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The Genius Guide to the Death Knight (PFRPG) PDF

****½ (based on 5 ratings)

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The death knight is a champion of the grave, serving to spread the power of death throughout the lands of the living. Most death knights are the chosen warriors of gods of undeath and decay, evil psychopaths who desire nothing more than to see the “mistake” of life replaced by the glorious, unchanging “blessing” of undeath. Though unquestionably evil, these death knights are often confused as to why anyone would wish to be alive, since life is a condition that leads to hunger, exhaustion, pain, and suffering. Undeath is the perfect state of existence, but even normal death is obviously better than struggling through a life. To these death knights, they are bringing a gift to all living creatures, even if they have to do it one murder at a time.

However, a very few gods of true death also empower death knights specifically to preserve the sanctity of the grave and oppose the forces of the undead. Though the gods of repose have many names in many cultures, the death knights often refer to their divine sponsors as “the Grey Mistress” and see her as a personification of the state of death itself. To these death knights death is a calm, cool mistress who eventually envelops all things, and undeath is an insult to her. Though such death knights have little care for the living, and are not of good alignment, they can sometimes serve as allies to life-loving champions who must oppose a powerful undead force. Though they see life as a lesser state of being than death, they also see it as a temporary one and know their Grey Mistress will eventually enwrap all living things in her pale embrace.

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Product Discussion (79)
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Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

Now available!

Grand Lodge

Is this essentially the Pathfinder update to the 3.5 template? Obviously not literally the same thing because it's not OGL, but still.


Pathfinder Adventure Path Charter Subscriber

Based on the product description, this sounds like a base class.

Paizo Employee Modules Overlord

The death knight is an alternate class for the antipaladin, itself an alternate for the paladin core class. Making use of and altering numerous facets of the antipaladin alternate class, this dread warrior can’t truly be considered a new character class in its own right. By the changes made here, though, the details and tones of the antipaladin are shifted in a completely opposite direction and capture an entirely different fantasy theme, without needlessly designing an entire new class.

While a redesign of sorts, this alternate class can be used just as any of the other base classes.

Role: Evil death knights are villains at their most dangerous – cunning
and linked to the vast fiendish and eldritch forces of undeath. Though they ultimately slay any living creature that associates with them, they
see this as a favor rather than a betrayal. Their dark, powerful, brooding nature often attracts the service of necromancers, cultists of
death gods, and evil witches with dread patrons – despite the long history of such death knights killing everyone and everything. Even those death knights unable to lure breathing allies to their side are often seen by undead as worthy equals, and even worthwhile masters.

Neutral death knights are generally agents of supernatural powers that need them to serve as guardians, judges, or avengers. No less able as
champions of the grave, neutral death knights see the undead as a violation of the natural order, and are as opposed to them as they are to tomb raiding and desecrations of corpses. Neutral death knights are actually less likely to build organizations of followers or close allies, despite their willingness to let the living come to a natural (rather than untimely) demise. But when a powerful enough undead threat looms, death knights are often willing to submit themselves to the orders of others, albeit temporarily, to achieve their goals.

The book includes the Death Knight alternate class, three new feaqts (Deadly Steed, Extra Immunity, Icy Gaze of Death), new anti-paladin spells with deathly themes (death knell, greater; disintegrate undead; grave summoning I to IX*); mask of life; pale mists; spectral eye; take the Low Road; and vigor of the grave), and a brief description of the paths dead spirits use to reach the afterlife, the Low Road.

*No, anti-paladins don't get 5th and higher spells. But they do get grave summoning I to IV, and the rest are used if the death knight takes a lost soul servant with the deathly boon class feature.

15 pages, +1 page cover and +1 page credits, for 17 total pages.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Does the death knight have any special way to communicate with the Deathly Bond servant? I know that paladins etc can free action handle their mounts with Handle Animal, but I don't think Handle Animal works on zombies. (Although THERE's a feat idea...)


Yet one more PDF I just have to get. This one looks like it'll make for great villains or protagonists for a (very dark) game.

Paizo Employee Modules Overlord

Cheapy wrote:
Does the death knight have any special way to communicate with the Deathly Bond servant? I know that paladins etc can free action handle their mounts with Handle Animal, but I don't think Handle Animal works on zombies. (Although THERE's a feat idea...)

The deathly bond servant works off the grave summoning spells, which give you the power to control your lost soul servant, if you can communicate with it. Of course like a paladin's warhorse, you can summon your servant a set no. of times per day.

