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Necroknight

A Base Class for the Pathfinder Roleplaying Game

Necromantic warriors who wield martial skill supplemented by the withering touch of deathly magic. Where the common man sees only wicked magic, the necroknight sees a tool to be used for good or ill, lacking malice beyond that provided by the wielder. From the seasoned warrior seeking that crucial edge in battle to the cunning scholar seeking a martial application to his studies, the path of the necroknight is a varied one.


Often starting under martial tutelage, aspiring necroknights-to-be often suffer some catastrophic influence that sends them on the path of dark magic. It could be a run-in with the undead, in response to a family curse taking hold, or even a fateful battle against a seasoned necromancer. Regardless of how they are introduced to the dark art, the necroknight sees necromancy as a clear way to gain an advantage against their enemies, by means fair or foul. Others seek to better combat necromancy by understanding the dark art. These studious souls embrace the dark art as a means to combat the spread of undead or other vile creatures. Often times these necroknights take a practical approach to their studies, and claim that the insight they have into dark magic make it significantly easier to fight those that wield necromancy.


While the religious and fearful may equate necroknights to demonic soldiers and antipaladins, necroknights scoff at the comparison. They see antipaladins as fools unwilling to put effort into learning, and instead turn to demons and fell gods for power. Necroknights cite long hours of study and numerous drills as the source of their talents, not some deal with an evil entity. Surprisingly, most necroknights take a lighthearted view of their art; since they know just how fragile life can be, they feel it is important to enjoy the time they have. As a result, necroknights often prefer to live in the moment, claiming that tomorrow isn’t a given.


Hit Dice: D8


Role:

Necroknights are front line fighters that can bolster their own vitality with stolen lifeforce, allowing them to fight on through mortal injury. Intelligence is vitally important to necroknights, as it determines the size of their necrosis pool and powers all of the their abilities. Strength and Constitution are always important to a front-line fighter, while Dexterity could allow for a ranged or dual-wielding necroknight. Necroknights rely on the necrotic abilities to hold their own in a fight, and all these abilities rely on necrosis; the eldritch result of living and unliving energies clashing.


Alignment: Any

While many people assume necromancers are automatically evil, necroknights see the dark art as a means to an end. Good aligned necroknights often serve as undead hunters and military specialists, putting their knowledge of the dark art to good use in the fight against evil. Neutral necroknights steer more towards mercenary companies or wandering scholars, selling their sword arm to the highest bidder or seeking further knowledge to expand their own schooling. Evil necroknights, for all their disdain of the comparison, tend to act remarkably similar to antipaladins, spreading swaths of death and terror in their wake.


Relationship to Other Classes:

Necroknights feel most at home with other scholarly classes, such as the magus and wizard. Wizards often see necroknights as a sort of magical dropout; they have some degree of knowledge, but nowhere near true mastery (still, it beats trying to talk to the barbarian). Necroknights are generally understanding of the perception, claiming to prefer martial application over stogy theory. Both agree that knowledge is a great thing to bring to the battlefield. Necroknights and magi regard each other as kindred spirits, with the combat magic of the magus being mirrored in the necromantic specialization of the necroknight.


Necroknights often have the biggest problem with heavily religious classes, such as clerics and paladins. These classes don’t always make the distinction between a well-meaning necroknight and heretical scum. Necroknights return the disdain by pointing out how stupid it is to go off fighting something you don’t properly understand.


Starting Wealth: 5d6 × 10 gp (average 175 gp.). In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills[]

The necroknight’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.


