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View Full Version : [3.5] Blackguard and Death Knight (PEACH; More interesting abilities desired.)



Drakevarg
2010-10-13, 08:33 PM
Originally made the Blackguard simply to give the Orc faction in my campaign an answer to the Paladin, the Death Knight came about as an attempt to make a Ghoul-ified Paladin not suck.

As such, it's a tad slap-dash and lazy. I'm posting this largely to gain suggestions as to more interesting abilities than just "Paladin, only Evil" and "Paladin, only LN."
-----
BLACKGUARD
Hit Dice: d10
Alignment: Lawful Evil
Race: Orc

Class Skills
Any
Skill Points: 2

Class Features
Weapons and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).
Aura of Evil (Ex): The power of a Blackguard's Aura of Evil is equal to their Blackguard level, just like the aura of a Cleric of an evil diety.
Detect Good (Sp): At will, a Blackguard can use detect good, as the spell.
Smite Good (Su): Once per day, a Blackguard may attempt to Smite Good with one normal melee attack. They add their Charisma Bonus (if any) to their attack roll and deal 1 extra point of damage per Blackguard level. For example, a 13th-Level Blackguard armed with a longsword would deal 1d8 +13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the Blackguard accidentally Smites a creature that is not Good, the Smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Blackguard may Smite Good one additional time per day, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a Blackguard gains a bonus equal to their Charisma Bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a Blackguard with a Charisma Score of 12 or higher can heal wounds (her own or those of others) by touch. Each day they can heal a total number of hit points of damage equal to their Blackguard Level x their Charisma Bonus. For example, a 7th-Level Blackguard with a 16 Charisma can heal 21 points of damage per day. A Blackguard may choose to divide their healing amonst multiple recipients, and they don't have to use it all at once. Using Lay on Hands is a standard action.
Alternatively, a Blackguard may use any or all of this healing power to deal damage to undead creatures. Using Lay on Hands in this way requires a successful melee touch attack and doesn't provoke an Attack of Opportunity. The Blackguard decides how many of their daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a Blackguard is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Blackguard is conscious, but not if they are unconscious or dead.
Divine Health (Ex): At 3rd level, a Blackguard gains immunity to all diseases, including supernatural and magical diseases.
Censure Enemy of Faith (Su): When a Blackguard uses this ability, any fiend or celestial within 30 feet must succeed on a Will Save (DC 10 + Blackguard's Class Level + Blackguard's CHA Modifier) or be censured.
A censured fiend or celestial whose Hit Dice are equal or greater than twice the Blackguard's Class Level is stunned by the Blackguard's power for 1 round.
If a censured fiend or celestial has fewer Hit Dice than twice the Blackguard's Class Level, it is stunned and must succeed on a second Will Save (same DC) or be sent back to its home plane as if it had been the subject of a dismissal spell. If the censured fiend or celestial is native to the plane the Blackguard is on, it instead flees for 10 rounds. If they cannot flee, they cower (giving any attack rolls towards them a +2 bonus). If the Blackguard approaches within 10 feet of them, however, they overcome being censured and act normally. Only one fiend or celestial may be dismissed this way by any single Censure Enemy of Faith attempt; if more than one fiend or celestial is required to make this second Will Save, check for the fiend or celestial with the lowest HD first.
A Blackguard may attempt to Censure Enemy of Faith once per day for every two Blackguard levels they posess.
Fiendish Mount (Sp): Upon reaching 5th level, a Blackguard gains the service of an unusually intelligent, strong, and loyal steed from the Lower Planes to serve them in their crusade. This mount gains XP independantly of the Blackguard.
Once per day, as a full round action, a Blackguard may call their mount from the Lower Planes in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Blackguard's Class Level. The mount immediately appears adjacent to the Blackguard and remains for 2 hours per Blackguard Level; it may be dismissed at any time as a free action. The mount is the same creature each time it is called, though the Blackguard may choose to release a particular mount from service (if it has grown too old to join their crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Should the Blackguard's mount die, it immediately disappears, leaving behind any equipment it was carrying. The Blackguard may not summon another mount for thirty days or until they gain a Blackguard level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Blackguard takes a -1 penalty on attack and weapon damage rolls.
Contagion (Sp): At 6th level, a Blackguard can produce a contagion effect, as the spell, once per week. They can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Cursed Weapon (Su): Any melee weapon wielded by a Blackguard of 6th level or higher is treated as Evil-aligned for the purposes of overcoming damage reduction.
Divine Might (Su): At 11th level and higher, the Blackguard can use a standard action to add a +4 Bonus to their Strength, Wisdom, or Charisma score. This ability may be used once per day and its effect lasts for 1 minute per Blackguard Level.
Tend to Mount (Su): A Blackguard of 13th level or higher who uses their Lay on Hands ability to heal their mount cures 5 points of damage per point of healing spent. In addition, the Blackguard may use their Lay on Hands ability to end any one of the following adverse conditions affecting their mount, at a cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
The Blackguard can remove the adverse conditions at the same time that they heal damage, but any points of healing spent to end adverse conditions don't also cure hit point damage.
Unholy Sword (Sp): At 16th level, a Blackguard gains the ability to use unholy sword once per day, as a caster whose level is equal to one-half the Blackguard's Class Level.