So if you get a mindless undead, it pretty much attacks the nearest foe. You may well not want it around if you aren't killing things. But as early as you get the deathly boon, your lost soul can take the form of a ghoul or draugr, which speak common. As you gain higher levels, you get even more speaking undead options for your lost soul.


Pathfinder Adventure Path Subscriber

I can see a real use for this in my Eberron campaign. Great compliment to a Bone Knight Cavalier I found. Karnnath is a nasty country to mess with, lol.


so there is no alignment restrictions on the death knight?

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

They can be any non-good.

The neutral ones can be warriors for the gods of repose.

Paizo Employee Modules Overlord

Lunamaria Hawke wrote:
so there is no alignment restrictions on the death knight?

Not quite. As Cheapy mentioned, they cannot be of any good alignment.

Evil death knights tend to be anti-life killers, marking time until they become undead themselves.

neutral death knights are generally agents of gods of true death and peace (Gods with the repose domain). They see the living as largely outside their perview, until the living mistreat the dead. To these death knights, true undead is an abomination.

Which, oddly, means the opposite of a death knight is a death knight, but it's evil vs neutral, rather than good vs evil.

I kept that much more relaxed alignment restriction in mind as I designed the rest of the class. But in general evil death knights can be used like antipaladins, and neutral death knights may even make acceptable PCs.


Purchased! I'm envisioning a Dhampyr Death Knight as either a villain when I run, or a character if the appropriate campaign ever shows up.

Paizo Employee Modules Overlord

Eric Hinkle wrote:

Yet one more PDF I just have to get. This one looks like it'll make for great villains or protagonists for a (very dark) game.

Yep, those are the two roles I had in mind when I wrote this. And mask of life can help either move around a city with a lost soul servant.


**Hates his empty game budget coffee can**

Paizo Employee Modules Overlord

xorial wrote:
I can see a real use for this in my Eberron campaign. Great compliment to a Bone Knight Cavalier I found. Karnnath is a nasty country to mess with, lol.

Certainly the death-empowered warrior is a pretty broad archetype with lots of utility, which is one reason I wanted to write this.


It's a Christmas miracle! I can't wait to dive into this, now that I have one of my very own!


1 person marked this as a favorite.

This isn't an actual review (yet), but let me just say the hive mind of gamers is alive and well. The Death Knight absolutely fits the idea for the villain of an upcoming adventure, and the concepts of the Pale Road and the Low Road also slot perfectly into the cosmology of my homebrew!

Paizo Employee Modules Overlord

DungeonmasterCal wrote:
This isn't an actual review (yet), but let me just say the hive mind of gamers is alive and well. The Death Knight absolutely fits the idea for the villain of an upcoming adventure, and the concepts of the Pale Road and the Low Road also slot perfectly into the cosmology of my homebrew!

I'm glad you liked it! (And, obviously, look forward to your review).

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Interesting... We have the Time Thief (skillful type), and the Time Warden (chronomancer). We have the many godlings (skillful, warriors, casters and more!). There's the dragonrider (warrior) and (hopefully!) eventually the dracomancer (caster). And now we have the Death Mage (caster) and the Death Knight (warrior).

I really like how you guys explore these niches from many perspectives, and it makes me wonder if there are plans for the other SGG classes to get this treatment. An Umbral Mage? Mosaic Warrior? The Dedicated Abjurer, a caster exploring the same area as the armiger? The Witch Protector?


Cheapy wrote:

Interesting... We have the Time Thief (skillful type), and the Time Warden (chronomancer). We have the many godlings (skillful, warriors, casters and more!). There's the dragonrider (warrior) and (hopefully!) eventually the dracomancer (caster). And now we have the Death Mage (caster) and the Death Knight (warrior).

I really like how you guys explore these niches from many perspectives, and it makes me wonder if there are plans for the other SGG classes to get this treatment. An Umbral Mage? Mosaic Warrior? The Dedicated Abjurer, a caster exploring the same area as the armiger? The Witch Protector?

The Mosaic Warrior sounds awesome. That could be something that my players would use. Even a Mosaic Archetype for the Magus (Paizo Version) and the Vanguard.

Silver Crusade Star Voter 2014

Pathfinder Roleplaying Game Subscriber

Grave strike seems a little odd to me. Presuming this is the smite feature of the class, what was the thinking process behind having it work the way that it does?