Table 1-1: The Necroknight

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+2

Necroblade +1d6, necroburst, necromantic focus, necrosis pool

2nd

+2

+3

+0

+3

Bonus feat

3rd

+3

+3

+1

+3

Resistance training

4th

+4

+4

+1

+4

Arcane training, necroblade +2d6

5th

+5

+4

+1

+4

Deathly palor (tier 1), focus power

6th

+6/+1

+5

+2

+5

Bonus feat, necromantic weapons

7th

+7/+2

+5

+2

+5

Soul of necromancy

8th

+8/+3

+6

+2

+6

Necroblade + 3d6, unlifeline

9th

+9/+4

+6

+3

+6

Deathly palor (tier 2)

10th

+10/+5

+7

+3

+7

Bonus feat, focus power, necrotic reserve

11th

+11/+6/+1

+7

+3

+7

Necromantic aegis, reclaim necrosis (4:1)

12th

+12/+7/+2

+8

+4

+8

Necroblade +4d6

13th

+13/+8/+3

+8

+4

+8

Deathly palor (tier 3)

14th

+14/+9/+4

+9

+4

+9

Bonus feat, lengthy necrosis

15th

+15/+10/+5

+9

+5

+9

Focus power

16th

+16/+11/+6/+1

+10

+5

+10

Necroblade +5d6

17th

+17/+12/+7/+2

+10

+5

+10

Deathly palor (tier 4)

18th

+18/+13/+8/+3

+11

+6

+11

Bonus feat

19th

+19/+14/+9/+4

+11

+6

+11

Reclaim necrosis (2:1)

20th

+20/+15/+10/+5

+12

+6

+12

Focus power, necroblade +6d6

Class Features:[]

The following are the class features of the necroknight.


Weapon and Armor Proficiency:[]

The necroknight is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (excluding tower shields).


Necrosis Pool (Su):[]

At 1st level, the necroknight gains a pool of energy that he may use to power his class abilities or  to bolster his own health, referred to as a ‘necrosis pool’. The necrosis pool can hold a number of necrosis points equal to his necroknight class level times his Intelligence modifier (minimum of his class level). The necrosis pool resets after 8 hours of rest, and the necroknight begins each day with a number of necrosis points equal to his necroknight level.


The necroknight can add points to the necrosis pool in the following ways;

  • Dealing negative energy damage. For every 2 points of negative energy damage he deals to a creature, he gains 1 necrosis point.

  • Killing a creature. Whenever a creature dies within 30 ft of the necroknight, he gains a number of necrosis points equal to ½ the creatures HD. Only creatures with a Constitution score count for this ability. The necroknight must have been an active participant in the creature's death to receive necrosis points (the GM is final arbiter of this).


In order to qualify for gaining necrosis, creatures must have at least ½ the necroknight’s level in HD. Creatures with less HD than required do not provide the necroknight with necrosis.


As a move action, the necroknight may empty his necrosis pool, converting all necrosis points in the pool into temporary hit points. These temporary hit points last 1 minute. Be sure to keep track of how many of these temporary hit points you have; certain powers rely on the necroknight having these particular temporary hitpoints. The necroknight may not gain additional temporary hit points via his necrosis pool while he still has temporary hit points gained in this fashion.

Necroblade (Su):[]

The first trick a necroknight learns to do is sheath their weapons in necrotic energies, lending fell power to their blows. At 1st level, the necroknight may spend a necrosis point as a swift action to add +1d6 negative energy damage to his next attack with a weapon. At 4th level, and every 4 levels thereafter, the necroknight deals an additional 1d6 damage, to a maximum of +6d6 at 20th level. This damage is not multiplied on a critical hit. Creatures with the undead type are healed by this extra damage, and other creatures without a Constitution score (such as constructs) are immune to this extra damage. If the attack misses the effect is wasted.

Necroburst (Su):[]

All the might in the world won’t help if you can’t hit your target, so necroknights learn to cripple their enemies with enervating energies.  At 1st level, the necroknight may spend a necrosis point as a swift action to cause all creatures within 10 feet of him other than himself and creatures without a Constitution score to take a -1 penalty to AC for a number of rounds equal to his Intelligence modifier. Creatures affected by this ability can, as a standard action, make a Will save (DC 10 + ½ necronights level + Intelligence modifier) to end this effect early. At 4th level and every 4 levels thereafter he improves the penalty he grants by -1 and may increase the range at which he grants it at by up to 10 additional feet, to a maximum penalty of -6 and a range of 60 feet at 20th level.