The Blackguard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Aura of Evil, detect good, Smite Good (1/Day)
2nd|
+2|
+3|
+0|
+0|Divine Grace, Lay on Hands, Censure Enemy of Faith (1/Day)
3rd|
+3|
+3|
+1|
+1|Aura of Courage, Divine Health
4th|
+4|
+4|
+1|
+1|Censure Enemy of Faith (2/Day)
5th|
+5|
+4|
+1|
+1|Smite Good (2/Day), fiendish mount
6th|
+6/+1|
+5|
+2|
+2|Censure Enemy of Faith (3/Day), contagion (1/Week), Cursed Weapon
7th|
+7/+2|
+5|
+2|
+2|--
8th|
+8/+3|
+6|
+2|
+2|Censure Enemy of Faith (4/Day)
9th|
+9/+4|
+6|
+3|
+3|contagion (2/Week)
10th|
+10/+5|
+7|
+3|
+3|Smite Evil (3/Day), Censure Enemy of Faith (5/Day)
11th|
+11/+6/+1|
+7|
+3|
+3|Divine Might
12th|
+12/+7/+2|
+8|
+4|
+4|Censure Enemy of Faith (6/Day), contagion (3/Week)
13th|
+13/+8/+3|
+8|
+4|
+4|Tend to Mount
14th|
+14/+9/+4|
+9|
+4|
+4|Censure Enemy of Faith (7/Day)
15th|
+15/+10/+5|
+9|
+5|
+5|Smite Evil (4/Day), contagion (4/Week)
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Censure Enemy of Faith (8/Day), unholy sword
17th|
+17/+12/+7/+2|
+10|
+5|
+5|--
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Censure Enemy of Faith (9/Day), contagion (5/Week)
19th|
+19/+14/+9/+4|
+11|
+6|
+6|--
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Smite Evil (5/Day), Censure Enemy of Faith (10/Day)[/table]

