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Knight of the Skull
Knight of the Skull
"Death is patient. It flows both from without and from within. Be
vigilant in all and skeptical of all."
Entering battle with strength and divine magic, Knights of the Skull are
the spirit of the dark Knights, like the Order of the Lily is the body
and Order of the Thorn is the mind. The Skull Knights can be both
brutal and subtle in their work, wielding divine magic against enemies
in battle, and using seduction, manipulation, and diplomacy to achieve
their goals.
Skull Knights are often placed as ambassadors or advisers to foreign
powers. Such postings take advantage of their natural skill at intrigue,
which they supplement with the power of their divine magic. When
deployed with other Dark Knights, they act as a secret police, keeping
close watch on every knight's activities and reporting violations of the
Code to their superiors.
Before the Chaos War, Skull Knights were more or less specialized clerics
of the Dark Queen. After the Chaos War, most of them turned to
mysticism, some holding to the idea that their Queen would return. But
as with the Knights of the Lily, most Skull Knights have long since
given up on the Vision of their former patron.
Hit Die: d8.
Table 2-9: The Knight of the Skull
| Class Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
Spells Per Day |
| 1st |
+0 |
+2 |
+0 |
+2 |
Detect good, smite good (1/day), aura of evil |
-- |
| 2nd |
+1 |
+3 |
+0 |
+3 |
Dark blessing |
+1 level of existing class |
| 3rd |
+2 |
+3 |
+1 |
+3 |
Discern lies, rebuke undead |
+1 level of existing class |
| 4th |
+3 |
+4 |
+1 |
+4 |
|
+1 level of existing class |
| 5th |
+3 |
+4 |
+1 |
+4 |
Smite good (2/day) |
+1 level of existing class |
| 6th |
+4 |
+5 |
+2 |
+5 |
|
+1 level of existing class |
| 7th |
+5 |
+5 |
+2 |
+5 |
|
+1 level of existing class |
| 8th |
+6 |
+6 |
+2 |
+6 |
|
+1 level of existing class |
| 9th |
+6 |
+6 |
+3 |
+6 |
|
+1 level of existing class |
| 10th |
+7 |
+7 |
+3 |
+7 |
Favor of Darkness, smite good (3/day) |
+1 level of existing class |
Requirements
To qualify to become a Knight of the Skull, a character must fulfill all
the following criteria.
- Alignment: Lawful evil.
- Base Attack Bonus: +3.
- Skill: Knowledge (religion) 4 ranks.
- Feat: Alertness
- Spellcasting: Ability to cast 3rd-level divine spells.
- Special: Squire of the Lily: A candidate wanting to
become a Knight of the Skull must have a sponsor (A Knight of the Skull
of at least 3rd level). If deemed acceptable, the candidate is
considered a squire of the Lily (even though she will eventually be a
Skull Knight). Optionally, the Dungeon Master may allow a player
character to begin a campaign as a squire.
Test of Takhisis: Once a charater has advanced at least one
level (in any class) during the period as a squire and fulfills the
requirements for the Knights of the Skull, the squire may petition to
undertake the Test of Takhisis (see sidebar). If the applicant passes,
she can be accepted as a knight in the Order of the Skull.
Class Skills
The Knight of the Skull's class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate
(Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the Knight of the Skull.
- Weapon and Armor Proficiency: Knights of the Skull do not
gain any additional weapon or armor proficiency.
- Detect Good (Sp): At will, the Knight of the Skull can detect
good. This ability duplicates the effects of the spell detect
good.
- Smite Good (Su): Once per day, a Skull Knight may attempt to
smite good with one normal melee attack. She adds her Charisma modifier
(if positive) to the attack roll and deals 1 extra point of damage per
level. If the knight accidentally smites a creature that is not good,
the smite has no effect but is still used up for that day. Smite good
is a supernatural ability.
At 5th level and again at 10th level, the Knight of the Skull may smite
good one additional time per day, to a maximum of 3 times per day at
10th level.
- Aura of Evil (Ex): The power of a Knight of the Skull's aura
of evil (see the detect evil spell) is equal to her class level
plus her cleric level, if any.
- Spells per Day: At 2nd level, and each level thereafter, a
Knight of the Skull gains news spells per day (and spells known, if
applicable) as if she had also gained a level in a divine spellcasting
class to which she belonged before adding the prestige class level. She
does not, however, gain any other benefit a character of that class
would have gained (improved chance of turning or destroying undead and
so on). If the character had more than one divine spellcasting class
before becoming a Knight of the Skull, the player must decide to which
class to add each Knight of the Skull level for the purpose of
determining spells per day.
- Dark Blessing (Su): A 2nd-level Knight of the Skull applies
her Charisma modifier (if positive) as a bonus on all saving throws.
- Discern Lies (Sp): A Skull Knight of 3rd level or higher may
use discern lies as a spell-like ability a number of times per
day equal to her Wisdom modifier.
- Rebuke Undead (Su): At 3rd level, a Knight of the Skull gains
the ability to rebuke undead as an evil cleric. Her effective cleric
level is her class level -2. If she is also a cleric, add her knight
level -2 to her cleric level to determine her turning ability.
- Favor of Darkness (Su): At 10th level, the Knight of the
Skull is a virtual embodiment of evil. Any melee weapon that the
character wields is considered an unholy weapon for purposes of
bypassing the damage reduction of certain good outsiders. In addition,
the weapon deals an additional +1d6 points of unholy damage to any good
creature it hits. The weapon loses both properties as soon as the
Knight of the Skull stops touching it.