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Thread: [3.5/PF] GitP Regulars as PrCs!

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    May 2014
    Mount Celestia

    Default Re: [3.5/PF] GitP Regulars as PrCs!

    Quote Originally Posted by Extra Anchovies View Post
    Permission granted.
    Gotta make one for my favorite plate of salty fish!

    Hit Die

    Deity: Any deity with the death or repose domain.
    Feats: Heavy Armor Optimization, Greater Heavy Armor Optimization
    Special: Must have the Exoskeleton of Undeath class feature.

    Class Skills
    The Deadnaught's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nobility & Royalty) (Int), Knowledge (Religion) (Int), and Ride (Dex).

    Skill Points at Each Additional Level
    2 + Int modifier.

    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Spellcasting
    1st +0 +2 +0 +0 Exoskeleton of True Death, Aura of Fear +1 level of existing divine spellcasting class
    2nd +1 +3 +0 +0 Fill the Ranks 1/day +1 level of existing divine spellcasting class
    3rd +2 +3 +1 +1 Death Sight -
    4th +3 +4 +1 +1 Death Strike 1/day +1 level of existing divine spellcasting class
    5th +3 +4 +1 +1 Immortal Coils +1 level of existing divine spellcasting class
    6th +4 +5 +2 +2 Fill the Ranks 2/day -
    7th +5 +5 +2 +2 Adamantine Marrow +1 level of existing divine spellcasting class
    8th +6 +6 +2 +2 Death Strike 2/day +1 level of existing divine spellcasting class
    9th +6 +6 +3 +3 White Banner Commander -
    10th +7 +7 +3 +3 Master of Death +1 level of existing divine spellcasting class

    Class Features
    All the following are Class Features of the Deadnaught prestige class.

    Weapon and Armor Proficiency
    Deadnaughts gain no proficiency with any weapon or armor.

    Exoskeleton of True Death (Ex)
    A Deadnaught's Exoskeleton of Undeath has tainted their body and protected them further from the harsh conditions of life. All current and future hit die are converted to d12's.

    Aura of Fear (Su)
    Deadnaughts are shrouded in a dreadful Aura of Fear. Creatures in a 30-foot radius of 6 HD or less, that look at the Deadnaught must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the Deadnaught's level.

    Fill the Ranks
    You can use a limited form of animate dead. The target corpse rises as either a Karrnathi skeleton or Karr nathi zombie (depending on the condition of the corpse and your preference). Undead animated this way no longer count against the maximum number of undead you can control at once with your bone march ability.

    Death Sight
    You gain Darkvision out to 60ft. If you already have Darkvision, its range is extended by another 60ft.

    Death Strike
    You may use a bonecraft weapon to strike down a living foe. You must decide to use this ability before the attack roll is made. If the attack succeeds, the target must succeed on a Fortitude save (you may now add half of your Deadnaught levels to this save's original DC) or die. This is a necromantic death effect.

    Immortal Coils
    You no longer need to eat, sleep, or breathe. In addition to all of these things, you can no longer be aged naturally or magically.

    Adamantine Marrow
    You gain DR 1/- for every 3 levels of Deadnaught and Bone Knight you posses.

    White Banner Commander
    In addition to their current turn resistance, all undead under your control gain extra turn resistance equal to half your Deadnaught level.

    Master of Undeath
    All hostile undead controlled by another spellcaster without an intelligence score have a chance to be converted to your control. You must make an opposed roll, (1d20 + caster level + charisma modifier) if you win the roll, you automatically take control of one third of their controlled undead (minimum 1). Undead controlled this way count against the enemy spellcaster's total controllable hit dice. (Undead will follow standard undead rules upon the death of the enemy spellcaster or leaving their controllable range.)
    Last edited by LoyalPaladin; 2015-05-29 at 04:10 PM.
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