Gray One of Myrkul

Lord Mortanius

First Post
Gray One of Myrkul

Requirements:
Alignment: NE, CE, LE
Skills: Heal 8 ranks, Knowledge (Arcana) 6 ranks, Knowledge (Religion) 8 ranks, Spellcraft 6 ranks.
Feats: Extra Turning, Spell Focus (Necromancy)
Spells: Ability to cast 3rd level divine spells
Domains: Death
Patron: Myrkul

HD: d8
BAB: As Rogue
Saves: Fort and Will

Class Skills
Concentration(CON), Diplomacy(CHA), Heal(Wis), Intimidate(CHA), Knowledge (Arcana, History, the Planes, Religion)(INT), Profession(WIS), Spellcraft(INT)

Skill Points: 2+INT modifier

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Dark Resilience, +1 CL
2 +1 +3 +0 +3 Zone of Desecration,+1 CL
3 +2 +3 +1 +3 Strength beyond Death, +1 CL
4 +3 +4 +1 +4 False Life, +1 CL
5 +3 +4 +1 +4 Animate Dead, +1 CL
6 +4 +5 +2 +5 Withering, +1 CL
7 +5 +5 +2 +5 Eyebite, +1 CL
8 +6 +6 +2 +6 Call Death, +1 CL
9 +6 +6 +3 +6 +1 CL
10 +7 +7 +3 +7 Hand of Myrkul, +1 CL



Class Features
All the following are class features for the Gray One prestige class.

Dark Resilience (Ex): Gray Ones are unaffected by disease. However, they are still able to transmit diseases to other people.

Zone of Desecration (Su): Gray Ones are surrounded by a Zone of Desecration as cast by a cleric of the equaivelent HD.

Strength Beyond Death (Ex): Gray Ones gain a permanant +1 profane bonus to saving throws against death effects.

False Life (Su): Once per day, a Gray One may cast False Life as a spell-like-ability. The saving throws are Charisma based.

Animate Dead (Su): Once per day, a Gray One may cast Animate Dead as a spell-like ability.

Withering (Su): So terrible is a Gray One's touch, that, once per day, a Gray One is able to inflict 1d10 points of Strength and Dexterity damage to a single target. A successful Fort save (10+1/2HD+CHA modifier) halves the damage).

Eyebite (Su): Once per day, a Gray One may cast Eyebite as a spell-like-ability.

Call Death (Su): Once per day, a Gray One may call a Minor Death; which acts as a dread wraith of the cleric's level. The dread wraith carries a +5 unholy, keen, vorpal scythe and remains for 10 rounds under the Gray One's control.

Hand Of Myrkul (Su): The most potent of the Gray One's powers, the Hand of Myrkul, when invoked, causes the caster's hand to burst into black flame. Anyone the caster touches must make a Fortitude save (10+1/2 HD+WIS modifier) or die. If the save is successful, the recipent acts as though struck by an Enervation spell.

Spells per Day: A Gray One gains new spells per day at each level as if he has gained a level in his spellcasting class. He does not gain any other benefits associated with his original spellcasting class.
 

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I think that call death is a bit much, lower its duration down and make it the classes lvl 10 special and that may balance it out. but over all its not a bad class
 

Interesting.

Have you considered requiring Servant of the Fallen as a prerequisite feat (it's from Lost Empires of Faerun)?
 

The class is much overpowered, IMO.

Why shouldn't a cleric of Myrkul take it? The only thing he gives up is rebuking progression, and he gains many powerfull abilities.

Either give it wizard's BAB, HD and saves, or make the spell progression slower (one spellcasting class level every other level).
 

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