Knights of the Desert Heretic

Creamsteak

Explorer
I'm currently working on some creatures/npcs for my Demon with a Glass Hand game. Players of that game stay out.

If anyone has any advice and-or concerns, I'd love some opinions. I'm not positive on CR yet, but I can go a little high or a little low without having too much trouble. The party right now consists of 4 14th level characters.

[sblock=Pain]Pain
Human Death Knight Soulknife 14 [CR 16]
LE Medium undead
Init +5 Senses Listen +24, Spot +24
Languages Common, Deathtongue
[d]-[/d]
AC 32 (+5 Dex, +8 armor, +5 natural, +4 profane), touch 19, flat-footed 27
hp 125 (14 HD)
DR 15/magic and bludgeoning
Immune cold, electricity, polymorph, and mind affecting spells and abilities
Fort +8, Ref +18, Will +13
[d]-[/d]
Speed 40 ft. (8 squares)
Melee mind blade +25 melee (1d6+9) or +24 thrown (1d6+9)
Full Attack mind blade +25/+20/+15 melee (1d6+9)
Base Atk +14; Grp +20
Atk Options Power Attack, Greater Psionic Weapon, Psychic Strike, Deep Impact, Focused Sunder
Special Attacks Fear aura, bladewind, throw mind lade, spell-like abilities
[d]-[/d]
Abilities Str 22, Dex 20, Con -, Int 18, Wis 21, Cha 20
SQ Turn Resistance, Damage Reduction 15/bludgeoning and magic, Immunities.
Feats Deep Impact, Focused Sunder, [Greater Weapon Focus (mind blade)], Greater Psionic Weapon, Improved Sunder, Narrow Mind, Power Attack, Psionic Meditation, Psionic Weapon, [Speed of Thought], [Weapon Focus (mind blade)], [Wild Talent]
Skills Autohypnosis +23 [8 ranks], Balance +23 [6 ranks], Climb +28 [8 ranks], Concentration +19 [5 ranks], Hide +18 [11 ranks], Jump +20 [12 ranks], Knowledge (psionics) +19 [5 ranks], Listen +24 [9 ranks], Move Silently +18 [8 ranks], Spot +24 [9 ranks], Tumble +24 [7 ranks]
Possessions Harbingers Armor +3 (11,000 gp), Gloves of Dexterity +2 (4,000 gp/-), Ring of Self Sufficiency (10,000 gp/-), Skin of Nimbleness (10,000 gp/-), Third Eye (concentrate) (10,000 gp/-)
[d]-[/d]
[sblock=Abilities]Weapon and Armor Proficiency (Ex): Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
Pain's mind blade has a +3 enhancement bonus.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Throw Mind Blade (Ex): Pain can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. Pain can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su): As a move action, Pain can imbue his mind blade with destructive psychic energy. This effect deals an extra 3d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

Free Draw (Su): Pain can materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Shape Mind Blade (Su): Pain can shape his mind blade into a longsword, bastard sword, or two short swords.

Mind Blade Enhancement (Su): Pain has his current mind blade attuned to the Soulbreaker special ability.

Bladewind (Su): Pain has the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.

Knife to the Soul (Su): When Pain executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination.
The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

Fear Aura (Su): Death knights are shrouded in a dreadful aura of death and evil. Creatures of less than 14 HD in a 60-foot radius that look at the death knight must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the death knight's level. A creature that successfully saves cannot be affected again by the same death knight’s aura for 24 hours.

Turn Resistance (Ex): A death knight has +4 turn resistance.

Damage Reduction (Su): A death 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.

Immunities (Ex): Death knights have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Spell-Like Abilities: At will - dimension door, ethereal jaunt (special), telekinesis (DC 18).

