Beelzebub1111
2014-01-20, 06:06 AM
Knight of Dullahan
"His Skelet'n horse didn't make no noise as he left the graveyard. Like some kinda ghost! His head were under his arm and the reigns inna other. They say a gravedigger approached him, and the horseman ripped out his own spine and whipped the groundskeeper's throat clean out. I tell you what, I ain't never leaven the city walls again."
-Third-hand account of a sighting of a Knight of Dullahan
The Dullahan, despite their undead appearance, are fey of the Unseelie Court. Creatures of Death and Ill Omen, they ride their steeds from graveyard to graveyard, spreading curses of death and destruction, foretelling death. Whether brave or foolish, some seek to bargain for a small portion of that power.
Adventures: The adventures of a Knight of Dullahan can vary depending upon what drove him to seek contract. Some do it out of fascination and study of death. Others desire power for power's sake. More commonly, one seeks out the Dullahan's power to aid in a quest for revenge. Regardless of why he seeks the power, most Knights of Dullahan end up spreading death and destruction wherever they pass as they advance in power. With that, they gain reputation and spend their late careers fighting off 'heroes' who seek to destroy an 'undead abomination'
Characteristics: The Knights of Dullahan are nightmares incarnate. The personification of man's fear of death. In battle he is a terrible sight to behold. Riding into the fray on his skeletal steed, head under his arm swinging his spinal cord with deadly precision. Even the most hardy warrior can be left aghast at that grisly sight.
Alignment: As forging a contract with dark powers is an evil act, Knights of Dullahan cannot be of Good alignment. Those that start off neutral inevitably find them traveling down a dark path towards evil. Some may try to stay righteous, but once the goal they intended when they became knights has been reached, they are left with all their dark powers intact and the temptation to use them is often too great to resist.
Religion: Gods of Death such as Nerrul are popular among the Knights of Dullahan. The Lawfully aligned are known to worship Hextor, using their powers to conquer and subjugate entire towns. Fharlanghn is favored among those who roam the countryside from graveyard to graveyard in imitation of the Dullahan.
Background: To enter the class, one must enter a contract with a Dullahan or a Knight of Dullahan of at least 10th level. If he's willing to listen, a Dullahan seldom asks for anything in return. Once the case is made he will mark the soul of the newly anointed knight, imparting the dark knowledge necessary to become a Knight of Dullahan as he advances.
Races: Humans are the most common Knights of Dullahan, mostly because the Dullahan themselves tend to ride close to human settlements. Humans were also the few that braved the fear of death and forged the first contracts to become knights. Very few other races have been brave or lucky enough to enter a contract with the Dullahan or other Knights, and those that do are outcasts among their kind.
Other Classes: Knights of Dullahan get along best with Necromancers, Clerics of Gods of Death, and any who deal with the dead on a regular basis. Paladins tend to consider them mortal enemies, although the Knight of Dullahan often does not think of them that way.
Role: At lower levels a Knight of Dullahan is similar to fighter or barbarian, dealing damage and taking hits. At mid-level they gain abilities that can hinder enemies and take out large groups of opponents. At high levels they can kill enemies easily, specializing in finishing blows and ending fights quickly.
Adaptation: Without the Fey creature component, a Knight of Dullahan could be used as a progression class for a Death Knight or Anti-Paladin. In Eberron, the Knights of Dullahan are the elite enforcers of the Order of the Emerald Claw.
GAME RULE INFORMATION
Knights of Dullahan have the following game statistics.
Abilities: As a melee class, Strength and Constitution are most important. Charisma helps determine the effectiveness of some abilities
Alignment: Any Non-Good; If a Knight of Dullahan becomes Good he may not advance in the Knight of Dullahan class while he is Good. If he uses any of the class's supernatural abilities, his alignment changes back to his alignment when he last took a level in the class.
