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    Ogre in the Playground
    Join Date
    Apr 2006
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    Akron
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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Lords of Necromancy

    Black Archon

    "We necromancers have forgotten the old ways, dear friend. There is no one way to necromancy... The darkness of the fallen gods shall be our guiding light. Come, Beneth, there is much to be prepared. We must uncover the Ebony Scrolls, to unleash the Dread Spells as destiny has so written."
    -Maerok Leshara, Black Archon to Nerull

    Black Archons are a secret society of necromancers devoted to uprooting the fundamental laws of necromancy by searching back into the past and within the secret altars of the death gods.

    HD: d4

    Requirements:
    Alignment: Any nongood
    Spellcasting: Able to cast seventh level necromancy spells
    Skills: Know (arcane) 18 ranks, Know (religion) 18 ranks
    Feats: Dark Supplicant
    Deity: Any god with Death or Necromancy in its portfolio

    Class Notes: This class features several above average class abilities to balance out the steep feat requirements. The power of devotion to the Black Archon ideal pays in full.

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Know (arcane), Know (the planes), Know (religion), Profession (Wis), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    Black Archon
    Level|BAB|Fort|Ref|Will|Special
    1    |+0 |+0  |+0 |+2  |Rebuke Undead; Forgotten Path, Step 1; +1 spellcasting level
    2    |+1 |+0  |+0 |+3  |Death Soul; +1 spellcasting level
    3    |+1 |+1  |+1 |+3  |Forgotten Path, Step 2; +1 spellcasting level
    4    |+2 |+1  |+1 |+4  |Bonus Feat; +1 spellcasting level
    5    |+2 |+1  |+1 |+4  |Forgotten Path, Step 3; Divine Apotheosis; +1 spellcasting level
    Class Features:
    Weapons and Armor Proficiencies: None

    Rebuke Undead
    A Black Archon rebukes undead as a cleric.

    Forgotten Path
    A Black Archon is privy to the lost ways of necromancy and evil magics. The Paths do not require him to worship that god, but generally should to some degree. There are three steps of the Black Archon's chosen path.

    • Chosen of Afflux
      Afflux promises the telling of ancient secrets through the exploration of the mortal coil.
      1:
      2:
      3:
    • Chosen of Doresain
      Divine hunger is the path to greater power, says the Lord of Ghouls.
      1: Gluttony (Ex): The Chosen gains a 1d4 bite attack and heals from any damage he deals with it. He also gains a profane bonus to attacks and damage with it equal to his current path steps.
      2: Devour Spells (Su): When the Chosen counters a spell, he regains the use of a spell slot or recovers a spent prepared spell of up to half the countered spell's level (maximum of 4th).
      3: Absolute Hunger (Su): Once per week, the Chosen may use destruction as a spell-like ability (CL equal to caster level). He regains 1 hitpoint for every 1000 gp of equipment destroyed, to a maximum of 100, as well as a number of temporary hitpoints equal to half the victim's HD that last the remainder of the week.
    • Chosen of Evening Glory
      In dead, eternal life can rise so that love may prevail.
      1:
      2: Sanctify Death (Su): Any creature slain within 60 feet of the Chosen gains a continuous gentle repose effect.
      3: Renew (Su): Once per month, the Chosen may spend one hour to use true resurrection as a spell-like ability. He takes a -2 penalty to caster level and loses 1 hp per character level for one week.
    • Chosen of Nerull
      The Reaper gives the power to bring all things to undeath.
      1:
      2:
      3:
    • Chosen of Orcus
      Demon and god of the undead, Orcus grants brutish control over deathly minions.
      1:
      2:
      3:
    • Chosen of Tenebrous
      A shadow of a god, darkness beckons the brave to uncover its secrets.
      1:
      2:
      3:
    • Chosen of Vecna
      The master of secrecy and madness offers conspiracies never to be unraveled.
      1:
      2:
      3:
    • Chosen of Wee Jas
      The goddess of death and magic strikes deals for the power to command both.
      1:
      2:
      3:


    Death Soul (Su)
    As a Black Archon develops, it can weave the threads of necromancy about itself. This works similarly to a Reserve feat, and each level grants a new ability. The a spell slot of a specific level or higher must be dedicated as the Black Archon prepares its daily spells; in dire emergencies, a full-round action will cancel the reservation on that spell slot, otherwise it cannot be used. The caster level of any spells are equal to twice your class level.

