Hey guys, I'm pretty stumped here, I really want to make this guy, (with slight revisions) a "side" BBEG in my campaign. Prob around a CR19-20 encounter on his own is my hope.
Here is the main idea -
So quite literally an undead, insane, sadistic jailer with a chain fetish.
Now, things I think would work well with the concept-
Illusion magic-, this could work well with his 'driving souls mad' shtick
Summoning- of course, him summoning the souls that he has broken over the centuries to fight for/with him would be awesome.
Martial prowess- he needs at least moderate martial power, enough to wield a chained kama and be able to smack/trip/pull people around.
Is there an item in pathfinder that could collect souls? I know i could make one, but if there is on already...
What class should I make him? I will be using the graveknight template, and probably the advanced template on him after I finish him to represent his death.
Dont let me down guys! I want the strongest, sickest, most twisted ideas/builds you can throw at me.
Well, a Cleric of Lamashtu can use the very nasty Madness and Deception domains. Inflict the Visions of Madness debuff, spread Confusion and fear with the Aura of Madness power and the Aura of Doom spell, and because you don't want to make this easy, Mirror Image is available through Deception. Negative energy channeling (possibly with Channel Smite) with variant channeling opens up even more threat of Confusion...
The chain-kama is a Monk weapon, so you could also work in a little bit of Monk; Cleric/Monk has some great combos, and if you give him a nice high Wisdom for his spells and powers he's got good armor while unarmored. Domain Strike would be a really cool way to have him punch people with Visions of Madness, and you could throw some Stunning Fist in there as well. Just to be brutal, you could also equip him with Snake Style so that when people miss him with an attack they get a punch.
Actually speaking of punching, one other chain-lover weapon option if you go with a little Monk would be to use a Flying Blade for reach and Dragon Style unarmed strikes up close. Slash at them with a whirling chain-blade at range, and then punch them with brutal fists full of chain up close.
There is the issue of monks needing to be some sort of Lawful, while the Souldrinker, or even being a warpriest of one of the Four Horseman, means you need to be NE. Martial artist could work, though you lose the Wis to AC, ki powers, etc. I suppose it's up to you, and whether you run in-Golarion or in your own world or whatever.
I had considered suggesting Warpriest, but I went with Cleric due to the Cleric's ability to pick up some very choice spells and powers through domains. Being able to run Aura of Madness and Aura of Doom while attacking things and protected by Mirror Image is a way to make a single bad guy essentially 'attack' everything around him while being difficult to take down.
One other related possibility is the Evangelist Cleric - combat potential goes up significantly, and Discordant Voice is a really thematic insane villain power. Actually, preaching madness while fighting is pretty thematic itself...
|1 person marked this as a favorite.|
Here is a dude I whipped up:
Thresh CR 16
Advanced human graveknight cleric of Lamashtu 14 (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3)
NE Medium undead (humanoid, human)
Init +8; Senses darkvision 60 ft.; Perception +29
Aura aura of madness (30 ft., DC 24, 14 rounds/day), sacriligious aura (30 ft., DC 24)
AC 31, touch 15, flat-footed 27 (+9 armor, +1 deflection, +4 Dex, +7 natural)
hp 234 (14d8+168)
Fort +25, Ref +17, Will +25; +3 profane bonus vs. channeled positive energy, +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, rejuvenation; DR 10/magic; Immune acid, cold, electricity, undead traits; SR 27
Speed 30 ft.
Melee +3 conductive vicious kusarigama +22/+17 (1d3+29/19-20 plus 3d6 acid plus 2d6) or
slam +14 (1d4+10)
Special Attacks channel destruction (3d6 acid), channel negative energy 10/day (DC 24, 7d6), devastating blast (8d6 acid, DC 24, 3/day), undead mastery (70 HD, DC 24)
Domain Spell-Like Abilities (CL 14th; concentration +21)
At will—master's illusion (14 rounds/day)
10/day—copycat (14 rounds), vision of madness (+/-7)
Cleric Spells Prepared (CL 14th; concentration +21)
7th—greater bestow curse (DC 24), destruction (DC 24), insanity[D] (DC 24), waves of ecstasy[UM] (DC 24)
6th—blade barrier (DC 23), greater dispel magic, harm (DC 23), quickened ironskin, phantasmal killer[D] (DC 23)
5th—quickened divine favor (2), false vision[D], righteous might, true seeing
4th—air walk, aura of doom[UM] (DC 21), confusion[D] (DC 21), divine power, greater magic weapon, spiritual ally[APG]
3rd—deeper darkness (2), dispel magic, magic vestment, nondetection[D], protection from energy, stone shape
2nd—grace[APG], invisibility[D], ironskin (3), resist energy, spiritual weapon
1st—disguise self[D], divine favor, divine favor, murderous command[UM] (DC 18), obscuring mist, shield of faith, shield of faith
0 (at will)—detect magic, guidance, mending, read magic
D Domain spell; Domains Madness, Trickery
Str 31, Dex 18, Con —, Int 16, Wis 24, Cha 24
Base Atk +10; CMB +18; CMD 39
Feats Combat Reflexes, Defensive Combat Training, Divine Protection[ACG], Exotic Weapon Proficiency (kusarigama), Improved Critical (kusarigama), Improved Initiative, Mounted Combat, Power Attack, Quicken Spell, Quicken Spell-Like Ability (copycat), Ride-by Attack, Toughness
Skills Bluff +11, Diplomacy +11, Intimidate +15, Knowledge (arcana) +11, Knowledge (planes) +20, Knowledge (religion) +20, Perception +29, Ride +25, Spellcraft +20, Stealth +13
SQ graveknight armor, phantom mount, ruinous revivification (acid)
Other Gear +3 mithral breastplate, +3 conductive vicious kusarigama, amulet of natural armor +1, belt of physical perfection +2, headband of mental prowess +2 (Wis, Cha), ring of protection +1
Aura of Madness (30 ft., 14 rounds/day, DC 24) (Su) 30' aura confuses opponents.
