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<blockquote data-quote="ElectricDragon" data-source="post: 7877329" data-attributes="member: 10778"><p><strong><span style="font-size: 26px">Soulless Knight Template</span></strong></p><p>A soulless knight is an undead warrior, usually a fighter or ranger, but sometimes a blackguard, barbarian, or fallen paladin who has used a dark ritual to trade its life for the strength and longevity of undeath in order to seek revenge or retribution on individuals or organizations that it failed to destroy while alive. Unfortunately, being undead, the target of their revenge quickly changes to “all living creatures”. Soulless knights lose the ability to feel any emotion except rage. As undead, they are still immune to enchantments that cause emotions, even rage.</p><p>A soulless knight is a gaunt and partly skeletal humanoid dressed in blood-stained armor. Its eyes have long ago been lost to decay, but bright pinpoints of emerald light burn on in the empty sockets, sometimes from behind its bloody visor.</p><p>Soulless knights speak Draconic plus any other languages they knew in life.</p><p><strong> </strong></p><p><strong><span style="font-size: 18px">Undeath’s Retribution</span></strong></p><p>Unknown to soulless knights, the process of becoming this type of undead unhinges the mind of the undeath postulate and always changes the target of their revenge to “all living creatures”. Some take longer than others to experience this goal shift, but all eventually shift goals, taking up to a year (3d4 months) before they succumb to “undeath’s retribution”. Soulless knights that have succmbed can no longer feel any emotion except rage. Barbarian soulless knights are the only ones that have a practical use for this rage; but all soulless knights experience this rage.</p><p></p><p><span style="font-size: 18px">CREATING A SOULLESS KNIGHT</span></p><p>"Soulless knight" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it has at least a +13 base attack bonus and can create the required soul weapon [Craft (weaponsmithing) 5+ ranks] and soul armor [Craft (armorsmithing) 5+ ranks.</p><p>A soulless knight has all the base creature's statistics and special abilities except as noted here.</p><p><strong> </strong></p><p><strong>Size and Type: </strong>The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature gains the augmented subtype.</p><p><strong>Hit Dice:</strong> Increase all current and future Hit Dice to d12s.</p><p><strong>Armor Class:</strong> A soulless knight has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.</p><p><strong>Attack:</strong> A soulless knight has a touch attack that it can use once per round. If the base creature can use weapons, the soulless knight retains this ability. A creature with natural weapons retains those natural weapons. A soulless knight fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A soulless knight armed with a weapon uses its touch or a weapon, as it desires.</p><p><strong>Full Attack:</strong> A soulless knight fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).</p><p><strong>Damage:</strong> A soulless knight without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier) halves the damage. A soulless knight with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.</p><p><strong> </strong></p><p><strong><span style="font-size: 18px">Special Attacks:</span></strong></p><p>Save DCs are equal to 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier unless otherwise noted. A soulless knight retains all the base creature’s special attacks and gains those described below:</p><p><strong> </strong></p><p><strong><em>Bleeding Wounds (Su):</em> </strong>Any successful attack made by the soulless knight deals bleeding damage of 1 hp per round for 10 rounds or until it is bandaged (standard action). Multiple successful attacks (and thus wounds) on the same creature stack: <em>i.e.</em> 2 hits equals 2 hp bleeding damage per round. It doesn’t matter if the attack was with its touch attack, soul weapon attack, or some other weapon attack, each one deals: +1 hp bleeding damage per round for 10 rounds. A <em>regeneration</em> spell or effect counters this ability for the creature with that effect.</p><p><strong> </strong></p><p><strong><em>Fear Aura (Su):</em></strong> Soulless knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the soulless knight must succeed on a Will save or be affected as though by a <em>fear </em>spell from a sorcerer of the soulless knight's level. A creature that successfully saves cannot be affected again by the same soulless knight’s aura for 24 hours.</p><p></p><p><strong><em>Rage: (Su):</em> </strong>If the base creature has the ability to go into a rage; for the soulless knight, the ability changes and becomes supernatural (Su) instead of extraordinary (Ex). No longer will the soulless knight gain Constitution bonuses from its rage, but instead it gains +2 hp/HD that go away when the rage ends. The duration of the rage is set at 5 rounds. The soulless knight is no longer fatigued at the end of the rage and is no longer limited to only one rage per encounter.