| Lady-J |
its actually a really fun mechanic i have a graveknight (each graveknight is unique in our dms setting so my character is actually just darkness with glowing red eyes inside a suit of armor) and i wana put some points into use magic device and use the spell that teleports my armor onto another creature and killing it instantly(the spell doesnt kill the creature but while the graveknight is alive anyone inside their armor is killed instantly) its gona be halarious if i can manage to pull it off
| Lady-J |
Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.
eh they get a save vs the effect but its still instant death
| Jeraa |
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Where are you getting that? I'm not seeing it in the Bestiary.
Based on the sources sited at d20PFSRD, either Undead Revisited or the second part of the Council of Thieves adventure path.
The relevant info from here:
Anyone who treats a graveknight’s armor as simply battle spoils risks both body and soul. Graveknights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master.
People who claim a graveknight’s armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time help their friend cast aside the armor.
Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.
To wear graveknight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each graveknight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the graveknight.
Edit: And it is Undead Revisited, page 18.
| Klorox |
better throw it in a volcano or otherwise truly destroy it, keeping a routine of twice daily destroying the regenerating grave knight is going to be the epitome of tedious, and using the appropriate spells to sever the link is going to be both difficult (requires a high level cleric for two of them, AND massive detective work and possibly yet another powerful spellcaster for the third) and ultimately not worth it, unless it's a +5 adamantine suit or something equally rare and valuable.