Favoured Soul of Akumi
So in the campaign I'm wrapping up, the party woke up an undead warlord of an LE God of Tyranny and Domination from a Generic Asian Culture.
Initially, I had him statted as a barbarian, but he got more story-important than I thought. Since a player was playing one of the custom favoured soul classes, I figured I'd give him the same treatment.
d12 HD
Good BAB
Good Fort and Will
4 + Int Skill Points
Level Special
1 The Tyrant's Favor
2 Burning Rage
3 Tireless Oppression
4 Rage Dice +2d6
5 Praise to the Hard God
6 Rage Dice +3d6
7 Monarch's Survey
8 Rage Dice +4d6
9 Conquest and Woe
10 Rage Dice +5d6
11 March Unending
12 Rage Dice +6d6
13 Tyrant's Will
14 Race Dice +7d6
15 Warlord's Dread Cry
Tyrant's Favor: The Favored Soul gets a magic weapon. Cursed. Have to bleed to activate powers (minimum weapon damage). Becomes Wounding at level 3, Unholy at level 6, and Ruin at level 11.
Burning Rage: +2 attack/damage, -2 AC. Damage dice is fire-element. When Praise the hard God is active for this purpose, it becomes either extend to 10', or a 5' aura at half-strength
At level 11, the fire becomes half-divine damage, becoming fully divine black flames with Praise the Hard God active.
Tireless Oppression: Level/3 Fast Healing
Praise to the Hard God: Powers can be on all the time, apart from Fast Healing but you can sacrifice to strengthen them. Sacrifice with a creature's death, or your own pain (minimum damage with sword).
Monarch's Survey: When the sword's on fire, sacrifice (minimum weapon damage) to See Invisible and spot illusions as being illusions.
Shapechanged creatures display some idea of what they are--such as their shadow on the wall.
Conquest and Woe: When you kill a leader, you gain their followers for a day. If you make the right sacrifices (IE, blood and booze), you get them permanently.
March Unending: If die from anything other than melee combat, rise again as a Revenant.
Tyrant's Will: Can use Command, Suggestion at-will. Upgrades to Charm and Dominate when Praise the Hard God is active.
Warlord's Cry: Give initimidate attempt on enemies within sixty feet. If Praise the Hard God is active, becomes a will save (DC 10 + 1/2 level + Cha) to avoid fleeing in Fear, and creatures more than eight levels below you automatically flee.
Some jiggering coming: Fire damage eventually becomes divine fire damage
Because I've been playing Shovel Knight and noticed his power set is simple in D&D terms.
Requirements:
BAB +5
Heavy Armor Proficiency
Scythe Proficiency
Must be undead or at least really spooky.
d10
Good BAB
4+ Int
Reflex and Will
Level Special
1 Spectral Flight, Don the Cloak
2 Scythe Trail, Call the Dark
3 Spectral Vanish, Bring the Dead
Spectral Flight (Su): The Spectre Knight drifts smoothly through the air, never touching the ground if they don't want to. Get a flight speed of 20 feet with perfect maneuverability
Don the Cloak (Su): Any cloak put on the Spectre Knight becomes a long flowing thing, reinforced by the energies of the Beyond. They all give a 20% miss chance to attacks and gives you a deflection bonus to AC equal to 1/4 your level.
Scythe Trail (Su): at second level, the Reaper of Souls gains the ability to magically propel a wielded scythe along a trail. It can travel up to 2 squares per hit die, but the trail must be unbroken and both start and end adjacent to the Reaper. Make one attack roll and apply the result against every opponent in the area of effect. If two scythes are being wielded and the Reaper possesses the Two Weapon Fighting feat, then two attacks may be made – one for each of them.
Call the Dark (Sp): With a clenched fist and an effort of will, the Spectre Knight plunges the surrounds into blackness, blinding everyone but him as his cloak vanishes. This is a Deeper Darkness effect with a caster level equal to character level. The Spectre Knight can see in the effect, but not Deeper Darkness cast by another. When the effect ends--at the Spectre Knight's will or with its duration ending--his cloak reappears on him
Spectral Vanish (Sp): Move-action Dimension Slide with a caster level equal to character level. As a full-round action, can be used to terminate the end of Scythe Trail.
Bring the Dead (Su): Raise three CR-4 HD human skeletons from the ground, the bones forming from necrotic ideals. They have no special talents apart from being human skeletons armed with swords, and they leave after a number of rounds equal to your character level.
BAB +5
Heavy Armor Proficiency
Scythe Proficiency
Must be undead or at least really spooky.
d10
Good BAB
4+ Int
Reflex and Will
Level Special
1 Spectral Flight, Don the Cloak
2 Scythe Trail, Call the Dark
3 Spectral Vanish, Bring the Dead
Spectral Flight (Su): The Spectre Knight drifts smoothly through the air, never touching the ground if they don't want to. Get a flight speed of 20 feet with perfect maneuverability
Don the Cloak (Su): Any cloak put on the Spectre Knight becomes a long flowing thing, reinforced by the energies of the Beyond. They all give a 20% miss chance to attacks and gives you a deflection bonus to AC equal to 1/4 your level.
Scythe Trail (Su): at second level, the Reaper of Souls gains the ability to magically propel a wielded scythe along a trail. It can travel up to 2 squares per hit die, but the trail must be unbroken and both start and end adjacent to the Reaper. Make one attack roll and apply the result against every opponent in the area of effect. If two scythes are being wielded and the Reaper possesses the Two Weapon Fighting feat, then two attacks may be made – one for each of them.
Call the Dark (Sp): With a clenched fist and an effort of will, the Spectre Knight plunges the surrounds into blackness, blinding everyone but him as his cloak vanishes. This is a Deeper Darkness effect with a caster level equal to character level. The Spectre Knight can see in the effect, but not Deeper Darkness cast by another. When the effect ends--at the Spectre Knight's will or with its duration ending--his cloak reappears on him
Spectral Vanish (Sp): Move-action Dimension Slide with a caster level equal to character level. As a full-round action, can be used to terminate the end of Scythe Trail.
Bring the Dead (Su): Raise three CR-4 HD human skeletons from the ground, the bones forming from necrotic ideals. They have no special talents apart from being human skeletons armed with swords, and they leave after a number of rounds equal to your character level.