    Code:
    Level | SL Kept | Effect
      1         1     Deathwatch, continuous
      2         2     Death knell, once per encounter
      3         3     Speak with dead, continuous
      4         4     +1 caster level to necromancy and [evil] spells
      5         5     +1 DC to necromancy and [evil] spells
    Bonus Feat
    The Black Archon gains a bonus feat that it qualifies for.

    Divine Apotheosis
    At 5th level, a Dread Supplicant becomes a powerful undead servant to its necromantic patron. It gains the Undead type, DR 5/good and magic, and may prepare divine spells off the Cleric list. If it casts spontaneously, it may exchange any spell it knows for a spell of an equal level off the Cleric list by studying scrolls and prayer books.

    Channeler


    Channelers are those who blend divinatory magic with necromancy to explore the secrets of death and the realms that lie beyond. They can work with the spirits of those who have lived long before to gather strength from death.

    HD: d6

    Requirements:
    Spellcasting: Able to cast third level necromancy and divination spells
    Skills: Know (religion) 8 ranks
    Feats: Spell Focus (Divination), Spell Focus (Necromancy)

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Know (arcane), Know (the planes), Know (religion), Profession (Wis), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    Channeler
    Level|BAB|Fort|Ref|Will|Special
    1    |+0 |+0  |+0 |+2  |Channel +1/+3; Repose Domain
    2    |+1 |+0  |+0 |+3  |Spirit Adept; +1 spellcasting level
    3    |+1 |+1  |+1 |+3  |Channel +2/+4
    4    |+2 |+1  |+1 |+4  |Midnight Commune; +1 spellcasting level
    5    |+2 |+1  |+1 |+4  |Channel +3/+5
    Class Features:
    Weapons and Armor Proficiencies: None

    Channel
    Once per day per class level, the channeler may call upon the souls of the lost to grant her strength in deathly situations. As a full-round action which provokes attacks of opportunity, she focuses to gain the first number as an insight bonus to her AC until the next time she needs AC (up to one minute per class level), the second number as an insight bonus to her next save (within one round per class level), or the first number to her next skill check (within one round per class level).

    Repose Domain
    The channeler gains access to the Repose domain, as a bonus domain. She does not gain the special ability, however.

    Spirit Adept
    The channeler adds her class levels to her caster level for divination and necromancy spells. She may use her caster level for necromancy spells in place of her divination caster level, and vice versa.

    Midnight Commune
    Once a month, during a full moon, the channeler may ask three questions to the spirits who preside over the 10 minute ritual. Their alignment is within one step of her own. She does not need to pay the XP, but may do so multiple times to ask extra questions (up to three extra times). The caster level for this ability is equal to her divination caster level (see Spirit Adept).

    Death's Hoof

    "Gorrin had a little horse, little horse, little horse.
    Gorrin had a little horse whose flesh was pale as death."

    -Children's folksong on the Alkera highlands

    The stories of Nerull have inspired may of his worshipers and even those with passing knowledge of his vile deeds to take up arms against the living. They are hailed as champions among the undead and the dark gods grant them and their mounts evil powers in order to sow heath and destruction. Death's Hooves mainly come from the religions of Orcus and Nerull, the mre chaotic of deathly divinities. Corrupt followers of Wee Jas are also prone to following the deathly tracks of past Death Hooves, as well as those who serve Vecna with less secrecy than their other brethren.

