killer_monk
2013-08-11, 06:19 PM
AD&D Hellknight Features
Level - Experience- Hit Dice- Level Title
1st - 0-2,250 - 1d10 - Initiate
2nd - 2,251-4,500 - 2d10 - Armiger
3rd - 4,501-10,000 - 3d10 - Hellknight
4th - 10,001-20,000 - 4d10 - Signifier
5th - 20,001-40,000 - 5d10 - Maralictor
6th - 40,001-90,000 - 6d10 - Paralictor
7th - 90,001-150,000 - 7d10 - High Paralictor
8th - 150,001-225,000 - 8d10 - Paravicar
9th - 225,001-325,000 - 9d10 - Master/Mistress of Blades
10th - 325,001-650,000 - 9d10+3 - Vicarius
11th - 650,001-975,000 - 9d10+6 - Lictor
12th - 975,000-1,300,000 - 9d10+9 - Lictor
+325,000xp per level beyond 12th
Abilities:
1. Can Detect Chaos in 60ft of concentrated direction. As often as desired.
2. At 2nd Level you earn the right to wear Hellknight Armor, and you move at full speed in such armor. This armor is a special brand of Full Plate, and can be enchanted as such, as well as made of any materials that regular full plate can be made of. It gives AC 1.
3. You are immune to fear at 3th level.
4. Fearsomeness: you emit a 2ft/level aura of fear at 4th level while wearing Hellknight armor, as the spell "cause fear". Anyone in this area is permitted a saving throw against this, and this fear only persists until they leave the aura or make their save. They only get one save per time they enter the effect. They also must know you're there for the effect to take place. The Hellknight may designate any number of allies who won't be subject to this effect, and he may suppress it whenever he so desires.
5. You make all saves at +2 at 5th level.
6. At 8th level you can see in darkness of any kind, including magical darkness, and are 50% resistant to fire.
7. You may start a freehold at 9th as a Fighter, but it must be well kept and of a lawful nature. You must also have a castle or fort from which to operate. This is identical to the Fighter's freehold otherwise.
8. At 10th level the Hellknight becomes immune to to Fire while wearing Hellknight armor. This armor is itself immune to these effects, and may include a cape or anything else the armor is directly part of, but excludes external bags, scabbards, tankards etc. Additionally, any 1 weapon the Hellknight uses gains either the Flaming or Unholy enchantment in addition to any existing enchantments the weapon may have. Hellknight's choice. Regardless, any given enhancement bonus may never exceed +5. This weapon retains this enchantment as long as it remains within 100ft of the Hellknight. If the enchanted weapon leaves this range it loses it's enchantment until which time the Hellknight again holds and designates it as the enchanted weapon of his choice. This ability can be replaced at any time on a new weapon by merely touching it.
A Flaming weapon gains an additional +1 to hit and damage against regular creatures, a +2 to hit and damage against regenerating creatures, a +3 to hit and damage against cold using, inflammable and avian creatures. This flame activates when the command word is spoken, which is chosen by the Hellknight when he grants this enchantment to a weapon. The flame can easily ignite oil, webs, papers, parchment, dry wood etc.
An Unholy Weapon gains a +2 to hit and damage, except it becomes +5 to hit with a +5 to damage to good aligned creatures or humanoids.
These weapons retain these enchantments as long as they remain within 100ft of the Hellknight. This enchantment cannot be dispelled by the spell "dispell magic".
Strictures: a Hellknight must always be lawful, and any Hellknight who breaks this code can no longer advance as a Hellknight and must hereafter advance as a fighter
Additionally, a Hellknight does not attract mercenaries as a fighter does, and they may not have more paid mercenaries with them than exceeds their class level (so a 5th level Hellknight is restricted to a maximum of 5 paid mercenaries) the only troops he receives is men for his freehold. He gets a few Hellknight initiates and at least one 5-6th level Hellknight to fight for his free-hold. These men must stay protect his hold. He generally prefers adventuring either solo, or in small groups.
A Hellknight uses the fighter's saves and combat tables. He also starts play with proficiency in 3 weapons and gains another proficiency every 1/3 levels.
A Hellknight gains the same number of additional melee attacks a round as the fighter or paladin.
A Hellknight must have the following minimum ability scores:
Strength: 12
Dexterity: -
Constitution: 12
Charisma: -
Wisdom: -
Intelligence: -
Only humans may be Hellknights.
Additionally, a Hellknight who's strength and constitution is above 15 receives a bonus 10% experience whenever experience is rewarded.
Anyway, this was originally a prestige class from Pathfinder, and I thought it was a cool take on a "neutral" paladin. Even though Hellknights have free reign of good, neutral or evil.
I based this almost exclusively on the paladin, so it shouldn't be more powerful than that. Hellknights get to keep as much gold and items as they want, but don't get the spells, holy avenger or horse the paladin does. I also removed "lay on hands" and the ability to turn undead as a cleric.
What I'd like to see is if anybody has any additional abilities or suggestions they'd like to throw in the ring. I you think this class is too powerful, just let me know and I'll fix it to the best of my abilities.