DEATH KNIGHT
Hit Dice: d10
Alignment: Any Lawful

Class Skills
Any
Skill Points: 2

Class Features
Weapons and Armor Proficiency: Death Knights are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).
Aura of Law (Ex): The power of a Death Knight's Aura of Law is equal to their Death Knight level, just like the aura of a Cleric of a lawful diety.
Detect Chaos (Sp): At will, a Death Knight can use detect chaos, as the spell.
Smite Chaos (Su): Once per day, a Death Knight may attempt to Smite Chaos with one normal melee attack. They add their Charisma Bonus (if any) to their attack roll and deal 1 extra point of damage per Death Knight level. For example, a 13th-Level Death Knight armed with a longsword would deal 1d8 +13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the Death Knight accidentally Smites a creature that is not Chaotic, the Smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Blackguard may Smite Chaos one additional time per day, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a Death Knight gains a bonus equal to their Charisma Bonus (if any) on all saving throws.
Necrotic Touch (Su): Beginning at 2nd level, a Death Knight with a Charisma Score of 12 or higher can heal undead subjects by touch. Each day they can heal a total number of hit points of damage equal to their Death Knight Level x their Charisma Bonus. For example, a 7th-Level Death Knight with a 16 Charisma can heal 21 points of damage per day. A Death Knight may choose to divide their healing amonst multiple recipients, and they don't have to use it all at once. Using Lay on Hands is a standard action.
Alternatively, a Death Knight may use any or all of this healing power to deal damage to living creatures. Using Lay on Hands in this way requires a successful melee touch attack and doesn't provoke an Attack of Opportunity. The Death Knight decides how many of their daily allotment of points to use as damage after successfully touching a living creature.
Fear Aura (Su): Beginning at 3rd level, a Death Knight is immune to fear (magical or otherwise). Creatures of less than 5 HD in a 60-foot radius that look at the Death Knight must succeed on a Will Save (DC 10 + Death Knight's Class Level + Death Kngith's CHA Modifier) or be affected asthough by a fear spell from a caster half the Death Knight's level. A creature that successfully saves cannot be affected by the same Death Knight's aura for 24 hours. This ability functions while the Death Knight is conscious, but not if they are unconscious or dead.
Divine Health (Ex): At 3rd level, a Death Knight gains immunity to all diseases, including supernatural and magical diseases.
Censure Enemy of Faith (Su): When a Death Knight uses this ability, any undead or fae within 30 feet must succeed on a Will Save (DC 10 + Death Knight's Class Level + Death Knight's CHA Modifier) or be censured.
A censured undead or fae whose Hit Dice are equal or greater than twice the Death Knight's Class Level is stunned by the Death Knight's power for 1 round.
If a censured undead or fae has fewer Hit Dice than twice the Death Knight's Class Level, it is stunned and must succeed on a second Will Save (same DC) or be sent back to its home plane as if it had been the subject of a dismissal spell. If the censured undead or fae is native to the plane the Death Knight is on, it instead flees for 10 rounds. If they cannot flee, they cower (giving any attack rolls towards them a +2 bonus). If the Death Knight approaches within 10 feet of them, however, they overcome being censured and act normally. Only one undead or fae may be dismissed this way by any single Censure Enemy of Faith attempt; if more than one undead or fae is required to make this second Will Save, check for the undead or fae with the lowest HD first.
A Death Knight may attempt to Censure Enemy of Faith once per day for every two Death Knight levels they posess.
Undead Mount: Upon reaching 5th level, a Death Knight gains the service of an unusually intelligent, strong, and loyal steed to serve them in their crusade. This mount gains XP independantly of the Death Knight.
Remove Disease (Sp): At 6th level, a Death Knight can produce a remove disease effect, as the spell, once per week. They can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Axiomatic Weapon (Su): Any melee weapon wielded by a Death Knight of 6th level or higher is treated as Lawful-aligned for the purposes of overcoming damage reduction.
Divine Might (Su): At 11th level and higher, the Death Knight can use a standard action to add a +4 Bonus to their Strength, Wisdom, or Charisma score. This ability may be used once per day and its effect lasts for 1 minute per Death Knight Level.
Tend to Mount (Su): A Death Knight of 13th level or higher who uses their Lay on Hands ability to heal their mount cures 5 points of damage per point of healing spent. In addition, the Death Knight may use their Lay on Hands ability to end any one of the following adverse conditions affecting their mount, at a cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, deafened, stunned.
The Death Knight can remove the adverse conditions at the same time that they heal damage, but any points of healing spent to end adverse conditions don't also cure hit point damage.
Sword of Order (Sp): At 16th level, a Death Knight gains the ability to use sword of order once per day, as a caster whose level is equal to one-half the Death Knight's Class Level.

Fallen Paladins/Blackguards: So long as they can do His works, Nerull will happily take in knights who have been discarded by Gruumsh or Corellon Larethian. A Fallen Paladin or Blackguard who takes this class instantly replaces all of their previous levels in Paladin or Blackguard with levels in Death Knight.

