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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.

Beelzebub1111
2014-01-20, 06:07 AM
Skeletal Steed
The Knight of Dulahan's Skeletal Warhorse is more than an ordinary animated skeleton. It is the product of Black magic beyond that of a simple Animate Dead Spell. This leaves a deep unbreakable bond between Steed and the rider's soul.

The Skeletal Steed is treated as either a Warhorse or Warpony of the type used in the ritual with the Skeleton template, in addition it gains the abilities below

At the DM's option, a Knight of Dullahan may choose another animal that may be ridden as a mount. If the animal has more than 4 HD, subtract any excess from bonus HD.


Knight of Dullahan level
Bonus HD
Natural Armor Adj
Str Adj
Turn Resistance
Special


6th-8th

+2

+4

+1

+4
Soul Link, Improved Evasion, Share Saving Throws, Nightly Reformation


9th-12th

+4

+6

+2

+6
Silent Hooves


13th-15th

+6

+8

+3

+8
Belly of Flame


16th-20th

+8

+10

+4

Immunity
Ghostly Stride



Bonus HD
Extra twelve-sided (d12) Hit Dice, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A Skeletal Steed’s base attack bonus is equal to that of a Wizard of a level equal to the Steed’s HD. A mount has good Will saves (treat it as a character whose level equals the animal’s HD).

Natural Armor Adj.
The number on the table is an improvement to the steed’s existing natural armor bonus.

Str Adj.
Add this figure to the Steed’s Strength score.

Turn Resistance
The mount counts as a certain number of HD higher than its actual HD for purposes of turning and rebuiking undead. At the Knight of Dullahan's 16th level, His steed becomes Immune to turning

Soul Link (Su)
A Knight of Dullahan has a deep connection with his mount. As long as the Steed is within one mile, the Knight of Dullahan knows the Mount's Status (As the Status (http://www.d20srd.org/srd/spells/status.htm) Spell). The Knight also gains a +5 bonus on any ride checks for his steed, as it follows his every mental command to the letter.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, the Steed takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

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

Nightly Reformation (Su)
Each night at midnight, the Skeletal Steed heals 2 hit points per HD.

Silent Hooves (Su)
At 9th level At the Knight of Dullahan's option, his steed moves silently and surely as if under the effects of a Silence and Pass without Trace spell.

Belly of Flame(Su)
At 13th level the Steed feels the pull of the fires of hell. Its hooves and mouth become covered in unearthly flames. Its natural attacks deal an additional 1d6 fire damage.

Ghostly Stride(Su)
At 16th level the Steed can make itself and its rider incorporial as a swift action for a number of minutes per day equal to the Knight of Dullahan's class level. This time spent incorporeal need not be contiguous.


Bone Creature Template

(3.5 Update of Bone Creature Template from BoVD)
A bone creature, at first glance looks like an ordinary skeleton, but its movements and actions still show the cunning of a thinking, living creature.

A Bone Creature cannot be created by a simple animate dead spell. Although a Create Greater Undead spell can.

Creating a Bone Creature
The "Bone Creature" template is an acquired template that can be added to any corporeal living creature that has a skeletal system.

Size and Type
The creature's type changes to Undead. It uses all the base creature's statistics and special abilities as noted here. Do not recalculate Base Attack Bonus, Saves, or Skill Points. Size is unchanged

Hit Dice
Increase all current and future hit dice to d12s

Speed
Speed remains unchanged, if the base creature could fly, its flight becomes a supernatural with the same speed and mobility.

Armor Class
Natural Armor Bonus changes to a number based on the Bone Creature's size:


Size
Natural Armor Bonus


Tiny or Smaller

+0


Small

+1


Medium or Large

+2


Huge

+3


Gargantuan

+6


Colossal

+10


Attacks
A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the Bone Creature can strike with each of its claw attacks at its full attack bonus.

Damage
Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the base creature’s size. (If the base creature already had claw attacks with its hands, use the Bone Creature claw damage only if it’s better.)

SizeClaw Damage
Diminutive or Fine
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
2d8


Special Attacks
The Bone creature retains all special attacks of the Base Creature

Special Qualities
Same as Base Creature. A bone creature gains the following special qualities
Immunity to Cold(Ex)
Without flesh, a bone creature cannot be affected by cold
Damage Reduction(Ex)
A Bone Creature gains Damage Reduction 5/Bludgeoning

Abilities
Modify the base creature's as follows
Str +0, Dex +2, Con Ø, Int +0, Wis +0, Cha +0

Skills
Same as Base Creature, modified by ability score adjustments

Feats
Same as Base Creature.

Alignment
Always Evil (Any)

Challenge Rating
Same as Base Creature +2

Level Adjustment
Same as Base Creature +4

Advancement
As Base Creature.


New Feats

Terrifying Cry
Prerequisites: Headless Class Feature, Intimidate 10 ranks
Benefit: You can take a standard action and let out a maddening cry to frighten your foes. Any within 30ft that have been shaken by the Knight of Dullahan's Headless Class Feature must make a will save (DC 10+½ Knight of Dullahan class level+Charisma Modifier) or become Frightened for 1 round per Knight of Dullahan class level or the remainder of their time spent shaken, whichever comes first. If they make their save, and at the end of the duration of the Frightened effect, they are shaken for the remainder of the time spent shaken.

