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![]() NarcoticSqurl checking in with my finalized submission. Cain Haldt. Cleric of divine justice cursed with undeath, seeking to cleanse his soul of this blight, and rain a fury the likes of which the high heavens and deepest layers of the abyss have never seen, upon whosoever chose him to become a mockery of the cosmic order. A cleric serving the powers of good, thrust upon the black stench of the necromantic domain. (warning, spoiler contains a ridiculous amount of crunch). Cain: Human Graveknight
STR: 36
HP: 150
AC: 32 (36 against AoO)
Defensive Abilities:
-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. -Not subject to nonlethal damage, ability drain, or energy drain. -Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. -Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. -Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). -Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points. -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. -Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. -Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. -Undead do not breathe, eat, or sleep. Graveknight Abilities -Darkvision 60 feet. -Spell Resistance 13 -Chanel Resistance +4 -DR 10/magic -Immunity to cold, electricity, fire -Rejuvination: One day after the graveknight is destroyed, the armor starts rebuilding him. It takes 1d10 days. -Sacrilegious Aura: A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC 22. -Channel Destruction: Any weapon a graveknight wields seethes with energy, and deals an additional 1d6/4HD the graveknight has of the energy type (fire) determined by ruinous revivification quality. DC 22. -Devastating Blast: 3/day the Graveknight can unleash a 30 foot cone of energy (fire). Blast deals 2d6/3HD the Graveknight has. Reflex save for half. DC 22. -Undead Mastery: As a standard action, can attempt to bend undead to my will. Can control 5HD/HD I have. Unintelligent undead can not save, intelligent undead get to attempt save once every 24 hours. If the save succeeds, they can not be controlled by my undead mastery for another 24 hours. -Phantom Mount: Once per hour, a graveknight can summon a skeletal horse similar to phantom steed. It can carry 1 additional rider, and has powers based on the graveknights total HD. The mount looks distinctive and always appears the same. If it is destroyed, it can be summoned again with full hitpoints 1 hour later. -Ruinous Revivification: At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities. Cleric 5/Oracle 5
Cleric Abilities:
Spontaneous Casting: Harm spells Destructive Smite: Single Melee attack, bonus damage equal to 1/2 cleric levels+4. 13/day Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Cleric Spells (Wis):
Oracle Abilities:
Oracle Spells Known: 0th-6, 1st-4+1, 2nd-2+1
Skills (4+Int): Appraise (Int) +12, Bluff (Cha) +14, Craft (Int) 0, Disguise (Cha) +21, Diplomacy (Cha) +23, Heal (Wis) +21, Intimidate (Cha) +31, Knowledge (arcana) (Int) +19, Knowledge (history) +21, Knowledge (nobility) (Int) +19, Knowledge (planes) (Int) +19, Knowledge (religion) (Int) +21, Linguistics (Int) +12, Perception (Wis) +29, Profession (Wis) 0, Ride (Dex) +9, Sense Motive (Wis) +20, Stealth(Dex) +4, and Spellcraft (Int) +23 Feats (45 then 12):
Bonus Feats:
Items:
Armor:
Weapon:
Called +1 Bonus (can call weapon to hand within 100ft) Grayflame +1 bonus (+1 bonus, and 1d6 damage, counts as good and silver when used with positive channel, and evil and cold iron with negative channel) Holy +2 bonus (+2d6 damage against evil) Unholy +2 Bonus (+2d6 damage against good) Gold: 20,500/880,000 left
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