Necromantic Focus (Su):[]

All necroknights draw power from the dark arts, but the exact nature of their martial necromancy has its basis in the aspect of their focus. At 1st level, the necroknight choses which ‘domain’ of necromancy he wishes to focus his attention on. Once chosen, the choice cannot be changed. Certain abilities are marked with a *; these abilities modify necroblade, and only one such ability can be used with necroblade at a time.

Weakness[]

A classical choice for many necroknights, the weakness focus aims to prevent the enemy from being able to lift his sword, much less fight back

Wearying Blade*: At 1st level, whenever the necroknight uses his necroblade ability, he may spend an additional necrosis point. If he does, any creature that is dealt damage from his necroblade must make a Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier), or become fatigued for a number of rounds equal to the necroknight’s Intelligence modifier. This ability cannot cause a creature who is already fatigued to become exhausted.

Iron Vigil: At 5th level, the necroknight becomes immune to fatigue, and may spend 3 necrosis points to remove exhaustion from himself as an immediate action.

The Dark Art (Sp): At 10th level, the necroknight can cast bestow curse as a spell-like ability a number of times per day equal to his Intelligence modifier. At 20th level he may instead cast major curse as a spell-like ability.

Aura of Lethargy: At 15th level, while the necroknight has temporary hit points granted by his necrosis pool, he gains a 30 foot aura of exhaustion. Creatures that fail a Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier) become exhausted while they remain in the aura. Creatures that make their save are immune to the necroknight’s aura of lethargy for 24 hours.

Aura of Aging: At 20th level, the necroknight gains an aura that quickly advances the years for those who oppose him. Enemies within 30 feet that fail a Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier) receive the penalties for advancing one age category while they remain the area, as though they had been targeted by a sands of time spell. The aura resets every 1d6 rounds. Once reset, every enemy within the aura must make a new save, regardless if they failed or succeed before. The effects of failing the save against the aura multiple times stacks; each time an enemy fails the save they advance to the next age category. This cannot cause an enemy to die of old age.

Plague[]

Favored by wicked necroknights, the plague focus aims to debilitate enemies under a barrage of bile and illness, slowly corrupting the body of his foes until only rotting husks remain

Deadly Toxins (Ex): at 1st level, the necroknight is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a weapon.

Aura of Illness: at 5th level, while the necroknight has temporary hit points granted by his necrosis pool, the necroknight gains a 30 foot aura of sickening malias. Enemies within the aura must make a Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier), or become sickened while they remain within the aura. Creatures that make their save are immune to the necroknight’s aura of fatigue for 24 hours.

Plague Carrier: at 10th level, the necroknight does not suffer any penalties or ability damage for being diseased. He still counts as being diseased, but is otherwise immune to their effects.

Whooping Cough: at 15th level, the necroknight may spend 6 necrosis points to cough up a vomitous cloud of necrotic bile in a 45 foot cone as standard action. Creatures caught in the cloud must make a Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier) or become nauseated for a number of rounds equal to the necroknight’s Intelligence modifier.

Third Horseman (Su/Sp): at 20th level, whenever the necroknight strikes an enemy with his necroblade ability, or is struck with a non-reach or natural weapon, he may force the target to save against a single disease he currently suffers from. The disease takes hold immediately with no onset time. In addition, once per day the necroknight may spend 10 necrosis points to cast cursed earth as a spell-like ability.

Dread[]

The focus of choice for necroknights looking to end fights through intimidation rather than overt violence, the dread focus aims to send foes running for the hills instead of putting more bodies in the ground

Fearsome Blade*: at 1st level, whenever the necroknight uses his necroblade ability, he may spend an additional necrosis point. If he does, then any creature that is dealt damage by necroblade must make a Will save (DC 10 + ½ necroknight level + Intelligence modifier) or become shaken for a number of rounds equal to the necroknight’s Intelligence modifier. This ability cannot cause a creature who is already shaken to become frightened. This is a fear effect.

Paranoid Attention (Ex): at 5th level, the necroknight adds his resistance training bonus to initiative rolls and Perception checks.

