About GōlgōthaUndead Draft (Heavy) Horse - Antipaladin Mount N Large Undead
Undead Traits:
d8 Hit Die. Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC). Darkvision 60 feet. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
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. Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls." Corpse Rider:
If the undead mount ability is selected, the seal-breaker gains the ability to reanimate any Large corpse (or a Medium corpse for Small seal-breakers) as his corpse mount. If no such corpse is present, the seal-breaker cannot summon his mount. The corpse animates as a quadruped of the same size that the seal-breaker can ride, regardless of the corpse's living form. This corpse mount functions as a druid's animal companion using the seal-breaker's level as his effective druid level. The mount has the same base statistics as a heavy horse, pony, boar, camel, or dog (based on its size) with the following changes: its type changes to undead, it has a good Will save and bad Fortitude and Reflex saves, it uses the base creature's Constitution score as its Charisma score (and likewise applies all level-based advancements to Charisma instead of Constitution), and it has an Intelligence score of at least 6. This ability otherwise functions as and replaces fiendish boon: Once per day, as a full-round action, an antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin’s level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. At 11th level, the servant gains the advanced template. At 15th level, an antipaladin’s servant gains spell resistance equal to the antipaladin’s level + 11. Should the antipaladin’s fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls. Init +4
DEFENSE
OFFENSE
STATISTICS
FEATS Improved Natural Attack: Bite Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Improved Overrun: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you. Trample (Ex):
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Format: trample (2d6+9, DC 20); Location: Special Attacks. SKILLS
Intimidate +14: 6 Ranks; +5 CHA; +3 Undead Class
EQUIPMENT Studded Leather Barding; Bit & Bridle; Military Saddle; Saddlebags. Necrocrafted Augmentations:
Golgotha wasn't really a horse anymore. At a distance the undead beast would pass, but up close it was very clear that it was something... different. Instead of hooves, Albrekt's steed now had massive clawed paws that were reminiscent of a cat's feet mixed with monkey hands. It also had a rounded metal crate grafted behind it's exposed ribcage, taking the place of all it's internal organs and the meat of it's chest and stomach. Once Xanos had sapled and bolted the beast's skirt and barding back on, the coffin was hidden from sight. Golgotha's saddle now had a hole in it covered by a metal grating. For anyone but an armored vampire, meerly riding the beast woud be extremely uncomfortable now. The grating led into the hollowed out metal crate. The horse was now an animated coffin. Necrocrafting Golgotha. Albrekt's Horse receives the following changes: Gain a Climb and Burrow speed equal to it's base speed
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