Also, does the bonus to hit remain at +1 or does it scale in some way?

Paizo Employee Modules Overlord

Blayde MacRonan wrote:
Grave strike seems a little odd to me. Presuming this is the smite feature of the class, what was the thinking process behind having it work the way that it does?

Since grave strike applies against all living creatures and all undead (pretty much everything but objects and constructs), it applies to a much broader range of targets than smite evil or smite good. As a result, it's utility per strike it reduced to make sure it is no more effective as a whole than the smite options antipaladins and paladins get at the same time.

Further, a death knight is, overall, a tougher customer than a paladin or antipaladin, with the option to Cha-pump (oddly making Con a dump stat) an immunities rather than mercies or cruelties. Given the death knight is likely to be around longer in a fight and is likely to be a better spellcaster (with a big reward for a high Cha), his offense doesn't need as much punch as a pal/antipal.

This combines with the fact that unlike pals and antipals, the death knight has some option to make his weapon bane (against undead, or any humanoid) with his boon, and grave strike's reduced effectiveness balances nicely.

Blayde MacRonan wrote:
Also, does the bonus to hit remain at +1 or does it scale in some way?

No, it intentionally stays at +1. A death knight that wants to continue to be more weapon-oriented at higher levels has spells and the weapon-boosting boon to keep him competitive.

Silver Crusade Star Voter 2014

Pathfinder Roleplaying Game Subscriber

Interesting.

Thank you for the reply. As always, having a glimpse into the reasoning goes far to clearing up specific details.

Now I can get back to working on my Ghost Rider-esque NPC for Carrion Crown. I'm using this to replace something in the last adventure.

Spoiler:

General Seylok as a nightwalker nightshade doesn't work for me. General Seylok, former paladin turned Death Knight by Tar-Baphon, taught the secrets of hellfire and made a graveknight, that's far more interesting to me. I'll have to post him up for you to look at when I'm done.

Paizo Employee Modules Overlord

Blayde MacRonan wrote:
Thank you for the reply. As always, having a glimpse into the reasoning goes far to clearing up specific details.

Always happy to answer questions!

Blayde MacRonan wrote:
Now I can get back to working on my Ghost Rider-esque NPC for Carrion Crown. I'm using this to replace something in the last adventure.

When your players are writhing in SGG-detailed horror, I hope you'll give them all a big cheesy grin from me. :D

Spoiler:
Blayde MacRonan wrote:
General Seylok, former paladin turned Death Knight by Tar-Baphon, taught the secrets of hellfire and made a graveknight, that's far more interesting to me. I'll have to post him up for you to look at when I'm done.

A graveknight death knight with chastising lash, nightmarish transport and penance skull, perhaps? I look forward to seeing it!

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Blayde MacRonan wrote:

Interesting.

Thank you for the reply. As always, having a glimpse into the reasoning goes far to clearing up specific details.

Now I can get back to working on my Ghost Rider-esque NPC for Carrion Crown. I'm using this to replace something in the last adventure.

** spoiler omitted **

That reminds me, I do need a way to get the PCs in my CC game to level 4...hmm.....

reads the class again

Paizo Employee Modules Overlord

Cheapy wrote:
Interesting... We have the Time Thief (skillful type), and the Time Warden (chronomancer). We have the many godlings (skillful, warriors, casters and more!). There's the dragonrider (warrior) and (hopefully!) eventually the dracomancer (caster). And now we have the Death Mage (caster) and the Death Knight (warrior).

Heh. I hadn't looked at it exactly like that, but I do see your point.

Cheapy wrote:
I really like how you guys explore these niches from many perspectives, and it makes me wonder if there are plans for the other SGG classes to get this treatment. An Umbral Mage? Mosaic Warrior? The Dedicated Abjurer, a caster exploring the same area as the armiger? The Witch Protector?

While I don't have plans for most of those (I confess, there is a master abjurer-style class in playtesting), they are all interesting ideas. Certainly if there was a sign of interest, I could see producing any of those.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The master abjurer class has been something I've wanted for a long time. I love support classes :)

Originally I liked the idea of the umbral mage due to strong biases, but I suppose the Death Mage has that part covered.

But a mosaic warrior would be really cool too. The concept reminds me of that Okami game.

Dark Archive

Is the Master Abjurer going to be anything like a less-broken Abjurant Champion?