    HD: d8

    Requirements:
    Alignment: Any Evil
    Base Attack Bonus: +10
    Spellcasting: Able to cast divine spells
    Skills: Ride 13 ranks, Know (the planes) 8 ranks
    Feats and Abilities: Leadership, Undead Leadership, or a class feature that grants a mount.
    Special: Must have a mount.

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Know (the planes), Know (religion), Profession (Wis), Ride (Dex), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    Death's Hoof
    Level|BAB|Fort|Ref|Will|Special
    1    |+1 |+2  |+2 |+0  |Rebuke Undead; Death Domain; Dark Rider
    2    |+2 |+3  |+3 |+0  |Smite Living (1/day)
    3    |+3 |+3  |+3 |+1  |Hand of Death (d8); Superior Mount
    4    |+4 |+4  |+4 |+1  |Smite Living (2/day)
    5    |+5 |+4  |+4 |+1  |Hand of Death (d10); Baleful Mount
    Class Features:
    Weapons and Armor Proficiencies: None

    Rebuke Undead
    The Death's Hoof may rebuke undead as a cleric. Class levels stack to determine effective cleric level.

    Death Domain
    Death's Hooves gain access to the Death domain. Their class levels stack with their cleric levels; otherwise use half their class levels in the class that granted divine spells to qualify for this class and add their class level to the effective cleric level.

    Dark Rider
    A Death's Hoof gains an innate connection to its vile steed. When riding an evil mount, she gains a profane bonus to Ride checks equal to her class level. She may deliver touch attacks without impairment with a DC 10 Ride check. While on her mount, a Death's Hoof is immune to fear.

    Class levels stack for any class feature that grants a special mount.

    Smite Living
    Once per day, a Death's Hoof may attempt to smite a living creature with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per two character levels. If the Hoof accidentally smites a creature that is not living, the smite has no effect, but the ability is still used up for that day.

    At fourth level, the Hoof gains another use per day and may convert other smite abilities such as the blackguard smite good ability into uses of this ability. Smite abilities that have been lost due to alignment shifts to evil are automatically converted into daily uses of this ability.

    Hand of Death (Su)
    At 3rd and 5th level, the special domain ability of the Death domain improves. Instead of using d6, use the listed die instead per effective cleric level.

    Superior Mount
    The Death's Hoof's mount gains a +10 foot profane bonus to all movement speeds and gains Run as a bonus feat, even if undead (use Charisma modifier instead of Constitution for checks to keep running). The Death's Hoof may use a turn attempt as an immediate action once per round to grant her mount a +2 bonus to one saving throw until the beginning of her next turn.

    Baleful Mount
    A Death's Hoof's mount gains the fiendish template, as well as one spell-like ability chosen from her class spell list of up to 3rd level, usable two times per day (CL equals one-half character level); she may exchange the spell-like ability once per month, during the full moon. It cannot have any material components though a focus can be secured to the mount, if manageable.

    He of the Blacksands

    If you travel the Material Plane long enough, you'll find that the Negative Energy Plane occasionally crosses its planar borders and manifests itself as blacksand, blackwater, or blackfire. Of the three, blacksand is highly prized by disciples of evil for its durability and persistence. There are some who have come to be tainted by the Negative Energy of blacksand, and eventually become one with it. Their powerful magics and abilities are vital to any undead legion, serving as healers where they had originally become destroyers. As cohorts to great necromancers, Those of the Blacksands are powerful allies.

    A female is called a She of the Blacksands.

    HD: d6

    Requirements:
    Alignment: Any Evil
    Skills: Know (the planes) 13 ranks, Spellcraft 13 ranks
    Feats: Necrotrophic, Spell Focus (Necromancy), Spell Focus (Evocation)
    Spells: Can cast a spell with 'Blacksand' in its name, caster level 10
    Special: Must have come in contact with blacksand at least once, and must have visited the Negative Energy Plane once.

