead of +2. Additionally, on top of your normal ability to recover maneuvers(if indeed you have one), you gain the ability to regain a single maneuver every time you fell a foe with at least as many HD equal to one half your own.