Corripio
2013-05-23, 09:11 PM
This is the very first homebrew class I've made. I'm posting it here at the recommendation of Madara in order to learn what needs tweaking. I've play-tested it in a campaign he and I were in and liked it, but I'm pretty sure it needs work. So without further ado, the Doomknight:
made with the aid of NeverAsPlanned
Proficiencies: staff, dagger, longsword, greatsword, axe, or great axe. Light, medium, spiked, and heavy armor.
Feared throughout the history of time, Doomknights show little remorse for the living—sympathy is only derived from brute force. These fearsome warriors only respect and desire one thing; power, gained by any means necessary. However, what they wish to do with it varies from knight to knight. Perhaps they seek to rule, or to fight the greatest of warriors and mages. Maybe they wish to champion a certain cause or take down a tyrant. Maybe its revenge, maybe it is as simple a motive as greed.
To become a Doomknight is to choose to serve the up until now unheard of Elemental Plane of Darkness. The arms and armor of a Doomknight become inhabited by a spirit from this plane and his body becomes a channel through which Darkness may flow and prove its supremacy over all forms of energy. This spirit will also occasionally whisper into its partner's ear, urging them to commit sensational acts of destruction to show to the world that nothing may stop them and nothing matters. Those who listen tend toward evil, while those who ignore these suggestions tend to be more “heroic”. However, these spirits suffer no paladins or other self righteous gits, and those that lean to what the world calls “Good” will loose their power and be slain by their own weapon.
It is possible to either merge with or banish this spirit, taking its power for your-self, which must be done to advance in this mysterious and deadly knightly order.
Custom
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Necrosis 1d6
2nd|+2|+3|+0|+0|Call of Darkness 1/day, Black Gate 1/day
3rd|+3|+3|+1|+1|Necrosis 2d6
4th|+4|+4|+1|+1|Pervasive Doom 1/day, Blood Supremacy 1/day, Black Gate 2/day
5th|+5|+4|+1|+1|Necrosis 3d6
6th|+6/+1|+5|+2|+2|Call of Darkness 2/day, Black Gate 3/day
7th|+7/+2|+5|+2|+2|Necrosis 4d6
8th|+8/+3|+6|+2|+2|Pervasive Doom 2/day, Blood Supremacy 2/day, Black Gate 4/day
9th|+9/+4|+6|+3|+3|Necrosis 5d6
10th|+10/+5|+7|+3|+3|Shadow Strike 5/day, Call of Darkness 3/day, Black Gate 5/day
11th|+11/+6/+1|+7|+3|+3|Necrosis 6d6
12th|+12/+7/+2|+8|+4|+4|Pervasive Doom 3/day, Blood Supremacy 3/day, Black Gate 6/day
13th|+13/+8/+3|+8|+4|+4|Necrosis 7d6
14th|+14/+9/+4|+9|+4|+4|Call of Darkness 4/day, Black Gate 7/day
15th|+15/+10/+5|+9|+5|+5|Fulminating Doom, Necrosis 8d6
16th|+16/+11/+6/+1|+10|+5|+5|Pervasive Doom 4/day, Blood Supremacy 4/day, Black Gate 8/day
17th|+17/+12/+7/+2|+10|+5|+5|Necrosis 9d6
18th|+18/+13/+8/+3|+11|+6|+6|Call of Darkness 5/day, Black Gate 9/day
19th|+19/+14/+9/+4|+11|+6|+6|Necrosis 10d6
20th|+20/+15/+10/+5|+12|+6|+6|Pervasive Doom 5/day, Blood Supremacy 5/day, Black Gate 10/day
[/table]
Alignment: Any non-good
Hit Die: 1d12
Class Skills:
Diplomacy, Intimidate, Move Silently, Knowledge (religion, the planes), Use Magic Device, Spot, Survival, Handle Animal and Ride.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Note 1*= “bleed” is the mechanic, not based on wether or not target can bleed (otherwise known as DOTs). Functions via “Elemental Darkness corroding the target's body and soul”. Also all bleeds are considered to be “Necrosis” for the purpose of feats and abilities.
Note 2*=The amount of time a “bleed” lasts can be halved via a successful will save (DC 12+half class level+CHA mod). Each DOT's save is taken seperatley
Note 3* all abilities listed are Supernatural
Note 4* All bleeds trigger at the immediate start of the afflicted's turn.
Note 5*=Necrosis will lose effectiveness against extraplanar outsiders with 15+ HD (they are considered to have automatically passed the save even if it is no longer applicable).