Channel Destruction (+3d6) (Su) Add 3d6 acid damage to all weapon attacks.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 7d6 (10/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Copycat (10/day) (Sp) Create a single mirror image duplicate
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devastating Blast (8d6 acid, 3/day, DC 24) (Su) 30' cone deals 8d6 acid damage.
Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.
Immunity to Ability Drain Immunity to ability drain
Immunity to Acid You are immune to acid damage.
Immunity to Bleeds You are immune to bleeds.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Master's Illusion (14 rounds/day, DC 24) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quicken Spell-Like Ability (Copycat [10/day] [Sp], 3/day) Spell-like ability is cast as a swift action up to 3/day.
Rejuvenation (Su) Return 1d10 days after being destroyed
Ride-By Attack You can move - attack - move when charging mounted.
Ruinous Revivification (Acid) (Su) 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.
Sacriligious Aura (30 ft., DC 24) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.
Spell Resistance (27) You have Spell Resistance.
Undead Mastery (70 HD, DC 24) (Su) Control undead within 50'
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Vision of Madness (10/day) (Sp) With a melee touch attack, target gains +7 on attack rolls, saving throws, or skill checks and -7 on the others.
Pretty fighty with some spells and stuff. He does a lot of damage and can give you a -7 to attacks and saves if he hits you using conductive. That is pretty nasty.
You want a fighting character who uses chains to demolish his enemies and a mixture of illusion, summoning and other magic...
He is CR20, technically CR21 as he has PC wealth (with the 25% boost for having an item creation feat). If you want to make him even more dangerous swop out a feat for Divine Protection (but he will need some Knowledge Religion ranks for it).
The Cenobite (Kyton Grave Knight Dual-Cursed Oracle of Battle 16) CR20
LE Medium Undead (evil, extraplanar, kyton, lawful)
Init +19 (3 rolls, act in surprise round); Senses darkvision 60 ft.; Perception +52; speed 30'
AC 46, touch 25, flat-footed 37 (+8 armour (Greater Magic Vestment), +9 Dex, +13 natural, +1 insight, +5 deflection)
HP 427 (24d8+216 +toughness24 +FCB16 +48 desecrate 2perHD); regeneration 2 (good weapons and spells, silver weapons)
Fort +27, Ref +27, Will +27
Kyton Base 6/6/2
Oracle 16 5/5/10
Ioun Stone 1/1/1
DR 10/magic, 5/silver or good; Immune cold, acid and electricity; SR 31; +4 channel resistance
Melee 5 chains +40 (2d4+17+6d6 acid/19-20)
Attack breakdown: 20 bab +11 str +4 magic (Greater Magic Weapon) +2 profane (desecrate) +2 feat +1ioun stone
Damage breakdown: +11 str +4 magic +2 desecrate
Potential Buffs: Divine Favour: +3/3 (luck) Divine Power: +5/5 (luck), Power attack -6/+12, Righteous Might +1/2, 2d6 base, Blessing of Fervour +2 (untyped), Battle Cry +1 (Morale)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Str 32, Dex 28, Con --, Int 13, Wis 26, Cha 28
Base Atk +20; CMB +31 (+6 grapple); CMD 56
Feats: Alertness, Blind-Fight, Power Attack, Quicken Spell, Battle Cry, Combat Reflexes, Divine Interference, Dazing Assault, Expanded Arcanax2, Persistent Spell, Craft Wondrous Item
Graveknight: Improved Initiative, Toughness, Mounted Combat, Ride by Attack
Weapon Mastery Revelation: Weapon Focus, Improved Critical, Greater Weapon Focus (chain)
Maneuver Mastery Revelation: Improved Grapple, Greater Grapple
Skills: Acrobatics +22, Climb +24, Craft (pain) +30, Escape Artist +38, Intimidate +45, Perception +52, Sense Motive +39
Languages: Common, Infernal, Abyssal
Revelations: Weapon Mastery (Chains), Maneuver Mastery (Grapple), War Sight, Battlefield Clarity (3/day), Iron Skin (2/day), Misfortune, Fortune (2/day)
Curses: Haunted, Wasting (non advancing)
Oracle Spells Known: (CL17, Concentration +26, DC19+lvl):
Level 0: (Mage Hand, Ghost Sound), Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Read Magic, Stabilise, Light, Mending