Paizo Employee Modules Overlord

Grey Lensman wrote:
Purchased! I'm envisioning a Dhampyr Death Knight as either a villain when I run, or a character if the appropriate campaign ever shows up.

Certainly a dhampir death knight would make an interesting combo! The undead-themed resistances would obviously stack, though the dhampir's nature ability to detect undead is pretty well overshadowed by the death knight's ability to do so at will.


Owen K. C. Stephens wrote:
Grey Lensman wrote:
Purchased! I'm envisioning a Dhampyr Death Knight as either a villain when I run, or a character if the appropriate campaign ever shows up.
Certainly a dhampir death knight would make an interesting combo! The undead-themed resistances would obviously stack, though the dhampir's nature ability to detect undead is pretty well overshadowed by the death knight's ability to do so at will.

Owen, I suspect this will be a better combination after Paizo's Blood of the Night supplement for Dhamphyr's comes out with all the nifty options.


Bladesinger wrote:
Owen, I suspect this will be a better combination after Paizo's Blood of the Night supplement for Dhamphyr's comes out with all the nifty options

There is always the Raging Swan book as well. Bwahahaha!

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I think you mean Raging Swan.


So I did. Corrected. Too many 3PP's to choose from. Oh well, I'd rather have too many good things to pick from than not enough.

Paizo Employee Modules Overlord

1 person marked this as a favorite.
Bladesinger wrote:
Owen, I suspect this will be a better combination after Paizo's Blood of the Night supplement for Dhamphyr's comes out with all the nifty options.
Grey Lensman wrote:
There is always the Raging Swan book as well. Bwahahaha!

Yeah, this is one of the nice things about the OGL and having a common game system in pathfinder. Different 3pp can each take a stab at the things that they have passion for, and customers can combine them as they desire.

Paizo Employee Modules Overlord

1 person marked this as a favorite.
Matthew Winn wrote:
Is the Master Abjurer going to be anything like a less-broken Abjurant Champion?

I think it would be closer to the mark to describe it as the inquisitor of arcane magic... but it may morph a lot before it gets out of playtesting.


Cheapy wrote:
I think you mean Raging Swan.

You are correct Sir. I have this supplement and in fact one of my players is using it. We are playing on Scarn and he and his Necromancer buddy are from Hollowfaust. Interestingly enough he was playing a "Death Knight" using Super Genius Games Templar Class. Now we get to convert to this extremely awesome version!!!

Paizo Employee Modules Overlord

Bladesinger wrote:
We are playing on Scarn and he and his Necromancer buddy are from Hollowfaust. Interestingly enough he was playing a "Death Knight" using Super Genius Games Templar Class. Now we get to convert to this extremely awesome version!!!

I *love* Hollowfaust, though I've never used it in my campaigns. I think Death Knights would go perfectly there, though death templars are certainly a cool idea too.


I love all of the choices that 3pp offer. I try to work as much in as possible, and read as much as possible, great stuff! You can almost never have too many options.

Paizo Employee Modules Overlord

Many thanks to agnelcow for our first Paizo review!

Dark Archive

Owen K. C. Stephens wrote:
Matthew Winn wrote:
Is the Master Abjurer going to be anything like a less-broken Abjurant Champion?
I think it would be closer to the mark to describe it as the inquisitor of arcane magic... but it may morph a lot before it gets out of playtesting.

Can you do *both*? I'm greedy

EDIT: or I could try it myself. Hmm... maybe as an "abjurant magus" archetype

Silver Crusade Star Voter 2014

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

General Sey'lok as a graveknight of death made a big impression on the Ulfen paladin in the Carrion Crown campaign. He had already encountered one creature calling itself by that name, but that guy went down like a punk so he was somewhat dismissive of this version (we'll call him "True Sey'lok"). However, when True Sey'lok cancelled out his smite evil (corruption resistance), he re-evaluated his opinion real quick. And as the general escaped the fight, he'll be back to face down the paladin in the future...

So, as promised, I present my version of General Sey'lok, as the graveknight of death.

Spoiler:

Clad in charred armor adorned with spikes and screaming souls over its surface, this grim rider has a flaming skull floating where its head should be.

General Sey'lok
Male half-orc advanced graveknight death knight 15
NE Medium undead (human, orc)
Init +6; Senses darkvision; Perception +30
Aura sacrilegious (DC 25, 30 ft.)