Necrosis: Bleed (Ex): At level 1, the Doomknight is granted the first gift the elemental plane of Darkness has to offer, to Doom a foe's soul to wander the dark forever. This is represented by Bleed, which is a damage-over-time effect, inflicting untyped (Darkness) damage equal to his hit dice to all affected targets at the start of the Doomknight's turn. Targets are affected by Bleed through other Doomknight abilities (below). Bleeds always last 5 rounds and ignore damage resistance (but not regeneration).
Bleed can also stack, meaning a creature can be affected by it multiple times, to a maximum of the Doom knight's class level. If a target currently affected by a Bleed is inflicted with another one, the duration of all Bleeds are refreshed.
Kraven, a level 8 Doom knight, attacks an ettin with Necrosis on her first turn in combat, inflicting it with one stack of Bleed, which will last five rounds. At the start of her second turn the ettin takes 8 untyped damage and during she misses her Necrosis attack so no new Bleed stacks are inflicted. On her third turn the ettin takes another 8 untyped damage and she succeeds on her Necrosis attack, inflicting a second stack of Bleed. Both Bleed effects have their duration refreshed to 5 rounds, and now at the start of her fourth turn the ettin will take 16 damage.
Black Gate: The Doomknight's greatest ally is the Darkness, and its gifts and means of aiding its champions are many. The Doomkight is able to call to the Darkness that permeates the world or he has implanted within his foes and use it to Gate his way to a position of advantage in the field of battle.
As long as there are at least two Bleed stacks active within 60 ft of the Doomknight, he may move 10 feet as though affected by a dimension door spell (Swift action). An additional 5 feet may be moved for every stack he chooses to sacrifice for the purpose of increasing his movement. At level 10 this becomes a free action. At level 15 no Bleed stacks are needed to move 10ft, and 2 are needed to move 20ft.
Call of Darkness : The Doomknight's weapon inverts in color as he calls to his opponent's will, urging them to respond and give in to the endless Darkness and eternal sleep that lies beyond life. A skull of Black and Red will be seen left in the wake of the Doomknight's weapon when he strikes with this ability.
When performing an attack, once per round you can add Call of Darkness to the attack. Deals weapon damage (therefore doubling damage at base), damage is increased by half your class level (rounded down) for every bleed on them (rounded up). consumes half the stacks of the bleed (rounded down. If only one bleed is left it is not consumed). At level 10 it instead deals extra damage equal to the doomknights class level in damage
(example: level 3 doomknight uses call of darkness on an enemy with 2 stacks using a longsword. damage=1d6(weapon)+1d6(base COD damage)+1+1(extra from stacks and 1 is the half class level).)
Blood Supremacy: The Doomknight empowers his weapon(s) to steal the vitality of his foe through the corroding Doom he has implanted into them earlier in the battle. His weapon trails blood as he swings it while it is so enchanted, leaving thick pools of the red liquid where-ever it was swung
When performing an attack, once per round you can add Blood Supremacy to the attack. Crunch is the same as Call of Darkness, but instead, all the bonus damage that would be caused by the bleed stacks is converted into healing for yourself. This cannot heal you beyond your max HP.
(Example: level 3 doomknight uses call of darkness on an enemy with 2 stacks using a longsword. Damage=1d6(weapon)+1d6(base from BS). Doomknight heals 2 hp ((extra from stacks and 1 is the half class level).)
Pervasive Doom: The Doomknight ascends a short distance into the air and surrounds himself in a Dark aura. Spikes violently extend from the aura in all directions, jostling the enemy's soul and weakening their resolve as whispers of Doom momentarily fill their minds.
This ability does your weapon damage(plus your your charisma modifier) to the target area. Following the damage, all opponents who were hit, take a fort check (DC 10+(number of bleed stacks x 5)). A failure means they're stunned for a number of turns equal to the stacks of bleeds. If target(s) have no bleeds applies a bleed that deals 1 dmg per HD. Ranged Touch Attack. All adjacent objects. (see below).
T=target
D=Doomknight
T T T
T D T
T T T
Shadow Strike: The Doomknight demonstrates Darkness' supremacy over mere Negative energy, turning any undead that dare stand against him to ash. The weapon used to perform this demonstration becomes black as the Void.
Smite Undead (as Paladin).
Fulminating Doom: The Doomknight rises into the air a short distance and turns so black he looses all features and details. Screaming waves of Elemental Darkness fly to the target with perfect accuracy and gnaw into their soul, Dooming them to be slowly claimed by the Darkness.