Hit Die: d12
Starting Age: As Sorcerer
Starting Gold: As Paladin
Class Skills
The Knight of Dullahan's class skills are Bluff(Cha), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Knowledge(History)(Int), Knowledge(Nature)(Int), Knowledge(Religion)(Int), Profession(Wis) Ride(Dex),Sense Motive (Wis)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Aurophobia, Deathwatch, Master of Whips
2nd
+2
+3
+0
+3
Mettle
3rd
+3
+3
+1
+3
Soul-bound Armor
4th
+4
+4
+1
+4
Dying Body (Negative Healing, Sleep)
5th
+5
+4
+1
+4
Spinal Blade (+1, Bane)
6th
+6/+1
+5
+2
+5
Skeletal Steed
7th
+7/+2
+5
+2
+5
Spinal Blade (First Ability), Eyes of Flame
8th
+8/+3
+6
+2
+6
Dying Body (25% fortification), Spinal Blade (+2)
9th
+9/+4
+6
+3
+6
Headless
10th
+10/+5
+7
+3
+7
Fiendish Blast
11th
+11/+6/+1
+7
+3
+7
Spinal Blade (+3), Dying Body (Poison and Disease)
12th
+12/+7/+2
+8
+4
+8
Bind Skeletal Warrior
13th
+13/+8/+3
+8
+4
+8
Dying Body (50% Fortification), Spinal Blade (Second Ability)
14th
+14/+9/+4
+9
+4
+9
Spinal Blade (+4)
15th
+15/+10/+5
+9
+5
+9
Mark for Death, Dying Body (Death effects and Energy Drain)
16th
+16/+11/+6/+1
+10
+5
+10
Words of the Damned(Blasphemy)
17th
+17/+12/+7/+2
+10
+5
+10
Dying Body (100% Fortification), Spinal Bade (+5)
18th
+18/+13/+8/+3
+11
+6
+11
Words of the Damned(Stun)
19th
+19/+14/+9/+4
+11
+6
+11
Spinal Blade (Third Ability)
20th
+20/+15/+10/+5
+12
+6
+12
Dying Body (Immunities), Words of the Damned(Kill)
Class Features
All of the following are class features of the Knight of Dullahan
Weapon and Armor Proficiencies: A Knight of Dullahan is proficient with all simple and martial weapons plus the bastard sword and Whip, With all types of armor(light, medium and heavy), and with Shields (except Tower Shields).
Aurophobia(Ex): As part of gaining a fraction of the Dullahan's power, the Knight of Dullahan also gain a fraction of his weakness. A Knight of Dullahan must make a Will Save (DC 10+½ the Knight of Dullahan's Class Level) in order to touch or interact with gold in any way. A successful save means that the Knight of Dullahan can overcome his aversion to gold for one minute per class level. Upon failure, he cannot attempt another save for one hour. It is only when he can see the gold that he needs to make the save, so to pick up a gold statue would require a save but not to accept a bag of gold coins.
Deathwatch (Sp): A Knight of Dullahan can use Deathwatch as the spell at will with a caster level equal to his class level.
Master of Whips (Ex): A Knight of DUllahan can wield a whip with deadly precision. His attacks with a whip may deal lethal damage and damage targets regardless of their armor or natural armor bonus.
Mettle (Ex): At 2nd level, a Knight of Dullahan can resist magical and unusual attacks with great willpower or fortitude, if he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Knight of Dullahan does not gain the benefit of Mettle.
Soul-bound Armor (Su): At 3rd level, a Knight of Dullahan may undergo a ritual that binds his soul to a heavy armor of masterwork quality or greater. This process requires a ritual preformed at a graveyard or desecrated site and takes 1000gp in gems and 1 hour to complete. The armor gains a +1 enhancement bonus and is bound to the knight, its armor check penalty is reduced by two and max dexterity bonus is increased by 1 when worn by the Knight of Dullahan. The Knight of Dullahan may sleep in the armor without becoming fatigued. The knight may further enhance the item as if he possessed the Craft Magic Arms and Armor feat with a caster level equal to his class level and knows any requisite spells of a spell level equal to ½ his class level. He need only preform a ritual in a graveyard or desecrated site and sacrifice gems or magic items of equivalent value to the difference between the current enhancement and the new one. A Knight of Dullahan may only posses one Soul-bound Armor at a time.
