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[Midnight] Dark Tower's Shadow (Updated 12/10)
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<blockquote data-quote="Paka" data-source="post: 936650" data-attributes="member: 100"><p><strong>Midnight Supplemental - Holy Order of the Southern Pelurian Shore</strong></p><p></p><p>Knights in the <strong>Holy Order of the Souther Pelurian Shore</strong> are Warrior-Legates, knights errant given leave by Izrador himself to traverse the roads of Eredane leaving despair and Shadow in their wake. </p><p></p><p>When the final battle of the Third Age took place Izrador's forces needed a beach head and it was this group of warriors who were there to aid in the successful crossing of the Pellurian Sea. Some enacted traitorous deeds against the forts lining the southern shore and others merely guided Gnomish barges filled with Orcs to safe harbor. </p><p></p><p>These vile bastards were gifted with eternal life, they can die by steel or magic but as long as their bodies remain functioning they will continue existing their horrid, angry lives. </p><p></p><p>The Southrons are shrouded in mystery and it is said that Vilard Esben, liege-lord of Port Esben, is the Master of the Order, among the first humans to ask for the eternal life-span denied humanity. </p><p></p><p>The Order's knights are the rare few who can travel the roads of Eredane without a papers. Their Shadow-kissed Weapons act as word from Izrador himself and it is rumored that their dark covenant items were enchanted by the Shadow in the North himself. </p><p></p><p>Every so often a Legate will distinguish herself in a knight's presence and will be taken as a Squire. When they are knighted the last part of their initiation is a pilgrimmage North, to the dark mountains where Izrador spent thousands of years while marshalling his strength. </p><p></p><p>A few select young Warrior-Legates have been chosen to become the Holy Order of the Southern Pelurians, often called Southrons. Since Izrador’s victory on the Pelurian, he has not given any of these new knights the honor of eternal life found in the template, Izrador’s Blessed Knight. Mayhaps if a Legate were to distinguish himself, by making some significant progress on the Dwarven Kaladrun or Elven Erethor fronts they would be granted this boon.</p><p></p><p><strong>Knight Concepts:</strong> </p><p></p><p><strong>Belloush Farrissimi, Gnomish Captain -</strong> He was the admiral of the fleet for the crossing and since then has been matching wits with the Pirate Princes all over the Pellurian. Gnomes respect him to his face but when they are out at sea where Izrador's ears are far from hearing they tell a different story. </p><p></p><p>They say that he has spent too long far from the rivers, sailing the Ebron and this has severed his link with any Gnomishness in him. But none say this to his face, for fear of being fastened to a rock and thrown into the sea. </p><p></p><p><strong>Sir Jerris Bogia, Questing Knight -</strong> Jerris is hunting a herd of Pegasi who uncovered his position during the war to a troop of Dwarves which led to the decimation of his unit, some of whom were his sons. </p><p></p><p>He travels southern Eredane looking for word or tracks left during one of their rare grazings on the earth. Any word of items that allow one to fly will also draw his fast attention.</p><p></p><p><strong>Kevin the Silent -</strong> Kevin was on tower duty. His partner had fallen asleep and when Kevin saw the black ships break the mist, he said nothing, allowing the guards on the ground who couldn't see through the mist think they were in safety. </p><p></p><p>The rest of the fort was butchered but Kevin was spared, given the magic blade, black cloak and iron ring of a Knight of the Souther Pelurian Order. </p><p></p><p>Since that day he has not spoken a word but wanders Eredane in total silence only rarely taking part in a conflict. </p><p></p><p>Some Legates once whispered that he has turned from Izrador and feels guilt for giving his fort to the Shadow's will but anyone who has stood up to him has been utterly destroyed. Since then they say he is especially blessed by Izrador himself.