Thanks ahead of time to everyone who will contribute!
Level - Experience- Hit Dice- Level Title
1st - 0-2,250 - 1d10 - Initiate
2nd - 2,251-4,500 - 2d10 - Armiger
3rd - 4,501-10,000 - 3d10 - Hellknight
4th - 10,001-20,000 - 4d10 - Signifier
5th - 20,001-40,000 - 5d10 - Maralictor
6th - 40,001-90,000 - 6d10 - Paralictor
7th - 90,001-150,000 - 7d10 - High Paralictor
8th - 150,001-225,000 - 8d10 - Paravicar
9th - 225,001-325,000 - 9d10 - Master/Mistress of Blades
10th - 325,001-650,000 - 9d10+3 - Vicarius
11th - 650,001-975,000 - 9d10+6 - Lictor
12th - 975,000-1,300,000 - 9d10+9 - Lictor
+325,000xp per level beyond 12th
Abilities:
1. Can Detect Chaos in 60ft of concentrated direction. As often as desired.
2. At 2nd Level you earn the right to wear Hellknight Armor, and you move at full speed in such armor. This armor is a special brand of Full Plate, and can be enchanted as such, as well as made of any materials that regular full plate can be made of. It gives AC 1.
3. You are immune to fear at 3th level.
4. Fearsomeness: you emit a 2ft/level aura of fear at 4th level while wearing Hellknight armor, as the spell "cause fear". Anyone in this area is permitted a saving throw against this, and this fear only persists until they leave the aura or make their save. They only get one save per time they enter the effect. They also must know you're there for the effect to take place. The Hellknight may designate any number of allies who won't be subject to this effect, and he may suppress it whenever he so desires.
5. You make all saves at +2 at 5th level.
6. At 8th level you can see in darkness of any kind, including magical darkness, and are 50% resistant to fire.
7. You may start a freehold at 9th as a Fighter, but it must be well kept and of a lawful nature. You must also have a castle or fort from which to operate. This is identical to the Fighter's freehold otherwise.
8. At 10th level the Hellknight becomes immune to to Fire while wearing Hellknight armor. This armor is itself immune to these effects, and may include a cape or anything else the armor is directly part of, but excludes external bags, scabbards, tankards etc. Additionally, any 1 weapon the Hellknight uses gains either the Flaming or Unholy enchantment in addition to any existing enchantments the weapon may have. Hellknight's choice. Regardless, any given enhancement bonus may never exceed +5. This weapon retains this enchantment as long as it remains within 100ft of the Hellknight. If the enchanted weapon leaves this range it loses it's enchantment until which time the Hellknight again holds and designates it as the enchanted weapon of his choice. This ability can be replaced at any time on a new weapon by merely touching it.
A Flaming weapon gains an additional +1 to hit and damage against regular creatures, a +2 to hit and damage against regenerating creatures, a +3 to hit and damage against cold using, inflammable and avian creatures. This flame activates when the command word is spoken, which is chosen by the Hellknight when he grants this enchantment to a weapon. The flame can easily ignite oil, webs, papers, parchment, dry wood etc.
An Unholy Weapon gains a +2 to hit and damage, except it becomes +5 to hit with a +5 to damage to good aligned creatures or humanoids.
These weapons retain these enchantments as long as they remain within 100ft of the Hellknight. This enchantment cannot be dispelled by the spell "dispell magic".
Strictures: a Hellknight must always be lawful, and any Hellknight who breaks this code can no longer advance as a Hellknight and must hereafter advance as a fighter
Additionally, a Hellknight does not attract mercenaries as a fighter does, and they may not have more paid mercenaries with them than exceeds their class level (so a 5th level Hellknight is restricted to a maximum of 5 paid mercenaries) the only troops he receives is men for his freehold. He gets a few Hellknight initiates and at least one 5-6th level Hellknight to fight for his free-hold. These men must stay protect his hold. He generally prefers adventuring either solo, or in small groups.
A Hellknight uses the fighter's saves and combat tables. He also starts play with proficiency in 3 weapons and gains another proficiency every 1/3 levels.
A Hellknight gains the same number of additional melee attacks a round as the fighter or paladin.
A Hellknight must have the following minimum ability scores:
Strength: 12
Dexterity: -
Constitution: 12
Charisma: -
Wisdom: -
Intelligence: -
Only humans may be Hellknights.
Additionally, a Hellknight who's strength and constitution is above 15 receives a bonus 10% experience whenever experience is rewarded.
Anyway, this was originally a prestige class from Pathfinder, and I thought it was a cool take on a "neutral" paladin. Even though Hellknights have free reign of good, neutral or evil.
I based this almost exclusively on the paladin, so it shouldn't be more powerful than that. Hellknights get to keep as much gold and items as they want, but don't get the spells, holy avenger or horse the paladin does. I also removed "lay on hands" and the ability to turn undead as a cleric.
What I'd like to see is if anybody has any additional abilities or suggestions they'd like to throw in the ring. I you think this class is too powerful, just let me know and I'll fix it to the best of my abilities.
Thanks ahead of time to everyone who will contribute!