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View Full Version : [3.5] Knights of the Ashen Blade, an Ebon Initiate PrC [PrC, ToB]



ErrantX
2010-09-06, 01:40 PM
Ashen Knight

http://i262.photobucket.com/albums/ii99/lythonv66/black_knight-1.jpg

Duke Isahn de Le Morte, Knight of the Ashen Blade

In years past, there was once an order of knights dedicated to the protection and defense of their nation of Thryssia, in service to the powers of light. A power force of darkness came to their land, infernal legions that sought to overthrow their blessed land and enslave their people to darkness. It was a terrible battle, and the Thryssian Knights were failing in their endeavors to stop these infernal legions. One day a death knight, a long dead Thryssian Knight, had come to the beleaguered knighthood's aid at a decisive battle to fulfill a long broken oath. His powers were mighty, this Forsaken Knight, and he told them that if they would learn of the strengths that he possessed, then they may find the strength yet to defeat the infernal legions. Knowing the only way they could save their beloved Thryssia, many of the knights followed the Forsaken Knight to learn of his dark power, damning themselves to save their home.

They returned a year and a day later to break the siege and rescue their capital city and they slew the infernal legions by the thousand. The earth itself was poisoned in this charge by the dark necromancy the returned knights used and the demonic blood that was shed. The defenders saw no difference between their would-be saviors and their attackers, and in their fear attacked. Betrayed, the knights fought to save themselves and unleashed their dark powers against their home in rage, destroying them. The Forsaken Knight returned then, and laughed at the dark knights, and told them that his promise was kept, that he would see Thryssia brought to ashes. The dark knights were betrayed again, and swore that they would avenge their fallen home and try to restore their honor. They named themselves the Order of the Ashen Blade, their capital now a burned, haunted ruin of ashes and made it their home to train any who made bargains with death to fight against the darkness using their deadly power.

Almost all ashen knights began their careers as ebon initiates or crusaders and learned the trade of the other. Some are warlocks who have learned the arts of the martial adepts through other means, and are taught the ways of the Order of the Ashen Blade to use their powers responsibly.
Hit Die: d10

Requirements:
Alignment: Any lawful
BAB: +4
Skills: Intimidate 5 ranks, Knowledge (religion) 5 ranks, Ride 5 ranks.
Feats: Heavy Armor Proficiency, Power Attack
Invocations: Must be capable of using invocations in medium armor.
Maneuvers: Must be capable of initiating a strike of 1st level or higher.

Ashen Knight
http://i262.photobucket.com/albums/ii99/lythonv66/AshenKnight_zps86cbc58f.png (http://s262.photobucket.com/user/lythonv66/media/AshenKnight_zps86cbc58f.png.html)

Class Skills: Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Intelligence modifier

Class Features:

Weapon and Armor Proficiencies: The ashen knight gains no additional weapon or armor proficiencies.

Invocations: At 2nd, 3rd, 4th, 6th, 7th, 8th, and 10th level, the ashen knight gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. He does not, however, gain any other benefits a character of that class would have gained, including eldritch blast or netherchanneling (see below). If the character had more than one invocation-using class before becoming an ashen knight, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

Maneuvers Known and Readied: At levels 2nd1, 4th, 6th, 8th and 10th, an ashen knight gains new maneuvers known from the Devoted Spirit, Iron Heart, Shadow Hand, and White Raven disciplines (or for Libram of Battle (http://sorcererstudios.com/forumdisplay.php?3-Libram-of-Battle) users, Black Heron (http://www.giantitp.com/forums/showthread.php?t=100874), Golden Lion (http://www.giantitp.com/forums/showthread.php?t=179884), Jade Throne (http://www.giantitp.com/forums/showthread.php?t=160101), and Piercing Lance (http://sorcererstudios.com/showthread.php?119-Piercing-Lance-%28alpha%29)). You must meet a maneuver's prerequisite to learn it. You add your full ashen knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 3rd, 6th and 9th, you gain additional maneuvers readied per day.

Stances Known: At 3rd and 8th level, you learn a new martial stance from the Devoted Spirit, Iron Heart, Shadow Hand, and White Raven disciplines (or Black Heron, Golden Lion, Jade Throne, and Piercing Lance). You must meet the stances prerequisites to learn it.