Phylactery (Ex): Death Knights souls are stored within a Phylactery. Pain's phylactery is in the possession of his creator, Seto. When Pain would otherwise be destroyed, he is instead banished to the Ethereal Plane for 1d10 days. This persists until his true phylactery is permanently destroyed.[/sblock][/sblock]

[sblock=Tobias]Tobias
Human Death Knight Cleric of Seto 14 [CR 16]
LE Medium undead
Init +4 Senses Listen +16, Spot +16
Languages Common, Abyssal, Infernal, Draconic, Celestial, Deathtongue
[d]-[/d]
AC 41 (+4 Dex, +8 armor, +4 shield, +6 deflection, +5 natural, +4 profane), touch 24, flat-footed 37
hp 125 (14 HD)
DR 15/magic and bludgeoning
Immune cold, electricity, polymorph, and mind affecting spells and abilities
Fort +12, Ref +12, Will +20
[d]-[/d]
Speed 30 ft. (6 squares)
Melee Sword of Darkness +24 touch (level drain/16-20) or Hand of Death +18 ranged touch (2d8+10 shadow bolts)
Full Attack Sword of Darkness +24/+19/+14 touch (level drain/16-20), +18/+13/+8 ranged touch (2d8+10 shadow bolts)
Base Atk +14; Grp +21
Atk Options Sword of Darkness, Transdimensional Spell, Domain Spontaneity
Special Attacks Fear aura, rebuke undead, spells, spell-like abilities
[d]-[/d]
Cleric Spells Prepared (CL 14th)
7th - Blasphemy, Destruction, Sword of Darkness, Nightmare
6th - Prying Eyes, Create Undead x2, Antilife Shell, Blade Barrier
5th - Slay Living, Darkbolt x2, True Seeing, Unhallow
4th - Armor of Darkness x2, Freedom of Movement x2, Spell Immunity, Divine Power
3rd - Blacklight, Animate Dead, Deeper Darkness, Magic Circle Against Good
2nd - Blindness, Death Knell, Hold Person, Desecrate, Silence, Aid, Veil of Shadow
1st - Obscuring Mist, Cause Fear, Curse Water, Deathwatch, Divine Favor, Net of Shadows.
Domains: Death, Darkness.
[d]-[/d]
Abilities Str 22 (28), Dex 19, Con -, Int 18, Wis 26, Cha 20
SQ Turn Resistance, Damage Reduction 15/bludgeoning and magic, Immunities.
Feats [Blind Fight], Domain Spontaneity, Martial Weapon Proficiency (longsword), Weapon Focus (Sword of Darkness), Improved Critical (Sword of Darkness), Transdimensional Spell
Skills Concentration +17 [17 ranks], Knowledge (arcana) +21 [17 ranks], Knowledge (history) +21 [17 ranks], Knowledge (religion) +21 [17 ranks], Knowledge (the planes) +21 [17 ranks], Listen +16 [8 ranks], and Spellcraft +21 [17 ranks], and Spot +16 [8 ranks]
Possessions Sadists Breastplate, +2 Shield of Darkness, Longsword, Gloves of Darkness Incarnate.
[d]-[/d]
[sblock=Abilities]Weapon and Armor Proficiency (Ex): Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Rebuke Undead (Su): As a 14th level Cleric.

Death Touch (Su): Death touch from domain 1/day as a 14th level Cleric.

[sblock=Abilities]Fear Aura (Su): Death knights are shrouded in a dreadful aura of death and evil. Creatures of less than 14 HD in a 60-foot radius that look at the death knight must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the death knight's level. A creature that successfully saves cannot be affected again by the same death knight’s aura for 24 hours.

Turn Resistance (Ex): A death knight has +4 turn resistance.

Damage Reduction (Su): A death 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.

Immunities (Ex): Death knights have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Spell-Like Abilities: At will - dimension door, ethereal jaunt (special), telekinesis (DC 18).

Phylactery (Ex): Death Knights souls are stored within a Phylactery. Tobias' phylactery is in the possession of his creator, Seto. When Tobias would otherwise be destroyed, he is instead banished to the Plane of Shadow for 1d10 days. This persists until his true phylactery is permanently destroyed.[/sblock][/sblock]
 
Last edited:

log in or register to remove this ad

Remove ads

Top