AC 31, touch 12, flat-footed 29 (+13 armor, +2 Dex, +6 natural)
hp 315 (15d10+165) (105 Cha +15 Toughness +15 favored class +30 desecrate)
Fort +20, Ref +16, Will +20; Defensive Abilities channel resistance +4, rejuvenation; DR 10/magic; Immune cold, electricity, fire, undead traits; SR 28

Speed 30 ft.
Melee +5 keen grayflame ghost touch adamantine falchion +33/+28/+23 (2d4+23/15-20 plus 3d6 fire plus 1d6 divine) or
chastising lash +28/+23/+18 (1d6+19 plus 3d6 fire) or
flaming burst spiked gauntlet* +28/+23/+18 (1d6+14 plus 4d6 fire; *greater fiend barbs)
Special Attacks channel destruction (3d6 fire), channel negative energy (DC 25, 8d6), devastating blast (Reflex DC 25, 10d6 fire), grave strike (+1 to hit, +3d6 damage), undead mastery
Spell-Like Abilities (CL 15th; concentration +22)
At will – detect undead
Death Knight Spells Prepared (CL 12th; concentration +19)
4th – nightmarish transport (already cast), penance skull (already cast)
3rd – burst of speed (x2), deadly juggernaut, greater fiend barbs (already cast)
2nd – chastising lash, corruption resistance, undetectable alignment, vestment of the champion
1st – bane, hellfire armament (x2), litany of sloth (x2)

Str 32, Dex 15, Con - , Int 14, Wis 22, Cha 24
Base Atk. +15; CMB +26; CMD 38
Feats Combat Reflexes, Deadly Finish, Devastating Strike, Following Strike, Improved Initiative*, Improved Vital Strike, Mounted Combat*, Ride-By Attack*, Step Up, Step Up and Strike, Toughness*, Vital Strike
Skills Diplomacy +21, Intimidate +19 (+24 to demoralize foes), Perception +30, Ride +14, Sense Motive +24, Stealth +20 (+18 due to ACP); Racial Modifiers +10 Intimidate, +10 Perception, +8 Ride
Languages Abyssal, Common, Draconic, Orc
SQ aura of darkness, aura of death, aura of despair, aura of murder, aura of repose, bestial, cruelty (sickened, staggered, cursed, stunned [Fort DC 25]), deathly boon (weapon), intimidating, phantom mount, ruinous revivification, touch of corruption (7d6, 14/day), unholy resilience, weapon familiarity
Gear +4 death knight plate (treat as Hellknight plate), +2 keen grayflame adamantine falchion (Zar'thos), belt of giant strength +4, cloak of resistance +2

I made him a half-orc because the name Sey'lok has a distinctively orcish sound to it. Bar-Taphon used the orcs of Belkzen as part of his war-machine to take Ustalav. And as the orcs are known to breed half-orcs for the purpose of command roles, I figured that this guy displayed a ruthlessness that went beyond anything normally exhibited by his kin to attract the Whispering Tyrant's notice to become one of his generals. And that quality was rewarded not only with being made one of his elite (death knight) but with undergoing the ritual that made him a powerful undead. Add to that the fact he has learned the secrets of using hellfire (learned from the Tyrant himself) and you've got the ingredients for a powerful recurring foe.

Anyway, I hope you enjoy seeing this as much as I enjoyed using him (and I did give my players a big cheesy grin for you, btw.) The look on my players faces when I said "he swings his large curved sword that flickers with ash-gray flame once in a deft stroke" (grave strike+vital strike+his previous channeled energy) went from 'Whaaa...?' as I picked up 6d4 and 7d6 to roll (for 80 total damage) to 'Holy Crap!' when the victim (the dhampir sorceror) blew their Fort save and died without benefit of stabilization thanks to Deadly Finish. And to think I almost went with conductive instead of grayflame for his sword Zar'thos (hope you like the name).

EDIT: I know nightmarish transport is supposed to be only used on the bonded mount, but I used it on his phantom mount instead to great effect.


O M G.

Very nice indeed!

Silver Crusade Star Voter 2014

Pathfinder Roleplaying Game Subscriber
Kryzbyn wrote:

O M G.

Very nice indeed!

Coming from you, Kryzbyn, that is a true compliment.

I can only hope that Mr. Stevens likes it as much as you do.


Pathfinder Adventure Path Charter Subscriber
Owen K. C. Stephens wrote:
Further, a death knight is, overall, a tougher customer than a paladin or antipaladin, with the option to Cha-pump (oddly making Con a dump stat) an immunities rather than mercies or cruelties. Given the death knight is likely to be around longer in a fight and is likely to be a better spellcaster (with a big reward for a high Cha), his offense doesn't need as much punch as a pal/antipal.