Death’s Fury (Su): At 1st level, the ashen knight may call upon the cold dark of death to infuse his mortal coil with ravening hunger and a numbing of his form once per day. The character gains a +2 profane bonus to both his Strength and Charisma scores, as well as gaining DR 2/-. This fury lasts for a number of rounds equal to 3 + the character’s new Charisma modifier. At 4th level, he may invoke death’s fury an additional time, and a third time at 7th level, and a fourth time at 10th level.

At 4th level, the ebon initiate’s fury improves, with a +4 to Strength and Charisma, as well as DR 5/- and immunity to sleep, poison, disease, and paralysis. At 7th level his death’s fury improves once more, gaining a +6 to Strength and Charisma and a DR of 10/-.

Netherchanneling (Su): Every level of ashen knight progresses the character's ability netherchannel (http://www.giantitp.com/forums/showthread.php?t=163297) in regards to damage dice. If the character had no ability to netherchannel, then this class feature has no effect.

Death's Zealotry (Ex): Knighthood in the service of death allows for the continuation of some of the ashen knight's previous training. If the ashen knight has previous levels in crusader, levels in ashen knight stack with his crusader levels to determine his steely resolve and furious counterstrike class features. Additionally, levels in ashen knight stack with levels in ebon initiate (http://www.giantitp.com/forums/showthread.php?t=163297) to determine the potency of their shroud of death class feature. If he does not possess either class feature, then this class feature has no effect.

Ashwrought Blade (Su): At 2nd level, the character becomes a fully knighted member of the Order of the Ashen Blade, and with that they teach him the ritual to bind the essence of death to a weapon of their choosing. The ashen knight may dedicate one weapon to this ability, double weapons counting as one. The ashen knight buries his weapon in the ashes of the cremated dead and invokes his magical power to fuse the weapon with the power of death, darkening the hue of the weapon's metal permanently. Initially, this blessing allows his weapon to be both the bane of the living and the dead, allowing him to strike critical hits on undead targets. At 6th level, this ability improves its ability to harm the living, granting a +4 profane bonus to confirm critical hits scored on living targets and an additional 2d6 points of damage to undead targets. At 9th level, his weapon's power becomes complete, causing an additional 2d6 points of damage to living targets.

Armored Invoker (Ex): At 2nd level, the ashen knight learns how to utilize his invocations while wearing heavy armor.

Dread Aura (Su): The soul-chilling panic of death fills the ashen knight's presence where ever he should go, and the living often pale and shrink beneath the presence of their ultimate destination. Living creatures within 20-ft of the ashen knight are filled with the supernatural dread of his nature, and those who fail their Will save (DC 12 + Charisma modifier negates) are shaken for the encounter until they successfully strike the ashen knight and do damage to him. Additionally, carrying the fear of death with them where ever they go, the ashen knight becomes immune to fear.

Fell Steed (Sp): At 3rd level, the ashen knight gains his spurs by his Order’s reckoning, and learns a unique variation of the Phantasmal Steed invocation, allowing him to summon a spectral beast that will serve in both battle and as a travel aid. To gain a fell steed, the ashen knight must sacrifice a living warhorse (light or heavy) to the dark powers from which his power comes, and perform a dark ritual over the corpse (with the cost associated being 100 gp for the ritual). The bones and spirit of the beast become chained to the ashen knight’s will and may be summoned at will to his side as a standard action through the use of this invocation. Should the knight’s steed die, he may call for another one after he has re-performed the ritual upon a new beast (paying the associated ritual cost). The new fell steed has all the accumulated abilities due a steed of the ashen knight’s current level. The fell steed uses the base creature’s stats with the skeleton template and applies the below to them to determine the creature’s new stats.


{table=head]Class Level|Bonus HD|Nat. Armor Adj.|Str. Adj.|Int|Special Abilities
3rd-4th|+2|+1|+1|6|Empathic link, improved evasion, share saving throws, share invocations, phantom speed
5th-6th|+4|+3|+2|7|Speak with ashen knight
7th-8th|+6|+5|+3|8|Blood Bond
9th-10th|+8|+7|+4|9|Spell resistance[/table]
Character Level: The class level of the ashen knight.
Bonus HD: Extra twelve-sided (d12) Hit Dice, each of which gains the ashen knight’s Charisma modifier in bonus hit points. Extra Hit Dice improve the steed’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the steed’s existing natural armor bonus.
Str Adj.: Add this figure to the steed’s Strength score.
Int: The steed’s Intelligence score. (A fell steed is smarter than normal animals of its kind.)
The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The ashen knight has an empathic link with his steed out to a distance of up to 1 mile. The ashen knight cannot see through the steed’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the steed and the ashen knight, the ashen knight has the same connection to a place or an item that the steed does.