</p><p></p><p></p><p><strong>Order of the Southern Pelurian Shore - <em>Prestige Class</em></strong></p><p></p><p>Based off the Blackguard with a few minor tweaks. </p><p></p><p>Replaced sneak attack with additional Smites/day, detect good becomes detect fey, and Knowledge (arcana) was added as a class skill. </p><p></p><p><strong>Knight of the Southern Pellurian Order</strong> </p><p>Hit Die: d10. </p><p>Requirements: </p><p>• Alignment: Any evil. </p><p>• Base Attack Bonus: +6. </p><p>• Knowledge (religion): 2 ranks. </p><p>• Hide: 5 ranks. </p><p>• Feats: Cleave, Sunder. </p><p>• Special: the Knight of the Southern Order must have played some key role in the Last Battle or have been squired by a Knight of the Order, impressing the Knight with his/her cunning and dedication to Izrador. Oftentimes the Squire's final test will be to turn an old friend or family member over to Izrador for torture and death when their lack of faith is uncovered. </p><p></p><p>Class Skills: The knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). </p><p>Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons, with all types of armor, and with shields. </p><p>Table: The Knight </p><p>Base </p><p>Class Attack Fort Ref Will </p><p>Level Bonus Save Save Save Special </p><p>----- ------ ---- ---- ---- ------- </p><p>1st +1 +2 0 0 Detect fey, Poison use </p><p>2nd +2 +3 0 0 Dark blessing, Smite (1/day) </p><p>3rd +3 +3 +1 +1 Command undead, Aura of despair </p><p>4th +4 +4 +1 +1 Smite (2/day) </p><p>5th +5 +4 +1 +1 Astirax mount </p><p>6th +6 +5 +2 +2 </p><p>7th +7 +5 +2 +2 Smite (3/day) </p><p>8th +8 +6 +2 +2 </p><p>9th +9 +6 +3 +3 </p><p>10th +10 +7 +3 +3 Smite (4/day) </p><p></p><p>Class ———— Spells per Day ———— </p><p>Level 1st 2nd 3rd 4th </p><p>----- --- --- --- --- </p><p>1st 0 — — — </p><p>2nd 1 — — — </p><p>3rd 1 0 — — </p><p>4th 1 1 — — </p><p>5th 1 1 0 — </p><p>6th 1 1 1 — </p><p>7th 2 1 1 0 </p><p>8th 2 1 1 1 </p><p>9th 2 2 1 1 </p><p>10th 2 2 2 1 </p><p></p><p>Detect Fey: At will, the knight can detect fey as a spell-like ability. This ability duplicates the effects of the spell detect good except that it applies to fey creatures. </p><p></p><p>Poison Use: Knights are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. </p><p></p><p>Dark Blessing: A knight applies his Charisma modifier (if positive) as a bonus to all saving throws. </p><p></p><p>Spells: Beginning at 1st level, a knight gains the ability to cast a small number of divine spells. To cast a spell, the knight must have a Wisdom score of at least 10 + the spell’s level, so a knight with a Wisdom of 10 or lower cannot cast these spells. Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight’s Wisdom modifier. When the knight gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A knight without a bonus spell for that level cannot yet cast a spell of that level.) The knight’s spell list appears below. A knight has access to any spell on the list and can freely choose which to prepare, just like a cleric. A knight prepares and casts spells just as a cleric does (though the knight cannot spontaneously cast cure or inflict spells). </p><p></p><p>Smite: Once a day, a knight of 2nd level or higher may attempt to smite with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level knight armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. Smite is a supernatural ability. </p><p></p><p>Aura of Despair: Beginning at 3rd level, the knight radiates a malign aura that causes enemies within 10 feet of him to suffer a –2 morale penalty on all saving throws. Aura of despair is a supernatural ability. </p><p></p><p>Command Undead: When a knight reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. </p><p></p><p>Knights choose their spells from the following list: </p><p>1st level—cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*. </p><p>2nd level—bull’s strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*. </p><p>3rd level—contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*. </p><p>4th level—cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*. </p><p>*Evil creatures only.