Aura of Encroaching Dread: at 10th level, while the necroknight has temporary hit points granted by his necrosis pool, he gains an aura of dread. Any enemy within his aura must make a Will save (DC 10 + ½ necroknight level + Intelligence modifier) each turn or have their level of fear increase by 1 state (shaken -> frightened -> panicked -> cowering). A creature that makes their save only negates the effect for that round; they must make another save the following round. This is a fear effect.

Dark Reputation (Ex): at 15th level, the necroknight adds his resistance training bonus to Intimidate checks. Additionally, he may spend 2 necrosis points to make a single Intimidate attempt as a standard action against all creatures within 30 feet; roll once and compare the result against the DC for each creature.

Deepest Fears (Su/Sp): at 20th level, the necroknight may spend 5 necrosis points as a swift action to cause creatures within 30 feet to become vulnerable to fear effects. Creatures that fail their Will save (DC 10 + ½ necroknight level + Intelligence modifier) loose immunity to fear effects, and mindless creatures must now make their saves against fear effects. This effect lasts until the creatures gets 8 hours of rest. In addition, the necroknight may cast wail of the banshee 3 times per day as a spell-like ability.

Ravager[]

A popular choice for the depraved necroknight, the ravager focus seeks to emulate the raw destructive power of necromancy and death itself

Devouring Blade*: at 1st level, whenever the necroknight uses his necroblade ability, he may spend an additional necrosis point to drain the strength of his opponent instead of dealing extra damage. If he does, then necroblade deals 2 points of Strength damage per d6 of damage he would normally deal. A Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier) prevents this ability damage. This effect cannot cause the target’s Strength score to drop below 1.

Destructive Blows (Sp): at 5th level, the necroknight adds His resistance training to all melee damage rolls.

Sadism (Ex): at 10th level, the necroknight adds his resistance training ability against pain effects. In addition, anytime he deals at least 10 damage in a round, he adds his resistance training bonus to attacks rolls the following round as a morale bonus.

Aura of the Void: at 15th level, while the necroknight has temporary hit points granted by his necrosis pool, he gains an aura of life-draining necrotic energy. Enemies with 30 feet of the necroknight must make a Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier), or take 1d4 Constitution damage. Creatures that save against the effect only resist the effect for that round, and must save against the effect again next turn.

Reaper Blade*: at 20th level, whenever the necroknight uses his necroblade ability, he may spend an additional 3 necrosis points. If he does, than in addition to dealing damage as normal, any creature struck by the necroblade is killed. A Fortitude save (DC 10 + ½ necroknight level + Intelligence modifier) resists the death effect, but not the damage. Regardless of whether or not the creature makes the save, the creature is immune to the necroknight’s reaper blade for 24 hours.

Grave Warden[]

Favored by good-aligned necroknights, the grave warden focus aims to contain the undead threat through knowledge and careful application of appropriate necromancy

Anathema Blade*: at 1st level, a necroknight can convert the negative energy dealt by his necroblade into disruptive positive energy. This positive energy cannot heal creatures, and can only be used to damage undead and creatures with negative energy affinity. In addition, damage dealt in this fashion counts as negative energy damage in regards to gaining necrosis points.

Undead Hunter (Sp): at 5th level, the necroknight may cast detect undead at will as a spell-like ability. In addition, he adds his resistance training bonus to all saves made against special attacks made by undead creatures.

Funeral Veils: at 10th level, while the necroknight has temporary hit points granted by his necrosis pool, creatures within 30 feet gain the effect of a hide from undead spell. If a creature breaks the effect, they become visible, but other creatures remain concealed. If the necroknight attacks, he may reapply the effect as a move action.

Return to Dust: at 15th level, the necroknight may spend 3 necrosis points as a swift action to infuse his weapon with the disruption magical weapon special ability, but with a DC of 10 + ½ necroknight level + Intelligence modifier. Only weapons that deal bludgeoning damage gain this benefit. This effect lasts a number of rounds equal to the necroknight’s Intelligence modifier.

