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New (A)MPC Template - Death Knight
ASymphony:
When looking through creature templates, I came across the Death Knight, which, at least to me, seems both very fitting thematically for the server as well as not too tricky to implement, at least going by my (admittedly limited) knowledge:
--- Quote ---Creating A Death Knight
"Death knight" is a template that can be added to any evil humanoid creature of 6th level or higher (referred to hereafter as the character). The character's type changes to undead. It uses all the character's statistics and special abilities except as noted here.
Hit Dice: All the character's Hit Dice (current and future) become d12s.
Speed: Same as the character.
AC: The death knight has +5 natural armor, or the character's natural armor, whichever is better.
Attacks: Death knights usually fight with martial weapons, but if disarmed they will use a touch attack.
Damage: The death knight's touch attack uses negative energy to deal damage equal to 1d8 + the death knight's Charisma bonus to living creatures. Each successful touch attack also deals 1 point of Constitution damage. A Will save (DC 10 + 1/2 death knight's HD + death knight's Charisma modifier) reduces the damage by half and negates the Constitution damage. Characters with natural attacks can use their natural weaponry or use the touch attack, as they prefer.
Special Attacks: A death knight retains all the character's special attacks and gains those described below.
Abyssal Blast (Su): Once per day a death knight can unleash a blast of eldritch fire. The blast fills a 20-foot-radius spread anywhere within a range of 400 feet + 40 feet per HD of the death knight. The blast deals 1d6 points of damage per HD of the death knight (maximum 20d6). Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A Reflex save (DC 10 + 1/2 death knight's HD + death knight's Charisma modifier) reduces the damage by half.
Fear Aura (Su): Death knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of a death knight must succeed at a Will save (DC 10 + 1/2 death knight's HD + death knight's Charisma modifier) or be affected as though by a fear spell cast by a sorcerer of the death knight's level.
Undead Followers: A death knight attracts lesser undead creatures that happen to exist within a 200-mile radius. It may have up to twice its levels in Hit Dice of followers. The followers arrive monthly in the following increments: 1d6 ghouls, 1d4 ghasts, 1d12 medium skeletons, 1d4 wights, or 1d8 medium zombies once per week. These creatures remain in the service of the death knight until destroyed. These creatures are in addition to any undead creatures the death knight might be able to command or rebuke as a class ability.
Spells: A death knight can cast any spells it could while alive, unless alignment restrictions prohibit the casting of a particular spell.
Special Qualities: A death knight retains all the character's special qualities and gains those described below.
Damage Reduction (Su): A death knight's undead body is tough, giving the creature damage reduction 15/+1.
Immunities (Ex): Death knights are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead (see undead traits, below).
Spell Resistance (Su): A death knight gains spell resistance 20 + 1 per character's level beyond 10th.
Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount may have no more Hit Dice than half the death knight's levels. If the mount is lost or killed, the death knight may summon another one after a year and a day.
Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word, however, just as if it were an evil outsider. (The banished death knight returns to the plane of the evil god it serves.)
Undead Traits: A death knight is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A death knight cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
Saves: Same as character.
Abilities: A death knight gains +4 to Strength and +2 to both Wisdom and Charisma. Being undead, it has no Constitution score.
Skills: Same as character.
Feats: Same as character.
Climate/Terrain: Any land and underground.
Organization: Solitary or troupe (see undead followers, above).
Challenge Rating: Same as character +3.
Treasure: Double standard.
Alignment: Same as character (always evil).
Advancement: Death knights continue to advance in level as per their original class.
--- End quote ---
http://www.realmshelps.net/monsters/templates/deathknight.shtml
Iridni Ren:
I like it 😀
APorg:
+1
Revenant:
The only thing that looks particularly unfeasible is the cohorts, but that could easily be reigned in for the sake of the module.
APorg:
--- Quote from: Revenant on June 25, 2018, 06:44:57 PM ---The only thing that looks particularly unfeasible is the cohorts, but that could easily be reigned in for the sake of the module.
--- End quote ---
Plus it could be easily replaced by the Mummy's ability to command lesser undead, which is already working...
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