Level 1 (9): (Ill Omen, Inflict Light Wounds) Divine Favour, Shield of Faith, Murderous Command, Protection from Good, Burning Disarm
Level 2 (8): (Oracle's Burden, Inflict Moderate Wounds, Levitate, Minor Image) Grace, Resist Energy, Silence, Ghoul Hunger, Zone of Truth
Level 3 (8): (Bestow Curse, Inflict Serious Wounds) Blindness, Contagion, Dispel Magic, Magic Vestment
Level 4 (8): (Wall of Fire, Inflict Critical Wounds), Air Walk, Blessing of Fervour, Dimensional Anchor, Greater Magic Weapon, Freedom of Movement, Divine Power
Level 5 (8): (Righteous Might, Mass Inflict Light Wounds, Telekinesis) Commune, Greater Forbid Action, Plane Shift, True Seeing
Level 6 (7): (Mass Bulls Strength, Mass Inflict Moderate Wounds) Anti Life Shell, Harm, Wind Walk
Level 7 (6): (Control Weather, Mass Inflict Serious Wounds, Reverse Gravity) Greater Scrying, Blasphemy
Level 8 (4): (Mass Inflict Critical Wounds, Earthquake), Create Greater Undead, Greater Planar Ally, Nine Lives
He gets full PC wealth plus 25% due to Craft Wondrous Item.
444000 +4 stat manuals for str, dex, wis and cha
90000 +6 Belt of Str/Dex
90000 +6 Headband Wis/Cha
25000 +5 Cloak Resistance
50000 +5 Ring of Protection
50000 +5 Amulet Natural Armour
22000 2 x Extend Rod (GMWx4, GMV)
2500 Eyes of the Eagle
4000 Gauntlets of Skilled Maneuver (Grapple)
30000 Orange Sphere Ioun Stone (+1 caster level)
30000 Pale Green Prism Ioun Stone (+1 competence attack,saves,ability and skill checks)
20000 Stone of Good Luck (+1 luck on saves, ability and skill checks)
5000 Dusty Rose Prism Ioun Stone (+1 insight to AC)
32000 Page of Spell Knowledge Freedom of Movement, Divine Power
96000 4 +1 Adamantine Chains (1 phase locking, 1 greater distracting, 1 duelling, 1 speed)
He has about 100k cash remaining for picking up scrolls, potions, lavish curtains, whatever you want really.
Chain Armor (Ex): The chains that adorn a kyton grant it a +4 armour bonus, but are not treated as armour for the purpose of arcane spell failure, armour check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su): A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 23 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su): Range 30 ft., Will DC 23 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Sacrilegious Aura (Su) 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 equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier (30). If the character fails, the effect is expended but does not function.
Rejuvenation (Su): One day after a graveknight is destroyed, its armour begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.
Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight's ruinous revivification special quality. 16d6 acid damage, DC31 Reflex for half.
Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional
save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same Graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead. DC31
I was trying to create something a bit more faithful to Thresh from League of Legends, making a human ghost Unchained Monk 1 (Martial Artist)/Cleric of Trelmarixian 6/Soul Drinker 10. I don't imagine it would pack the same offensive power as the Kyton build above, unfortunately. If you're still interested in seeing it, let me know and I can maybe get it put together by tonight.
Bah. Unfortunately I've run into some pretty heavy roadblocks in trying to build Thresh. To me he seems like a ghost, but unfortunately incorporeal creatures cannot trip or drag, which is a lot of his whole schtick. The Graveknight template works I suppose, though wearing armor mostly negates the Wis-to-AC of going monk, and it may just be a better choice to burn a feat on Exotic Weapon Proficiency for the Kama. I'm also running a campaign and taking time to build up this character has taken away from that substantially, and I really need to refocus my efforts. I'm very sorry I couldn't put a build together for you, and though I again don't feel the builds above accurately represent the character from League of Legends, if they seem to fit your purposes, that can always work.