    Class Skills:
    Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Know (arcana), Know (the planes), Know (religion), Move Silently (Dex), Profession (Wis), Spellcraft (Int)
    Skill Points at Each Level: 2+Int modifier

    Code:
    He of the Blacksands
    Level|BAB|Fort|Ref|Will|Special
    1    |+0 |+2  |+0 |+2  |One with the Sands 10; Blacksand Bolt
    2    |+0 |+3  |+0 |+3  |+1 level of existing spellcasting class
    3    |+1 |+3  |+1 |+3  |One with the Sands 15; Gaseous Form
    4    |+1 |+4  |+1 |+4  |Dark Conversion; +1 level of existing spellcasting class
    5    |+1 |+4  |+1 |+4  |One with the Sands 20; Blacksand Wall
    6    |+2 |+5  |+2 |+5  |+1 level of existing spellcasting class
    7    |+2 |+5  |+2 |+5  |One with the Sands 25; Whirlwind
    8    |+2 |+6  |+2 |+6  |One with the Sands (Immunity); Blacksand Spells; Positive Energy Vulnerability; +1 level of existing spellcasting
    9    |+3 |+6  |+3 |+6  |Greater Blacksands
    10|+3 |+7  |+3 |+7  |Blacksand Transformation
    Class Features:
    Weapons and Armor Proficiencies: None

    One With the Sands (Ex)
    He of the Blacksands becomes increasing resilient. At level one, He of the Blacksands gain resistance 10 against negative energy. This increased by 5 at every odd level until level eight where He of the Blacksands gains immunity. At tenth level, He of the Blacksands heals from negative energy.

    Blacksand Bolt (Sp)
    At will, He of the Blacksands can use blacksand bolt as a spell-like ability (CL equal to his own caster level).

    Gaseous Form (Sp)
    He of the Blacksands may use gaseous form for up to one hour each day, traveling as blacksand across the surface of the ground. He deals no damage to others though.

    Dark Conversion (Su)
    At level four, He of the Blacksands may spontaneously convert any elemental damage of his spells or spell-like abilities into negative energy a number of times per day equal to his Charisma modifier (minimum 1). He may also convert the damage from inflict wounds spells into negative energy.

    Blacksand Wall (Sp)
    Once per day at fifth level and beyond, He of the Blacksands may create a wall of blacksand (as per wall of fire; CL equal to class level) that deals negative energy damage instead as a standard action. (Heals undead twice as much, rather than damaging them.) It lasts for a total of 10 rounds per day, spread out across the day as he chooses. In reaction to a charge, ranged attack, or similar effect, He of the Blacksands may expend two remaining uses of this ability to create the blacksand wall as an immediate action for one round.

    Blacksand Whirlwind (Sp)
    Once per day at level 7 and beyond, He of the Blacksands may use whirlwind as a spell-like ability (CL equal to class level). Any damage it deals is converted into negative energy damage.

    Blacksand Spells (Su)
    At level 8, enemies killed by negative energy from He of the Blacksands's spells also suffer the effects of blacksand decay after 2d10 rounds.

    Positive Energy Vulnerability (Su)
    At level 8, He of the Blacksand's increasing connection to the Negative Energy Plane results in his weakness to positive energy. He can no longer have any form of positive energy resistance. Positive energy deals an extra 50% damage. This includes heal and cure wounds.

    Greater Blacksand (Su)
    At level 9 and above, He of the Blacksands gains the ability to purify any blacksand they create, giving it a greater connection to the negative energy place. Any blacksand he creates deals 2d4 negative energy damage per round instead.

    Blacksand Transformation
    At level 10, with a consummate understanding of blacksand, He of the Blacksands becomes one with the sands. He changes in the following ways:
    -Healed by negative energy, as if undead, and damaged by positive energy. The Necrotrophic feat may also be used to heal.
    -Immunity to fear.
    -Type changes to Elemental (Evil, Extraplanar).
    -Greater Positive Energy Vulnerability: Positive energy deals 100% extra damage. He cannot gain the benefit of positive energy resistance. Includes heal and cure wounds.
    -Blacksand Combat Mastery: +1 to attacks and damage when he or his opponent stand in blacksand.
    -DR 10/good and bludgeoning.
    - +4 bonus to Hide, Move Silently, and Escape Artist checks; plus an additional +4 when doing so from within a spread of blacksand covering at least 5 squares.
    -Resembles a shifting figure made from a cloud of blacksand; has some semblance of its past looks in the way it is shaped but details are vague, except for the face.


