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<blockquote data-quote="ElectricDragon" data-source="post: 7882515" data-attributes="member: 10778"><p><strong><span style="font-size: 26px">Example Soulless Knights</span></strong></p><p> <strong></strong></p><p><strong><span style="font-size: 22px">“Lord Night”</span></strong></p><p><span style="font-size: 22px"><strong>SOULLESS KNIGHT </strong></span></p><p><span style="font-size: 22px"><strong>MALE DWARF</strong></span></p><p><strong><span style="font-size: 22px">13TH LEVEL FIGHTER</span></strong></p><table style='width: 100%'><tr><td> </td><td><em>Medium Undead </em>(Augmented Humanoid: Dwarf)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>13d12+52 (136 hp/84 hp without soul weapon)</td></tr><tr><td><strong>Initiative:</strong></td><td>+8 (+4 Dex, +4 feat)</td></tr><tr><td><strong>Speed:</strong></td><td>20 ft. (4 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>36 (+1 Dex, +11 armor, +5 shield, +7 natural, +2 deflection, +4 dodge vs. giant type), 13 touch , 35 flat-footed</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+13/+17</td></tr><tr><td><strong>Attack:</strong></td><td><em>+3 dwarven waraxe</em> (<em>soul weapon</em>) +24 melee 1d10+13 (19-20/x3) or touch attack +17 melee touch 1d8+5 (20/x2) or <em>+2 heavy crossbow</em> +17 ranged 1d10+2 (19-20/x2)</td></tr><tr><td><strong>Full Attack:</strong></td><td><em>+3 dwarven waraxe</em> (<em>soul weapon</em>) +24/+19/+14 1d10+13 (19-20/x3) or <em>+3 dwarven waraxe</em> (<em>soul weapon</em>) +18/+13/+8 melee 1d10+13 (19-20/x3) and touch attack +7 melee touch 1d8+5 (20/x2), or touch attack +17 melee touch 1d8+5 (20/x2) or <em>+2 heavy crossbow</em> +17 ranged 1d10+2 (19-20/x2)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td><em>Fear</em> <em>aura</em>, <em>bleeding wounds</em>, <em>soul draining</em>, <em>unholy squire</em></td></tr><tr><td><strong>Special Qualities:</strong></td><td>Darkvision 60 feet, DR 15/bludgeoning and magic, immortality, immunities, stonecunning, turn resistance +4, <em>unholy agility</em></td></tr><tr><td><strong>Saves:</strong></td><td>Fort +8, Ref +6, Will +5 [+2 vs. spells]</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 22, Dex 18, Con —, Int 13, Wis 12, Cha 8</td></tr><tr><td><strong>Skills:</strong></td><td>Climb +21, Craft (armorsmithing) +11, Craft (weaponsmithing) +11, Jump +21, Listen +9, Search +9, Spot +9, Swim +4</td></tr><tr><td><strong>Feats:</strong></td><td>Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Critical (dwarven waraxe), Improved Initiative, Power Attack, Power Critical (dwarven waraxe), Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)</td></tr><tr><td><strong>Environment:</strong></td><td>Underground</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or company (soulless knight, 1 wraith, 1 wight, and 2 ghouls)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>15</td></tr><tr><td><strong>Treasure:</strong></td><td><em>+3 full plate </em>(<em>soul armor</em>):<em>+3 heavy steel shield;</em> <em>+3 amulet of natural armor;</em> <em>+2 ring of protection;</em> <em>+2</em> <em>heavy crossbow;</em> <em>+3 dwarven waraxe </em>(<em>soul weapon</em>) <em>+5 vs. magic-using or enchanted creatures;</em> dark blue hooded cloak; 20 heavy crossbow bolts in case; 47,500 gp; book of dark poetry (written in Undercommon).</td></tr><tr><td><strong>Alignment:</strong></td><td>Lawful evil</td></tr><tr><td><strong>Advancement:</strong></td><td>By character class</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>+4</td></tr><tr><td><strong>Negative Energy</strong></td><td>6d10</td></tr></table><p></p><p>Lord Night’s whole clan was massacred by an orc horde while he was out hunting down some goblins that had been waylaying miners in one of the clan’s mines. Finding his whole extended family (including the clan’s few children) lying dead, along with many dead orc raiders; he swore a bloodquest to rid the world of all orcs. He took the name Night as a reminder of that he was the last of his clan and had begun the last long night of his clan. Lord Night then swore revenge against all orcs. </p><p></p><p>Years later, bloodied, haggard, and nearly insane; with a huge number of dead orcs he had swept into their own deep dark night; he retrieved a book of dark poetry from a dead orc shaman. This book of poetry had at the end of the book, detailed in Undercommon, the Soul Weapon ritual. The dark poetry talked to Lord Night in a language he understood and finding the recipe at the back of the book seemed fortuitous. Taking a break from his revenge, he studied the poetry while he gathered the ritual components to began the Soul Weapon ritual. </p><p></p><p>Not long after, Lord Night began his unlife and used that unlife to continue his retribution against orcs for nearly a year before he started attacking to kill all living creatures. Lord Night no longer sees any living creature as worthy of living. His goal has changed and he has put all living creatures in the same category as the orcs he once sword a bloodoath to destroy. Thus all living creatures deserve nothing more than a quick death.