Dying Body (Ex): Beginning at 4th level the Knight of Dullahan's body begins to die, being sustained by his soul-bound armor. While he wears his soul-bound armor he benefits from some of the advantages of being half-dead
At 4th level he is healed by negative energy damage and no longer needs to sleep, gaining immunity to sleep effects
At 8th level he has a 25% chance to ignore extra damage from critical hits and sneak attacks, this chance increases to 50% at 13th level, and full immunity at 17th level
At 11th level he becomes immune to poison and disease
At 15th level he becomes immune to Death effects and Energy Drain
At 20th level he becomes immune to physical ability damage, ability drain, all mind-affecting effects, Paralysis, Stunning, Fatigue and Exhaustion. He is now damaged by positive energy instead of healed
Spinal Blade (Su): At 5th level, while the Knight of Dullahan is wearing his soul-bound armor, he can draw his own spinal cord and use it as a deadly weapon. The weapon can behave as either a whip or a bastard sword at the whims of the Knight of Dullahan. The weapon has a +1 enhancement bonus and the bane properties towards creatures that share the Knights Type and Subtype(if applicable). The weapon's enhancement bonus increases by one every three levels (+2 at 8th, +3 at 11th, etc) To a maximum of +5 at 17th level. At 7th level the spinal blade gains an ability chosen from the table below from the first column. At 13th level, it gains an ability from either the first or second column, and at 19th it gains an ability from the first, second, or third column. The knight cannot be disarmed of this blade, and if the Blade is destroyed, it reforms in the Knight's hand in one minute. The blade has 10 hardness and 10 hit-points before any bonus from enhancement is applied. If the Knight of Dullahan's soul-bound armor is destroyed or removed while his spine is not inside his body, he must spend his next available full-round action to put his spine back into his body and can take no other actions until he does so.
7th
13th
19th
Keen
Ghost Strike*
Souldrinking*
Bloodfeeding
Unholy
Vorpal
Flaming
Vampiric
Speed
Vicious
Screaming Burst*
Wounding
Whirling
Greater Dispelling*
Mindcrusher
*Synergy Prerequisites do not need to be met.
Skeletal Steed (Su): At 6th level the Knight of Dullahan can preform a ritual giving him a faithful undying steed. The ritual costs 100gp in materials to preform plus the cost of the warhorse to be made. The ritual must be preformed in a graveyard or desecrated ground at midnight. When the ritual is complete the horse is slaughtered and rises as a skeletal steed with the stats below. If the Skeletal steed is destroyed it is reformed at the Knight's side at midnight in 1d4 days.
Eyes of Flame (Ex): At 7th level the Knight of Dullahan's eyes take on a burning red hue that allow him to see clearly in the darkest of nights. He gains a 60ft darkvision that can see through even magical darkness. His sight is still obscured by fog and smoke.
Headless (Ex): At 9th level a Knight of Dullahan gains the iconic feature of his fey patron. When wearing his Soul-bound armor, the Knight may remove his head from his body as a move action. He cannot be killed by beheading such as by a vorpal weapon or executed via guillotine or galley. Any enemies within 30ft who sees a Knight of Dullahan remove his head or fight headless must make a will save (DC 10+½ Class Level+Cha bonus) or be shaken for 5d6 rounds. This is a mind-affecting fear effect. An opponent who makes the saving throw is immune to the effects of the same Knight's fear for 24 hours. If a Knight of Dullahan's armor is removed or destroyed, or his head travels more than 60ft from his body, he takes one point of con damage each round at the end of his turn until his head is returned to his body (reattached if not wearing his soul-bound armor, or back within 60ft otherwise). The Knight of Dullahan can "see" and "hear" out of both his head and his body granting him the benefits of the Alertness feat while his head is detached.
Fiendish Blast (Su): Once per day, a 10th level a Knight of Dullahan may throw his head at a range of 400 feet + 40 feet per level, which then explodes in a burst of unholy fire filling a 20ft radius spread. The blast deals 1d6 points of damage per level of the Knight of Dullahan (maximum 20d6). Half of the damage is fire damage, but the rest results directly from dark powers and is therefore not subject to being reduced by resistance or immunity. A reflex save (DC 10+½ class level+Cha bonus) reduces the damage by half. The head returns to the knight's grasp immediately after it explodes.