Entangling Whip
Prerequisites: Master of Whips class feature. Weapon Focus (Whip)
Benefit: Before you attack, you may declare that when you successfully hit an enemy equal to your size or smaller with your whip, instead of dealing damage, you may force your target to make a reflex save (DC 10+½ your character level+Strength modifier) or be entangled by the whip. In addition to the effects of being entangled, the subject must stay at least partially within the reach of the whip. As a full round action, the entangled creature can attempt an opposed strength check, or an escape artist check with a DC equal to the attack roll of the entangling attack roll, to free himself from the entanglement. If you attempt to move out of your whip's reach while entangling a target, you must succeed an opposed strength check to move the target with you. You may not attack with the whip while it is entangling a subject, and you may end the entanglement as a free action on your turn.
Special: If you have the weapon finesse feat, you may apply your dexterity modifier to the Reflex save instead of strength.

Fiendish Breath [Draconic]
Prerequisite: Fiendish Blast class ability, Breath weapon that deals energy damage
Benefit: When you use your breath weapon, half the damage dealt is from an unholy source and not subject to being reduced by resistance or immunity. In addition, you may have your Fiendish Blast ability deal the same type of damage as your breath weapon instead of fire damage.

Howl from Beyond
Prerequisite:Words of the Damned class feature, Death Devotion
Benefit: You may call upon the screams of the tormented dead to wreak havoc on the living. You gain Wail of the Banshee as a spell-like ability once per day with a caster level equal to the class level of the class that grants you the Words of the Damned class feature.

Beelzebub1111
2014-01-20, 06:09 AM
Lord of the Dead Legions

"Your Surrender is meaningless. We will overwhelm you, we will slaughter you, and your corpses will follow us regardless of if you fight back."

Some Knights of Dullahan become such because of a devotion to death itself, desiring to end as many lives as possible. They learn to command the bodies of those they kill to do their bidding, to kill more people, to animate more bodies. All in the name of Death itself
BECOMING A LORD OF THE DEAD LEGIONS
The path to becoming a Lord of the Dead Legions is paved with the skulls of innocent and guilty alike. All it takes is a deep desire to bring death, the right knowledge, and devotion to the cause. If he is devoted enough, His god will grant him the power to become a Lord of the Dead Legions.

ENTRY REQUIREMENTS
Skills:Knowledge(Religion) 8 ranks
Feats:Death Devotion
Special: Headless Class Feature; Ability to Rebuke Undead; Access to Death Domain

Class Skills
The Lord of the Dead Legion's class skills (and the key ability for each skill) are Craft(Int), Diplomacy(Cha), Intimidate(Cha), Knowledge(Religion)(Int), Profession(Wis), Ride(Dex), Sense Motive (Wis)
Skills Points at Each Level: 2 + int

Hit Dice: d12



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+1

+2

+0

+2
Spinal Blade, Obey My Command
+1 level of existing divine spellcasting class


2nd

+2

+3

+0

+3
Awaken the Fallen
+1 level of existing divine spellcasting class


3rd

+3

+3

+1

+3
Undead Soldiers(Weapons and Armor)
+1 level of existing divine spellcasting class


4th

+4

+4

+1

+4
Bone Density
+1 level of existing divine spellcasting class


5th

+5

+5

+1

+5
Skeletal Siege-beast, Undead Soldiers (Bonus Feat)
+1 level of existing divine spellcasting class


6th

+6

+6

+2

+6
Undead Soldiers (Base Attack Bonus)
+1 level of existing divine spellcasting class


7th

+7

+6

+2

+6
Undead Soldiers (Saving Throws)
+1 level of existing divine spellcasting class


8th

+8

+7

+2

+7
Dead Tenacity
+1 level of existing divine spellcasting class


9th

+9

+7

+3

+7
Gift of of the Dark God
+1 level of existing divine spellcasting class


10th

+10

+8

+3

+8
Endless Army of Darkness
+1 level of existing divine spellcasting class


Weapon Proficiencies: A Lord of the Dead Legions is proficient in his Deity's favored weapon

Spinal Blade (Su): Lord of the Dead Legions class levels stack with Knight of Dullahan class levels for determining his spinal blade's enhancement bonus (but not weapon abilities). In addition the blade may take the form of his deity's favored weapon

Obey My Command (Su): Whenever the Lord of the Dead Legions rebukes undead, they are commanded instead. Lord of the Dead Legions class levels count for determining rebuking level. In addition, he gains Improved Turning as a bonus feat

Awaken the Fallen (Sp): At second level, the Lord of the Dead Legions gains the ability to animate the skeletons of his foes. Once per night, He may animate a number of Humanoid's skeletons with a total HD of twice his class level. The creatures to be animated must have been killed by the Lord of the Dead Legions or by undead he controls. He may command no more than four times his class level in HD at any one time. Undead created by this ability do not otherwise count toward his maximum undead controlled as by Animate Dead or commanding undead via Rebuke attempts.

