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View Full Version : [3.5] Blood Knight, Crystal Spawn, and Fiend Seal (PEACH)



Drakevarg
2010-01-21, 09:33 PM
Got buried, but I still need them evalutated, since I have no way of playtesting them. I'd have just bumped the old topic, but I had three posts in a row there anyway...

The Fiend Seal in particular is in dire need of a review. Especially since I can't decide between my two Enemy Without options.
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BLOOD KNIGHT
Alignment: Any Chaotic.
Hit Dice: d10

Prerequisites
Base Attack Bonus: +5
Feats: Diehard, Great Cleave

Class Skills
Balance (DEX)
Climb (STR)
Intimidate (CHA)
Jump (STR)
Knowledge (Geography) (INT)
Survival (WIS)
Swim (STR)
Tumble (DEX)
Skill Points: 2

Class Features
Impossible Strength (Ex): The Blood Knight's Strength increases by +1 per class level.
Retribution (Ex): Any time the Blood Knight takes damage, he adds half of that damage to his next damage roll to a maximum of twice his class level.
Fearless (Ex): Beginning at 2nd level, the Blood Knight is immune to fear effects.
Demonic Aura (Su): Beginning at 3rd level, the Blood Knight's presence becomes so intimidating that all creatures within 30 feet of him must make a Will Save (DC 10 + the Blood Knight's class level + the Blood Knight's CHA Modifier) or become panicked. The effects of the Blood Knight's aura last for 10 rounds (one minute) or until the victim is no longer within 30 feet of the Blood Knight. If the victim is still within 30 feet of the Blood Knight when the duration expires, he must make the Will Save again or the effect continues. Upon a successful save, the victim is no longer effected by that particular Blood Knight's aura until they leave the area of effect and re-enter. This ability is constant and involuntary. The save DC is Charisma-based.
Deathless (Ex): At 5th level, the Blood Knight is no longer effected by being dropped to zero or lower health. However, upon reaching -10 HP, he still dies as usual. He also becomes immune to death effects.
Juggernaut (Ex): At 7th level, the Blood Knight is capable of flying into a rage that renders him nigh unstoppable. The rage lasts for 10 rounds, and during this time the Blood Knight cannot be slain, even if reduced to below -10 HP. Once the duration has expired, however, any wounds the Blood Knight has suffered take their toll, killing him if he is below -10 HP. Immeadiately after the duration expires, the Blood Knight must make a Fortitude Save equal to half of the damage taken while in Juggernaut rage or die from overexertion. This ability may only be used once per day.
Death Blow (Ex): At 10th level, the Blood Knight can focus all his strength into a single blow, overpowering all but the most tenacious of foes. After taking a full-round action to ready the attack, the Blood Knight can make a single melee attack. The target must make a Fortitude Save (DC 10 + the Blood Knight's class level + the Blood Knight's STR Modifier), or be cleaved in two and killed instantly. If the target makes the save, the Blood Knight deals damage as usual.

The Blood Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|+1 STR, Retribution
2nd|+2|+3|+0|+0|+2 STR, Fearless
3rd|+3|+3|+1|+1|+3 STR, Demonic Aura
4th|+4|+4|+1|+1|+4 STR
5th|+5|+4|+1|+1|+5 STR, Deathless
6th|+6/+1|+5|+2|+2|+6 STR
7th|+7/+2|+5|+2|+2|+7 STR, Juggernaut
8th|+8/+3|+6|+2|+2|+8 STR
9th|+9/+4|+6|+3|+3|+9 STR
10th|+10/+5|+7|+3|+3|+10 STR, Death Blow[/table]
PLAYING A BLOOD KNIGHT
Blood Knights are undeniably a melee class. They are not well-suited to fight along side other melee fighters, as lesser men are often overwhelmed by the Blood Knight's mere presence.
Combat: A Blood Knight's greatest strength is exactly that; raw strength. As such the average Blood Knight doesn't bother much with strategy much more complicated than "hit the enemy until it's a red stain on the floor."
Advancement: A Barbarian's rage is an excellent tool for a Blood Knight. A Fighter also makes for a good Blood Knight, their bonus feats allowing them to obtain the skills nessicary for this class as quickly as possible. Blood Knights make for terrible rogues and other stealth-based classes, as their Demonic Aura makes stealth nearly impossible as everyone in the room is pissing themselves in terror at your mere presence.
Resources: Blood Knights rarely make use of any resources beyond their own blade. If you could uproot trees with your bare hands, you probably wouldn't need to either.