Bind Skeletal Warrior (Su): A 12th level Knight of Dullahan can raise the body of a warrior that he has bested in combat as a devoted companion. When he has dealt the killing blow to an opponent of a martial class (Warrior, Fighter, Paladin, Barbarian, Ranger, Crusader, Warblade, Knight, Hexblade, Samurai, or Swashbuckler) he must take the body to a graveyard or desecrated site by the next midnight. Racial HD and Prestige Classes do not count towards the class requirement. After the ritual is preformed at the stroke of midnight the body rises as a creature with the bone creature template (see below) and completely devoted to the Knight of Dullahan. This creature is treated as a cohort for the purposes of gaining experience and has a maximum ECL of The Knight of Dullahan's level-2 not including level adjustment from the bone creature template. A paladin risen by this ability is considered to have fallen, and automatically counts as meeting the skill, feat, and special requirements for the blackguard prestige class.
Mark for Death (Su): At 15th level a Knight of Dullahan may spray an adjacent opponent with blood as a standard action. This blood may not be washed off and carries with it a terrible curse. The subject counts as having 4 less HD for the purposes of any spell with the Death descriptor. They also take a -4 penalty on any saving throw against a death effect (Such as an Assassin's death attack) or spells with the death descriptor. Heal checks to stabilize the subject are taken at a -10 penalty and the chance to stabilize on their own is reduced to 1%. A successful reflex save (DC 10+½ Knight of Dullahan's class level+Charisma bonus) prevents the curse. The curse cannot be dispelled, but it can be removed with a Break Enchantment, limited wish, miracle, remove curse, or wish spell.
Words of the Damned (Sp): A 16th level Knight of Dullahan gains some knowledge of profane language. Holding his head aloft he may speak these dark words to the detriment of his opponents. At 16th level he can use these words to produce a Blasphemy spell. At 18th level he may use them as Power Word: Stun. At 20th level he may produce a Power Word: Kill. Each effect may be used once per day.
"His Skelet'n horse didn't make no noise as he left the graveyard. Like some kinda ghost! His head were under his arm and the reigns inna other. They say a gravedigger approached him, and the horseman ripped out his own spine and whipped the groundskeeper's throat clean out. I tell you what, I ain't never leaven the city walls again."
-Third-hand account of a sighting of a Knight of Dullahan
The Dullahan, despite their undead appearance, are fey of the Unseelie Court. Creatures of Death and Ill Omen, they ride their steeds from graveyard to graveyard, spreading curses of death and destruction, foretelling death. Whether brave or foolish, some seek to bargain for a small portion of that power.
Adventures: The adventures of a Knight of Dullahan can vary depending upon what drove him to seek contract. Some do it out of fascination and study of death. Others desire power for power's sake. More commonly, one seeks out the Dullahan's power to aid in a quest for revenge. Regardless of why he seeks the power, most Knights of Dullahan end up spreading death and destruction wherever they pass as they advance in power. With that, they gain reputation and spend their late careers fighting off 'heroes' who seek to destroy an 'undead abomination'
Characteristics: The Knights of Dullahan are nightmares incarnate. The personification of man's fear of death. In battle he is a terrible sight to behold. Riding into the fray on his skeletal steed, head under his arm swinging his spinal cord with deadly precision. Even the most hardy warrior can be left aghast at that grisly sight.
Alignment: As forging a contract with dark powers is an evil act, Knights of Dullahan cannot be of Good alignment. Those that start off neutral inevitably find them traveling down a dark path towards evil. Some may try to stay righteous, but once the goal they intended when they became knights has been reached, they are left with all their dark powers intact and the temptation to use them is often too great to resist.
Religion: Gods of Death such as Nerrul are popular among the Knights of Dullahan. The Lawfully aligned are known to worship Hextor, using their powers to conquer and subjugate entire towns. Fharlanghn is favored among those who roam the countryside from graveyard to graveyard in imitation of the Dullahan.
