Knight of Belzemoth
Mar 31, 2014 18:40:34 GMT
Post by Adele on Mar 31, 2014 18:40:34 GMT
Prerequisites
Base Attack Bonus: +6
Alignment: Lawful Evil
Skills: Knowledge (religion) 2 Ranks, Ride 5 Ranks.
Feats: Mounted Combat, Weapon Focus-(Longsword).
Special: Must be baptised and blessed by a ranking cleric of the Ancients. Cannot have or take levels in other Knight Prestige Classes. [Knight, Aegis Knight, Griffon Knight]
Class Skills: The Knight of Belzemoth's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).
Hit Die: d10.
Skill points at each level: 2+ Int modifier
Weapon and Armour Proficiency: Knights of Belzemoth gain no new weapon or armour proficiencies.
Level | BAB | Fortitude | Reflex | Will | Special | Spells per Day |
1 | +1 | +2 | +0 | +0 | Aura of Evil Detect Good Horror Mount Command Undead | 0/-/-/ |
2 | +2 | +3 | +0 | +0 | Darkvision (60FT) Smite Good (1/Day) Dark Blessing Deaden Flesh +2 | 1/-/-/ |
3 | +3 | +3 | +1 | +1 | Aura of Despair | 1/0/- |
4 | +4 | +4 | +1 | +1 | Deaden Flesh +4 | 1/1/-/ |
5 | +5 | +4 | +1 | +1 | Smite Good (2/Day) Embrace of Belzemoth | 1/1/0 |
Aura of Evil (Ex): The power of a Knight of Belzemoth’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a Knight of Belzemoth can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Horror Mount: At 1st level, the Knight of Belzemoth gains a horror mount. Its details are listed below.
Command Undead: The Knight of Belzemoth Rebukes and Commands Undead as a cleric of equal level. If the Knight of Belzemoth can already Rebuke and Command Undead, the levels stack.
Spellcasting: The Knight of Belzemoth has the ability to cast a small number of divine spells. To cast a spell, a knight of Belzemoth must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight’s Wisdom modifier. When the knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The knight's spell list appears below. A knight of Belzemoth has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Knight of Belzemoth prepares and casts spells just as a cleric does (though a knight cannot spontaneously cast cure or inflict spells).
- (1st level) Blade of Blood, Corrupt Weapon, Corrupt Water, Doom, Magic Weapon, Protection from Good, Inflict light Wounds, Bane, Deathwatch
- (2nd level) Bulls Strength, Darkness, Death Knell, Desecrate, Inflict Moderate Wounds, Undetectable Alignment
- (3rd level) Animate dead, Bestow Curse, Magic Circle Against Good, Speak with Dead, Protection from Energy, Contagion, Inflict Serious Wounds
Darkvision: At 2nd level, the Knight of Belzemoth gains Darkvision with 60 ft range.
Smite Good: At 2nd level and again at 5th level the Knight of Belzemoth gains the ability to Smite Good. This is exactly as the Blackguard special ability.
Command Undead (Su): A Knight of Belzemoth gains the supernatural ability to command and rebuke undead. He commands undead as a Cleric of equal level.
Deaden Flesh (Ex): At second level, a Knight of Belzemoth gains a +2 to his Natural Armor. This increases to +4 at fouth level.
Dark Blessing (Su): A Knight of Belzemoth applies his Charisma modifier (if positive) as a bonus on all saving throws.
Aura of Despair (Su): Beginning at 3rd level, the Knight of Belzemoth radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Embrace of Belzemoth (Su): At fifth level, a Knight of Belzemoth gains the Undead Template and the following changes are made: Race Changes to 'Death Knight', +4 Str, +2 Cha.
Special
A fallen paladin who becomes a Knight of Belzemoth gains all of the following abilities that apply, according to the number of paladin levels the character has.
1-2: Smite good 1/day. (This is in addition to the ability granted to all Knights of Belzemoth at 2nd level.)
3-4: Scourge (Su): Once per day, the Knight of Belzemoth can use this supernatural ability to inflict himself or his Horror Mount of negative energy damage equal to his Charisma bonus × his level.
5: Undead Servant (Su): In addition to the Horror Mount, the Knight of Belzemoth gains a Ghoul as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a Horror Mount when the Knight of Belzemoth gains levels.
Horror Mount
The Horror Mount is an undead horse. It is not summoned, but is always present like any creature. Its basic stats are as follows:
Base Horror Mount Stats (No Abilities from Class Included):
Size/Type: Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 50 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+10
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4) or 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Immunity to Cold, Damage Reduction 5/Bludgeoning, Darkvision 60ft, Undead
Traits
Saves: Fort 1(+1), Ref 1(+3), Will 4(+4)
Abilities: Str 18, Dex 15, Con -, Int 2, Wis 10, Cha 1.
Skills: -
Size/Type: Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 50 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+10
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4) or 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Immunity to Cold, Damage Reduction 5/Bludgeoning, Darkvision 60ft, Undead
Traits
Saves: Fort 1(+1), Ref 1(+3), Will 4(+4)
Abilities: Str 18, Dex 15, Con -, Int 2, Wis 10, Cha 1.
Skills: -
Feats: Improved Initiative.
On top of this, the Knight of Belzemoth adds some special abilities based on their level, listed below. The table provides a summary:
1st-2nd | +2 HD | +4 Nat Armor | +1 STR | Empathic Link Improved Evasion Share Spells Share Saving Throws |
3rd-4th | +4 HD | +6 Nat Armor | +2 STR | Multiattack |
5th | +6 HD | +8 Natural Armor | +3 STR | Flight |
Bonus HD: Extra Twelve-sided (d12) Hit Dice, with no constitution modifier, as normal for undead. Extra Hit Dice improve the mount’s base attack and base save bonuses. 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 mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score. 6 at 1st-2nd, 7 at 3rd-4th; 8 at 5th.
Empathic Link (Su): The Knight has an empathic link with her mount out to a distance of up to 1 mile. The Knight cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the Knight has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells (Su): At the Knight’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Knight before the duration expires. Additionally, the Knight may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A Knight and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (Undead).
Share Saving Throws (Su): For each of its saving throws, the mount uses its own base save bonus or the Knight’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Multiattack (Ex): A Horror Mount gains Multiattack as a bonus feat.
Flight (Ex): At level 5, a Horror Mount sprouts great bat wings and gains a flight speed of 60ft(good).