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    Default Re: GitP PrC Contest XXVII: Epically Destined

    Knight of the Macabre


    Life is hard. Then you die. Then they throw dirt in your face. Then the worms eat you. Be grateful it happens in that order - Sir Septimus, a Knight of the Macabre

    It is generally assumed when Necromancers are mentioned, that undead armies will follow. This much is.......mostly true. But there exists Necromancers that channel pure death through their Necromancy, and knights that channel pure death through their blades.

    Becoming a Knight of the Macabre
    Becoming a Knight of the Macabre is normally very spellcasting-intensive, and so normally it is Dread Necromancers that join the ranks of the Knights of the Macabre, with maybe a small dip in the Fighter or Knight class. Duskblades are perfect for this class, but normally struggle to learn enough Necromancy spells to qualify. Sorcerers with a Necromancy bent could also join, and are not uncommon. Wizards and other necromancers from different classes are rarer still, but not unheard of.

    ENTRY REQUIREMENTS
    Alignment: Any non-Good
    Skills: Knowledge (Arcana) 10 Ranks, Knowledge (Religion) 10 Ranks
    BaB: +5 or higher
    Spellcasting: Must be able to cast 3rd level Arcane Necromancy spells, and must know at least 4 Necromancy spells.
    Proficiency: Must be proficient with all Martial weaponry.
    Special: Must have slain a creature without using any spells, and must of slain a creature using nothing but Necromancy spells. These creatures must of been an appropriate challenge to the prospective knight at the time, and must of been fought without any outside assistance.

    Class Skills
    The Knight of the Macabre's class skills are Bluff, Concentration, Craft, Diplomacy, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Listen, Spellcraft, Spot and Tumble.

    Skills Points at Each Level: 2 + int

    Hit Dice: d8

    Knight of the Macabre
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Necrotic Spellburn|+1 level of existing spellcasting class

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Macabre Steed|+1 level of existing spellcasting class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Necrotic Spellcharge|
    ---

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Legionnaire of the Damned|+1 level of existing spellcasting class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Necrotic Spellshatter|+1 level of existing spellcasting class

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Baleful Arcana|+1 level of existing spellcasting class

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Necrotic Spellcloak|+1 level of existing spellcasting class

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Macabre Wrath|
    ---

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Necrotic Death|+1 level of existing spellcasting class

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Macabre Existence|+1 level of existing spellcasting class [/table]

    Weapon Proficiencies: A Knight of the Macabre gains proficiency with all types of armor (heavy, medium, and light), with all shields except tower shields, and one Exotic weapon of their choice chosen at 1st level.

    Spells per Day: Each level bar 3rd and 8th level, when a new Knight of the Macabre level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Knight of the Macabre to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one arcane spellcasting class before she became a Knight of the Macabre, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

    Necrotic Spellburn (Su): At 1st level, you can channel arcane death into any melee weapon you are wielding. You must sacrifice one of your Necromancy spells for the day (of 1st level or higher) to do this as a swift action, but on your next melee attack you gain a bonus on that attack roll equal to the level of the spell sacrificed, as well as extra damage equal to 1d6 points x the level of the spell sacrificed. You may only charge your melee weapon with one spell at a time, and the spell is automatically expended when you make a melee attack.
    Lastly, this ability does not stack with the Arcane Strike feat and supersedes it if both abilities were to be used at once. However, you may still use the Arcane Strike feat ability for spells as you see fit, just not in conjunction with this ability.

    Macabre Steed (Ex): At 2nd level, you gain a steed to ride into battle. The actual steed's form depends on the your levels in this class and because of the magical link between your and the steed, you may use your ranks in Concentration to make Ride rolls, instead of your ranks in Ride. If the steed would be destroyed, you gain a new one (It normally just "appears") in 24 hours.