Background: To enter the class, one must enter a contract with a Dullahan or a Knight of Dullahan of at least 10th level. If he's willing to listen, a Dullahan seldom asks for anything in return. Once the case is made he will mark the soul of the newly anointed knight, imparting the dark knowledge necessary to become a Knight of Dullahan as he advances.
Races: Humans are the most common Knights of Dullahan, mostly because the Dullahan themselves tend to ride close to human settlements. Humans were also the few that braved the fear of death and forged the first contracts to become knights. Very few other races have been brave or lucky enough to enter a contract with the Dullahan or other Knights, and those that do are outcasts among their kind.
Other Classes: Knights of Dullahan get along best with Necromancers, Clerics of Gods of Death, and any who deal with the dead on a regular basis. Paladins tend to consider them mortal enemies, although the Knight of Dullahan often does not think of them that way.
Role: At lower levels a Knight of Dullahan is similar to fighter or barbarian, dealing damage and taking hits. At mid-level they gain abilities that can hinder enemies and take out large groups of opponents. At high levels they can kill enemies easily, specializing in finishing blows and ending fights quickly.
Adaptation: Without the Fey creature component, a Knight of Dullahan could be used as a progression class for a Death Knight or Anti-Paladin. In Eberron, the Knights of Dullahan are the elite enforcers of the Order of the Emerald Claw.
GAME RULE INFORMATION
Knights of Dullahan have the following game statistics.
Abilities: As a melee class, Strength and Constitution are most important. Charisma helps determine the effectiveness of some abilities
Alignment: Any Non-Good; If a Knight of Dullahan becomes Good he may not advance in the Knight of Dullahan class while he is Good. If he uses any of the class's supernatural abilities, his alignment changes back to his alignment when he last took a level in the class.
Hit Die: d12
Starting Age: As Sorcerer
Starting Gold: As Paladin
Class Skills
The Knight of Dullahan's class skills are Bluff(Cha), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Knowledge(History)(Int), Knowledge(Nature)(Int), Knowledge(Religion)(Int), Profession(Wis) Ride(Dex),Sense Motive (Wis)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Aurophobia, Deathwatch, Master of Whips
2nd
+2
+3
+0
+3
Mettle
3rd
+3
+3
+1
+3
Soul-bound Armor
4th
+4
+4
+1
+4
Dying Body (Negative Healing, Sleep)
5th
+5
+4
+1
+4
Spinal Blade (+1, Bane)
6th
+6/+1
+5
+2
+5
Skeletal Steed
7th
+7/+2
+5
+2
+5
Spinal Blade (First Ability), Eyes of Flame
8th
+8/+3
+6
+2
+6
Dying Body (25% fortification), Spinal Blade (+2)
9th
+9/+4
+6
+3
+6
Headless
10th
+10/+5
+7
+3
+7
Fiendish Blast
11th
+11/+6/+1
+7
+3
+7
Spinal Blade (+3), Dying Body (Poison and Disease)
12th
+12/+7/+2
+8
+4
+8
Bind Skeletal Warrior
13th
+13/+8/+3
+8
+4
+8
Dying Body (50% Fortification), Spinal Blade (Second Ability)
14th
+14/+9/+4
+9
+4
+9
Spinal Blade (+4)
15th
+15/+10/+5
+9
+5
+9
Mark for Death, Dying Body (Death effects and Energy Drain)
16th
+16/+11/+6/+1
+10
+5
+10
Words of the Damned(Blasphemy)
17th
+17/+12/+7/+2
+10
+5
+10
Dying Body (100% Fortification), Spinal Bade (+5)
18th
+18/+13/+8/+3
+11
+6
+11
Words of the Damned(Stun)
19th
+19/+14/+9/+4
+11
+6
+11
Spinal Blade (Third Ability)
20th
+20/+15/+10/+5
+12
+6
+12
Dying Body (Immunities), Words of the Damned(Kill)
Class Features
All of the following are class features of the Knight of Dullahan
Weapon and Armor Proficiencies: A Knight of Dullahan is proficient with all simple and martial weapons plus the bastard sword and Whip, With all types of armor(light, medium and heavy), and with Shields (except Tower Shields).