</p><p></p><p>Based off the Lich template: </p><p></p><p><strong>Izrador’s Blessed Knight - <em>Template</em></strong> </p><p></p><p>Izrador’s Bleesed Knight is a template that can be added to any humanoid creature (referred to hereafter as the "character"). The creature’s type changes to "undead." It uses all the character’s statistics and special abilities except as noted here. </p><p></p><p>Hit Dice: Increase to d12 </p><p></p><p>Speed: Same as the character </p><p></p><p>AC: The Izrador’s Blessed Knight has +3 natural armor or the character’s natural armor, whichever is better. </p><p></p><p>Damage: Creatures without natural weapons gain a touch attack that uses negative energy to deal 1d6+5 points of damage to living creatures; a Will save with a DC of 10 + 1/2 Izrador’s Blessed Knight’s HD + Izrador’s Blessed Knight’s Charisma modifier reduces the damage by half. Creatures with natural attacks can use their natural weaponry or use the touch attack, as they prefer. </p><p></p><p>Special Attacks: A Izrador’s Blessed Knight retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 Izrador’s Blessed Knight’s HD + Izrador’s Blessed Knight’s Charisma modifier unless noted otherwise. </p><p></p><p>Fear Aura (Su): Izrador’s Blessed 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 Izrador’s Blessed Knight must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the Izrador’s Blessed Knight’s level. </p><p></p><p>Spells: The Izrador’s Blessed Knight can cast any spells it could cast while alive. </p><p></p><p>Special Qualities: A Izrador’s Blessed Knight retains all the character’s special qualities and those listed below, and also gains the undead type (see page 6). </p><p></p><p>Turn Resistance (Ex): A Izrador’s Blessed Knight has +4 turn resistance (see page 10). </p><p></p><p>Damage Reduction (Su): A Izrador’s Blessed Knight’s undead body is tough, giving the creature damage reduction 10/holy. </p><p></p><p>Immunities (Ex): Izrador’s Blessed Knights are immune to cold, electricity, polymorph, and mind-affecting attacks. </p><p></p><p>Saves: Same as the character </p><p></p><p>Abilities: A Izrador’s Blessed Knight being undead, has no Constitution score. </p><p></p><p>Skills: Izrador’s Blessed Knights receive a +4 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the character. </p><p></p><p>Feats: Same as the character </p><p></p><p>The Izrador’s Blessed Knight’s Phylactery </p><p>An integral part of becoming Izrador’s Blessed Knight is the creation of a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, Izrador’s Blessed Knight reappears 1d10 days after its apparent death. </p><p></p><p>Izrador ties the Blessed Knight’s lifeforce to it’s Iron Ring. If this iron ring is destroyed then the Blessed Knight is forever destroyed. The iron ring’s are incredibly difficult to destroy. The destruction of each iron ring is done in an individual manner, usually tied to the individual's background.</p><p></p><p><u> Special thanks to the gentleman who posts under the name, Siridar over at <a href="http://www.againsttheshadow.org," target="_blank">www.againsttheshadow.org,</a> who took my written idea on those forums and made it a working prestige class and template. Making the immortals, granted life by Izrador a Template was his brilliant idea and it was really cool of him to format the Order as well as he did. </u></p><p><u></u></p><p><u>We will see which roads the PC's take and if they will have the misfortune of meeting one of these knights on their roads to come.</u></p></blockquote><p></p>
[QUOTE="Paka, post: 936650, member: 100"] [b]Midnight Supplemental - Holy Order of the Southern Pelurian Shore[/b] Knights in the [b]Holy Order of the Souther Pelurian Shore[/b] are Warrior-Legates, knights errant given leave by Izrador himself to traverse the roads of Eredane leaving despair and Shadow in their wake. When the final battle of the Third Age took place Izrador's forces needed a beach head and it was this group of warriors who were there to aid in the successful crossing of the Pellurian Sea. Some enacted traitorous deeds against the forts lining the southern shore and others merely guided Gnomish barges filled with Orcs to safe harbor. These vile bastards were gifted with eternal life, they can die by steel or magic but as long as their bodies remain functioning they will continue existing their horrid, angry lives. The Southrons are shrouded in mystery and it is said that Vilard Esben, liege-lord of Port Esben, is the Master of the Order, among the first humans to ask for the eternal life-span denied humanity. The Order's knights are the rare few who can travel the roads of Eredane without a papers. Their Shadow-kissed Weapons act as word from Izrador himself and it is rumored that their dark covenant items were enchanted by the Shadow in the North himself. Every so often a Legate will distinguish herself in a knight's presence and will be taken as a Squire. When they are knighted the last part of their initiation is a pilgrimmage North, to the dark mountains where