The Death Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Aura of Law, detect chaos, Smite Chaos (1/Day)
2nd|
+2|
+3|
+0|
+0|Divine Grace, Necrotic Touch, Censure Enemy of Faith (1/Day)
3rd|
+3|
+3|
+1|
+1|Fear Aura, Divine Health
4th|
+4|
+4|
+1|
+1|Censure Enemy of Faith (2/Day)
5th|
+5|
+4|
+1|
+1|Smite Chaos (2/Day), undead mount
6th|
+6/+1|
+5|
+2|
+2|Censure Enemy of Faith (3/Day), remove disease (1/Week), Axiomatic Weapon
7th|
+7/+2|
+5|
+2|
+2|--
8th|
+8/+3|
+6|
+2|
+2|Censure Enemy of Faith (4/Day)
9th|
+9/+4|
+6|
+3|
+3|remove disease (2/Week)
10th|
+10/+5|
+7|
+3|
+3|Smite Chaos (3/Day), Censure Enemy of Faith (5/Day)
11th|
+11/+6/+1|
+7|
+3|
+3|Divine Might
12th|
+12/+7/+2|
+8|
+4|
+4|Censure Enemy of Faith (6/Day), remove disease (3/Week)
13th|
+13/+8/+3|
+8|
+4|
+4|Tend to Mount
14th|
+14/+9/+4|
+9|
+4|
+4|Censure Enemy of Faith (7/Day)
15th|
+15/+10/+5|
+9|
+5|
+5|Smite Chaos (4/Day), remove disease (4/Week)
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Censure Enemy of Faith (8/Day), sword of order
17th|
+17/+12/+7/+2|
+10|
+5|
+5|--
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Censure Enemy of Faith (9/Day), remove disease (5/Week)
19th|
+19/+14/+9/+4|
+11|
+6|
+6|--
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Smite Chaos (5/Day), Censure Enemy of Faith (10/Day)[/table]

New Spells:

Unholy Sword
Level: 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Melee Weapon Touched
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

This spell allows you to channel unholy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 Unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against Good opponents). It also emits a magic circle against good effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one unholy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powes of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.

Sword of Order
Level: 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Melee Weapon Touched
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

This spell allows you to channel the power of Law into your sword, or any other melee weapon you choose. The weapon acts as a +5 Axiomatic weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against Chaotic opponents). It also emits a magic circle against chaos effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one sword of order at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powes of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.

FIENDISH MOUNT
Hit Dice: d8

Prerequisites
Type: Animal with the Fiendish Template
Special: Must be the mount of a Blackguard.

Class Skills
As Race
Skill Points: 2

Class FeaturesNatural Armor Adjustment: A Fiendish Mount's Natural Armor Bonus is equal to half its class level +2.
Strength Adjustment: A Fiendish Mount's STR score increases by 1 every third level.
Empathetic Link: A Blackguard has an empathetic link with their Fiendish Mount out to a distance of 1 mile. The Blackguard cannot see through the Fiendish Mount's eyes, but they can communicate empathetically.
Share Spells: At the Blackguard's option, they may have any spell (but not any spell-like ability) they casts upon themselves also affect their Fiendish Mount. The Fiendish Mount must be within 5 feet of them at the time of casting to recieve the benefit. If the spell or effect has a duration other than instantanious, it stops affecting the Fiendish Mount if the Fiendish Mount moves farther than 5 feet away and will not affect the Fiendish Mount again, even if it returns to the Blackguard before the duration expires. Additionally, the Blackguard may cast a spell with a target of "You" on their Fiendish Mount (as a touch range spell) instead of on themselves. A Blackguard and their Fiendish Mount can share spells even if the spells normally to not affect creatures of the Fiendish Mount's type (magical beast).
Infernal Intellect: A Fiendish Mount's INT score is 6 at 1st level, and increases by 1 every four levels thereafter.
Improved Evasion: After 3rd level, when subjected to an attack that normally allows a Reflex saving throw for half damage, a Fiendish Mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Improved Speed: At 7th level, the Fiendish Mount's speed increases by 10 ft.
Command Kin: After 11th level, once per day per two levels, a Fiendish Mount can use this ability to command any normal animal of approximately the same kind as itself, as long as the target creature has fewer Hit Dice than the Fiendish Mount. This ability functions like the command spell, but the Fiendish Mount must make a DC 21 Concentration Check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the Fiendish Mount's daily uses. Each target may attempt a Will Save (DC 10 +1/2 Fiendish Mount's level, + Fiendish Mount's CHA Modifier) to negate the effect.
Spell Resistance: After 15th level, a Fiendish Mount has Spell Resistance equal to its level +5. To affect the Fiendish Mount with a spell, a spellcast must get a result on a Caster Level Check (1d20 + Caster Level) that equals or exceeds the Fiendish Mount's Spell Resistance.