Aurophobia(Ex): As part of gaining a fraction of the Dullahan's power, the Knight of Dullahan also gain a fraction of his weakness. A Knight of Dullahan must make a Will Save (DC 10+½ the Knight of Dullahan's Class Level) in order to touch or interact with gold in any way. A successful save means that the Knight of Dullahan can overcome his aversion to gold for one minute per class level. Upon failure, he cannot attempt another save for one hour. It is only when he can see the gold that he needs to make the save, so to pick up a gold statue would require a save but not to accept a bag of gold coins.
Deathwatch (Sp): A Knight of Dullahan can use Deathwatch as the spell at will with a caster level equal to his class level.
Master of Whips (Ex): A Knight of DUllahan can wield a whip with deadly precision. His attacks with a whip may deal lethal damage and damage targets regardless of their armor or natural armor bonus.
Mettle (Ex): At 2nd level, a Knight of Dullahan can resist magical and unusual attacks with great willpower or fortitude, if he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Knight of Dullahan does not gain the benefit of Mettle.
Soul-bound Armor (Su): At 3rd level, a Knight of Dullahan may undergo a ritual that binds his soul to a heavy armor of masterwork quality or greater. This process requires a ritual preformed at a graveyard or desecrated site and takes 1000gp in gems and 1 hour to complete. The armor gains a +1 enhancement bonus and is bound to the knight, its armor check penalty is reduced by two and max dexterity bonus is increased by 1 when worn by the Knight of Dullahan. The Knight of Dullahan may sleep in the armor without becoming fatigued. The knight may further enhance the item as if he possessed the Craft Magic Arms and Armor feat with a caster level equal to his class level and knows any requisite spells of a spell level equal to ½ his class level. He need only preform a ritual in a graveyard or desecrated site and sacrifice gems or magic items of equivalent value to the difference between the current enhancement and the new one. A Knight of Dullahan may only posses one Soul-bound Armor at a time.
Dying Body (Ex): Beginning at 4th level the Knight of Dullahan's body begins to die, being sustained by his soul-bound armor. While he wears his soul-bound armor he benefits from some of the advantages of being half-dead
At 4th level he is healed by negative energy damage and no longer needs to sleep, gaining immunity to sleep effects
At 8th level he has a 25% chance to ignore extra damage from critical hits and sneak attacks, this chance increases to 50% at 13th level, and full immunity at 17th level
At 11th level he becomes immune to poison and disease
At 15th level he becomes immune to Death effects and Energy Drain
At 20th level he becomes immune to physical ability damage, ability drain, all mind-affecting effects, Paralysis, Stunning, Fatigue and Exhaustion. He is now damaged by positive energy instead of healed
Spinal Blade (Su): At 5th level, while the Knight of Dullahan is wearing his soul-bound armor, he can draw his own spinal cord and use it as a deadly weapon. The weapon can behave as either a whip or a bastard sword at the whims of the Knight of Dullahan. The weapon has a +1 enhancement bonus and the bane properties towards creatures that share the Knights Type and Subtype(if applicable). The weapon's enhancement bonus increases by one every three levels (+2 at 8th, +3 at 11th, etc) To a maximum of +5 at 17th level. At 7th level the spinal blade gains an ability chosen from the table below from the first column. At 13th level, it gains an ability from either the first or second column, and at 19th it gains an ability from the first, second, or third column. The knight cannot be disarmed of this blade, and if the Blade is destroyed, it reforms in the Knight's hand in one minute. The blade has 10 hardness and 10 hit-points before any bonus from enhancement is applied. If the Knight of Dullahan's soul-bound armor is destroyed or removed while his spine is not inside his body, he must spend his next available full-round action to put his spine back into his body and can take no other actions until he does so.
7th
13th
19th
Keen
Ghost Strike*
Souldrinking*
Bloodfeeding
Unholy
Vorpal
Flaming
Vampiric
Speed
Vicious
Screaming Burst*
Wounding
Whirling
Greater Dispelling*
Mindcrusher
*Synergy Prerequisites do not need to be met.