BLOOD KNIGHTS IN THE WORLD
In battle, he's like a dog thrown a piece of raw meat. Get in his way and he'll devour you.

Blood Knights are almost universally feared as bloodthirsty monsters. As such they become loners by nessecity, wandering aimlessly in search of battle. On the battlefield they are still regarded with caution by their allies, but their presence is no doubt welcome, in the same sense that pointing an angry troll in your enemy's direction is welcome.
Daily Life: Blood Knights are often woodsmen; living mostly off of wild game. They are, however, almost always found within a few days walking distance of a settlement; better chance of a battle happening near by, and if not a better chance of hearing about one.
Notables: One of the most famous Blood Knights is the Orcish Warlord, Hetcher Strongarm. A feared warrior in the war against elvenkind, he was blessed with a Fiendish blessing for his service to Gruumsh. Living for battle, Hetcher Strongarm can often be found on the front lines, cutting down anyone unfortunate enough to get within reach of his blade.
Organizations: The terms "Blood Knight" and "Organization" are almost laughably incompatable. Hetcher Strongarm is one of the few Blood Knights that don't operate almost entirely independantly.

NPC Reaction
Due to their violent nature and fearsome presence, it's almost a knee-jerk reaction for the populace to label them as evil. Not that any of them want to get near enough to him to do anything about it. As a result a Blood Knight can be expected to be left alone. On the downside, he also can't expect for anyone to willingly trade with him, as they'll be busy cowering under their market stand.

BLOOD KNIGHTS IN THE GAME
Blood Knights make for an excellent class for those interested in straightforward melee brutality. As such, most characters taking this class will begin as either a Barbarian or a Fighter.
Adaptation: Lacking any sewn-in organization or lore, a Blood Knight is relatively simple to add to a campaign setting. As enemies, they make for good mercenaries, or simply wandering warriors looking for a good fight.
Encounters: An encounter with a Blood Knight is almost guarenteed to become violent eventually. If they don't simply attack you on sight, they'll probably try to goad you into a duel; and don't expect them to stop until they're cut to pieces, if they even stop then.

CRYSTAL SPAWN
Hit Dice: d8

Prerequisites
Skills: Knowledge (Arcana) 8 Ranks
Special: Obtain a Crystal Seed.

Class Skills
Appraise (CHA)
Concentration (CON)
Craft (INT)
Heal (WIS)
Knowledge (Arcana) (INT)
Knowledge (The Planes) (INT)
Profession (WIS)
Spellcraft (INT)
Skill Points: 4