    {table=head]Level|Steed
    1-3|Skeletal Heavy Warhorse
    4-6|Wyvern Zombie
    7-9|Half-Fiend Advanced Megaraptor Skeleton*
    10|Charnel Hound** (MMIII, p26)[/table]

    *The Half Fiend Advanced Megaraptor Skeleton's type is not Outsider, but is Undead (Augmented Outsider) instead. Otherwise, the creature gains the full benefit of the template, ignoring the template's inability to be applied to Undead.
    **Your Charnel Hound does not suffer the normal Aversion to Daylight that normal Charnel Hounds do.


    Necrotic Spellcharge (Su): At 3rd level, you can channel the effects of your Necromancy into bone-breaking strikes. When you would use your Necrotic Spellburn ability and you are expending a spell with a casting time of a Standard Action or quicker, you may forgo dealing extra damage on your next attack (But still keep the bonus to the attack roll) and instead, the spell is channeled into your hands, ready to be discharged. When you would next make a melee attack or full attack, the target(s) of your attack that are successfully damaged by said attack are affected by the spell as if you had cast it on them.

    Legionnaire of the Damned (Su): At 4th level, you gain the attributes of the undead. You gain immunity to Fear, magical or otherwise. You also gain Light Fortification (25% chance to ignore critical hits). You become paler and seem to act slower, only to become completely fearless in battle.

    Necrotic Spellshatter (Su): At 5th level, you learn how to rot the mental faculties of your enemies with your Necrotic Spellburn. A number of times per day equal to half your levels in this class, when you would successfully deal extra damage with your melee attack because of your Necrotic Spellburn class ability you may designate the attack as a Necrotic Spellshatter.
    If the target has the ability to cast spells/mysteries and is struck by a Necrotic Spellshatter, they must make a Will Save or instantly lose two Spells/Mysteries per Day of a level equal to the spell you expended to use your Necrotic Spellburn ability. If they do not have spells of that level, you may target the closest leveled spell of a lower level instead.
    If they can manifest powers, they instead lose a number of power points equal to the level of the spell expended, x 4. If they have the ability to use Invocations, they instead lose the ability to use their Eldritch Blast for a number of rounds equal to the level of the spell you expended. If they have the ability to bind Vestiges, then instead a Vestige of a level equal or lower than then spell you expended is instantly unbound. If they cannot bind Vestiges of that level, you may target the closest leveled Vestige of a lower level instead.
    The DC for the Will Save is 10 + Levels in Knight of the Macabre + Primary Spellcasting Mod. Your Primary Spellcasting Mod is the modifier of the ability that determines the highest level spell you can cast.

    Baleful Arcana (Su): At 6th level, your knowledge of Necromancy is better than most arcanists. Your Necromancy spells gains +2 to their DC's.

    Necrotic Spellcloak (Su): At 7th level, you become surrounded by an eerie fog that protects you from spells. You gain SR 11 + your levels in Knight of the Macabre. When you suppress this SR (A free action), the fog seems to lift, only for it to reappear when it is reactivated (Again, a free action).

    Macabre Wrath (Su): At 8th level you carry the wrath of 1000 dead men in your blade. The extra damage dealt by your Necrotic Spellburn ability increases to 1d10 x the level of the Necromancy spell sacrificed.

    Necrotic Death (Su): At 9th level, you can end the lives of your enemies with but one strike. Once per day, when you would use your Necrotic Spellburn ability, you may designate it a Necrotic Death attack. The next creature you successfully strike with the charged weapon must automatically make a Fortitude Save, or die on the spot and have their soul torn out, as per Trap the Soul, only the soul is trapped inside the weapon you used to channel your Necrotic Death attack. You may trap multiple souls within one weapon, and you may converse with the souls inside your sword as, per the Speak With Dead spell, only they cannot make a Will Save to resist. You may only speak with a soul like this once. Lastly, the only way to free the souls trapped in the weapon is to successfully sunder the weapon in question.
    The DC for the Fortitude Save is 10 + Levels in Knight of the Macabre + Primary Spellcasting Mod. Your Primary Spellcasting Mod is the modifier of the ability that determines the highest level spell you can cast.