Skeletal Steed (Su): At 6th level the Knight of Dullahan can preform a ritual giving him a faithful undying steed. The ritual costs 100gp in materials to preform plus the cost of the warhorse to be made. The ritual must be preformed in a graveyard or desecrated ground at midnight. When the ritual is complete the horse is slaughtered and rises as a skeletal steed with the stats below. If the Skeletal steed is destroyed it is reformed at the Knight's side at midnight in 1d4 days.
Eyes of Flame (Ex): At 7th level the Knight of Dullahan's eyes take on a burning red hue that allow him to see clearly in the darkest of nights. He gains a 60ft darkvision that can see through even magical darkness. His sight is still obscured by fog and smoke.
Headless (Ex): At 9th level a Knight of Dullahan gains the iconic feature of his fey patron. When wearing his Soul-bound armor, the Knight may remove his head from his body as a move action. He cannot be killed by beheading such as by a vorpal weapon or executed via guillotine or galley. Any enemies within 30ft who sees a Knight of Dullahan remove his head or fight headless must make a will save (DC 10+½ Class Level+Cha bonus) or be shaken for 5d6 rounds. This is a mind-affecting fear effect. An opponent who makes the saving throw is immune to the effects of the same Knight's fear for 24 hours. If a Knight of Dullahan's armor is removed or destroyed, or his head travels more than 60ft from his body, he takes one point of con damage each round at the end of his turn until his head is returned to his body (reattached if not wearing his soul-bound armor, or back within 60ft otherwise). The Knight of Dullahan can "see" and "hear" out of both his head and his body granting him the benefits of the Alertness feat while his head is detached.
Fiendish Blast (Su): Once per day, a 10th level a Knight of Dullahan may throw his head at a range of 400 feet + 40 feet per level, which then explodes in a burst of unholy fire filling a 20ft radius spread. The blast deals 1d6 points of damage per level of the Knight of Dullahan (maximum 20d6). Half of the damage is fire damage, but the rest results directly from dark powers and is therefore not subject to being reduced by resistance or immunity. A reflex save (DC 10+½ class level+Cha bonus) reduces the damage by half. The head returns to the knight's grasp immediately after it explodes.
Bind Skeletal Warrior (Su): A 12th level Knight of Dullahan can raise the body of a warrior that he has bested in combat as a devoted companion. When he has dealt the killing blow to an opponent of a martial class (Warrior, Fighter, Paladin, Barbarian, Ranger, Crusader, Warblade, Knight, Hexblade, Samurai, or Swashbuckler) he must take the body to a graveyard or desecrated site by the next midnight. Racial HD and Prestige Classes do not count towards the class requirement. After the ritual is preformed at the stroke of midnight the body rises as a creature with the bone creature template (see below) and completely devoted to the Knight of Dullahan. This creature is treated as a cohort for the purposes of gaining experience and has a maximum ECL of The Knight of Dullahan's level-2 not including level adjustment from the bone creature template. A paladin risen by this ability is considered to have fallen, and automatically counts as meeting the skill, feat, and special requirements for the blackguard prestige class.
Mark for Death (Su): At 15th level a Knight of Dullahan may spray an adjacent opponent with blood as a standard action. This blood may not be washed off and carries with it a terrible curse. The subject counts as having 4 less HD for the purposes of any spell with the Death descriptor. They also take a -4 penalty on any saving throw against a death effect (Such as an Assassin's death attack) or spells with the death descriptor. Heal checks to stabilize the subject are taken at a -10 penalty and the chance to stabilize on their own is reduced to 1%. A successful reflex save (DC 10+½ Knight of Dullahan's class level+Charisma bonus) prevents the curse. The curse cannot be dispelled, but it can be removed with a Break Enchantment, limited wish, miracle, remove curse, or wish spell.
Words of the Damned (Sp): A 16th level Knight of Dullahan gains some knowledge of profane language. Holding his head aloft he may speak these dark words to the detriment of his opponents. At 16th level he can use these words to produce a Blasphemy spell. At 18th level he may use them as Power Word: Stun. At 20th level he may produce a Power Word: Kill. Each effect may be used once per day.