Class Features
Proficiencies:
-All Simple Weapons
-All Martial Weapons
-All Armor
Crystal Armor (Su): A Crystal Spawn can generate a cystalline carapace over any armor he is already wearing at will, which grows as he levels up. This armor takes a full-round action to generate, and another to retract. When generated, the armor gives the Crystal Spawn a Natural Armor Bonus equal to his class level, and Damage Reduction/Bludgeoning equal to half his class level, rounded down.
Crystal Arrows (Su): A Crystal Spawn can generate a crystalline version of any ranged weapon lacking moving parts, or the ammunition thereof. (For example, a Crystal Spawn could generate a javelin or an arrow, but not a longbow.) Doing so requires a standard action, and the generated item shatters into worthless dust one round after leaving the Crystal Spawn's posession. The generarated items have the same stats as the basic items found in the Player's Handbook.
Crystal Blade (Su): At 3rd level, the Crystal Spawn gains the ability to generate a crystal version of any melee weapon lacking moving parts. Doing so requires a full-round action, and the generated item shatters into worthless dust one round after leaving the Crystal Spawn's posession. The generated items have the same stats as the basic items found in the Player's Handbook.
Arcane Absorbtion, Lesser (Su): At 5th level, the Crystal Spawn becomes naturally attuned to arcane energy. Any time he is struck by a spell that deals either cold or fire damage, the energy is absorbed and temporarily enhances the Crystal Spawn's armor and weapons. This effect lasts for 10 rounds. Depending on the type of energy he is struck with, the Crystal Spawn gains one of two abilities;
Sapphire Form: If the Crystal Spawn is struck by a spell that deals cold damage, his armor and any generated weapons turn blue. (As opposed to the normal clear coloration.) When this occurs, the Crystal Spawn's Crystal Armor gains Resist Cold 10, and any weapons generated (melee or ranged) deal an additional 1d6 cold damage. If Ruby Form is activated when the cold spell hits, it is deactivated when Sapphire Form activates.
Ruby Form: If the Crystal Spawn is struck by a spell that deals fire damage, his armor and any generated weapons turn red. When this occurs, the Crystal Spawn's Crystal Armor gains Resist Fire 10, and any weapons generated (melee or ranged) deal an additional 1d6 fire damage. If Sapphire Form is activated when the fire spell hits, it is deactivated when Ruby Form activates.
Obsidian Edge (Su): At 7th level, any slashing or piercing weapon generated by the Crystal Spawn's Crystal Blade ability is treated as Keen, doubling the weapon's threat range. At the same time, the Crystal Spawn gains the ability to coat his non-crystal weapons in crystal, giving any piercing and slashing weapons the same Keen ability and subject to the Arcane Absorbtion bonuses. Like generated weapons, this crystal coating shatters into dust one round after leaving the Crystal Spawn's posession.
Arcane Absorbtion, Greater (Su): At 9th level, the Crystal Spawn becomes even more succeptable to arcane energies. Greater Arcane Absorbtion functions identically to Lesser Arcane Absorbtion, but the new forms function as follows;
Sapphire Form: If the Crystal Spawn is struck by a spell that deals cold damage, his armor and any generated weapons turn blue. When this occurs, the Crystal Spawn's Crystal Armor gains Resist Cold 20, and any weapons generated (melee or ranged) deal an additional 1d6 cold damage. Additionally, in the event of a critical, the enhanced weapon deals an additional Xd10 cold damage, where X = the weapons critical multiplier -1. If Ruby Form is activated when the cold spell hits, it is deactivated when Sapphire Form activates.
Ruby Form: If the Crystal Spawn is struck by a spell that deals fire damage, his armor and any generated weapons turn red. When this occurs, the Crystal Spawn's Crystal Armor gains Resist Fire 20, and any weapons generated (melee or ranged) deal an additional 1d6 fire damage. Additionally, in the event of a critical, the enhanced weapon deals an additional Xd10 cold damage, where X = the weapons critical multiplier -1. If Sapphire Form is activated when the fire spell hits, it is deactivated when Ruby Form activates.

The Crystal Spawn
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|NAB|Special
1st|+0|+2|+0|+0|+1|Crystal Arrows
2nd|+1|+3|+0|+0|+2|Damage Reduction 1/Bludgeoning
3rd|+2|+3|+1|+1|+3|Crystal Blade
4th|+3|+4|+1|+1|+4|Damage Reduction 2/Bludgeoning
5th|+3|+4|+1|+1|+5|Lesser Arcane Absorbtion
6th|+4|+5|+2|+2|+6|Damage Reduction 3/Bludgeoning
7th|+5|+5|+2|+2|+7|Obsidian Edge
8th|+6/+1|+6|+2|+2|+8|Damage Reduction 4/Bludgeoning
9th|+6/+1|+6|+3|+3|+9|Greater Arcane Absorbtion
10th|+7/+2|+7|+3|+3|+10|Damage Reduction 5/Bludgeoning[/table]

FIEND SEAL
Alignment: Any Evil
Hit Dice: d8

Prerequisites
Skills: Knowledge (Religion) 8 Ranks
Special: The character must have made friendly contact with an evil outsider and had a fiend sealed within them after defeating it in single combat.

