Dread Knights in Alvena: To be added…
Hit Die: 1d10
The dread knight's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier
THE DREAD KNIGHT
All of the following are class features of the Dread knight
Weapon and Armor Proficiencies: Dread knights are proficient with all simple and martial weapons, with all armor (light, medium, and heavy), and with shields (except tower shields).
Channel Energy (Su): A dread knight can release a wave of negative energy that harms living creatures or heals undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the dread knight. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two dread knight levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the dread knight's level + the dread knight's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A dread knight may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A dread knight can choose whether or not to include herself in this effect. Unlike a cleric, a dread knight needn't present a holy symbol to use this ability.
Skeletal Cohort (Su): A dread knight can create a special undead minion that serves him as a loyal cohort. This cohort can take the form of a skeletal humanoid retainer, or a skeletal mount chosen when the dread knight begins the creation ritual. The ritual takes 12 hours and costs 100 gp per hit die of the cohort to be created. A dread knight can have one such cohort in existence at a time. When first created the skeleton cohort has the statistics of a typical human skeleton (if humanoid) or of a typical skeleton warhorse or pony (if a mount) as shown below. As the dread knight's levels increase, his skeletal cohort gains bonus hit dice, Strength, and Dexterity as shown on Table: Skeletal Cohorts. In either case, the Skeletal Cohort has an Intelligence score of 3, allowing to to gain skill points, feats, and speak one language that the dread knight can speak. The alignment of the skeletal cohort always matches that of the dread knight. If the dread knight's skeletal cohort is destroyed, he must initiate a new creation ritual to create a new one, expending additional gold pieces as necessary.
Grasp of the Lich (Su): At 2nd level, a dread knight gains a primary natural touch attack that deals 1d8 negative energy damage plus 1/2 the dread knight's level. Negative energy harms living creatures and heals undead creatures. Dread knights who fight with manufactured weapons typically use this attack as a secondary natural attack (taking the usual -5 penalty to hit).
Aura of Fear (Su): At 4th level, a dread knight gains an aura of fear with a radius of 10 feet. Any enemy within the aura must make a Will save (DC 10 + 1/2 the dread knight's level + the dread knight's Charisma modifier) or become Shaken for a number of rounds equal to the dread knights level. At 8th level, and every 4 levels thereafter (12th, 16th, and 20th), the radius of the dread knight's fear aura increases by 10 feet (20 ft at 8th, 30 ft at 12th, etc). At 12th level, creatures that fail their saving throw are frightened, and shaken if they succeed. At 20th level, creatures that fail their saving throw are panicked, and shaken if they succeed. Creatures that successfully save against a dread knight's aura of fear cannot be affected by it again for 24 hours. This is a mind-affecting fear effect.
Spells: Beginning at 4th level, a dread knight gains the ability to cast a small number of divine spells which are drawn from the dread knight spell list. A dread knight must choose and prepare his spells in advance.
To prepare or cast a spell, a dread knight must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dread knight's spell is 10 + the spell level + the dread knight's Charisma modifier.
Like other spellcasters, a dread knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Dread Knight. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Dread Knight indicates that the dread knight gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on his Charisma score for that spell level.
A dread knight must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A dread knight may prepare and cast any spell on the dread knight spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a dread knight has no caster level. At 4th level and higher, his caster level is equal to his dread knight level – 3.
Dread Commander I-IV (Ex): At 6th level, a dread knight learns to create and empower undead creatures he creates. The dread knight gains the ability to cast animate dead once per day as a spell-like ability with a caster level equal to his dread knight level-3. Additionally, any undead he creates receives a +2 enhancement bonus to Strength and Charisma. In addition, the dread knight can control 2 additional hit dice worth of undead per dread knight level when using animate dead. At 10th, 14th, and 18th level the dread knight increases the enhancement bonus by 2 (+4, +6, +8), and can control an additional 2 hit dice worth of undead with animate dead (+4, +6, and +8 hit dice per dread knight level).
Dark Eruption I-II (Su): At 9th level, the dread knight can unleash a larger wave of negative energy. As a full-round action, the dread knight can channel energy twice during the same round. He may decide the targets for each channel energy separately if desired (such as choosing to harm the living with one wave and heal undead with the other). He must still expend as many uses of his channel energy as used. At 18th level, the dread knight can channel energy three times during the same round with this ability.
Dread Knight Spell List
1st Level: bane, cause fear, chill touch, detect magic, detect undead, divine favor, doom, hide from undead, inflict light wounds, mage armor, ray of enfeeblement, shield
2nd Level: command undead, darkness, death knell, Desecrate, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, undetectable alignment
3rd Level: animate Dead, blindness/deafness, contagion, halt undead, inflict serious wounds, magic circle against good/evil/law/chaos, ray of exhaustion, speak with dead, vampirism touch
4th Level: bestow curse, blight, crushing despair death ward, dispel magic, divine power, enervation, fear, freedom of movement, inflict critical wounds, phantasmal killer
A skeletal cohort's abilities are determined by the level of the dread knight and the type of cohort (humanoid or mount).
Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Attacks: 2 claws (1d4); Ability Scores: Str 13, Dex 15, Con —, Int 3, Wis 10, Cha 10; Special Qualities: Damage Reduction 5/bludgeoning, Immunity to Cold, Undead Traits, Simple and Martial Weapon Proficiency
Size: Large; Speed: 50 ft.; AC: +3 natural armor; Attacks: 2 hooves (1d4); Ability Scores: Str 16, Dex 18, Con —, Int 3, Wis 10, Cha 10; Special Qualities: Damage Reduction 5/bludgeoning, Immunity to Cold, Undead Traits
Size: Medium; Speed: 40 ft.; AC: +2 natural armor; Attacks: 2 hooves (1d3); Ability Scores: Str 13, Dex 15, Con —, Int 3, Wis 10, Cha 10; Special Qualities: Damage Reduction 5/bludgeoning, Immunity to Cold, Undead Traits
Class Level: This is the character's dread knight level. The dread knight's class levels stack with levels of any other classes that are entitled to a skeletal cohort for the purpose of determining the cohort's statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the skeletal cohort possesses, each of which gains a Charisma modifier, as normal.
BAB: This is the skeletal cohort's base attack bonus. A skeletal cohort's base attack bonus is the same as that of a cleric of a level equal to the undead's HD. Skeletal cohorts do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the skeletal cohort's base saving throw bonuses. A skeletal cohort has good Will saves.
Skills: This lists the skeletal cohort's total skill ranks. A skeletal cohort cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by a skeletal cohort.
Natural Armor Bonus: The number noted here is an improvement to the skeletal cohort's existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the skeletal cohort's Strength and Dexterity scores.
Special: This includes a number of abilities gained by skeletal cohorts as they increase in power. Each of these bonuses is described below.
Share Spells (Ex): The dread knight may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an undead cohort is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The cohort adds +1 to one of its ability scores.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a skeletal cohort takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.