Dust to Dust (Sp): at 20th level, the necroknight may spend 5 necrosis points to cast undeath to death as a spell-like ability, except it affects undead of any HD. In addition, allies within 30 feet of the necroknight gain his resistance training bonus against special attacks made by undead creatures.

Lifeblood[]

A favorite of necroknights seeking to dodge the reaper, the lifeblood focus aims to bolster vital energies with necrotic transfusions, all while outlasting their bleeding foes

Sustaining Blood: at 1st level, the necroknight gains Diehard as a bonus feat, even if he doesn’t meet the prerequisites. In addition, when the necroknight performs a standard or strenuous action while below 0 hit points but not dead, he may spend 1 necrosis point instead of taking 1 point of damage.

Bloody Blade*: at 5th level, whenever the necroknight uses his necroblade ability, he may spend an additional necrosis point. If he does, then his necroblade deals an additional point of bleed damage for every d6 of damage dealt with necroblade.

Vampire Blade*: At 10th level, whenever the necroknight uses his necroblade ability, he may spend an additional necrosis point. If he does, then if he hits with the attack he gains a number of  temporary hit point equal to the damage dealt with necroblade instead of gaining necrosis points. These temporary hit points last for a number of rounds equal to the necroknight’s Intelligence modifier.

Blood Drinker Aura: at 15th level, while the necroknight has temporary hit points granted by his necrosis pool, he regains hit points while within 30 feet of a creature suffering a bleed effect. At the start of his turn, the necroknight is healed for an amount equal to the highest bleed damage suffered by creatures with the area.

Life Unending: at 20th level, if the necroknight would be killed, he returns to life, as per true resurrection, after 24 hours as long as he had at least 15 necrosis points when he died. Alternatively, the necroknight may spend 25 necrosis points to return to life after 1 round.

Vitae[]

For the necroknight looking to take on the role of a battlefield medic, the vitae focus deals less with harming others and more with saving them.

Infuse Vitae: at 1st level, the necroknight may touch another creature and fill it with unliving vigor. As a standard action, the necroknight can spend a 1 necrosis point and roll his necroblade damage, and the creatures gains the total damage as temporary hit points. These hit points last 1 round per Intelligence modifier.

Necromedic (Sp): at 5th level, the necroknight gains a small selection of spell-like abilities that he may use by spending necrosis points. He may cast any spell from Table 1-2: Vitae Spells, provided he meets the minimum necroknight level and has the required necrosis to spend. He uses his necroknight level as his caster level, and his Intelligence modifier as his casting modifier.

Table 1-2: Vitae Spells

Minimum Necroknight Level

Spell

Necrosis Cost

5

Cure Light Wounds

2

7

Cure Moderate Wounds

4

9

Cure Serious Wounds

6

11

Cure Critical Wounds

8

13

Breath of Life

10

15

Heal

12


Shared Resistance: at 10th level, the necroknight grants his bonus from resistance training to all allies within 30 feet.

Aura of the Healer: at 15th level, while the necroknight has temporary hit points granted by his necrosis pool, he may casts the spells provided by his necromedic class feature as touch spells with a range of 30 feet at no cost as a standard action. He may only cast 1 such spell for free per round in this fashion.

Beyond Death: at 20th level, the necroknight can resurrect a creature via necromantic rituals. He may spend 2 necrosis points per HD of the target creature to return the creature to life, as per true resurrection. In addition, the necroknight and allies within 30 ft are immune to death effects.

Bonus Feat:[]

At 2nd level, and every 4 levels thereafter, the necroknight gains a bonus feat, in addition to the feats gained from normal character progression. These feats must be taken from the list of combat feats, and the necroknight must meet all the prerequisites for the feat as normal.

Resistance Training (Ex):[]

Having schooled in the dark arts, the necroknight is more prepared to defend himself against those wielding necromancy against him. At 3rd level, the necroknight adds 1/3rd his necroknight level (minimum +1) to all saves against spells and spell-like abilities from the necromancy school and all death effects. The necroknight may make a Will save to negate the effect even if the spell or spell-like ability normally wouldn’t allow for a save.