    Macabre Existence (Ex): At 10th level, your journey into Necromantic Warfare has gone onto a higher level. Your type changes to Undead (Augumented), and you gain Turn Resistance 10. You look as you did before you took this level, although wounds will need negative energy to re-seal any wounds, and you gain a notable feature on your body such as mist constantly pouring out of your mouth or orange-rimmed irises.

    Playing a Knight of the Macabre
    Combat: Unlike most of your fellow arcanists, you belong on the front-line of war, bringing ruin to your enemies. However, you are not as sturdy as some other fighters, and so hit-and-run tactics might benefit you better.
    Advancement: As you advance in power, you will probably continue in your Necromantic studies, maybe taking an interest in Abjuration and becoming an Abjurant Champion. You might even become a Spellsword or even an Eldritch Knight.
    Resources: The standard evil libraries of evil magic are a good tool for a Knight of the Macabre, as well as training grounds for the melee side of your talents.

    Knights of the Macabre in the World
    He's a Necromancer with a sword. No, he can't come in. - Nick the Barkeeper
    People generally have a poor view of the Knights of the Macabre, ranging from distrust to running them out of town. However, less "morally-focused" factions welcome the Knight's skills and give them leadership roles in their armies.
    Daily Life: The daily life of a Knight of the Macabre is generally split up between studying or practicing their magic, honing their martial skills, or engaging in warfare.
    Notables: The most famous Knight of the Macabre is Sir Reginald, Knight of The Dead Isles (Knight 2/Wizard 6/Eldritch Knight 2/Knight of the Macabre 10). He was raised in his island homelands by his father, a retired Eldritch Knight, and so he was instructed in great detail about magic and fighting. However, he took a great affinity to Necromancy in particular and fell in with a bad crowd of Dread Necromancers, who soon indoctrinated him into the ways of the corrupt. His acts became more and more depraved and he eventually became a mercenary, always choosing to work for the armies that would let him get away with the more horrific acts. By the time his father came to challenge him, his son has become a mighty killer, drenched in the blood of men, women and children. They eventually dueled in their homeland, in a terrific battle that shattered their island home and ripped apart the ocean around them in such a way that nothing would live within miles of the dead island. The name of this island is lost, and so that is why Sir Reginald is simply known as the Knight of the Dead Isles. The neutral Knights of the Macabre tell this story as a warning to their brethren, as what can happen if you delve too deep.
    The fouler Knights of the Macabre simply tell the story to warn about what happens if you lose a battle.
    Organizations: Knights of the Macabre normally congregate into small groups known (unsurprisingly) as Morgues, in which they instruct the acolytes of their group in the arts of the Knighthood. A Knight of the Macabre would do well to stay within good standing with their Morgue, because Morgues are normally more than willing to teach their members more exotic Necromancy spells.

    NPC Reaction
    As you can imagine, a person that specializes in killing and magic that generally kills people is going to have bad reputation. Some of the more humorous Knights even say they have had to develop a spell that can detect burning torches and pitchforks from half a mile, and have it cast on themselves continually.

    Knights of the Macabre in the Game
    The Knight of the Macabre fights using Necromantic spells with swords. A good tactic is to use debuffing spells on enemies before wading into combat with your now-weakened enemies.
    Adaptation: The Prestige Class has no heavy themes other than Necromancy and Fighting, and so a DM could easily slip a secretive Morgue into nearly any campaign setting.
    Encounters: The most common way of encountering a Knight of the Macabre is in battle, hired by a warlord or a spendthrift king (The Knights generally do not fight cheaply).

    Monarch of the Macabre



    I am become death, the destroyer of worlds. For when you are born, you then begin to die, as per the decree of entropy. Thus, from newlings to old ones, all are but my subjects - Lord Skyshadow, Monarch of the Dead.

    There exist a mighty few titans of the Undead who have managed to surpass all their rivals and fellow knights, and the highest of these ranks can bring extinction with the mightiest of blows. There are even whispers that the highest of these Monarchs could even have a good chance at godhood, and even more.......