Izrador spent thousands of years while marshalling his strength. A few select young Warrior-Legates have been chosen to become the Holy Order of the Southern Pelurians, often called Southrons. Since Izrador’s victory on the Pelurian, he has not given any of these new knights the honor of eternal life found in the template, Izrador’s Blessed Knight. Mayhaps if a Legate were to distinguish himself, by making some significant progress on the Dwarven Kaladrun or Elven Erethor fronts they would be granted this boon. [b]Knight Concepts:[/b] [b]Belloush Farrissimi, Gnomish Captain -[/b] He was the admiral of the fleet for the crossing and since then has been matching wits with the Pirate Princes all over the Pellurian. Gnomes respect him to his face but when they are out at sea where Izrador's ears are far from hearing they tell a different story. They say that he has spent too long far from the rivers, sailing the Ebron and this has severed his link with any Gnomishness in him. But none say this to his face, for fear of being fastened to a rock and thrown into the sea. [b]Sir Jerris Bogia, Questing Knight -[/b] Jerris is hunting a herd of Pegasi who uncovered his position during the war to a troop of Dwarves which led to the decimation of his unit, some of whom were his sons. He travels southern Eredane looking for word or tracks left during one of their rare grazings on the earth. Any word of items that allow one to fly will also draw his fast attention. [b]Kevin the Silent -[/b] Kevin was on tower duty. His partner had fallen asleep and when Kevin saw the black ships break the mist, he said nothing, allowing the guards on the ground who couldn't see through the mist think they were in safety. The rest of the fort was butchered but Kevin was spared, given the magic blade, black cloak and iron ring of a Knight of the Souther Pelurian Order. Since that day he has not spoken a word but wanders Eredane in total silence only rarely taking part in a conflict. Some Legates once whispered that he has turned from Izrador and feels guilt for giving his fort to the Shadow's will but anyone who has stood up to him has been utterly destroyed. Since then they say he is especially blessed by Izrador himself. [b]Order of the Southern Pelurian Shore - [i]Prestige Class[/i][/b] Based off the Blackguard with a few minor tweaks. Replaced sneak attack with additional Smites/day, detect good becomes detect fey, and Knowledge (arcana) was added as a class skill. [b]Knight of the Southern Pellurian Order[/b] Hit Die: d10. Requirements: • Alignment: Any evil. • Base Attack Bonus: +6. • Knowledge (religion): 2 ranks. • Hide: 5 ranks. • Feats: Cleave, Sunder. • Special: the Knight of the Southern Order must have played some key role in the Last Battle or have been squired by a Knight of the Order, impressing the Knight with his/her cunning and dedication to Izrador. Oftentimes the Squire's final test will be to turn an old friend or family member over to Izrador for torture and death when their lack of faith is uncovered. Class Skills: The knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons, with all types of armor, and with shields. Table: The Knight Base Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +1 +2 0 0 Detect fey, Poison use 2nd +2 +3 0 0 Dark blessing, Smite (1/day) 3rd +3 +3 +1 +1 Command undead, Aura of despair 4th +4 +4 +1 +1 Smite (2/day) 5th +5 +4 +1 +1 Astirax mount 6th +6 +5 +2 +2 7th +7 +5 +2 +2 Smite (3/day) 8th +8 +6 +2 +2 9th +9 +6 +3 +3 10th +10 +7 +3 +3 Smite (4/day) Class ———— Spells per Day ———— Level 1st 2nd 3rd 4th ----- --- --- --- --- 1st 0 — — — 2nd 1 — — — 3rd 1 0 — — 4th 1 1 — — 5th 1 1 0 — 6th 1 1 1 — 7th 2 1 1 0 8th 2 1 1 1 9th 2 2 1 1 10th 2 2 2 1 Detect Fey: At will, the knight can detect fey as a spell-like ability. This ability duplicates the effects of the spell detect good except that it applies to fey creatures. Poison Use: Knights are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Dark Blessing: A knight applies his Charisma modifier (if positive) as a bonus to all saving throws. Spells: Beginning at 1st level, a knight gains the ability to cast a small number of divine spells. To cast a spell, the knight must have a Wisdom score of at least 10 + the spell’s level, so a knight with a Wisdom of 10 or lower cannot cast these spells. Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight’s Wisdom modifier. When the knight gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A knight without a bonus spell for that level cannot yet cast a spell of that level.) The knight’s spell list appears below. A knight has access to any spell on the list and can freely choose which to prepare, just like a cleric. A knight prepares and casts spells just as a cleric does (though the knight cannot spontaneously cast cure or inflict spells). Smite: Once a day, a knight of 2nd level or higher may attempt to smite with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level knight armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. Smite is a supernatural ability. Aura of Despair: Beginning at 3rd level, the knight radiates a malign aura that causes enemies within 10 feet of him to suffer a –2 morale penalty on all saving throws. Aura of despair is a supernatural ability. Command Undead: When a knight reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. Knights choose their spells from the following list: 1st level—cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*. 2nd level—bull’s strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*. 3rd level—contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*. 4th level—cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*. *Evil creatures only. Based off the Lich template: [b]Izrador’s Blessed Knight - [i]Template[/i][/b] Izrador’s Bleesed Knight is a template that can be added to any humanoid creature (referred to hereafter as the "character"). The creature’s type changes to "undead." It uses all the character’s statistics and special abilities except as noted here. Hit Dice: Increase to d12 Speed: Same as the character AC: The Izrador’s Blessed Knight has +3 natural armor or the character’s natural armor, whichever is better. Damage: Creatures without natural weapons gain a touch attack that uses negative energy to deal 1d6+5 points of damage to living creatures; a Will save with a DC of 10 + 1/2 Izrador’s Blessed Knight’s HD + Izrador’s Blessed Knight’s Charisma modifier reduces the damage by half. Creatures with natural attacks can use their natural weaponry or use the touch attack, as they prefer. Special Attacks: A Izrador’s Blessed Knight retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 Izrador’s Blessed Knight’s HD + Izrador’s Blessed Knight’s Charisma modifier unless noted otherwise. Fear Aura (Su): Izrador’s Blessed 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 Izrador’s Blessed Knight must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the Izrador’s Blessed Knight’s level. Spells: The Izrador’s Blessed Knight can cast any spells it could cast while alive. Special Qualities: A Izrador’s Blessed Knight retains all the character’s special qualities and those listed below, and also gains the undead type (see page 6). Turn Resistance (Ex): A Izrador’s Blessed Knight has +4 turn resistance (see page 10). Damage Reduction (Su): A Izrador’s Blessed Knight’s undead body is tough, giving the creature damage reduction 10/holy. Immunities (Ex): Izrador’s Blessed Knights are immune to cold, electricity, polymorph, and mind-affecting attacks. Saves: Same as the character Abilities: A Izrador’s Blessed Knight being undead, has no Constitution score. Skills: Izrador’s Blessed Knights receive a +4 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the character. Feats: Same as the character The Izrador’s Blessed Knight’s Phylactery An integral part of becoming Izrador’s Blessed Knight is the creation of a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, Izrador’s Blessed Knight reappears 1d10 days after its apparent death. Izrador ties the Blessed Knight’s lifeforce to it’s Iron Ring. If this iron ring is destroyed then the Blessed Knight is forever destroyed. The iron ring’s are incredibly difficult to destroy. The destruction of each iron ring is done in an individual manner, usually tied to the individual's background. [u] Special thanks to the gentleman who posts under the name, Siridar over at [url]www.againsttheshadow.org,[/url] who took my written idea on those forums and made it a working prestige class and template. Making the immortals, granted life by Izrador a Template was his brilliant idea and it was really cool of him to format the Order as well as he did. We will see which roads the PC's take and if they will have the misfortune of meeting one of these knights on their roads to come.[/u] [/QUOTE]
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