    Hound of Orcus

    Hounds of Orcus are feared necromancers who have combined the art of enhancing the undead with the obsession for personal power. They draw on their necromantic studies to develop new capabilities for use against their enemies. A Hound is an officer of the undead and to Orcus's forces marshaled all over the planes. Some even follow Tenebrous, the shadow that was; this divine vestige was shed when Orcus resumed his title long ago. These followers are often shunned, however.

    Nevertheless, a Hound of Orcus is always in 'good' company. Once one has had their fill of personal modifications, they will turn to augmenting their legion; in a way the Hound is their own test subject, sparing the mindless soldiers until the improvement is perfected.

    HD: d6

    Requirements
    Alignment: Any evil
    Feats: Corpsecrafter and a Corpsecrafter feat
    Deity: Must worship Orcus, or Tenebrous
    Class Features: Charnel Touch, Negative Energy Burst
    Spellcasting: Able to spontaneously cast third level arcane spells
    (Intended Entry: Dread Necromancer, Level 6)

    Class Skills (2+Int modifier per level): Bluff, Concentration, Craft, Disguise, Knowledge (arcane), Knowledge (planes), Knowledge(religion), Profession, Spellcraft

    Weapon and Armor Proficiencies: A Hound gains no proficiencies with weapons or armor.

    Rebuke Undead: Each level of the Hound of Orcus progresses rebuking undead.

    Negative Energy Progression: Hound of Orcus levels stack with Dread Necromancer levels for determining Charnel Touch and Negative Energy Burst uses and effects.

    Embezzle (Su): As a Hound of Orcus progresses, he applies some of his own necromantic discoveries to his own body. At this level and later on, he chooses one of his Corpsecrafter feats to develop for his own personal use. If he has none left to choose, he waits until he has the proper feat before the effects are applied.

    Bolster Undead: He gains immunity to fear effects and may be bolstered, as if undead (receiving a +2 profane bonus to Will saves instead for one round per class level).

    Corpsecrafter: The Hound adds his class level to his hitpoints.

    Deadly Chill: Charnel Touch deals an extra CL/2 cold damage, if desired.

    Destructive Retribution: The Hound may either Maximize or Widen his Negative Energy Burst as he uses it, as if that metamagic had been applied to it. Only one effect can be applied at a time.

    Hardened Flesh: The Hound gains a +2 profane bonus to natural armor, which stacks with existing natural armor.

    Nimble Bones: The Hound gains a +2 bonus to initiative and gains a +10 enhancement bonus to his base land speed.

    Bonus Feat: The Hound gains a new Corpsecrafter feat he qualifies for. If none are left, he may choose Spell Focus, Skill Focus, or a Tomb Tainted feat instead.

    Dark Radiance (Su): The presence of a Hound on the battlefield diminishes the hope of defeating his legion and drains good energy. All creatures within 10 feet of the Hound, including himself, gain positive energy resistance equal to his class level.

    Pale Mount (Ex): A Hound adds his class level as a bonus to Ride checks on undead creatures. There is a normal -2 penalty to riding undead creatures.

    Demonic Enhancement (Su): A Hound gains the ability to enhance his corpsecrafting techniques with even more sinister knowledge. Alternatively, he may take another instance of Embezzle. If he has none left to choose, he waits until he has the proper feat before the effects are applied.

    Bolster Undead: Undead cannot be rebuked.

    Corpsecrafter: Undead gain a +6 enhancement bonus to Strength or Dexterity instead; chosen on an individual basis.

