Graveknight Anti-Paladin (Half-Fiend)


Advice


My Half-Fiend Anti-Paladin recently died from a poison effect after dealing the finishing blow to a Horned Devil. The rest of the group all were dead at that point (besides the Wizard... dam teleport), so reviving was not an option. My DM, however, thought that I did a good job holding off the devil by myself (as the Cleric dropped in Round 2, and the Fighter shortly afterwards). As a reward he wants to make my character a Graveknight. Need some help constructing the character, and I have a couple questions how these additions work with Half-Fiend.

Quick Questions about the Graveknight with a Half-Fiend Template
1. Does Damage Reduction, Spell Resistance, and other like abilities stack?

2. Does my armor become the Graveknight armor that is in the 3rd Beastiary?

3. The Graveknight describes the body as having a "husk of desiccated flesh and scarred bone locked within", so would that mean I could fly anymore?

4. Should I take this? My DM stated that I could not take the Leadership feat (my 3 allies will), but I can use the undead controlling ability (so grab a Skeletal Champion?). It seems fair enough because my stats would become much higher then my allies (the Half-Fiend template alone gave me a small edge).


1) You would use the better of what the Graveknight or Half Fiend gives you, they wont stack.

2)I think the Templates NA bonus would go on top of the half fiend template. But.. i am honestly not sure.

3) You will retain the ability to fly unless the new template says you cannot.

4) I have no idea, even for bad guys becoming undead is pretty horrific. You probly just need to decide if your will to live or in this case not live outways that.

The one downside to this though is you will no longer go into negative hps if it happens, you will just die instantly.. and not sure you can be raised after that.

Scarab Sages

As to 4: Graveknight is one of the best templates to have if you like the idea of being undead. You're a melee Litch. If you do "die" you'll regenerate from the largest piece of your armor that's left 1d10 days later. It's fine that you can't take leadership, you're going to be worth 2 characters all by your lonesome.

As for the controlling dead ability, it's not as powerful as it used to be, but still useful. Any intelligent undead you command get a will save every day to throw off your control, so it's best to command unintelligent undead. The drawback is unintelligent undead kinda suck.

One of the few downsides is that being a Graveknight is really hard to hide, so be ware of mobs with torches and pitchforks.


Choon wrote:
One of the few downsides is that being a Graveknight is really hard to hide, so be ware of mobs with torches and pitchforks.

15 Ranks of Disguise + 8 Charisma Modifier + 3 In-Class + 10 Disguise Kit = Anyone that could see through my disguise is probably my intended target, therefore I no longer need it as I have arrived to my destination.

I understand your concern, as a mob of people tend to slow down the progress of whatever quest your currently on (unless it was to piss off the entire town at once). I've got it covered.


Mojorat wrote:

1) You would use the better of what the Graveknight or Half Fiend gives you, they wont stack.

2)I think the Templates NA bonus would go on top of the half fiend template. But.. i am honestly not sure.

3) You will retain the ability to fly unless the new template says you cannot.

4) I have no idea, even for bad guys becoming undead is pretty horrific. You probly just need to decide if your will to live or in this case not live outways that.

The one downside to this though is you will no longer go into negative hps if it happens, you will just die instantly.. and not sure you can be raised after that.

Thank you for your help, I think I found the answers to my problems.

1) Although these don't stack, the other abilities greatly outway a couple of abilities not stacking. Half-Fiend provides a variety of fun spells, while the Graveknight adds some good debuffs and damage additions.

2) The Graveknight is wearing a +1 Full Plate in the Beastiary, I was thinking that they were wearing that Hellknight armor (Order of the Crux guys are all Gravekngihts), so basically this question is void.

3) I looked at the Graveknight template, I can fly.

4) Yes I will do it, mainly because I think it is awesome. I can help progress the plot because I literally brought myself back together just because I had won and still died. As it turns out or Wizard failed to teleport properly (I didn't realize there was a chance of failure) so he never got to safety. So it was literally a TPK, one I walked away from.


FerinusCarnifexVox wrote:
Choon wrote:
One of the few downsides is that being a Graveknight is really hard to hide, so be ware of mobs with torches and pitchforks.

15 Ranks of Disguise + 8 Charisma Modifier + 3 In-Class + 10 Disguise Kit = Anyone that could see through my disguise is probably my intended target, therefore I no longer need it as I have arrived to my destination.

I understand your concern, as a mob of people tend to slow down the progress of whatever quest your currently on (unless it was to piss off the entire town at once). I've got it covered.

I know this is a late reply, but I was browsing through looking for a certain bit of information on Graveknights... The reason it's hard to hide is the Sacrilegious Aura. You can't turn that off, it's a constant thing that Graveknights have.

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