Free action, drop 4 immediate stacks of DOTs on the target, these DOTs do 2 dmg per HD. When used, roll 2D4. Result=number of turns you must wait to use it again. Ranged Touch Attack. Range=line of sight.
POSSIBLE PERSONALITIES OF THE DARKNESS SPIRIT (roll 1d20)
1=vengeful
2=cowardly
3=brutal
4=hedonistic
5=tyrannical
6=treacherous
7=sadistic
8=insane
9=hate-filled
10=destructive
11=Cunning
12=seductive
13=curious
14=disturbingly-cheerful
15=wise
16=anarchic
17=vigilante
18=Blood knight*
19=Naïve/idealistic
20=noble
* See Blood-knight tv trope.
DOOMKNIGHT ONLY FEATS
Doomed to Anarchy (requires anarchic Spirit):
necrosis no longer deals damage, it is now known as an anarchic necrosis, anyone with an anarchic necrosis stack cannot distinguish friend from foe. all saves of anyone with anarchic necrosis tokens are reduced by 1 for every token present.
Wild Doom (Requires Destructive Spirit):
Necrosis changes to Cripple. For each Cripple stack the target has, all damage from attacks are increased by 1, and all DR drops by 1.
Tyrannical Doom (requires Tyrannical Spirit):
Necrosis becomes Dominate. Target takes a will save for every stack. If they fail one they cannot act for the turn.
Doomed Knight (requires noble spirit):
Allows for paladin level conversion/ability carry over.
Irresistible Doom:
Saves for Necrosis stacks are increased by two.
Enervating Doom (requires Irresistible Doom):
Necrosis stacks give negative levels upon successful affliction.
Doomed to Die (requires Enervating Doom):
Enemies slain by Necrosis bleed effect rise as a zombie under your control. Number of zombies made this way cannot exceed HD.
Doomed Warlock:
warlock levels and doomknight levels stack for determining eldritch blast and for determining necrosis dmg
Doomed Stalker:
levels in doomknight and rouge stack for determining necrosis dmg and for determining sneak attack damage
Doomed Fighter:
doomknight levels and fighter levels stack for determining necrosis damage, and for QUALIFYING for feats that specify fighter levels
Doomed Mage:
Doomknight levels and wizard/sorcerer levels stack for determining necrosis dmg and for what spells you can cast each day
Dark Arcana (requires Doomed Mage):
Adds the Darkness descriptor to all spells, negating energy resistance/DR/immunities. Positive energy based spells are unaffected.
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made with the aid of NeverAsPlanned
Proficiencies: staff, dagger, longsword, greatsword, axe, or great axe. Light, medium, spiked, and heavy armor.
Feared throughout the history of time, Doomknights show little remorse for the living—sympathy is only derived from brute force. These fearsome warriors only respect and desire one thing; power, gained by any means necessary. However, what they wish to do with it varies from knight to knight. Perhaps they seek to rule, or to fight the greatest of warriors and mages. Maybe they wish to champion a certain cause or take down a tyrant. Maybe its revenge, maybe it is as simple a motive as greed.
To become a Doomknight is to choose to serve the up until now unheard of Elemental Plane of Darkness. The arms and armor of a Doomknight become inhabited by a spirit from this plane and his body becomes a channel through which Darkness may flow and prove its supremacy over all forms of energy. This spirit will also occasionally whisper into its partner's ear, urging them to commit sensational acts of destruction to show to the world that nothing may stop them and nothing matters. Those who listen tend toward evil, while those who ignore these suggestions tend to be more “heroic”. However, these spirits suffer no paladins or other self righteous gits, and those that lean to what the world calls “Good” will loose their power and be slain by their own weapon.
It is possible to either merge with or banish this spirit, taking its power for your-self, which must be done to advance in this mysterious and deadly knightly order.