</p><p></p><p>Lord Night’s ritual zombies were destroyed long ago, but he still controls several undead created by his <em>Undead Squire</em> ability.</p><p></p><p>Lord Night speaks Common, Draconic, Dwarven, and Undercommon.</p><p><strong> </strong></p><p><strong>Weapon and Armor Proficiency: </strong>Lord Night is proficient in all Simple and Martial weapons as well as dwarven waraxes and dwarven urgoshes; with all armors (Light, Medium, and Heavy) and with all types of shields (including tower shields).</p><p></p><p><strong>COMBAT</strong></p><p>Lord Night prefers to start combat from afar with his heavy crossbow that deals bleeding damage when he uses it. Closing on the soulless knight is even more dangerous though, with his touch attack and martial proficiency. Against unarmored opponents, he uses his full Power Attack hoping to Cleave into another opponent.</p><p><strong> </strong></p><p> <strong><em>Bleeding Wounds (Su)</em>:</strong> Every successful hit by any weapon or touch attack of Lord Night deals +1hp bleeding damage for 10 rounds starting the round after damage is applied. Multiple hits stack. Bandaging stops all bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).</p><p><strong> </strong></p><p><strong>Damage Reduction (Su):</strong> Lord Night’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic.</p><p><strong> </strong></p><p><strong>Dwarf Racial Abilities:</strong> Lord Night gains a +1 to attacks vs. orcs and goblinoids; a +4 vs. bull rushes or trips; a +4 dodge bonus vs. giants; a +2 racial bonus on Search checks for unusual stonework; and the ability to intuit depth underground.</p><p><strong> </strong></p><p><strong><em>Fear Aura (Su)</em>: </strong>Lord Night is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save or be affected as though by a <em>fear </em>spell from a 13th level sorcerer. A creature that successfully saves cannot be affected again by Lord Night’s aura for 24 hours.</p><p><strong> </strong></p><p><strong>Immunities:</strong> Lord Night has immunity to cold, electricity, polymorph, and mind-affecting attacks.</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, one creature; Save: Fort DC 15 negates. When Lord Night has his soul weapon in hand, Lord Night can activate the soul weapon's <em>soul draining</em> ability on one target creature. While the weapon is draining, Lord Night 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 Lord Night or 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. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Lord Night, death of the victim, or destruction of the weapon.</p><p></p><p>Lord Night gains 2d10 negative energy when a victim dies from <em>soul draining</em>. He can choose to spend each 1d10 of this energy as a swift action to either heal himself or deal extra damage on his next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). 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. Lord Night has 6d10 negative energy stored in his soul weapon 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>Turn Resistance (Ex): </strong>Lord Night has +4 turn resistance (turn as if 17HD).</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, Lord Night can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with <em>power word undeath </em>as a 13th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].</p><p><strong> </strong></p><p><strong><em>Unholy Agility (Su)</em>: </strong>Lord Night's soul weapon infuses him with the ability to move out of the way of most blows. Lord Night gains his Dexterity modifier (+4) as a hit point bonus to each Hit Die (+52 hp) as long as he has his weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if he has less than that amount of hp left. If disarmed, Lord Night is an easier kill. Disarming can even destroy Lord Night if he was already damaged enough.</p><p><strong> </strong></p><p><strong>Skills:</strong> Lord Night gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks. Lord Night gains a +2 racial bonus on Craft checks related to stone or metal and to Appraise checks related to stone or metal.