Arcane Training (Sp):[]

Despite lacking true magical ability, through constant study the necroknight has attained a semblance of casting power. At 4th level, the necroknight can cast bleed, detect magic, light, read magic, and stabilize at will as spell-like abilities. Additionally, the necroknight adds Draconic to his languages known, if he didn’t already know Draconic.

Deathly Palor (Su):[]

The power of necromancy infuses the necroknight with strange and volatile might when he infuses his body with deathly magics. At 5th level, whenever the necroknight uses his necrosis points to gain temporary hit points, he gains one of the following bonuses, lasting as long as he has at least 1 temporary hit points granted from his necrosis pool;

  • gain a constant detect undead effect

  • cast command undead as a spell-like ability

  • convert your weapon damage type to negative energy damage

  • gain lifesense with a range of 30 feet

  • the first creature you strike each round must make a Fortitude save (DC 10 + 1/2 necroknight level + Intelligence modifier) or be staggered for 1 round

  • cast unliving rage, targeting the necroknight regardless of his creature type, as a spell-like ability

  • gain a ray attack with a range of 30 feet that deals your necroblade damage. You may modify this ray with any ability that works with necroblade

At 9th level, the necroknight may select one of the following bonuses instead;

  • as a standard action, create a 60 ft cone of necrotic energies. Creatures within the cone take your necroblade damage. A Will save (DC 10 + 1/2 necroknight level + Intelligence modifier) halves the damage

  • gain a frightful presence (Will DC 10 + ½ necroknight level + Intelligence modifier) with a range of 30 feet. Creatures that fail their save become shaken for 3d6 rounds. Creatures with HD greater than your necroknight level aren’t affected by the frightful presence

  • enemies adjacent to you suffer the effects of your necroburst ability

  • gain the negative energy affinity monster ability

  • adjacent creatures take 1d6 points of nonlethal cold damage per 2 necroknight levels each turn

  • creatures you kill explode with necrotic energies, dealing your necroblade damage to adjacent enemies. A Fortitude save DC 10 + 1/2 necroknight level + Intelligence modifier)  halves the damage.

  • Choose 2 of the level 5 options

At 13th level,  the necroknight may select one of the following bonuses instead;

  • become incorporeal, and gain a touch attack that deals your necroblade damage. You may modify this touch attack with any ability that works with necroblade

  • cast marionette possession or possess object as a spell-like ability

  • gain Spell Resistance equal to 15 + your necroknight level against necromancy spells and spell-like abilities. Whenever a spell fails to penetrate this spell resistance, gain a necrosis point

  • gain immunity to curse effects. Ongoing curses are suspended until the effect ends. This allows you to discard cursed items with caster level equal to or lower than your necroknight level

  • cast unwilling shield as a spell-like ability

  • cast shadow projection as a spell-like ability

  • Choose 2 of the level 9 options

At 17th level,  the necroknight may select one of the following bonuses instead;

  • create a symbol of death at your current position

  • creatures you kill require a caster level check (DC 20 + ½ necroknight level + Intelligence modifier) to resurrect

  • creatures that move through or end their turn in an adjacent square take 1d6 points of negative energy per 2 necroknight levels

  • increase the save DC of necroknight abilities by +2

  • cast necromancer’s last stand on yourself, with a duration of 1 minute per 10 temporary hitpoints gained. This replaces the normal duration of spells granted by deathly palor.

  • Choose 2 of the level 13 options

Once the bonus, or bonuses, have been chosen they cannot be changed while the necroknight still has temporary hitpoints from his necrosis pool. You can’t take the same bonus more than once. If the bonus involves casting a spell, the spell is cast as a free action as part of gaining the temporary hitpoints, using the necroknight’s Intelligence modifier as the casting modifier. The spell lasts for as long as you temporary hit points from your necrosis pool, even if the spell would normally have a longer or shorter duration. You cannot delay the casting of the spell-like ability.