Improved Evasion (Ex): If the steed is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the steed uses either its own base save bonus or the ashen knight’s, whichever is higher. The steed applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the ashen knight might have.

Share Invocations: At the ashen knight’s option, he may have any invocation he casts on himself also affect his steed. The steed must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the steed if it moves farther than 5 feet away and will not affect the steed again even if the steed returns to the ashen knight before the duration expires.

Phantom Speed: A fell steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).

Speak with Ashen Knight (Ex): If the ashen knight’s character level is 5th or higher, the ashen knight and steed can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the ashen knight’s character level is 7th or higher, the steed gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the ashen knight being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the ashen knight’s character level is 9th or higher, the steed gains spell resistance equal to the ashen knight’s character level + 5. To affect the steed with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the steed’s spell resistance.

Strike of the Deathbringer (Su): At 5th level, the ashen knight learns to utilize his deathly power in the form of a martial strike. As a 4th level supernatural maneuver of the Devoted Spirit (or Black Heron) discipline, the ashen knight draws his weapon back and strikes mightily at his opponent with a vicious overhead chop to attempt to shatter the life-force of his target and draw strength from the death he has wrought. This strike inflicts an additional 4d6 points of damage to living targets and the ashen knight initiating it may also include his netherchannel damage in addition to this. If this strike deals a fatal, killing blow (an attack that brings the target to -1 hit points or lower), then the strike additionally duplicates the effects of a death knell spell to upon the target with a caster level equal to the ashen knight's initiator level.

Ashen Presence (Su): At 8th level the ashen knight learns to epitomize many of the teachings of his order to gain the presence of the ruination and entropy, a stance known as Ashen Presence. This is a martial stance of 6th level of the Devoted Spirit (or Black Heron) discipline and is supernatural in nature. As a swift action, the ashen knight takes on the demeanor and essence of ruin, causing ashes to fall like a light gray snow in his immediate area (60-ft radius surrounding him). Within this area, his weapon gains an ash-dripping haze which is the bane of all that live. Living creatures take an additional 2d6 points of damage from his weapon strikes, and he gains a +2 to hit and damage. Against living creatures, the ashen knight gains a +2 profane bonus to his armor class as the haze and ashes make it difficult for the living to attack him.

Death Ascendant: Upon reaching 10th level, the ashen knight's connection to his deathly powers causes his form to undergo changes as the necrotic essence he wields irrevocably changes him to resemble the very being his order was betrayed by. As his form dies, his body becomes preserved by the necrotic energies of death, stilling his body from rotting, and his eyes glow with a cool blue radiance. He gains the undead type (with the augmented subtype) and traits (lose Constitution modifier to HP and replace with Charisma modifier to hit points), as well as immunity to turning. Should a holy word spell be cast upon, he is temporarily banished to the ethereal plane for 1d6 rounds (Will save against this effect negates the banishment). He gains a cold and an electrical resistance of 10, and his death's fury class feature becomes permanently activated.

---

Fluff forthcoming

JoshuaZ
2010-09-06, 01:51 PM
You may want to link to Jade Throne and Narrow Bridge so people know where to find them.


At 5th level, the ashen knight learns to utilize his deathly power in the form of a martial strike. As a 4th level supernatural maneuver of the Narrow Bridge discipline, the ashen knight draws his weapon back and strikes mightily at his opponent with a vicious overhead chop to attempt to shatter the life-force of his target and draw strength from the death he has wrought. This strike inflicts an additional 5d6 points of damage to living targets and if this strike deals a fatal, killing blow, then the strike immediately causes the effects of a death knell spell to occur upon the target with a caster level equal to the ashen knight's initiator level.

This mechanically doesn't quite work because if the target is dead then Death Knell has no effect. It might make more sense to reword to just say that that Knight gains the benefits of Death Knell. But I'd suggest something slightly stronger and have it actually duplicate Death Knell also in the case when the target's hit points are reduced to -1 or below. That seems to be slightly more useful and fits thematically.