Class Skills
Concentration (CON)
Craft (INT)
Intimidate (CHA)
Knowledge (Arcana) (INT)
Knowledge (Religion) (INT)
Knowledge (The Planes) (INT)
Profession (WIS)
Spellcraft (INT)
Skill Points: 4

Class Features
Blood Sacrifice (Su): If a sentient target is at 0 or less HP, the Fiend Seal can take a Full-Round action to devour its heart, killing the target instantly. Doing so causes a small crimson rune (about the size of a gold coin) called a Blood Sigil to appear somewhere on the Fiend Seal's body.
Positive Energy Resistance: The Fiend Seal has Positive Energy Resistance of 5 at 1st level, 10 at 4th level, 15 at 7th level, and 20 at 10th level.
First Seal (Su): In order to become a Fiend Seal, a character must fight a fiend in single combat to the death. From 1st level onward, the Fiend Seal may become this fiend at will. The transformation process takes a full-round action to complete and cannot be interrupted except with the death of the character. After releasing the seal, the Fiend Seal's skin becomes ink black, their eyes glow red, and a pair of backward-swept horns sprout from their head. While in this form they gain a pair of claw attacks as natural weapons which deal 1d6 damage each. These claw attacks qualify as one-handed weapons for the purposes of Strength Modifiers to damage and as magic weapons for the purposes of overcoming Damage Reduction. Furthermore, the Fiend Seal gains a +4 Strength Bonus and a +2 Constitution Bonus. The Hit Points of the First Release is calculated seperately from the Fiend Seal's own, taking in to account the increased Constituion Modifier. (For example, if the Fiend Seal had a maximum HP of 50 but was at 12 when the First Seal was released, the First Release form would be at 50 HP + the bonus granted by its increased Constitution score.) However, when the Release's duration expires the Fiend Seal returns to the HP it had before Releasing. Finally, all weapons used by the First Release qualify as Unholy, dealing an extra 2d6 damage to Good-aligned targets. The First Release lasts for a number of rounds equal to the Fiend Seal's class levels + the Fiend Seal's CHA Modifier. Releasing the First Seal costs one Blood Sigil, and cannot be released if the Fiend Seal doesn't have enough Blood Sigils.
Second Seal (Su): At 4th level, the Fiend Seal is approached by an evil outsider and offered greater power. If the Fiend Seal accepts, it must fight a new, stronger fiend in single combat to the death. If it succeeds, it gains the form of this new fiend. If the Fiend Seal declines this offer, it can choose to accept it again at any time, but cannot gain the Third or Final Seals until the Second Seal has been granted. The Second Seal functions more or less identically to the previous seal, with the following exceptions: The Second Release causes the Fiend Seal to take on a more feral appearance, covered in charcoal-black chitin and grow a long, flexible tail. It retains the red eyes and horns of the first seal, and its teeth grow long and sharp, its mouth widening to fit. This new form gives the Fiend Seal a tail attack as a natural weapon that deals 1d8 damage and qualifies as a two-handed weapon in regards to Strength Modifiers to damage, and a bite attack as a natural weapon that deals 1d4 damage and qualifies as a light weapon in regards to Strength Modifiers to damage. Both weapons qualify as magic weapons for the purposes of overcoming Damage Reduction. The Second Release's Strength Bonus increases to +8 and its Constitution Bonus increases to +4, and it gains +4 Natural Armor Bonus. It also has Damage Reduction of 5/Magic. The Second Seal can only be released while in the First Release form and costs two Blood Sigils to activate, not counting the sigil required to release the First Seal. The Second Release does not have seperate HP from the First Release, and uses the same time constraints as the First Release. (That is, if the First Release lasts 8 rounds and the Second Release was activated on the second round, the Second Release has only 6 rounds left, not 8.)
