175 lines
7.3 KiB
YAML
175 lines
7.3 KiB
YAML
ability_mods:
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cha_mod: 5
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con_mod: 4
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dex_mod: 4
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int_mod: 2
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str_mod: 7
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wis_mod: 3
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ac: 31
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ac_special: null
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automatic_abilities: null
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description: 'Graveknights are undead warriors granted unlife by a cursed suit of
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armor. <h2 class="title">Creating Graveknights</h2> You can turn an existing, living
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creature into a graveknight by completing the following steps. It''s best to build
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a graveknight from scratch, but if you don''t have the time, simply apply the template.
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A creature should be at least level 5 before being converted to a graveknight. Increase
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the creature''s level by 1 and change its statistics as follows. <ul><li>Increase
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its attack rolls, AC, saving throws, Perception, and skills by 1, its HP by 5, and
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its Strike damage by 1.</li></ul> <h3 class="title">Graveknight Abilities</h3> A
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graveknight gains the undead and graveknight traits, and its alignment is usually
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adjusted to evil. It loses any abilities that come from it being a living creature
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and any traits that represent its life, such as human and humanoid. **Darkvision**
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**Negative Healing** **Rejuvenation** (divine, necromancy) When a graveknight is
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destroyed, its armor rebuilds its body over the course of 1d10 days—or more quickly
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if the armor is worn by a living host (see Graveknight Armor, below). If the body
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is destroyed before then, the process restarts. A graveknight can only be permanently
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destroyed by obliterating its armor (such as with disintegrate), transporting it
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to the Positive Energy Plane, or throwing it into the heart of a volcano. **Immunities**
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death effects, disease, paralyzed, poison, precision, unconscious, plus one energy
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type (the same chosen for ruinous weapons below). **Sacrilegious Aura** (abjuration,
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aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or
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ability, the graveknight automatically attempts to counteract it, with the listed
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counteract modifier. **Devastating Blast** |2| (arcane, evocation) The graveknight
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unleashes a 30-foot cone of energy. Creatures in the area take 1d12 damage, plus
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an additional 1d12 damage for every two levels the graveknight has (basic Reflex
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save). The graveknight can use this ability once every 1d4 rounds. This energy damage
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is of the same type as that of its ruinous weapons (see below); Devastating Blast
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gains the associated energy trait. **Phantom Mount** |2| (arcane, conjuration, summon)
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The graveknight summons a supernatural mount as per phantom steed, heightened to
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a level equal to half the graveknight''s level. Unlike phantom steed, the steed''s
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AC and saving throw bonuses are all 4 lower than the graveknight''s, and the steed
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has one-third the graveknight''s Hit Points (rounded down). If the steed is destroyed,
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the graveknight must wait 1 hour before using this ability again. **Ruinous Weapons**
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At the time of its creation, a graveknight chooses one of the following energy types
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that was relevant to its life or death: acid, cold, electricity, or fire. Any weapon
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the graveknight wields gains the effects of the caustic, frost, shock, or flaming
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weapon rune, respectively, in addition to a +1 striking weapon rune. If the graveknight
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is 14th level or higher, its weapons instead gain the effects of the greater versions
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of both of these runes. **Weapon Master** The graveknight has access to the critical
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specialization effects of any weapons it wields. <h3 class="title">Alternate Graveknight
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Abilities</h3> Although the abilities listed above are standard for a graveknight,
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you can create a more unusual graveknight by substituting one of the aforementioned
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abilities (except for its rejuvenation ability) with one of the following. **Betrayed
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Revivification** The graveknight died after being deeply betrayed. Instead of being
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immune to a type of energy damage, it is immune to mental damage, its weapons deal
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1d6 additional mental damage, and its Devastating Blast deals mental damage with
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a Will saving throw instead of Reflex. **Create Grave Squire** The graveknight can
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gift a piece of its armor to a willing ally, which becomes its grave squire. The
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graveknight can communicate telepathically with its squire at any distance, see
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through the squire''s senses, and cast suggestion as a divine innate spell through
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the telepathic link at will; the squire treats its degree of success as one step
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worse. If the graveknight''s main armor is destroyed, the squire''s piece expands
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to cover the squire''s body over 1d10 days, after which point it becomes the graveknight''s
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new body. The graveknight can have only one squire at a time, and must recover the
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gifted piece of armor if it wishes to create a new squire. **Dark Deliverance**
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The graveknight has positive resistance equal to its level. <h2 class="title">Graveknight
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Armor</h2> Wearing graveknight armor is very risky, for the graveknight''s essence
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rapidly parasitizes the new wearer, accelerating the graveknight''s rejuvenation.
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This agonizing transformation inevitably kills the host, transforming their flesh
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into the graveknight''s new body. Removing the curse allows a character to remove
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the armor, but if it ever wears the armor again, the curse returns. If the wearer
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dies from another cause while wearing the armor, or if the graveknight''s rejuvenation
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completes before the wearer dies from the curse, the wearer immediately progresses
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to stage 3. **Graveknight''s Curse** (arcane, curse, necromancy) This curse affects
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anyone who wears a graveknight''s armor for at least 1 hour. **Saving Throw** Will
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save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day);
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**Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage
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3** dies and transforms into the armor''s graveknight.'
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divine_spells: null
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hp: 175
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immunities:
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- death effects
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- disease
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- paralyzed
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- poison
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- precision
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- unconscious
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- plus one energy type (the same chosen for ruinous weapons below).
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innate_spells: null
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items: null
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languages:
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- Common
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- Necril
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level: 10
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melee:
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- action_cost: One Action
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damage:
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formula: 2d12+10 plus 1d6 cold
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type: slashing
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name: frost greatsword
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to_hit: 24
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traits:
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- cold
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- magical
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- versatile P
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- action_cost: One Action
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damage:
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formula: 2d6+10 plus 1d6 cold
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type: bludgeoning
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name: fist
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to_hit: 23
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traits:
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- agile
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- cold
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name: Graveknight
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perception: 19
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proactive_abilities:
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- action_cost: Two Actions
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description: 6d12 cold, DC 29
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name: Devastating Blast
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traits:
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- arcane
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- cold
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- evocation
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- description: DC 33
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name: Graveknight's Curse
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traits: null
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- description: HP 58; AC 27, Fort +17, Ref +15, Will +14.
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name: Phantom Mount
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traits:
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- arcane
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- conjuration
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- description: ''
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name: Weapon Master
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traits: null
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ranged:
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- action_cost: One Action
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damage:
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formula: 2d8+6 plus 1d6 cold
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type: piercing
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name: frost composite longbow
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to_hit: 21
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traits:
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- cold
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- deadly 1d10
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- magical
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- range increment 100 feet
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- reload 0
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- volley 30 feet
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resistances: null
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saves:
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fort: 21
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ref: 19
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will: 18
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saves_special:
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fort: null
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ref: null
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will: null
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senses:
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- darkvision
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skills:
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Athletics: 23
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Intimidation: 22
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Religion: 19
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skills_special: null
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speed:
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- amount: 25
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type: Land
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spell_attack_to_hit: null
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spell_dc: null
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traits:
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- LE
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- Large
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- Undead
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type: Creature
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