Hell, you could always just advance or fiddle with a Soul Reaper, (possibly trading out it's scythe with a chain kama), which although third party, is from the Tome of Horrors complete, which Paizo frequently makes use of in their adventures. I hope this helps some!
Pathfinder Unchained, Monster creation version, cuz I'm too lazy:
Array: Combatant (Ability dc 22, Spell dc 14)
Creature Type: Undead
Class: Fighter graft
Undead CR 16
Darkvision 60 ft, Perception+22
AC 37 (touch 17, Flat-footed 22), DR 10/Magic, Undead Immunities,
Immunity (Cold, Electricity), Channel resistance (+4), Sacrilegious Aura(30 ft radius desecrate), SR 27
Fort+18 Ref+18 Will+14
Warden Chains +21/+16/+11/+6 (2d6+4d6 Fire+11, reach 10 ft+3 Negative levels[energy drain])
CMB +26 (+30 Drag)
Strength +11, Charisma +7 , Wisdom +5, Constitution -
Skills: +27 Intimidate, +22 Bluff, +22 Knowledge (Religion)
Devastating Blast 3/day (30 ft cone, 17d6 fire dmg)
Phantom Mount, Rejuvenation (1d10 days), undead mastery (control a number of undead creatures with combined CR equal to his CR).
7 combat options:(maths are already included above, don't worry about it)
-Combat reflexes (5 AoO)
it's not amazing but should do the job for a sidequest.
|Tom S 820|
This is Kyton With Cleric of Zon-Kuthon 8th/ Inquisitor of Zon-Kuthon 8th GraveKnight template....I Adjusted DR to be level appropriate
you need to Pick Spells and Equiment
Kyton Cleric of Zon-Kuthon 8th/ Inquisitor of Zon-Kuthon 8th GraveKnight
CR 20 XP 307,200
LE Medium outsider (evil, extraplanar, kyton, lawful, Undead)
Init +13; Senses darkvision 90 ft.; Perception +37
Sacrilegious Aura (Su) DC 25
AC 25, touch 13, flat-footed 22 (+4 armor, +3 Dex, +8 natural)
hp 228 (24d8+96) regeneration 2 (good weapons and spells, silver weapons)
Fort +30, Ref +13, Will +30
channel resistance +4, DR 15/Silver and good; Immune cold and electricity; SR 31
Speed 30 ft.
Melee 4 chains +31 (2d4+2)+6d6 Channel Destruction + Channel Smite 8d6 DC 21 Bane +2d6
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains,unnerving gaze
Str 21, Dex 20, Con --, Int 13, Wis 16, Cha 16
Base Atk +20; CMB +30; CMD 45
Feats Alertness, Blind-Fight, Weapon Focus (chain), Improved Initiative, Mounted Combat, Ride-By Attack, Intimidating Gaze , Extended Bane, Warrior Priest , Channeling Scourge, Channel Smite, * Intimidating Prowess* Power Attack*, Cornugon Smash , Divine Protection, Precise Strike*, Outflank* and Toughness
Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks
Skills Acrobatics +27, Climb +25, Craft (blacksmithing) +25, Escape Artist +26, Intimidate +44, Perception +37, Ride +27
Languages Common, Infernal
SQ chain armor
Treasure standard +159,000 gp of Wealth of level 20 NPC
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 17 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su) Range 30 ft., Will DC 17 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Sacrilegious Aura (Su)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 25. If the character fails, the effect is expended but does not function.
Rejuvenation (Su)One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.
Attacks: A graveknight gains a slam attack if the base creature didn't have one. Damage for the slam depends on the graveknight's size.
Special Attacks: A graveknight gains the following special attacks. Save DC25.
Channel Destruction (Su)Any weapon a graveknight wields seethes with energy, and deals an additional 6d6 points of damage. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su)Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 14d6 points of DC 25(Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.
Undead Mastery (Su)As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 120 Hit Dice of undead creatures. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Special Qualities: A graveknight gains the following.
Phantom Mount (Su)Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Ruinous Revivification (Su)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.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. 8d6 Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC 21 6 times per day. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 4 your cleric level (minimum 1). You can use this ability 6 times per day.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 4. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.
Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 8 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability 6 times per day equal
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks +4
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Cleric Spell Caster level 8th Connection +13 DC 13+ spell Level
0 1st 2nd 3rd 4th
4 5+D 4+D 4+D 2+D
1st D cause fear or obscuring mist
2nd D death knell or blindness/deafness (only to cause blindness),
3rd D animate dead or deeper darkness
4th D death ward or shadow conjuration
Inquisitor Spells Caster level 8th Connection +13 DC 13+ spell Level
1 2 3
5 5 3
0 1 2 3
6 5 4 3