The Fiendish Mount
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|NAB +2, INT 6, Share Spells, Emphatic Link
2nd|
+1|
+3|
+3|
+0|NAB +3
3rd|
+2|
+3|
+3|
+1|STR +1, Improved Evasion
4th|
+3|
+4|
+4|
+1|NAB +4
5th|
+3|
+4|
+4|
+1|INT 7
6th|
+4|
+5|
+5|
+2|STR +2, NAB +5
7th|
+5|
+5|
+5|
+2|Improved Speed
8th|
+6/+1|
+6|
+6|
+2|NAB +6
9th|
+6/+1|
+6|
+6|
+3|STR +3, INT 8
10th|
+7/+2|
+7|
+7|
+3|NAB +7
11th|
+8/+3|
+7|
+7|
+3|Command Kin
12th|
+9/+4|
+8|
+8|
+4|STR +4, NAB +8
13th|
+9/+4|
+8|
+8|
+4|INT 9
14th|
+10/+5|
+9|
+9|
+4|NAB +9
15th|
+11/+6/+1|
+9|
+9|
+5|STR +5, SR 20
16th|
+12/+7/+2|
+10|
+10|
+5|NAB +10, SR 21
17th|
+12/+7/+2|
+10|
+10|
+5|INT 10, SR 22
18th|
+13/+8/+3|
+11|
+11|
+6|STR +6, NAB +11, SR 23
19th|
+14/+9/+4|
+11|
+11|
+6|SR 24
20th|
+15/+10/+5|
+12|
+12|
+6|NAB +12, SR 25[/table]

UNDEAD MOUNT
Hit Dice: d8

Prerequisites
Type: Animal with an Undead Template and an Intelligence Score.
Special: Must be the mount of a Death Knight.

Class Skills
As Race
Skill Points: 2

Class Features
Natural Armor Adjustment: A Undead Mount's Natural Armor Bonus is equal to half its class level +2.
Strength Adjustment: A Undead Mount's STR score increases by 1 every third level.
Empathetic Link: A Death Knight has an empathetic link with their Undead Mount out to a distance of 1 mile. The Death Knight cannot see through the Undead Mount's eyes, but they can communicate empathetically.
Share Spells: At the Death Knight's option, they may have any spell (but not any spell-like ability) they casts upon themselves also affect their Undead Mount. The Undead Mount must be within 5 feet of them at the time of casting to recieve the benefit. If the spell or effect has a duration other than instantanious, it stops affecting the Undead Mount if the Undead Mount moves farther than 5 feet away and will not affect the Undead Mount again, even if it returns to the Death Knight before the duration expires. Additionally, the Death Knight may cast a spell with a target of "You" on their Undead Mount (as a touch range spell) instead of on themselves. A Death Knight and their Undead Mount can share spells even if the spells normally to not affect creatures of the Undead Mount's type (undead).
Undead Intellect: A Undead Mount's INT score is 6 at 1st level, and increases by 1 every four levels thereafter.
Improved Evasion: After 3rd level, when subjected to an attack that normally allows a Reflex saving throw for half damage, a Undead Mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Improved Speed: At 7th level, the Undead Mount's speed increases by 10 ft.
Command Kin: After 11th level, once per day per two levels, a Undead Mount can use this ability to command any normal animal of approximately the same kind as itself, as long as the target creature has fewer Hit Dice than the Undead Mount. This ability functions like the command spell, but the Undead Mount must make a DC 21 Concentration Check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the Undead Mount's daily uses. Each target may attempt a Will Save (DC 10 +1/2 Fiendish Mount's level, + Fiendish Mount's CHA Modifier) to negate the effect.
Spell Resistance: After 15th level, a Undead Mount has Spell Resistance equal to its level +5. To affect the Undead Mount with a spell, a spellcast must get a result on a Caster Level Check (1d20 + Caster Level) that equals or exceeds the Undead Mount's Spell Resistance.