</p><p></p><p><strong><em>Touch Attack (Su):</em></strong> A soulless knight has a touch attack that deals 1d8+5 negative energy damage. A successful Will save 10 + ½ soulless knight’s HD + soulless knight’s Charisma modifier reduces damage by half.</p><p></p><p>When armed with his soul weapon a soulless knight gains the ability to activate two special attacks of his soul weapon:</p><p><strong> </strong></p><p><strong><em>Soul Draining (Su):</em></strong> At will, at night only, as a swift action, R 30 feet, Target: one creature; Save: Fort neg. When the soulless knight has its soul weapon in hand, the soulless knight can activate the soul weapon's draining ability on one target creature. While the weapon is draining, the soulless knight cannot activate the <em>soul draining</em> ability again or use the soul weapon’s <em>undead squire </em>ability, but the soul weapon still functions as a +3 magic weapon.</p><p></p><p>Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until the soulless knight is destroyed, the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. [In game terms, the victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of either the soulless knight or the victim, or the destruction of the weapon.]</p><p></p><p>Unlike vampires, soulless knights do not crave blood, there is no bloodthirst for them; nevertheless a soulless knight gains a bonus 2d10 negative energy when a victim dies from <em>soul draining</em>. The soulless knight can choose to spend each d10 of this energy as a free action to either heal itself or deal extra damage on its next attack The weapon must be in hand in order to use any of the stored negative energy. [Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Random soulless knights have 1 to 10 d10's of negative energy stored when encountered].</p><p></p><p>Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a <em>true resurrection</em> or equivalent magic (<em>wish, miracle, </em>the <em>reality revision </em>psionic power, or deific power) to bring such a creature back from this grave.</p><p><strong> </strong></p><p><strong>Undead Squire (Sp):</strong> 1/day (at night only) as a standard action, as long as the weapon is not draining some creature, the soulless knight can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with <em>power word undeath </em>using his character level as his caster level and affecting only the next creature hit with the soul weapon, otherwise exactly like the spell].</p><p><strong> </strong></p><p><strong><span style="font-size: 18px">Special Qualities:</span></strong></p><p>A soulless knight retains all the base creature’s special qualities and gains those described below. Some of the base creature’s special abilities also change to reflect its new undead state.</p><p><strong> </strong></p><p><strong>Animal Companion (Ex): </strong> If the base creature has an animal companion; it abandons him and he can no longer gain a new one. Druid soulless knights are very rare.</p><p><strong> </strong></p><p><strong>Damage Reduction (Su):</strong> A soulless knight’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p><strong> </strong></p><p><strong>Immortality (Su):</strong> Both a soul weapon and a set of armor are required to make a soulless knight. The armor and weapon become the focal point of the soulless knight’s being: if both armor and weapon survive, A destroyed soulless knight will reappear next to the weapon and wearing the armor (if both are carried together and the armor is not worn by someone else) 2d4 days later; if worn by another, the parts are separated, or the weapon was destroyed: the soulless knight appears next to his armor 2d4 days later; if only the soul weapon survives, the soulless knight will appear next to the soul weapon 2d6 days later. When killed, a soulless knight vanishes in a puff of reeking vapor (Fort save DC 10 within 5 feet or sickened for 1 round), leaving any physical gear, armor, and weapons to clatter to the ground where it had just stood.</p><p></p><p>A soulless knight can always locate his soul weapon or soul armor as if affected by a <em>locate objects</em> spell.</p><p></p><p>Remaking a soul weapon requires a repeat of the first ceremony (as much as possible, soulless knights do not bleed, and crafting the armor can be skipped). Remaking the soul armor is more problematic and requires a special service to Nethrancor just to learn how to re-forge it.</p><p><strong> </strong></p><p><strong>Immunities:</strong> Soulless knights have immunity to cold, electricity, polymorph, and mind-affecting attacks.</p><p><strong> </strong></p><p><strong><em>Inspire Courage (Su) </em>or <em>Inspire Heroics (Su)</em>: </strong>If the base creature has the ability to use <em>inspire courage</em> or <em>inspire heroics</em>; the morale bonuses change to profane bonuses.