</p><p></p><p><strong>Equipment: </strong><em>+3 full plate</em> <em>(soul armor)</em>: exquisitely crafted and embellished full plate; <em>+3 dwarven waraxe</em> <em>(soul weapon) +5 vs. magic-using and enchanted creatures</em>: set with a large emerald on the end of the hilt and dwarven runes along along the blade edge that spell out: “Night’s Razor”; <em>+3 heavy steel shield</em>: emblazoned with a yellow half-moon on a dark blue background; <em>+2 ring of protection</em>: silver ring set with black pearl; <em>+3 amulet of natural armor</em>: silver pendant with ebony silhouette of a skull; <em>+2 heavy crossbow</em> : darkwood heavy crossbow with metal pieces made of mithral; hooded cloak: ermine trimmed: dark blue hooded cloak.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7882515, member: 10778"] [B][SIZE=7]Example Soulless Knights[/SIZE] [SIZE=6]“Lord Night”[/SIZE][/B] [SIZE=6][B]SOULLESS KNIGHT MALE DWARF[/B][/SIZE] [B][SIZE=6]13TH LEVEL FIGHTER[/SIZE][/B] [TABLE] [TR] [TD][B] [/B][/TD] [TD][I]Medium Undead [/I](Augmented Humanoid: Dwarf)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]13d12+52 (136 hp/84 hp without soul weapon)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+8 (+4 Dex, +4 feat)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]20 ft. (4 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]36 (+1 Dex, +11 armor, +5 shield, +7 natural, +2 deflection, +4 dodge vs. giant type), 13 touch , 35 flat-footed[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+13/+17[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD][I]+3 dwarven waraxe[/I] ([I]soul weapon[/I]) +24 melee 1d10+13 (19-20/x3) or touch attack +17 melee touch 1d8+5 (20/x2) or [I]+2 heavy crossbow[/I] +17 ranged 1d10+2 (19-20/x2)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD][I]+3 dwarven waraxe[/I] ([I]soul weapon[/I]) +24/+19/+14 1d10+13 (19-20/x3) or [I]+3 dwarven waraxe[/I] ([I]soul weapon[/I]) +18/+13/+8 melee 1d10+13 (19-20/x3) and touch attack +7 melee touch 1d8+5 (20/x2), or touch attack +17 melee touch 1d8+5 (20/x2) or [I]+2 heavy crossbow[/I] +17 ranged 1d10+2 (19-20/x2)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD][I]Fear[/I] [I]aura[/I], [I]bleeding wounds[/I], [I]soul draining[/I], [I]unholy squire[/I][/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Darkvision 60 feet, DR 15/bludgeoning and magic, immortality, immunities, stonecunning, turn resistance +4, [I]unholy agility[/I][/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +8, Ref +6, Will +5 [+2 vs. spells][/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 22, Dex 18, Con —, Int 13, Wis 12, Cha 8[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Climb +21, Craft (armorsmithing) +11, Craft (weaponsmithing) +11, Jump +21, Listen +9, Search +9, Spot +9, Swim +4[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Critical (dwarven waraxe), Improved Initiative, Power Attack, Power Critical (dwarven waraxe), Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Underground[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or company (soulless knight, 1 wraith, 1 wight, and 2 ghouls)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]15[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD][I]+3 full plate [/I]([I]soul armor[/I]):[I]+3 heavy steel shield;[/I] [I]+3 amulet of natural armor;[/I] [I]+2 ring of protection;[/I] [I]+2[/I] [I]heavy crossbow;[/I] [I]+3 dwarven waraxe [/I]([I]soul weapon[/I]) [I]+5 vs. magic-using or enchanted creatures;[/I] dark blue hooded cloak; 20 heavy crossbow bolts in case; 47,500 gp; book of dark poetry (written in Undercommon).[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Lawful evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]By character class[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]+4[/TD] [/TR] [TR] [TD][B]Negative Energy[/B][/TD] [TD]6d10[/TD] [/TR] [/TABLE] Lord Night’s whole clan was massacred by an orc horde while he was out hunting down some goblins that had been waylaying miners in one of the clan’s mines. Finding his whole extended family (including the clan’s few children) lying dead, along with many dead orc raiders; he swore a bloodquest to rid the world of all orcs. He took the name Night as a reminder of that he was the last of his clan and had begun the last long night of his clan. Lord Night then swore revenge against all orcs. Years later, bloodied, haggard, and nearly insane; with a huge number of dead orcs he had swept into their own deep dark night; he retrieved a book of dark poetry from a dead orc shaman. This book of poetry had at the end of the book, detailed in Undercommon, the Soul Weapon ritual. The dark poetry talked to Lord Night in a language he understood and finding the recipe at the back of the book seemed fortuitous. Taking a break from his revenge, he studied the poetry while he gathered the ritual components to began the Soul Weapon ritual. Not long after, Lord Night began his unlife and used that unlife to continue his retribution against orcs for nearly a year before he started attacking to kill all living creatures. Lord Night no longer