    Deadly Chill: On a critical hit, an extra 1d6 cold damage is dealt.

    Destructive Retribution: When an undead explodes, all living creatures that move through that area until the end of the next round suffer 1d6 negative energy damage per 4 HD on a failed save (use same DC, but reduced by 1).

    Hardened Flesh: Undead with damage reduction add "good" to the highest DR; DR 5/bludgeoning becomes DR 5/bludgeoning and good.

    Nimble Bones: Undead gain a climb speed of 5 feet per 4 HD.

    Centurion of Orcus (Su): The most powerful Hounds of Orcus lead armies that devastate both mortal and mystic battlefields. Undead he creates gain a +2 bonus to attacks, saves, and AC while within 60 feet of him; undead he commands or controls through spells or rebuking gain a +1 bonus instead while within 60 feet. Any spell of first level or lower he or an ally casts on himself are granted to all undead he has created within 60 feet as long as they are within that range; spells of second level apply within 30 feet. Despite the spell's actual duration, only the first round per caster level of the effect apply; only the following spells apply:
    1st - divine favor, endure elements, entropic shield, expeditious retreat, feather fall, hide from animals, jump, mage armor, magic fang, pass without trace, protection from *alignment*, resist energy, sanctuary, shield, shield of faith, undetectable alignment
    2nd - barkskin, blur, bull's strength, cat's grace, false life, pass without trace, protection from arrows, protection from energy, see invisibility, status, spider climb, undetectable alignment

    For example, a level 13 wizard casts cat's grace on the Hound; for 13 rounds his undead gain the +4 enhancement bonus while within 30 feet. The spell continues to affect him for 13 minutes.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Rebuke; Negative Energy Progression|+1 level of existing spellcasting class

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

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Bonus Feat|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Demonic Enhancement|+1 level of existing spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Dark Radiance; Pale Mount|+1 level of existing spellcasting class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Embezzle|+1 level of existing spellcasting class

    7th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Demonic Enhancement|+1 level of existing spellcasting class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Embezzle|+1 level of existing spellcasting class

    9th|
    +5
    |
    +3
    |
    +3
    |
    +6
    |Demonic Enhancement|+1 level of existing spellcasting class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Centurion of Orcus|+1 level of existing spellcasting class[/table]



    New Corpsecrafter Feats:
    Funeral Shrouds [Corpsecrafter]
    Your undead are proof against some forms of magical detection.
    Benefits: Undead cannot be detected by detect undead or detect *alignment* spells of a caster level less that their HD. All Disguise checks applied to the undead are increased by 4.
    Embezzle -> You gain a +4 bonus to your own Disguise checks, and may take 10 to disguise yourself or others even in stressful or rushed situations.
    Diabolic Enhancement -> Undead created are automatically disguised (the check is automatically 1d20 + your Disguise ranks + all other modifiers) when created, if you wish. They appear as their former selves. You maky take 10 if this feat was Embezzled.

    Shadowborn [Corpsecrafter]
    Your undead do not falter in the extreme dark.
    Benefits: Undead can see in magical darkness out to 5 feet, plus 5 feet per 4 HD.
    Embezzle -> You may see five feet into magical darkness.
    Diabolic Enhancement -> Undead gain uncanny dodge and evasion (or the improved version at HD 15) while in magical darkness. They aren't caught off guard by attacks against them inside it.


    Skull Knight


    "If you can't kill it, re-strategize. If you can, make something useful out of it. What? Don't give me that look." ~Delrol Ithen

    Skull Knights are an elite organization of holy or unholy warriors who pursue an existence that draws energy from undeath. Good knights tend to utilize the power to halt the spread of undeath while evil ones try to embrace it for personal power. Most skull knights serve the side of the light despite their uneasy sources of power. Skull knights are best suited to combating the undead, but their self-enhancements for the glory of the hunt find uses beyond the crypts and vaults of undeath.