</p><p><strong> </strong></p><p><strong><em>Lay on Hands (Su)</em>: </strong>If the base creature has the ability to Lay on Hands; that ability changes to heal only undead. So the soulless knight can use this ability to heal himself, his undead followers (if he has any) and his undead companion (if he has one); but he can no longer use this ability to heal his fiendish servant. This ability cannot be used to deal damage.</p><p><strong> </strong></p><p><strong>Turn Resistance (Ex): </strong>A soulless knight has +4 turn resistance.</p><p><strong> </strong></p><p><strong><em>Unholy Agility (Su):</em> </strong>The soulless knight's soul weapon infuses the base creature with the ability to move out of the way of most blows. This equates to a bonus to its hit points. A soulless knight gains its Dexterity modifier as a bonus to each Hit Die as long as it has its weapon in hand. A soulless knight bereft of weapon loses that full number of bonus hp even if it has less than that amount of hp left. A disarmed soulless knight is an easier kill and disarming can even destroy the creature if it was already damaged enough.</p><p><strong> </strong></p><p><strong><em><em>Wholeness of Body</em> (Su):</em> </strong>If the base creature has <em>wholeness of body</em>; the healing changes to negative energy but heals the same amount.</p><p><strong> </strong></p><p><strong>Abilities:</strong> Increase from the base creature as follows: Str +4, Dex +4. Being undead, a soulless knight has no Constitution score.</p><p><strong>Skills:</strong> Soulless knights have a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks; otherwise same as the base creature.</p><p><strong>Languages:</strong> The soulless knight speaks Draconic in addition to any languages it knew in life.</p><p><strong>Organization:</strong> Solitary or troupe (1 soulless knight plus 2d4 ritual zombies, 1 wight, and 1d3 ghouls).</p><p><strong>Challenge Rating: </strong>Same as the base creature +2.</p><p><strong>Treasure:</strong> Standard coins; double goods; double items.</p><p><strong>Alignment:</strong> Any evil.</p><p><strong>Advancement:</strong> By character class.</p><p><strong>Level Adjustment:</strong> Same as the base creature +4.</p><p><strong>Personality: </strong>The soulless knight changes it personality and goals slowly. Eventually, rage is the only emotion a soulless knight can feel and it still wants to feel emotions.</p><p></p><p><strong>Note on abilities that change:</strong> Any healing changes to negative energy providing the same amount of healing to an undead creature (sometimes limited to self only). Morale bonuses change to profane bonuses. Animals will not willingly stay around undead.</p><p></p><p><span style="font-size: 18px">SOULLESS KNIGHT CHARACTERS</span></p><p>The process of becoming a soulless knight is unspeakably evil and can be undertaken only by a willing character. A soulless knight retains all class abilities he had in life.</p><p>Soulless knight characters that owe a service to <em>The Death Father</em> leave their armor in Nethrancor’s safekeeping while on their missions. Nethrancor provides comparable armor for the soulless knight’s use while he is performing a service for <em>The</em> <em>Death Father</em>.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7877329, member: 10778"] [B][SIZE=7]Soulless Knight Template[/SIZE][/B] A soulless knight is an undead warrior, usually a fighter or ranger, but sometimes a blackguard, barbarian, or fallen paladin who has used a dark ritual to trade its life for the strength and longevity of undeath in order to seek revenge or retribution on individuals or organizations that it failed to destroy while alive. Unfortunately, being undead, the target of their revenge quickly changes to “all living creatures”. Soulless knights lose the ability to feel any emotion except rage. As undead, they are still immune to enchantments that cause emotions, even rage. A soulless knight is a gaunt and partly skeletal humanoid dressed in blood-stained armor. Its eyes have long ago been lost to decay, but bright pinpoints of emerald light burn on in the empty sockets, sometimes from behind its bloody visor. Soulless knights speak Draconic plus any other languages they knew in life. [B] [SIZE=5]Undeath’s Retribution[/SIZE][/B] Unknown to soulless knights, the process of becoming this type of undead unhinges the mind of the undeath postulate and always changes the target of their revenge to “all living creatures”. Some take longer than others to experience this goal shift, but all eventually shift goals, taking up to a year (3d4 months) before they succumb to “undeath’s retribution”. Soulless knights that have succmbed can no longer feel any emotion except rage. Barbarian soulless knights are the only ones that have a practical use for this rage; but all soulless knights experience this rage. [SIZE=5]CREATING A SOULLESS KNIGHT[/SIZE] "Soulless knight" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it has at least a +13 base attack bonus and can create the required soul