Custom
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Necrosis 1d6
2nd|+2|+3|+0|+0|Call of Darkness 1/day, Black Gate 1/day
3rd|+3|+3|+1|+1|Necrosis 2d6
4th|+4|+4|+1|+1|Pervasive Doom 1/day, Blood Supremacy 1/day, Black Gate 2/day
5th|+5|+4|+1|+1|Necrosis 3d6
6th|+6/+1|+5|+2|+2|Call of Darkness 2/day, Black Gate 3/day
7th|+7/+2|+5|+2|+2|Necrosis 4d6
8th|+8/+3|+6|+2|+2|Pervasive Doom 2/day, Blood Supremacy 2/day, Black Gate 4/day
9th|+9/+4|+6|+3|+3|Necrosis 5d6
10th|+10/+5|+7|+3|+3|Shadow Strike 5/day, Call of Darkness 3/day, Black Gate 5/day
11th|+11/+6/+1|+7|+3|+3|Necrosis 6d6
12th|+12/+7/+2|+8|+4|+4|Pervasive Doom 3/day, Blood Supremacy 3/day, Black Gate 6/day
13th|+13/+8/+3|+8|+4|+4|Necrosis 7d6
14th|+14/+9/+4|+9|+4|+4|Call of Darkness 4/day, Black Gate 7/day
15th|+15/+10/+5|+9|+5|+5|Fulminating Doom, Necrosis 8d6
16th|+16/+11/+6/+1|+10|+5|+5|Pervasive Doom 4/day, Blood Supremacy 4/day, Black Gate 8/day
17th|+17/+12/+7/+2|+10|+5|+5|Necrosis 9d6
18th|+18/+13/+8/+3|+11|+6|+6|Call of Darkness 5/day, Black Gate 9/day
19th|+19/+14/+9/+4|+11|+6|+6|Necrosis 10d6
20th|+20/+15/+10/+5|+12|+6|+6|Pervasive Doom 5/day, Blood Supremacy 5/day, Black Gate 10/day
[/table]
Alignment: Any non-good
Hit Die: 1d12
Class Skills:
Diplomacy, Intimidate, Move Silently, Knowledge (religion, the planes), Use Magic Device, Spot, Survival, Handle Animal and Ride.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Note 1*= “bleed” is the mechanic, not based on wether or not target can bleed (otherwise known as DOTs). Functions via “Elemental Darkness corroding the target's body and soul”. Also all bleeds are considered to be “Necrosis” for the purpose of feats and abilities.
Note 2*=The amount of time a “bleed” lasts can be halved via a successful will save (DC 12+half class level+CHA mod). Each DOT's save is taken seperatley
Note 3* all abilities listed are Supernatural
Note 4* All bleeds trigger at the immediate start of the afflicted's turn.
Note 5*=Necrosis will lose effectiveness against extraplanar outsiders with 15+ HD (they are considered to have automatically passed the save even if it is no longer applicable).
Necrosis: Bleed (Ex): At level 1, the Doomknight is granted the first gift the elemental plane of Darkness has to offer, to Doom a foe's soul to wander the dark forever. This is represented by Bleed, which is a damage-over-time effect, inflicting untyped (Darkness) damage equal to his hit dice to all affected targets at the start of the Doomknight's turn. Targets are affected by Bleed through other Doomknight abilities (below). Bleeds always last 5 rounds and ignore damage resistance (but not regeneration).
Bleed can also stack, meaning a creature can be affected by it multiple times, to a maximum of the Doom knight's class level. If a target currently affected by a Bleed is inflicted with another one, the duration of all Bleeds are refreshed.
Kraven, a level 8 Doom knight, attacks an ettin with Necrosis on her first turn in combat, inflicting it with one stack of Bleed, which will last five rounds. At the start of her second turn the ettin takes 8 untyped damage and during she misses her Necrosis attack so no new Bleed stacks are inflicted. On her third turn the ettin takes another 8 untyped damage and she succeeds on her Necrosis attack, inflicting a second stack of Bleed. Both Bleed effects have their duration refreshed to 5 rounds, and now at the start of her fourth turn the ettin will take 16 damage.
Black Gate: The Doomknight's greatest ally is the Darkness, and its gifts and means of aiding its champions are many. The Doomkight is able to call to the Darkness that permeates the world or he has implanted within his foes and use it to Gate his way to a position of advantage in the field of battle.
As long as there are at least two Bleed stacks active within 60 ft of the Doomknight, he may move 10 feet as though affected by a dimension door spell (Swift action). An additional 5 feet may be moved for every stack he chooses to sacrifice for the purpose of increasing his movement. At level 10 this becomes a free action. At level 15 no Bleed stacks are needed to move 10ft, and 2 are needed to move 20ft.
Call of Darkness : The Doomknight's weapon inverts in color as he calls to his opponent's will, urging them to respond and give in to the endless Darkness and eternal sleep that lies beyond life. A skull of Black and Red will be seen left in the wake of the Doomknight's weapon when he strikes with this ability.
When performing an attack, once per round you can add Call of Darkness to the attack. Deals weapon damage (therefore doubling damage at base), damage is increased by half your class level (rounded down) for every bleed on them (rounded up). consumes half the stacks of the bleed (rounded down. If only one bleed is left it is not consumed). At level 10 it instead deals extra damage equal to the doomknights class level in damage
(example: level 3 doomknight uses call of darkness on an enemy with 2 stacks using a longsword. damage=1d6(weapon)+1d6(base COD damage)+1+1(extra from stacks and 1 is the half class level).)