sees any living creature as worthy of living. His goal has changed and he has put all living creatures in the same category as the orcs he once sword a bloodoath to destroy. Thus all living creatures deserve nothing more than a quick death. Lord Night’s ritual zombies were destroyed long ago, but he still controls several undead created by his [I]Undead Squire[/I] ability. Lord Night speaks Common, Draconic, Dwarven, and Undercommon. [B] Weapon and Armor Proficiency: [/B]Lord Night is proficient in all Simple and Martial weapons as well as dwarven waraxes and dwarven urgoshes; with all armors (Light, Medium, and Heavy) and with all types of shields (including tower shields). [B]COMBAT[/B] Lord Night prefers to start combat from afar with his heavy crossbow that deals bleeding damage when he uses it. Closing on the soulless knight is even more dangerous though, with his touch attack and martial proficiency. Against unarmored opponents, he uses his full Power Attack hoping to Cleave into another opponent. [B] [I]Bleeding Wounds (Su)[/I]:[/B] Every successful hit by any weapon or touch attack of Lord Night deals +1hp bleeding damage for 10 rounds starting the round after damage is applied. Multiple hits stack. Bandaging stops all bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically). [B] Damage Reduction (Su):[/B] Lord Night’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic. [B] Dwarf Racial Abilities:[/B] Lord Night gains a +1 to attacks vs. orcs and goblinoids; a +4 vs. bull rushes or trips; a +4 dodge bonus vs. giants; a +2 racial bonus on Search checks for unusual stonework; and the ability to intuit depth underground. [B] [I]Fear Aura (Su)[/I]: [/B]Lord Night is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save or be affected as though by a [I]fear [/I]spell from a 13th level sorcerer. A creature that successfully saves cannot be affected again by Lord Night’s aura for 24 hours. [B] Immunities:[/B] Lord Night has immunity to cold, electricity, polymorph, and mind-affecting attacks. [B] [I]Soul Draining (Su)[/I]:[/B][I] [/I]At will, at night only, as a swift action, R 30 feet, one creature;[I] [/I]Save: Fort DC 15 negates. When Lord Night has his soul weapon in hand, Lord Night can activate the soul weapon's [I]soul draining[/I] ability on one target creature. While the weapon is draining, Lord Night 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 Lord Night or 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. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Lord Night, death of the victim, or destruction of the weapon. Lord Night gains 2d10 negative energy when a victim dies from [I]soul draining[/I]. He can choose to spend each 1d10 of this energy as a swift action to either heal himself or deal extra damage on his next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). 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. Lord Night has 6d10 negative energy stored in his soul weapon 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] Turn Resistance (Ex): [/B]Lord Night has +4 turn resistance (turn as if 17HD). [B] Undead Squire (Sp):[/B][I] [/I]1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Lord Night can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with [I]power word undeath [/I]as a 13th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell]. [B] [I]Unholy Agility (Su)[/I]: [/B]Lord Night's soul weapon infuses him with the ability to move out of the way of most blows. Lord Night gains his Dexterity modifier (+4) as a hit point bonus to each Hit Die (+52 hp) as long as he has his weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if he has less than that amount of hp left. If disarmed, Lord Night is an easier kill. Disarming can even destroy Lord Night if he was already damaged enough. [B] Skills:[/B] Lord Night gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks. Lord Night gains a +2 racial bonus on Craft checks related to stone or metal and to Appraise checks related to stone or metal. [B]Equipment: [/B][I]+3 full plate[/I] [I](soul armor)[/I]: exquisitely crafted and embellished full plate; [I]+3 dwarven waraxe[/I] [I](soul weapon) +5 vs. magic-using and enchanted creatures[/I]: set with a large emerald on the end of the hilt and dwarven runes along along the blade edge that spell out: “Night’s Razor”; [I]+3 heavy steel shield[/I]: emblazoned with a yellow half-moon on a dark blue background; [I]+2 ring of protection[/I]: silver ring set with black pearl; [I]+3 amulet of natural armor[/I]: silver pendant with ebony silhouette of a skull; [I]+2 heavy crossbow[/I] : darkwood heavy crossbow with metal pieces made of mithral; hooded cloak: ermine trimmed: dark blue hooded cloak. [/QUOTE]
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