weapon [Craft (weaponsmithing) 5+ ranks] and soul armor [Craft (armorsmithing) 5+ ranks. A soulless knight has all the base creature's statistics and special abilities except as noted here. [B] Size and Type: [/B]The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature gains the augmented subtype. [B]Hit Dice:[/B] Increase all current and future Hit Dice to d12s. [B]Armor Class:[/B] A soulless knight has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. [B]Attack:[/B] A soulless knight has a touch attack that it can use once per round. If the base creature can use weapons, the soulless knight retains this ability. A creature with natural weapons retains those natural weapons. A soulless knight fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A soulless knight armed with a weapon uses its touch or a weapon, as it desires. [B]Full Attack:[/B] A soulless knight fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). [B]Damage:[/B] A soulless knight without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier) halves the damage. A soulless knight with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. [B] [SIZE=5]Special Attacks:[/SIZE][/B] Save DCs are equal to 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier unless otherwise noted. A soulless knight retains all the base creature’s special attacks and gains those described below: [B] [I]Bleeding Wounds (Su):[/I] [/B]Any successful attack made by the soulless knight deals bleeding damage of 1 hp per round for 10 rounds or until it is bandaged (standard action). Multiple successful attacks (and thus wounds) on the same creature stack: [I]i.e.[/I] 2 hits equals 2 hp bleeding damage per round. It doesn’t matter if the attack was with its touch attack, soul weapon attack, or some other weapon attack, each one deals: +1 hp bleeding damage per round for 10 rounds. A [I]regeneration[/I] spell or effect counters this ability for the creature with that effect. [B] [I]Fear Aura (Su):[/I][/B] Soulless knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the soulless knight must succeed on a Will save or be affected as though by a [I]fear [/I]spell from a sorcerer of the soulless knight's level. A creature that successfully saves cannot be affected again by the same soulless knight’s aura for 24 hours. [B][I]Rage: (Su):[/I] [/B]If the base creature has the ability to go into a rage; for the soulless knight, the ability changes and becomes supernatural (Su) instead of extraordinary (Ex). No longer will the soulless knight gain Constitution bonuses from its rage, but instead it gains +2 hp/HD that go away when the rage ends. The duration of the rage is set at 5 rounds. The soulless knight is no longer fatigued at the end of the rage and is no longer limited to only one rage per encounter. [B][I]Touch Attack (Su):[/I][/B] A soulless knight has a touch attack that deals 1d8+5 negative energy damage. A successful Will save 10 + ½ soulless knight’s HD + soulless knight’s Charisma modifier reduces damage by half. When armed with his soul weapon a soulless knight gains the ability to activate two special attacks of his soul weapon: [B] [I]Soul Draining (Su):[/I][/B] At will, at night only, as a swift action, R 30 feet, Target: one creature; Save: Fort neg. When the soulless knight has its soul weapon in hand, the soulless knight can activate the soul weapon's draining ability on one target creature. While the weapon is draining, the soulless knight cannot activate the [I]soul draining[/I] ability again or use the soul weapon’s [I]undead squire [/I]ability, but the soul weapon still functions as a +3 magic weapon. Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until the soulless knight is destroyed, the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. [In game terms, the victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of either the soulless knight or the victim, or the destruction of the weapon.] Unlike vampires, soulless knights do not crave blood, there is no bloodthirst for them; nevertheless a soulless knight gains a bonus 2d10 negative energy when a victim dies from [I]soul draining[/I]. The soulless knight can choose to spend each d10 of this energy as a free action to either heal itself or deal extra damage on its next attack The weapon must be in hand in order to use any of the stored negative energy. [Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Random soulless knights have 1 to 10 d10's of negative energy stored when encountered]. Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a [I]true resurrection[/I] or equivalent magic ([I]wish, miracle, [/I]the [I]reality revision [/I]psionic power, or deific power) to bring such a creature back from this grave. [B] Undead Squire (Sp):[/B] 1/day (at night only) as a standard action, as long as the weapon is not draining some creature, the soulless knight can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with [I]power word undeath [/I]using his character level as his caster level and affecting only the next creature hit with the soul weapon, otherwise exactly like the spell]. [B] [SIZE=5]Special Qualities:[/SIZE][/B] A soulless knight retains all the base creature’s special qualities and gains those described below. Some of the base creature’s special abilities also change to reflect its new undead state. [B] Animal Companion (Ex): [/B] If the base creature has an animal companion; it abandons him and he can no longer gain a new one. Druid soulless knights are very rare. [B] Damage Reduction (Su):[/B] A soulless knight’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [B] Immortality (Su):[/B] Both a soul weapon and a set of armor are required to make a soulless knight. The armor and weapon become the focal point of the soulless knight’s being: if both armor and weapon survive, A destroyed soulless knight will reappear next to the weapon and wearing the armor (if both are carried together and the armor is not worn by someone else) 2d4 days later; if worn by another, the parts are separated, or the weapon was destroyed: the soulless knight appears next to his armor 2d4 days later; if only the soul weapon survives, the soulless knight will appear next to the soul weapon 2d6 days later. When killed, a soulless knight vanishes in a puff of reeking vapor (Fort save DC 10 within 5 feet or sickened for 1 round), leaving any physical gear, armor, and weapons to clatter to the ground where it had just stood. A soulless knight can always locate his soul weapon or soul armor as if affected by a [I]locate objects[/I] spell. Remaking a soul weapon requires a repeat of the first ceremony (as much as possible, soulless knights do not bleed, and crafting the armor can be skipped). Remaking the soul armor is more problematic and requires a special service to Nethrancor just to learn how to re-forge it. [B] Immunities:[/B] Soulless knights have immunity to cold, electricity, polymorph, and mind-affecting attacks. [B] [I]Inspire Courage (Su) [/I]or [I]Inspire Heroics (Su)[/I]: [/B]If the base creature has the ability to use [I]inspire courage[/I] or [I]inspire heroics[/I]; the morale bonuses change to profane bonuses. [B] [I]Lay on Hands (Su)[/I]: [/B]If the base creature has the ability to Lay on Hands; that ability changes to heal only undead. So the soulless knight can use this ability to heal himself, his undead followers (if he has any) and his undead companion (if he has one); but he can no longer use this ability to heal his fiendish servant. This ability cannot be used to deal damage. [B] Turn Resistance (Ex): [/B]A soulless knight has +4 turn resistance. [B] [I]Unholy Agility (Su):[/I] [/B]The soulless knight's soul weapon infuses the base creature with the ability to move out of the way of most blows. This equates to a bonus to its hit points. A soulless knight gains its Dexterity modifier as a bonus to each Hit Die as long as it has its weapon in hand. A soulless knight bereft of weapon loses that full number of bonus hp even if it has less than that amount of hp left. A disarmed soulless knight is an easier kill and disarming can even destroy the creature if it was already damaged enough. [B] [I][I]Wholeness of Body[/I] (Su):[/I] [/B]If the base creature has [I]wholeness of body[/I]; the healing changes to negative energy but heals the same amount. [B] Abilities:[/B] Increase from the base creature as follows: Str +4, Dex +4. Being undead, a soulless knight has no Constitution score. [B]Skills:[/B] Soulless knights have a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks; otherwise same as the base creature. [B]Languages:[/B] The soulless knight speaks Draconic in addition to any languages it knew in life. [B]Organization:[/B] Solitary or troupe (1 soulless knight plus 2d4 ritual zombies, 1 wight, and 1d3 ghouls). [B]Challenge Rating: [/B]Same as the base creature +2. [B]Treasure:[/B] Standard coins; double goods; double items. [B]Alignment:[/B] Any evil. [B]Advancement:[/B] By character class. [B]Level Adjustment:[/B] Same as the base creature +4. [B]Personality: [/B]The soulless knight changes it personality and goals slowly. Eventually, rage is the only emotion a soulless knight can feel and it still wants to feel emotions. [B]Note on abilities that change:[/B] Any healing changes to negative energy providing the same amount of healing to an undead creature (sometimes limited to self only). Morale bonuses change to profane bonuses. Animals will not willingly stay around undead. [SIZE=5]SOULLESS KNIGHT CHARACTERS[/SIZE] The process of becoming a soulless knight is unspeakably evil and can be undertaken only by a willing character. A soulless knight retains all class abilities he had in life. Soulless knight characters that owe a service to [I]The Death Father[/I] leave their armor in Nethrancor’s safekeeping while on their missions. Nethrancor provides comparable armor for the soulless knight’s use while he is performing a service for [I]The[/I] [I]Death Father[/I]. [/QUOTE]
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