Blood Supremacy: The Doomknight empowers his weapon(s) to steal the vitality of his foe through the corroding Doom he has implanted into them earlier in the battle. His weapon trails blood as he swings it while it is so enchanted, leaving thick pools of the red liquid where-ever it was swung
When performing an attack, once per round you can add Blood Supremacy to the attack. Crunch is the same as Call of Darkness, but instead, all the bonus damage that would be caused by the bleed stacks is converted into healing for yourself. This cannot heal you beyond your max HP.
(Example: level 3 doomknight uses call of darkness on an enemy with 2 stacks using a longsword. Damage=1d6(weapon)+1d6(base from BS). Doomknight heals 2 hp ((extra from stacks and 1 is the half class level).)
Pervasive Doom: The Doomknight ascends a short distance into the air and surrounds himself in a Dark aura. Spikes violently extend from the aura in all directions, jostling the enemy's soul and weakening their resolve as whispers of Doom momentarily fill their minds.
This ability does your weapon damage(plus your your charisma modifier) to the target area. Following the damage, all opponents who were hit, take a fort check (DC 10+(number of bleed stacks x 5)). A failure means they're stunned for a number of turns equal to the stacks of bleeds. If target(s) have no bleeds applies a bleed that deals 1 dmg per HD. Ranged Touch Attack. All adjacent objects. (see below).
T=target
D=Doomknight
T T T
T D T
T T T
Shadow Strike: The Doomknight demonstrates Darkness' supremacy over mere Negative energy, turning any undead that dare stand against him to ash. The weapon used to perform this demonstration becomes black as the Void.
Smite Undead (as Paladin).
Fulminating Doom: The Doomknight rises into the air a short distance and turns so black he looses all features and details. Screaming waves of Elemental Darkness fly to the target with perfect accuracy and gnaw into their soul, Dooming them to be slowly claimed by the Darkness.
Free action, drop 4 immediate stacks of DOTs on the target, these DOTs do 2 dmg per HD. When used, roll 2D4. Result=number of turns you must wait to use it again. Ranged Touch Attack. Range=line of sight.
POSSIBLE PERSONALITIES OF THE DARKNESS SPIRIT (roll 1d20)
1=vengeful
2=cowardly
3=brutal
4=hedonistic
5=tyrannical
6=treacherous
7=sadistic
8=insane
9=hate-filled
10=destructive
11=Cunning
12=seductive
13=curious
14=disturbingly-cheerful
15=wise
16=anarchic
17=vigilante
18=Blood knight*
19=Naïve/idealistic
20=noble
* See Blood-knight tv trope.
DOOMKNIGHT ONLY FEATS
Doomed to Anarchy (requires anarchic Spirit):
necrosis no longer deals damage, it is now known as an anarchic necrosis, anyone with an anarchic necrosis stack cannot distinguish friend from foe. all saves of anyone with anarchic necrosis tokens are reduced by 1 for every token present.
Wild Doom (Requires Destructive Spirit):
Necrosis changes to Cripple. For each Cripple stack the target has, all damage from attacks are increased by 1, and all DR drops by 1.
Tyrannical Doom (requires Tyrannical Spirit):
Necrosis becomes Dominate. Target takes a will save for every stack. If they fail one they cannot act for the turn.
Doomed Knight (requires noble spirit):
Allows for paladin level conversion/ability carry over.
Irresistible Doom:
Saves for Necrosis stacks are increased by two.
Enervating Doom (requires Irresistible Doom):
Necrosis stacks give negative levels upon successful affliction.
Doomed to Die (requires Enervating Doom):
Enemies slain by Necrosis bleed effect rise as a zombie under your control. Number of zombies made this way cannot exceed HD.
Doomed Warlock:
warlock levels and doomknight levels stack for determining eldritch blast and for determining necrosis dmg
Doomed Stalker:
levels in doomknight and rouge stack for determining necrosis dmg and for determining sneak attack damage
Doomed Fighter:
doomknight levels and fighter levels stack for determining necrosis damage, and for QUALIFYING for feats that specify fighter levels
Doomed Mage:
Doomknight levels and wizard/sorcerer levels stack for determining necrosis dmg and for what spells you can cast each day
Dark Arcana (requires Doomed Mage):
Adds the Darkness descriptor to all spells, negating energy resistance/DR/immunities. Positive energy based spells are unaffected.
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