Death Ascendant - Not sure why the Holy Word part is there. It seems a bit strange. However, it shouldn't be any Holy Word at minimum since Holy Word normally only has an effect if the being in question has hit die at most the caster level. So maybe this should take place if they have that level of hit die? And maybe they should get a will save against it?

ErrantX
2010-09-06, 02:35 PM
You may want to link to Jade Throne and Narrow Bridge so people know where to find them.

This mechanically doesn't quite work because if the target is dead then Death Knell has no effect. It might make more sense to reword to just say that that Knight gains the benefits of Death Knell. But I'd suggest something slightly stronger and have it actually duplicate Death Knell also in the case when the target's hit points are reduced to -1 or below. That seems to be slightly more useful and fits thematically.

Death Ascendant - Not sure why the Holy Word part is there. It seems a bit strange. However, it shouldn't be any Holy Word at minimum since Holy Word normally only has an effect if the being in question has hit die at most the caster level. So maybe this should take place if they have that level of hit die? And maybe they should get a will save against it?

That's been done. Secondly, yeah, you're right on that front. Fixed the wording on that.

As far as Death Ascendant, added in a Will save. The reason for this is because this class emulates many of the abilities that a death knight gets as the template. Death knights are banished by holy word spells. I felt it was fitting.

-X

JoshuaZ
2010-09-06, 02:44 PM
As far as Death Ascendant, added in a Will save. The reason for this is because this class emulates many of the abilities that a death knight gets as the template. Death knights are banished by holy word spells. I felt it was fitting.

-X

Makes sense.

Also, minor formatting note-
In the table for Fell Steed you have "Character Level" and then a note that this means class level in the PrC. Since "Character Level" normally means character level (number of hit die), maybe label this column "class level"?

I incidentally wonder if there should be some set of rules for paladins who take this class. It has the interesting situation of not requiring a fallen paladin to qualify although a non-fallen paladin would have some difficulty using some of the class features.

Edit: Also one other thought- The Demented One at one point made a martial discipline that worked with mounts - Twin Spirit. Maybe allow that as an additional discipline?

ErrantX
2010-09-06, 03:24 PM
Makes sense.

Also, minor formatting note-
In the table for Fell Steed you have "Character Level" and then a note that this means class level in the PrC. Since "Character Level" normally means character level (number of hit die), maybe label this column "class level"?

I incidentally wonder if there should be some set of rules for paladins who take this class. It has the interesting situation of not requiring a fallen paladin to qualify although a non-fallen paladin would have some difficulty using some of the class features.

Edit: Also one other thought- The Demented One at one point made a martial discipline that worked with mounts - Twin Spirit. Maybe allow that as an additional discipline?

Hmmm... as far as fallen paladins go... yeah, I see what you mean, but how to do this? I was considering perhaps having a mechanic that allowed you to exchange fallen paladin levels in for levels in ebon initiate or ashen knight, depending. Not sure if I'd give it to ebon initiate or this class though. I don't think I want to do something that gives a table of benefits like blackguard, but I think the ability to simply trade them in. I can see the Order of the Ashen Blade taking in ex-paladins who wish to find purpose once more and showing them the mysteries of death.

-X

JoshuaZ
2010-09-06, 03:36 PM
Hmmm... as far as fallen paladins go... yeah, I see what you mean, but how to do this? I was considering perhaps having a mechanic that allowed you to exchange fallen paladin levels in for levels in ebon initiate or ashen knight, depending. Not sure if I'd give it to ebon initiate or this class though. I don't think I want to do something that gives a table of benefits like blackguard, but I think the ability to simply trade them in. I can see the Order of the Ashen Blade taking in ex-paladins who wish to find purpose once more and showing them the mysteries of death.

-X

Allowing exchange like that would make sense. Another option is to have a feat that lets fallen paladin levels count for caster level for ebon initiate and for initiator level for Narrow Bridge maneuvers?

ErrantX
2010-09-06, 11:02 PM
Allowing exchange like that would make sense. Another option is to have a feat that lets fallen paladin levels count for caster level for ebon initiate and for initiator level for Narrow Bridge maneuvers?

That's definitely a good idea, as really wielding the powers of an ashen knight / ebon initiate is sure to revoke your paladinhood somewhere or another.

How about...