    Requirements: Undead Type, Base Attack Bonus of +15 or higher, Knowledge (Arcana) 23 Ranks, Knowledge (Religion) 23 Ranks.

    {table=head]Level|Benefit
    21st|Steed of the Dead Knight
    24th|Soul Shattering Arcana
    27th|Macabre Persistance
    30th|Necrotic Bloodbath[/table]

    Saves: The DC for any of these abilities that allows for a save is equal to 10 + 1/2 your Character Levels + Your Primary Spellcasting Ability's Modifier. Basically, at 21st level designate either Cha, Wis, or Int as your Primary Spellcasting Ability, and use that ability's modifier. If you cannot cast any spells, use your Cha Modifier instead.

    Steed of the Dead Knight (Su): At 21st level, you gain a mighty steed, to rival the steeds of the gods. You gain an Awakened Skeletal Heavy Warhorse with the Paragon Template, with 10 for each of its mental scores (Int, Cha, Wis). If you have a class ability that grants a steed, you gain the Steed of the Dead Knight as a replacement. If you do not have such an ability, you are treated as if you had the Macabre Steed class ability, with the Steed of the Dead Knight as the granted steed.

    Soul Shattering Arcana (Su): At 24th level, you can shatter the souls trapped in your weaponry to fuel horrors unimaginable. Once only per soul, you may choose one of the souls trapped in your weapon by the Necrotic Death ability, or inside a gem containing a soul as per Trap the Soul. The soul is extinguished and forever lost, even to magics such as Wish. For 24 hours, you gain +2 to your caster level for Necromancy spells, and you gain a special attack usable once per day. As a full-round action, you may make everything in a 100ft burst make a Fortitude Save or Die, and their souls ripped out as if they had been killed by a Necrotic Death and thus trapped in a weapon on your immediate person.
    Notice that you can only use this ability once per soul expended, meaning repeat uses require multiple souls. Lastly, multiple uses of this ability do not stack, so there is no benefit for expending more than one soul every 24 hours.

    Macabre Persistence (Ex): At 27th level, you may burn up the souls of the damned to persist in this world. If you would be reduced to 0 hp or lower or fail a save against an effect that would destroy you, you may expend one soul trapped in your weapon or a gem on your person (via the Necrotic Death or Soul Shattering Arcana ability, or the Trap the Soul spell) as an immediate action to bring your HP up to a number of points equal to your Primary Spellcasting Modifier. You may use this ability a number of times per day equal to your Character Level/3.

    Necrotic Bloodbath (Su): At 30th level, you may channel death through the blood of your opponent, and attack their blood-brothers without even meeting them. Once per day, you may strike an opponent with a melee attack as a full-round action. If you do, the target must make a Fortitude Save or die instantly. If the target fails the Fortitude Save, as well as dying themselves, the immediate blood-relatives of the target also die. Then, the immediate blood-relatives of THOSE relatives die. This mass extinction takes place over 1 minute, but cannot be stopped by anything short of direct divine intervention. Anyone that dies in this way has their body turned to ash, as per Disintegrate. Lastly, by using this ability you gain a +20 Insight Bonus to all damage rolls for 24 hours, as you channel the screaming souls of a dynasty.

    Final Destiny: Death Is Just The Beginning
    You are now a lord of death, and death is now but an avatar of your form. Even if you were to be destroyed and wiped from physical existence, your consciousness would still persist in the empty minds of all undead, in all of the Great Wheel's reaches. The Damned and The Dead would flock to your grave, and there they would worship you as a mighty God of the Undead. Their worship would exalt your shattered consciousness, making you a a god beyond the trivialities of existance and oblivion, and power unimaginable. With that, you would take the world you know and make it a graveyard of creation, letting The Dead rule in the place of the gods with you as their Overdeity.
    Last edited by TheGeckoKing; 2012-03-31 at 03:08 PM.
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