Plane Shift (Sp): After 5th level, the Fiend Seal can use plane shift, as the spell, once per week to any evil-aligned plane.
Third Seal (Su): At 7th level, the Fiend Seal is again approached by an evil outsider with offers of power. The process of the Second Seal repeats itself against a new, more powerful fiend. The Third Seal functions more or less like the Second Seal, with the following exceptions: The Fiend Seal's appearance remains more or less the same, though its posture becomes more regal, and it gains large demonic wings. Finally the Third Release is at all times wreathed in blood-red flame. These two new aspects give it a fly speed the same as its ground speed with good maneuverability, and the flames deal 6d6 damage each round to anyone grappling the Third Release. The Third Release gains a +4 Charisma Bonus and its Damage Reduction increases to 10/Magic. The Third Release also has a fear aura that forces all creatures within 30 feet of him must make a Will Save (DC 10 + the Fiend Seal's class level + the Fiend Seal's CHA Modifier) or become panicked. The effects of the Fiend Seal's aura last for 10 rounds (one minute) or until the victim is no longer within 30 feet of the Fiend Seal. If the victim is still within 30 feet of the Fiend Seal when the duration expires, he must make the Will Save again or the effect continues. Upon a successful save, the victim is no longer effected by that particular Fiend Seal's aura until they leave the area of effect and re-enter. This ability is constant and involuntary. The save DC is Charisma-based. The Third Seal can only be released while in the Second Release form and costs four Blood Sigils to activate, not counting the sigils required to release the First and Second Seals.
Final Seal (Su): At 10th level, the Fiend Seal is approached by an evil outsider for the last time to offer power. This takes place the same as with the Second and Third Seals against a more powerful fiend. The Final Release functions differently from the others. The Fiend Seal's form seems to collapse into a shapeless mass of blood, which quickly recomposes itself as a humanoid form composed purely of blood. It retains the Strength, Constitution, and Charisma bonuses of its previous forms, but loses it's Natural Armor Bonus (replaced with a Deflection Bonus equal to its Charisma Modifier) and its Damage Reduction increases to 15/Magic. The Final Release qualifies as an incorpreal creature, giving it immunity to all nonmagical attack forms and a 50% miss chance against magic attacks (not counting positive energy, negative energy, or force effects), but its natural weapons (which are reduced to the claw attacks only) act as if they have the Ghost Touch ability and ignore Natural Armor, armor and shields, though Deflection Bonuses and forced effects work normally against it. The Final Release retains its fly speed despite the lack of wings, with the maneuverability increased to perfect. The Final Release also retains the Third Release's flaming body and fear aura. The Final Seal can only be released while in the Third Release form and costs eight Blood Sigils to activate, not counting the sigils required to open the other seals.
---
Enemy Without (Su): If the Fiend Seal obtains more Blood Sigils than it has HD, the Fiend sealed within overpowers the Fiend Seal and escapes its body, taking the form of the most powerful Release the Fiend Seal has. Until the Fiend Seal hunts down and destroys the Fiend, it cannot make use of any of the Seals. If anyone but the Fiend Seal kills the Fiend it will simply regenerate after 1d4 days. After the Fiend is defeated the Fiend Seal reabsorbs it and retains all of the Blood Sigils gathered thus far. The Fiend will not revolt again until the number of Sigils is double the Fiend Seal's HD, unless the number of Sigils drops below the first benchmark. The process repeats itself infinitely, so if the Fiend has revolted twice the new benchmark is three times the Fiend Seal's HD, et cetera.