    Paladins make the most obvious choice for this prestige class, though an adequate hatred of the undead can enlist a multiclassed ranger.

    HD: d10

    Prerequisites:
    Base attack bonus +7
    Any lawful alignment
    Special Mount class ability or Favored Enemy (Undead) twice
    Able to turn or rebuke undead
    Graft Undead feat (Libris Mortis)
    <<Intended: ECL 7, LG Paladin or LE Paladin or Paladin/Ranger>>

    Skills:
    Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (arcane), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
    Skill Points: 2 + Int

    Class Abilities:
    Weapon and Armor Proficiencies: Skull Knights gain no additional weapon or armor proficiencies.

    Detect Undead: A skull knight may detect undead as a paladin detects evil.

    Skeletal Carapace: Whenever a Skull Knight slays a corporeal undead creature, he may liberate essential pieces of that creature to weave a defensive mesh and augment his armor; this is the namesake to all Skull Knights. For 1 day per 2 HD of the undead creature (minimum 1), he can add the listed bonus to his armor bonus from a suit of armor he wears. It adds 5 pounds per additional point to the total weight. Anyone but a Skull Knight wearing this grim armor has their speed reduced by half and is non-proficient with the armor.

    Ghastly Power: At every even level, the skull knight acquires a new way to manipulate the ambient energies of the undead. He may use each of these powers once per encounter, unless otherwise noted. The caster level of effects is equal to his character level and the DC is equal to 10 + spell level + Cha. He may use any ability despite his alignment, but it may only be used against creatures of an opposing alignment (LE affects good, LN affects chaotic, LG affects evil).
    • 2nd level: Death knell
    • 4th level: Vampiric touch
    • 6th level: Eyebite
    • 8th level: Finger of death


    Deathly Companion: An experienced skull knight can bestow the rituals and powers of his art into his closest ally. His special mount or animal companion gains the following changes:
    • +10 foot bonus to movement speed
    • Gains the Diehard feat
    • +3 to saves against necromancy or [evil] effects and spells, or the special attacks of undead
    • Immunity to death effects


    Smite Undead: When a skull knight attacks a creature, he may choose to make a powerful strike on the creature if it is actually undead. If it isn't, the attempt is wasted. Otherwise, the attack roll is increased by the knight's Charisma bonus and the undead creature must succeed on a Will save if the attack hits, DC 10 + class level + Cha, or become paralyzed for 2d6 rounds. The knight adds his class level to the damage of the attack as well. A skull knight who has smite uses from another class may convert them into smite undead uses.

    Necrotic Adaptation: A skull knight can draw in the power of death to full his own life. Once per day per class level, or by spending a turning or rebuking attempt, as an immediate action he may choose to:
    • Heal from negative energy rather than take damage from it.
    • Maximize a necromancy or evil spell or effect that affects himself.
    • Turn an ability drain or negative energy effect into one which undoes an equal yet opposite amount of damage or drain.

    He must succeed on his save against such an effect, if the origin is not an ally.

    Favored Enemy (Undead): The skull knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against undead creatures. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This stacks with that of the ranger class ability.

    Shared Carapace: The skeletal mesh of a skull knight can also be integrated into the barding of an animal companion or mount. As he would with Skeletal Carapace, he can improve his animal companion's or mount's armor.

    Pragmatic Channeling: A seasoned skull knight can channel both positive and negative energy with equal skill. A 10th level skull knight can both turn and rebuke undead despite his alignment; he may also spontaneously convert spells into cure and inflict spells of an equal or lower spell level. The lay of hands class feature may be used to inflict harm, and vice versa in the case of the paladin of tyranny.

    Shadow of Death: As an immediate action, a skull knight may expend two daily turning attempts to reroll his saving throw against necromancy, evil, or negative energy effects and spells, or the special attacks of undead (before the outcome is known; once per instance of an effect). As a secondary effect, the skull knight is immune to rising as the spawn of an undead creature if slain.