Necromantic Weapons (Su):[]

As he advances in power, the necroknight learns to maintain the deadly force from one swipe of necromantic energy into the next. At 6th level, the necroknight can spend 2 points of necrosis as a free action to have all his attacks until the start of his next turn deal his necroblade damage in addition to normal damage. Any ability that modifies necroblade must be paid for separately for each attack the necroknight wishes to modify. Additionally, he may use necroblade as part of an attack of opportunity.

Soul of Necromancy (Su):[]

At 7th level, the necroknight gains a necromantic boon, taking the form of one of two abilities. Once the choice is made, it cannot be changed.


The first form is the ability to create a burst of negative energy. The necroknight gains the ability to channel negative energy as an evil cleric, using his necroknight level as his cleric level. The necroknight does not require a divine symbol to use this ability. The Will DC to resist the necroknight’s channel energy is 10 + ½ necroknight level + the necroknight’s Intelligence modifier. The necroknight can channel energy a number of times per day equal to 3 + his Intelligence modifier.


The second form is the ability to call upon an undead companion to fight alongside the necroknight. This functions like a druid’s animal companion, using the necroknight’s level as his effective druid level. The companion’s creature type is changed to undead, and gains either the skeleton or the fast zombie template (the necroknight’s choice) instead of it’s normal 4th or 7th level advancement. If the undead companion is destroyed, the necroknight may obtain a new one by performing a special ritual that takes 24 hours to perform.

Unlifeline (Su):[]

The necroknight learns to escape danger through the use of necromantic energies, quickly supplementing his own life energies with accumulated necrosis. At 8th level, the necroknight may empty his necrosis pool to gain temporary hit points as a swift or an immediate action, rather than a move action.

Necrotic Reserve (Su):[]

Through mystic tutelage and calculated effort, the necroknight has learned to merely sip the power of his necrosis pool instead of flooding himself. At 10th level, whenever an ability would empty the necroknight’s necrosis pool, he may instead pay any number of necrosis points, minimum of his Intelligence modifier.

Necromantic Aegis (Su):[]

For a sufficiently powerful necroknight, a lethal blow is nothing to fear; his powers shall sustain him- even through death! At 11th level, if the necroknight would be reduced below 0 hit points while he has points in his necrosis pool, he may pay any number of necrosis points as an immediate action to reduce the damage dealt by 2 points per necrosis point paid. If this would would keep his hit point total above 0, he continues to act normally.

Reclaim Necrosis (Su):[]

By studying the connections between life and death, the necroknight can better convert the vital energies in his necrotic energy reserve. At 11th level, the necroknight may convert temporary hit points gained from his necrosis pool back into necrosis points as a swift action. For every 4 temporary hitpoints the necroknight spends, he gains 1 necrosis point.


At 19th level, the necroknight can spend 2 temporary hit points to regain 1 necrosis point.

Lengthy Necrosis (Su):[]

Constant usage of necrotic energies has trained the necroknight on how to better sync his own life energies to his necrosis pool. At 14th level, temporary hit points granted by the necroknight’s necrosis pool now last a number of minutes equal to the necroknight’s Intelligence modifier.

Table 1-3: Necroknight Alternate Favored Class Bonuses

Race Name

Benefit

Source

Human

gain +1/6 of a bonus combat feat

CRB

Elf

gain +1/3 to Use Magic Device checks

CRB

Half-orc

+1 hitpoint to the necroknight’s undead companion

CRB

Dhampir

whenever you gain a necrosis point, gain an extra +1/4 of additional necrosis point. Please note that Pathfinder only recognizes full values; 3.75 necrosis points is still only 3 necrosis points

ARG

Tiefling

gain +1/2 to maximum value of necrosis pool

ARG

Ratfolk

necroblade deals +1/2 damage to creatures denied their Dexterity bonus to AC (regardless if they normally have a Dexterity bonus to AC)

ARG

Dragoul

+1/3 to saves against spells from the enchantment school

LRGG RG4

Cuil

gain an extra +1/4 of a temporary hit point when you use necrosis points to gains temporary hit points. Please note that Pathfinder only recognizes full values; 3.75 temporary hit points is still only 3 temporary hit points

LRGG RG4

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