---OR---

Enemy Without (Su): Every 24 hours, a Fiend Seal must make a Will Save of DC 10 + the number of Blood Sigils the Fiend Seal currently has. If they make the save, nothing happens. If the save fails, the Fiend within overpowers the Fiend Seal and escapes its body, taking the form of the most powerful Release the Fiend Seal has. Until the Fiend Seal hunts down and destroys the Fiend, it cannot make use of any of the Seals. If anyone but the Fiend Seal kills the Fiend it will simply regenerate after 1d4 days. After the Fiend is defeated the Fiend Seal reabsorbs it, regaining the power to Release. Henceforth the Will Save must be made every 24 hours in relation to when you reabsorbed the Fiend, as opposed to the previous time.
---
Enemy Within (Su): If the Fiend Seal obtains 100 Blood Sigils, the Fiend sealed within becomes dominant to the Fiend Seal. The Fiend Seal involuntarily takes on the most powerful Release it has, and this Release takes control of the Fiend Seal's body. Unlike the Fiend Seal's own transformations, the Enemy Within can remain in Release form indefinately and will not surrender control of the body until it is killed. Until this happens, the Fiend Seal cannot be resurrected except by direct divine intervention. If or when the Fiend Seal is resurrected it loses all its Blood Sigils.

The Fiend Seal
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+2|Blood Sacrifice, Resist Positive Energy 5, First Seal
2nd|+1|+3|+0|+3
3rd|+2|+3|+1|+3
4th|+3|+4|+1|+4|Resist Positive Energy 10, Second Seal
5th|+3|+4|+1|+4|Plane Shift
6th|+4|+5|+2|+5
7th|+5|+5|+2|+5|Resist Positive Energy 15, Third Seal
8th|+6/+1|+6|+2|+6
9th|+6/+1|+6|+3|+6
10th|+7/+2|+7|+3|+7|Resist Positive Energy 20, Final Seal[/table]

Temotei
2010-01-21, 09:43 PM
Enemy without? Go with the first one. Every round means even out of combat, every six seconds, the fiend seal needs to make a moderate DC save against losing its class features. :smallannoyed:

Drakevarg
2010-01-21, 09:46 PM
Enemy without? Go with the first one. Every round means even out of combat, every six seconds, the fiend seal needs to make a moderate DC save against losing its class features. :smallannoyed:

Every round? Every TWENTY-FOUR HOURS.

Temotei
2010-01-21, 09:57 PM
Every round? Every TWENTY-FOUR HOURS.

Oh. My bad. Then it's not so bad. I missed that part. A little busy, I am, so I'm distracted in my reading.

Either way then. :smallbiggrin: Just pick one.

The Tygre
2010-01-22, 12:31 AM
If you don't mind me asking (you will), what's the back story here? What's the fluff for these classes? How do they fit into a given world? What is the source of their power? In short, from a story-telling point of view, what am I looking at here?

Drakevarg
2010-01-22, 12:48 AM
I don't mind. It's just gonna take a while to get the "proper" fluff set up. Here's the vague rundown:

Blood Knights are psychotic wandering swords-for-hire, their primary motivator in life being combat. They're basically Vikings + Kenpachi Zaraki.

A Crystal Spawn is someone who has bonded with a Crystal Seed, which is in essense a symbiotic creature. They're inherently magical and grow into powerful armor and weapons as the host becomes stronger. When a Crystal Spawn dies its body becomes a Crystal Tree, which in turn creates more Crystal Seeds. The idea was inspired by the image of SCIV Sigfried, but has little to do with him beyond look.

A Fiend Seal is vaguely like V's Soul Splices, but directly with fiends instead. The Fiend Seal enters a pact with an evil outsider and gets a fiend sealed within them, which he learns to release more and more of the power of as he grows. The Fiend Seal was largely inspired by Alucard of Hellsing fame.

The Tygre
2010-01-22, 01:26 AM
There is nothing about those that doesn't sound awesome. :smallcool:

Drakevarg
2010-01-22, 01:33 AM
There are two categories into which my homebrews fit: nessicary, or awesome. Or at least those are what I'm aiming at.

Sir
2010-01-23, 01:57 AM
For the Blood Knights I see a pretty big loophole.
At tenth, if you use juggernaut and deathblow together, you can kill 5 people before you die no matter what. Unless they win their save, but thats unlikely as with all the strength bonus you get. I would suggest putting in something in death blow like; "Cannot be used if Juggernaut is active", or something to fix that.

Other than that, every thing is very nice, keep up the good work.:smallsmile:

Temotei
2010-01-23, 02:18 AM
For the Blood Knights I see a pretty big loophole.
At tenth, if you use juggernaut and deathblow together, you can kill 5 people before you die no matter what. Unless they win their save, but thats unlikely as with all the strength bonus you get. I would suggest putting in something in death blow like; "Cannot be used if Juggernaut is active", or something to fix that.

Other than that, every thing is very nice, keep up the good work.:smallsmile:

Did you notice that juggernaut forces you to make a Fortitude save at the end of ten rounds?

Drakevarg
2010-01-23, 12:06 PM
Did you notice that juggernaut forces you to make a Fortitude save at the end of ten rounds?

Exactly. Juggernaut is intended to be a "last stand" sort of power. Using it will keep you alive long enough to wipe out most of your opponents, but after that you're likely to die of shock.

On the other hand, perhaps I should limit Death Blow to melee attacks...

EDIT: Which I just did. So, want to avoid a Blood Knight's Death Blow? Start running.