The Undead Mount
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|NAB +2, INT 6, Share Spells, Emphatic Link
2nd|
+1|
+3|
+3|
+0|NAB +3
3rd|
+2|
+3|
+3|
+1|STR +1, Improved Evasion
4th|
+3|
+4|
+4|
+1|NAB +4
5th|
+3|
+4|
+4|
+1|INT 7
6th|
+4|
+5|
+5|
+2|STR +2, NAB +5
7th|
+5|
+5|
+5|
+2|Improved Speed
8th|
+6/+1|
+6|
+6|
+2|NAB +6
9th|
+6/+1|
+6|
+6|
+3|STR +3, INT 8
10th|
+7/+2|
+7|
+7|
+3|NAB +7
11th|
+8/+3|
+7|
+7|
+3|Command Kin
12th|
+9/+4|
+8|
+8|
+4|STR +4, NAB +8
13th|
+9/+4|
+8|
+8|
+4|INT 9
14th|
+10/+5|
+9|
+9|
+4|NAB +9
15th|
+11/+6/+1|
+9|
+9|
+5|STR +5, SR 20
16th|
+12/+7/+2|
+10|
+10|
+5|NAB +10, SR 21
17th|
+12/+7/+2|
+10|
+10|
+5|INT 10, SR 22
18th|
+13/+8/+3|
+11|
+11|
+6|STR +6, NAB +11, SR 23
19th|
+14/+9/+4|
+11|
+11|
+6|SR 24
20th|
+15/+10/+5|
+12|
+12|
+6|NAB +12, SR 25[/table]

Morph Bark
2010-10-14, 07:57 AM
:smallconfused: So every time you advance a level, so does your mount? It wasn't specified anywhere, but I presume so, considering you made 20-level classes for their mounts. This would mean they gain a LOT more HD than a druid's animal companion then, makings them TONS better. It's not necessarily bad, but it might be too much. Unless it's just me finding making mount classes an awkward idea.

But you should specify in any case how the mount advances. As in, does it gain XP, or does it advance along with its master, is it the same level as its master or 4 levels lower, etc.

EDIT: Also, what are the new spells for, if the Blackguard and Death knight don't gain them? It's not mentioned in their table or class description.

The Tygre
2010-10-14, 09:27 AM
Much better, easier to read. One question, though; why would blackguards and death knights have -remove- disease? They really seem more like the plague spreading type.

Drakevarg
2010-10-14, 12:27 PM
:smallconfused: So every time you advance a level, so does your mount? It wasn't specified anywhere, but I presume so, considering you made 20-level classes for their mounts. This would mean they gain a LOT more HD than a druid's animal companion then, makings them TONS better. It's not necessarily bad, but it might be too much. Unless it's just me finding making mount classes an awkward idea.

I've made a similar class advancement for the Druid/Ranger Animal Companion. I posted it here a few months ago. I also have a Familiar class and a Dire Animal class. (That one was originally going to be a template, but since most Dire Animals gain HD, I made it a class.)


But you should specify in any case how the mount advances. As in, does it gain XP, or does it advance along with its master, is it the same level as its master or 4 levels lower, etc.

It's always the same level as it's master, including RHD. I should probably point that out, yes. Scratch that. I checked my old notes. They're supposed to gain XP, to avert such potential cheese as leaving your pet crocodile at home for a few years and coming back to find Godzilla waiting for you. :smalltongue:


EDIT: Also, what are the new spells for, if the Blackguard and Death knight don't gain them? It's not mentioned in their table or class description.

They get to cast it one per day as a 16th level ability.


Much better, easier to read. One question, though; why would blackguards and death knights have -remove- disease? They really seem more like the plague spreading type.

For Blackguards, maybe. If I knew where to find the fluff template I've seen around here, I'd include a bit of explaination:

Blackguards work for Hextor, and by extention the leader of Hextor's pantheon, Gruumsh. Since Hextor's schtick in this setting is "rule and oppress the masses so that they'll be pressed to fight for their own freedom," it would make sense for Blackguards have less public-service abilities like remove disease and more abilities designed to just screw people over. :smallamused:

Death Knights, however, are not inherently evil. Their function is usually either tomb wardens or hunting down unruly undead. (Since Paladins are generally responsible for either fighting Blackguards, taking down mundane ne'er-do-wellers, or smiting Fiends.) I can't really think of much need for them to cause disease, though the need to be able to heal a victim of Ghoul Fever or something does make sense.

Morph Bark
2010-10-14, 01:35 PM
It's always the same level as it's master, including RHD. I should probably point that out, yes. Scratch that. I checked my old notes. They're supposed to gain XP, to avert such potential cheese as leaving your pet crocodile at home for a few years and coming back to find Godzilla waiting for you. :smalltongue:

And I was about to ask if other class level HDs would count as well. Guess I don't need to now then. :smalltongue:

Drakevarg
2010-10-14, 01:45 PM
And I was about to ask if other class level HDs would count as well. Guess I don't need to now then. :smalltongue:

Well, if I hadn't altered it to require XP, I would have said "no, except in cases like the Cavalier that specifically say it does."