Death knight(prc)
Prerequisites:-Evil Aligned.
-At least 6 HD.
-At least 10 Con.
HD:D12Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Undying Body, Death touch, Natural armor, Abyssal blast, +1 Str |
2nd | +1 | +0 | +0 | +3 | Immunities, Unholy Armor, +1 Str |
3rd | +1 | +1 | +1 | +3 | Fear Aura, Death General, +1 Str |
Skills: 2+int mod. A death knight has no class skills.
Proficiencies: A death knight gains proficiency with all armor, and shields (including tower shields), all simple weapons and all martial weapons.
Class Features:Undying Body:Unlike other monster classes, the Death knight doesn't lose his racial ability modifiers, but he does gain undead traits:
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Death knights don't need to breath, eat, or sleep. However, a death knight may do any of the three if desired.
It is an undead creature of the same size as previously. Do not recalculate saves and skill points. In addition, a death knight gains natural armor equal to its Str modifier. This overwrites any previous natural armor. If the previous one was higher, instead increase it by 2. All its old HD change to D12, and any new HD it gains will be D12.
Death touch: The death knight’s touch attack channels negative energy to deal damage equal to 1d8 + the death knight’s Charisma bonus to living creatures. Each successful touch attack also deals 1 point of Constitution damage. A Will save(DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) reduces the damage by half and negates the Constitution damage. A death knight can channel the touch through Melee weapons. If the Death Knight has 12 or more HD, creatures immune to Con damage take Cha damage instead if they fail by 5 or more. For two-weapon fighting it aplies for both weapons.
Abyssal blast A death knight can use this ability once per 4 HD Per day. It creates a giant fire energy ball that deals 1d8/HD in a 20-ft.-radius spread and has a range of 200+40 ft/HD. Half the damage is either fire, cold, electrecity or acid (choose at first level, cannot be changed) base and the other half of the damage is divine. A Reflex save (DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) halves the damage. At 11 HD it can use this as a move action. At 16 HD as a swift action, but never more than 1/round.
Ability Increase: The Death Knight gains +1 Str at every level, up to +3 Str at 3rd level.
Immunities:At 2nd level a Death knight is immune to cold and gain resistances to electricity and polymorph effects equal to its HD.
Unholy Armor:At 2th level, a death knight gains DR/bludgeoding and magic equal to 1/2 its HD, and Spell resistance equal to 11+HD. It can rise or lower its SR at any time as a free action even if it isn't its turn. If it already had SR, increase it by 4.
Fear Aura:At 3rd level a Death Knight are shrouded in a dreadful aura of death and evil. All Creatures within 5ft/2HD of a death knight must succeed at a Will save (DC 10 +1/2 death knight’s HD + death knight’s Charisma modifier) at the end of each of the Death Knight's turn. If they have less than half the death knight HD, and fail the save, they're panicked for 1 round. If they suceed, they are still shaken for 1 round. If a person of more than half the death knight's HD fails, they are shaken for 1 round. If they succed nothing happens. The Death Knight can choose to exclude any number of allies from this ability.
At 12 HD even enemies immune to fear are vulnerable to this ability, but they receive a +5 bonus on their saves.
Death General: At 3rd level a Death Knight is the chosen of the forces of darkness, and lesser undead rally to to it in search of a leader. This works as the leadership feat, except that:
-All your followers must be corporeal undeads of some sort.
-You can use either your Str modifier or your Cha modifier for calculating your Death General level, wichever's higher.
-Your cohort must be a mount of some sorts, aka a creature dumber than you that you can ride, and it can have a level up to your own level -1.
Destroyed followers are replaced whitin 24 hours in the form of the undeads of the land traveling to your location. A destroyed mount-cohort takes one week to be replaced.
In addition the death knight gains a +4 bonus against turning effects.
Contributed by Monkman from GITP