HELL KNIGHT
Servants of Baator and the devil lords, bound to cursed weapons.
Hell Knights tend towards Law and Evil.
Base Attack Bonus: 1/1
Good Saves: Fortitude, Will
Hit Dice: d12
Weapons: All
Armor: All
Class Skills: All Strength and Dexterity-based skills
Skill Points: 6 + Intelligence bonus
1 Cursed Weapon, Hellfire
2 Bonus Feat
3 Cursed Armor, Hellfire Blow
4 Bonus Feat
5 Hellfire, Wings
6 Bonus Feat
7 Devil Resistances, Summon Self
8 Bonus Feat
9 Teleport
10 Bonus Feat
11 Shadow Walk
12 Bonus Feat
13 Greater Teleport
14 Bonus Feat
15 Trap The Soul
16 Bonus Feat
17 Wish
18 Bonus Feat
19 Gate
20 Bonus Feat, Hellkeep
Cursed Weapon (Ex)
The Hell Knight receives a single bound weapon of their choice that will return to their hand as a free action once each round.
It can not be stolen.
Changing bound weapons requires 24 hours of prayer to the devil lords.
Enhancing the weapon counts as swapping it and requires the sacrifice and destruction of a magical item of equal or greater bonus.
Hellfire (Su) [Fire]
As a Standard action the Hell Knight can create fire up to 60 feet away.
The fire is either an explosion or sustained from the previous round, dealing 1d6 + 3 x level Fire damage.
The area is a Burst 5 feet wide per odd level.
Half of fire damage caused by the Hell Knight injures even beings resistant or immune to fire.
Cursed Armor (Ex)
The Hell Knight receives a single bound suit of armor of their choice that will return to their body as a free action once each round.
It can not be stolen.
Changing bound armor requires 24 hours of prayer to the devil lords.
Enhancing the armor counts as swapping it and requires the sacrifice and destruction of a magical item of equal or greater bonus.
Hellfire Blow
As an attack action the Hell Knight makes a single melee attack and may use their Hellfire ability on the result of a hit, dealing extra damage.
Wings (Su)
The Hell Knight can create magical wings through their armor granting them flight as by the Fly spell.
Devil Traits (Ex)
The character gains immunity to Fire and poison, resistance 10 against Acid and Cold, and can see in darkness.
Summon Self (Su)
As a free action once each round the Hell Knight may summon theirself to their cursed weapon or cursed armor, ready to grasp or wear it as fit.
Teleport (Sp)
As the spell of the same name.
Shadow Walk (Sp)
As the spell of the same name.
Greater Teleport (Sp)
As the spell of the same name.
Trap The Soul (Sp)
As the spell of the same name.
This effect only traps souls, not the body.
Wish (Sp)
Once per day the character may cast Wish as the spell.
Gate (Sp)
Once per day the character may cast Gate as the spell with one of the destinations being Baator.
Hellkeep
The Hell Knight owns a fortress in Baator.
Hell Knight
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- JonSetanta
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Hell Knight
Last edited by JonSetanta on Fri Nov 08, 2013 5:10 pm, edited 2 times in total.
- JonSetanta
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Schleiermacher
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I realize people hardly ever care about class skills around here, but I think "All Strength- and Dexterity-based skills" must be copypasta?
Also, some clarification questions:
1. why are all the spell-like abilities supernatural? Usually when people do that there's a clear reason, but with the selection you have I'm not seeing it.
2. Teleport, Greater Teleport, Shadow Walk and Trap the Soul are all at will?
If so, I think Greater Teleport should replace Teleport when you get it, there's no reason to have both at will.
Also, I think at-will teleportation is so useful, it could stand to be delayed a bit. Currently you have it just as the full-casters get access to those spells for the first time. I could be convinced otherwise, though.
3. Hellfire, is that (1d6+3)xlevel, or 1d6+(3xlevel)? I'm assuming the former.
Also, instead of saying "fire damage injures beings resistant or immune to fire" just adopt the language from Flame Strike and say half of it isn't fire damage at all. Much cleaner.
4. Hellfire Blow should be usable on a charge.
Also, some clarification questions:
1. why are all the spell-like abilities supernatural? Usually when people do that there's a clear reason, but with the selection you have I'm not seeing it.
2. Teleport, Greater Teleport, Shadow Walk and Trap the Soul are all at will?
If so, I think Greater Teleport should replace Teleport when you get it, there's no reason to have both at will.
Also, I think at-will teleportation is so useful, it could stand to be delayed a bit. Currently you have it just as the full-casters get access to those spells for the first time. I could be convinced otherwise, though.
3. Hellfire, is that (1d6+3)xlevel, or 1d6+(3xlevel)? I'm assuming the former.
Also, instead of saying "fire damage injures beings resistant or immune to fire" just adopt the language from Flame Strike and say half of it isn't fire damage at all. Much cleaner.
4. Hellfire Blow should be usable on a charge.
Last edited by Schleiermacher on Fri Nov 08, 2013 1:01 am, edited 1 time in total.
- JonSetanta
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The skills are not a mistake. I can't be assed to write out every single skill a class knows when most warrior classes get those groups as a bunch.
Frankly I hate 3e skill acquisition and skill points. It's not a big part of class design for me.
Why supernatural? I didn't think it was that much of a difference. I suppose they could be SpL.
Yes they are at will. I intended the class to be something like Tier 2-3. Fiends of the same level get Greater Teleport.
Hellfire is 1d6 and 3 per level.
I'll fix the Hellfire Blow...
Frankly I hate 3e skill acquisition and skill points. It's not a big part of class design for me.
Why supernatural? I didn't think it was that much of a difference. I suppose they could be SpL.
Yes they are at will. I intended the class to be something like Tier 2-3. Fiends of the same level get Greater Teleport.
Hellfire is 1d6 and 3 per level.
I'll fix the Hellfire Blow...
Supernatural doesn't provoke Attacks of Opportunity and ignores Spell Resistance.
Last edited by Maxus on Fri Nov 08, 2013 5:44 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
- OgreBattle
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- JonSetanta
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That's the idea! I was going to give it earlier but decided it was too powerful.OgreBattle wrote:I like the summon self, as a full attack you can throw your weapon to hit a dude, then use your remaining attacks to hit the dude in melee.
K, why bother with a fraction?
Also I don't like the scatter effect of a fistful of d6s.
Supernaturals changed to spell-likes.
Fixed Trap the Soul to.. only affect souls.