    Graft Apotheosis: The DC of any effect of a skull knight's undead grafts are increased by 2. He gains a bonus to his saves equal to the number of undead grafts he has. A skull knight can also draw out some of the power of those grafts, as long as he has at least one, to grant himself immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

    Skull Knight
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Skeletal Carapace +1; Detect Undead

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Deathly Companion; Ghastly Power (Death Knell)

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Skeletal Carapace +2; Smite Undead 1/day

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Necrotic Adaptation; Ghastly Power (Vampiric Touch)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Skeletal Carapace +3; Favored Enemy (Undead)


    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Shared Carapace; Ghastly Power (Eyebite)

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Skeletal Carapace +4; Smite Enemy 2/day

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Pragmatic Channeling; Ghastly Power (Finger of Death)

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Skeletal Carapace +5; Favored Enemy (Undead)

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Shadow of Death; Graft Apotheosis

    [/table]


    Stalwart Consumer


    Prerequisites:
    Alignment:
    Any nongood.
    Feats: Iron Fortitude, Skill Focus ( Profession[Cook or Competitive Eater])
    Saves: Fortitude +5
    Special: Must have consumed an entire 12-course meal or at least 50 pounds of food in one sitting.
    Special: Must have a discernible anatomy and be capable of consuming food for nutrients.

    HD: d8
    Skills: Concentration, Craft, Intimidate, Profession (Cook or Competitive Eater), and Survival.
    Skill Points: 2 + Int

    Code:
    Level|BAB|Fort|Ref|Will|Special
    1    |+1 |+2  |+0 |+0  |Iron Gut; Not Picky; Efficient Digestion
    2    |+2 |+3  |+0 |+0  |Just Desserts; Maw of Hunger
    3    |+3 |+3  |+1 |+1  |The Discerning Palate; Doresain's Favor
    Class Features:
    [U]Iron Gut:[/I]
    A Stalwart Consumer gains a bonus to all saving throws against ingested poisons, intoxication, nausea, becoming sickened, potions, and other ingestion-based effects equal to twice his class level.

    Not Picky:
    A Stalwart Consumer can consume one-fourth of its body-weight in organic matter instead of eating normal food. He never becomes 'full'.

    Efficient Digestion:
    The amount of days it takes for a Stalwart Consumer to begin thirsting or starving is increased by his class level. He also gains the Endurance feat.

    Just Desserts:
    By devouring a creature of equal or greater HD than his own, the Stalwart Consumer regains 2 hitpoints per HD of the creature consumed. Upon passing up the opportunity, the Stalwart Consumer must succeed on a DC 18 Will save or fall victim to temptation and devour it. The DC is increased by one for every successful save that week, this value being reset after a failed save. This cannot be used on nonliving creatures and requires 5 minutes, provoking attacks of opportunity.

    Maw of Hunger:
    At level 2, the Stalwart Consumer gains a bite attack that deals damage as if he were one size category larger. He may add it to a full-attack action with a -5 penalty to attack, or employ it once each round while grappling in addition to any attack actions. For every successful attack that deals damage, the Stalwart Consumer regains 1 hitpoint. If he already has a bite attack, use the one with the higher size category (applying the additional benefits of this ability).

    The Discerning Palate:
    By using his heightened taste and smell, a Stalwart Consumer gains the Track feat and a +4 bonus to Sense Motive checks through subtle changes in sweat. By studying someone's scent for a minute, he gains a +4 bonus to checks to uncover someone's disguise. He also gains a +4 bonus to checks related to cooking, including Craft, Profession, Perform, and Knowledge, in specific cases.

    Doresain's Favor:
    Having honored the god of ghouls, the Stalwart Consumer chooses one of the following benefits:
    -Gains the Hunger domain (any caster).
    -Double the benefits of Endurance.
    -Gain a Ghoul, Ghast, or Lacedon cohort whose CR is 2 less than your HD. This cohort advances by class levels.
    Last edited by Maerok; 2008-09-20 at 11:21 PM.