Is this the reason that the grave summoning spells prohibit summoned undead from using any spells and spell-like abilities, and for that matter teleportation abilities, in addition to not allowing them to using summoning powers?

I ask because that seems like it can be a crippling restriction. A summoned devourer, for instance, loses a lot of utility if it can't use its spell-like abilities (why else would it devour souls?).

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Alzrius wrote:


Is this the reason that the grave summoning spells prohibit summoned undead from using any spells and spell-like abilities, and for that matter teleportation abilities, in addition to not allowing them to using summoning powers?

I ask because that seems like it can be a crippling restriction. A summoned devourer, for instance, loses a lot of utility if it can't use its spell-like abilities (why else would it devour souls?).

"I summon an intellectual nommer!"

Paizo Employee Modules Overlord

Alzrius wrote:

Is this the reason that the grave summoning spells prohibit summoned undead from using any spells and spell-like abilities, and for that matter teleportation abilities, in addition to not allowing them to using summoning powers?

I ask because that seems like it can be a crippling restriction. A summoned devourer, for instance, loses a lot of utility if it can't use its spell-like abilities (why else would it devour souls?).

A big reason to prevent spells and spell-like abilities from being used is to prevent the spell being a no-brainer for wizards and witches, who could use it to summon a creature that itself had spellpower, and could cast multiple spells for them, quite possibly at a higher spell level than the original caster.

This kind of issue is avoided in summon monster/summon nature's ally by either just not putting such creatures on the chart, or avoiding specific powers. But to be honest, there just aren't that many undead in the appropriate CR ranges. I already had to do a lot of playtesting to figure out how to balance incorporeal undead being summoned.

As for the mechanics of the devourer in particular, remember that grave summoning isn't calling normal undead. It's calling forth lost souls that manifest as undead, then go back to the Low Road. So if the devourer-lost-soul is eating souls, it's just draining lifeforce in a vampiric fashion. That's (and its energy drain) are plenty effective for a summoned monster without the summoner getting 13 "free" spells in the bargain as well.

Paizo Employee Modules Overlord

1 person marked this as a favorite.
Blayde MacRonan wrote:
Kryzbyn wrote:

O M G.

Very nice indeed!

Coming from you, Kryzbyn, that is a true compliment.

I can only hope that Mr. Stevens likes it as much as you do.

He's awesome!

I may spring that build on my own players, I like it so much.

Silver Crusade Star Voter 2014

Pathfinder Roleplaying Game Subscriber
Owen K. C. Stephens wrote:
Blayde MacRonan wrote:
Kryzbyn wrote:

O M G.

Very nice indeed!

Coming from you, Kryzbyn, that is a true compliment.

I can only hope that Mr. Stevens likes it as much as you do.

He's awesome!

I may spring that build on my own players, I like it so much.

Wow!

I don't blush very often, but this is one time that I did.

That may be the best compliment I'll ever receive on these forums.

Thank you for your kind words. And please... feel free to use him. Knowing that one of my builds is going to be used in one of your games fills me with all kinds of warm fuzzies.

Paizo Employee Modules Overlord

1 person marked this as a favorite.
Blayde MacRonan wrote:
That may be the best compliment I'll ever receive on these forums.

Heheh. I suspect my players are going to have less complimentary things to say... which, of course, will count as compliments.

Blayde MacRonan wrote:
Thank you for your kind words. And please... feel free to use him. Knowing that one of my builds is going to be used in one of your games fills me with all kinds of warm fuzzies.

And that's the *only* was the horror you designed is going to create warm fuzzies. :)

Seriously, it's a nice build, and I'm thrilled to see it.


Pathfinder Adventure Path Charter Subscriber
Owen K. C. Stephens wrote:
A big reason to prevent spells and spell-like abilities from being used is to prevent the spell being a no-brainer for wizards and witches, who could use it to summon a creature that itself had spellpower, and could cast multiple spells for them, quite possibly at a higher spell level than the original caster.

But isn't that already the case with the spells that summon outsiders?

Admittedly, if it's a problem for the run-of-the-mill summon monster spells, then there's no reason to repeat that mistake here. However, if you don't view this as being a problem for "normal" summoned monsters, this seems more like a needless restriction than a solution.

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