Broken Oath Renewed [General]
Your paladinhood may be lost, but by making a pact with the forces of death, you regain a dark semblance of your former power.
Prerequisites: Must have 1 or more levels in ex-paladin, must have the netherchannel class feature.
Benefit: Your levels in ex-paladin are counted as ebon initiate levels in regard to your caster level for using invocations, your ability to netherchannel, and your shroud of death class features.
Special: Once this feat has been taken, you may never again return to being a paladin as long as you also possess ebon initiate levels.

-X

JoshuaZ
2010-09-07, 04:30 PM
The feat looks good to me.

Tatsel_Ganav
2010-09-13, 04:46 PM
How do maneuvers work with netherchannel? Can you add your netherchannel damage to a strike? Can I make use a nether essence invocation, and add all of that effect, and my netherchannel damage, to my strike? you could get some immensely powerful attacks here...

ErrantX
2010-09-13, 11:45 PM
How do maneuvers work with netherchannel? Can you add your netherchannel damage to a strike? Can I make use a nether essence invocation, and add all of that effect, and my netherchannel damage, to my strike? you could get some immensely powerful attacks here...

No, it can't.

Clarified it in the netherchannel ability in the ebon initiate class. Changing Strike of the Deathbringer to allow for its use with it.

-X

BladeofOblivion
2010-09-14, 11:51 PM
I like this. I recognized the picture from the "Black Knight" page on Tvtropes too.

ErrantX
2010-09-15, 12:30 AM
Thank you! I don't know where I found the picture, actually. I just did a google image search, liked it, and used it.

-X

Zarthrax
2011-03-19, 07:37 PM
Requirements:
Feats: Heavy Armor Proficiency

Class Features:

Weapon and Armor Proficiencies: The ashen knight gains no additional weapon proficiencies, and gains heavy armor proficiency.


Just noticed this. Typo, or just forgot to reword it?

Edit: Also, if entered as Crusader 1/Ebon Initiate 4, you would need to take Martial Study at least once to qualify. Broken Oath Renewed only works on ex-paladin levels. Not a quibble, just bringing it to your attention. (As for why Crusader 1/ Ebon Initiate 4 as opposed to the other way around, it's a fluff choice for my guy, as a 'fallen from grace' Heironian crusader, the rather obvious target for a class like this.)

Double Edit: Not to make it look like I'm picking it apart just based on a few details. I'm not. I enjoy the Ebon Initiate and all three of the PrCs surrounding it. I just catch these things as I apply for games...lol

Triple Edit: Void Messiah discipline (http://www.giantitp.com/forums/showthread.php?t=186173) also fits instead of Narrow Bridge, unless you like that one already. Just a thought.

ErrantX
2011-03-19, 11:42 PM
Just noticed this. Typo, or just forgot to reword it?

Edit: Also, if entered as Crusader 1/Ebon Initiate 4, you would need to take Martial Study at least once to qualify. Broken Oath Renewed only works on ex-paladin levels. Not a quibble, just bringing it to your attention. (As for why Crusader 1/ Ebon Initiate 4 as opposed to the other way around, it's a fluff choice for my guy, as a 'fallen from grace' Heironian crusader, the rather obvious target for a class like this.)

Double Edit: Not to make it look like I'm picking it apart just based on a few details. I'm not. I enjoy the Ebon Initiate and all three of the PrCs surrounding it. I just catch these things as I apply for games...lol

Triple Edit: Void Messiah discipline (http://www.giantitp.com/forums/showthread.php?t=186173) also fits instead of Narrow Bridge, unless you like that one already. Just a thought.

Hehe, oops. Fixed that. Ashen Knight no longer grants heavy armor proficiency.

As far as entry... well, fluff wise it would appear that a crusader 3/ebon initiate 2 would be more common, in that the crusader would then have 2nd level maneuvers. If you have to take Martial Study once to qualify with crusader 1/ebon initiate 4... well... that's on you, I'm afraid. This is a fighting class that advances some potentially useful invocations, but first and foremost I see this as a fighting class, a class for crusaders or the like (my Libram of Battle project has a class called Knight that would perfectly substitute for Crusader in this case, see link in my sig).

I'm removing Narrow Bridge and putting in just traditional schools, and then putting alternatives for those wanting to use homebrew. Trade Devoted Spirit for Black Heron, Iron Heart for Jade Throne, Golden Lion for White Raven, and Shadow Hand for Piercing Lance.

