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Knight of Desolation

HD: d12

Skills: Balance, Concentrate, Hide, Intimidate, Jump, Knowledge(Religion), Listen, Move Silently, Ride, Spot, Sense Motive
2 + INT per level

Armor Proficiency: Light, Medium, Heavy armors

Weapon Proficiency: Simple and Martial Weapons + All Shields but Tower Shields



Level 

Base Attack 

Fortitude 

Reflex 

Will 

Special Abilities 

Spells 

1 +1 +2 +0 +0 Armament of the Desolate - - - -
2 +2 +3 +0 +0 - - - -
3 +3 +3 +1 +1 Strife-Blood, Spells 0 - - -
4 +4 +4 +1 +1 0 - - -
5 +5 +4 +1 +1 Armament of the Desolate 0 - - -
6 +6/+1 +5 +2 +2 1 - - -
7 +7/+2 +5 +2 +2 1 - - -
8 +8/+3 +6 +2 +2 1 0 - -
9 +9/+4 +6 +3 +3 1 0 - -
10 +10/+5 +7 +3 +3 Armament of the Desolate 1 0 - -
11 +11/+6/+1 +7 +3 +3 2 1 - -
12 +12/+7/+2 +8 +4 +4 2 1 0 -
13 +13/+8/+3 +8 +4 +4 2 1 0 -
14 +14/+9/+4 +9 +4 +4 2 1 1 0
15 +15/+10/+5 +9 +5 +5 Armament of the Desolate 3 2 1 0
16 +16/+11/+6/+1 +10 +5 +5 3 2 1 0
17 +17/+12/+7/+2 +10 +5 +5 3 2 1 1
18 +18/+13/+8/+3 +11 +6 +6 3 2 1 1
19 +19/+14/+9/+4 +11 +6 +6 3 3 2 1
20 +20/+15/+10/+5 +12 +6 +6 Armament of the Desolate 3 3 2 1

Desolate Armament (Su)
 As a Knight of Desolation, you are able to create mysterious equipment created from a compressed negative energy-like substance that bestows multiple benefits to you. Starting at level 1, you gain one of the armments below then again at levels 5, 10, 15, and 20. The Armament takes the place of any armor worn and it is made to fit you perfectly. It can also be enchanted like any regular peice of armor. The Armament can be dismissed and manifested as a move action but you do not gain the benefits if you are not wearing it. All effects and abilities that are gained from the Armament are gained retroactively.

 If it is destroyed, a Knight of Desolation must spend 24 hours to recreate one piece of your Armament, if the player changes alignment to good they lose all benefits to the armament. If anyone else tries to wear a Knight of Desolation's armament, it will bestow one negative level on any creature attempting to use it. The negative level remains as long as the armament is in hand and disappears when the armament is no longer held. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armament is held


Strife-blood (Ex)-By sacrificing HP as a swift action, you may emulate the effect of certain feats below. You must meet the ability score pre-requisite to use them; You do not need to meet any BAB prerequsite for these feats. The first feat cost 6 HP and each additional feat cost 4 HP; its effects last for 1 hour. If you already have the feat, you do not need to sacrifice hp for it.

Spells-To cast a spell, a Knight of Desolation must have a CHA score equal to at least 10 + spell level. The difficulty class for a saving throw against a Knight of Desolation's spell is 10 + spell level + CHA modifier. A Knight of Desolation knows all the spells for each respected level.

Level 1
Bane, Blades of Blood, Cause Fear, Chill Touch, Mage Armor, Magic Weapon, Deathwatch, Doom, Entropic Shield, Protection from Good, False Life, Obscure Object

Level 2
Command Undead, Darkness, Darkvision, Death Knell, Spectral Hand, Inflict Moderate Wounds, Align Weapon, Fog Cloud, Shatter, Shield Other, Wraithstrike

Level 3
Arcane Sight, Greater Magic Weapon, Ghoul Touch, Hold Person, Inflict Serious Wounds, Nondetection, Speak with Dead, Slow, Vampiric Touch

Level 4
Bestow Curse, Crushing Despair, Enervation, Disrupting Weapon, Spell Immunity, Death Ward.