Undead Soldiers (Ex): Undead created by the Lord of the Dead Legions' Awaken the Fallen ability absorb some of the knowledge of their master. At Third level, they gain proficiency in all armor and simple and martial weapons. At 5th level, choose a fighter bonus feat, all undead created with your Raise the Fallen ability gain that feat as long as they meet the prerequisites. At 6th level, their Base attack Bonus becomes equal to their HD. At 7th level, all of their saving throws become Good.

Bone Density(Ex): At 4th level, All undead created by Awaken the Fallen have Maximum Hit Points per Hit Die

Skeletal Siege-beast(Sp): At 5th level, Once per month, the Lord of the Dead Legions may animate the skeleton of any Animal, Dragon, Giant, Magical Beast, or Monstrous Humanoid with HD equal to twice his class level to do his bidding. The Skeletal Siege-beast does not count towards his maximum controlled undead. He may only have one Skeletal Siege-beast at a time.

Dead Tenacity(Ex): At 8th level All Undead created by Awaken the Fallen gain a bonus Hit Die. This is added after calculating the maximum number of HD of undead to be animated and does not count towards the maximum number of undead controlled by the ability

Gift of the Dark God(Ex): By 9th level, the Lord of the Dead Legions has proven himself to his devotion to bringing death to his God, so he is granted a boon. He Becomes immune to Critical Hits, Sneak Attacks, Ability Damage, Ability Drain, Energy Drain, Stunning, Paralyzation, Poison, Disease, and Nonlethal Damage. His Spinal Blade gains the Soulbreaker property. His Soulbound Armor's Enhancement Bonus becomes +5 and offers DR 10/Bludgeoning

Endless Army of Darkness(Ex): At 10th level, the total number of undead able to be controlled by Awaken the Fallen has no maximum. He now can animate four times his class level in HD of undead per use of the ability.

Beelzebub1111
2014-01-20, 06:10 AM
<reserved for misc>

Zaydos
2014-01-23, 10:47 PM
Made any meaningful changes from the original class in the base class contest?

Well just letting you know I'm still looking forward to seeing the PrC at least.

Beelzebub1111
2014-01-24, 05:43 AM
So far I've added what happens when you become good, and changed Eyes of Flame to Extraordinary. I'm about halfway done with the prestige class. I will probably end up finishing it some time tomorrow.

Beelzebub1111
2014-01-24, 03:35 PM
UPDATE: Added Lord of the Dead Legions prestige class

Zaydos
2014-01-24, 04:55 PM
At some point I will need to look through MM for humanoids with racial HD (bugbears come to mind but that's it).

So it gets 11 levels of cleric casting, +4 fort and will, a bunch of weak undead (effectively 2 HD warriors), a pair of good undead (one from Animate Dead), and rebuke as an 11th level cleric

It loses: 1 point of BAB, 2 hp, a worthwhile mount, a cohort, some weapon enhancements, a cool (but situational at best) ability, and some high level SLAs of variable usefulness (I don't like PW: Kill due to double tags and requiring enemies be > half dead already).

Looks like a fairly even trade.

On the constructive criticism part, though, I'd allow their Spinal Blades to still become bastard swords as they are typically better than a deity's favored weapon, I'd just add the favored weapon as an additional option.

Beelzebub1111
2014-01-24, 05:24 PM
At some point I will need to look through MM for humanoids with racial HD (bugbears come to mind but that's it).
Gnolls, Grimlocks, Lizardfolk, Locathah, and Troglodytes in core.



So it gets 11 levels of cleric casting, +4 fort and will, a bunch of weak undead (effectively 2 HD warriors), a pair of good undead (one from Animate Dead), and rebuke as an 11th level cleric

Rebuke as a 12th level (Improved Turning Bonus Feat) And any successful rebukes count as commands. And slightly better than 2 HD warriors, 24 hitpoints guaranteed, Natural Armor and Dex bonus.


It loses: 1 point of BAB, 2 hp, a worthwhile mount, a cohort, some weapon enhancements, a cool (but situational at best) ability, and some high level SLAs of variable usefulness (I don't like PW: Kill due to double tags and requiring enemies be > half dead already).

I've always considered Power Word: Kill as a finishing move. The fight with that dragon has been carrying on for a while and you're starting to run low on resources, it's useful to just end it. No Save. And it's one of the Iconic Death Knight powers.



On the constructive criticism part, though, I'd allow their Spinal Blades to still become bastard swords as they are typically better than a deity's favored weapon, I'd just add the favored weapon as an additional option.
Makes sense, Fixed.

The basic difference, when I was designing them, between going straight KoD and taking the prestige class is the KoD tries to get in a Duel with an isolated opponent while the LotDL tries to slaughter entire populations. Just wipe towns off the map.

Beelzebub1111
2016-08-30, 07:57 PM
I made a small change to improve the power of Mark for Death. Giving a harsh penalty on stabilization in addition to other effects.