Thank you for your appreciation on this and the other ebon initiate classes. I've actually got a couple more planned atm, I'm working a Harrowed/Ebon Initiate blend called the Margrave of the Black Gate and I'm building one for a divine caster too called the Necromera. Keep a look out!

-X

Zarthrax
2011-03-20, 01:16 AM
First of all, thanks for keeping an eye on old projects!

The requirement part that I noticed that lead to my critique:


Invocations: Must be capable of using invocations in medium armor.

This class feature isn't acquired until Ebon Initiate 4, and is the reason why I posted as such.

Signed up over there, 'cause apparently you can't read the Knight without an account. Not complaining, but it's a small hurdle to jump. I look forward to reading it!

And yeah, I look forward to those as well! I really wish I could play in a extremely high-powered game just to use all of them on the same character....lol

Edit: I wasn't complaining about the inclusion of Narrow Bridge, far from it. As one of the few Undead-centric homebrew disciplines available, it makes perfect sense for this class. I just personally don't like it as much because while it is effectively two disciplines linked into one, it never has an equivalent 9th level strike for those undead lovers who take it. Personal quibble only, that's all.

Lord_Gareth
2011-03-20, 01:18 AM
....Zarth, are you from Plothook?

Zarthrax
2011-03-20, 01:22 AM
Why yes, Gareth, yes I am...lol

I can't post over here too? :p

ErrantX
2011-03-20, 02:18 AM
First of all, thanks for keeping an eye on old projects!

The requirement part that I noticed that lead to my critique:

This class feature isn't acquired until Ebon Initiate 4, and is the reason why I posted as such.

Signed up over there, 'cause apparently you can't read the Knight without an account. Not complaining, but it's a small hurdle to jump. I look forward to reading it!

And yeah, I look forward to those as well! I really wish I could play in a extremely high-powered game just to use all of them on the same character....lol

Edit: I wasn't complaining about the inclusion of Narrow Bridge, far from it. As one of the few Undead-centric homebrew disciplines available, it makes perfect sense for this class. I just personally don't like it as much because while it is effectively two disciplines linked into one, it never has an equivalent 9th level strike for those undead lovers who take it. Personal quibble only, that's all.

Meh. Hehe, oh well. Fixed it because it was annoying me, 1st level maneuvers. Now 'sader 1 will get you in. I dropped Narrow Bridge because I just wanna use my own, and the Ebon Initiate side gets plenty of undead centric stuff. Yeah, I watch for any hits on my old projects because well, who else will? :smalltongue: I just replaced it with Black Heron. Also fixed something that irritated me with Ashwrought Blade. The top ability now just does an extra 2d6 damage to living targets.

Also, your account is validated on SorcererStudios now. :smallbiggrin:

-X

Zarthrax
2011-03-20, 02:25 AM
Thanks a bunch!

So yeah, glanced over Knight, and I might just see if the DM will allow that one.

Honestly, if I'm gonna Mounted Combat, I might as Mounted Combat all of it, right? lol

ErrantX
2011-03-20, 02:26 AM
Thanks a bunch!

So yeah, glanced over Knight, and I might just see if the DM will allow that one.

Honestly, if I'm gonna Mounted Combat, I might as Mounted Combat all of it, right? lol

I'm going to upload a new version of the Knight, like, tonight/early tomorrow so go back and look at it. Beefed up the orders, added a new one as well.

-X

Zarthrax
2011-03-20, 02:31 AM
Cool, I'll give it a look and see if the DM will allow it.

Also, sorry if I was unclear, I meant that since you don't get the ability to use invocations in medium armor until Ebon Initiate 4, your example couldn't get in either without two more levels of EI. Just throwing it out there that due to that one requirement, four levels of EI are mandatory (unless you use Warlock or something crazy like that...lol).

Since the skill requirements suggest that you want to enter the class at 5th level, the ideal way would be either Crusader 1/ Ebon Initiate 4 or EI 4/Crusader 1. Before you changed it, only the second one would be viable at all without spending an extra feat.

Sorry if I seem like I'm quibbling, but I like knowing what the creator was thinking when they set things of that nature.

Elfstone
2011-03-20, 01:29 PM
Huh, I love it. Will be using it on my ebon initiate cohort.