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The Blood Knight of Erythnul Prestige Class by Castle Inspector

Designer's Note: This prestige class is based on the deity Erythnul from the World of Greyhawk™ setting. It can be readily adapted to a similar deity from any other setting. This archetype would also fit well as a Chaos Knight in the Warhammer or Dragon-of-Melniboné settings. The noise level rose along with the tempers of the arguers.  The crowd was growing larger and the local constable pondered how he could resolve this confrontation before it led to violence.  Then the pushing started. The constable placed himself between two of the loudest arguers and pleaded with them to turn away. Then there was a flash as a club was swung seemingly from nowhere. One person ducked and the club continued it's vicious swing through the air. The constable leaped in front of the old woman who had mistakenly moved into the club's path. The club hit the constable fairly on the head and he collapsed to the ground. The yelling got louder and more and more blows were being thrown and landed. It looked like there was going to be a full-scale riot.

Blood Knights are elite soldiers dedicated to serving Erythnul and his clergy. Usually they will be found wreaking havoc in battle, leading bandits, killing, maiming and murdering simply because it pleases them and their patron. Alternatively they may serve as soldiers for cults or sects of the deity, or as the military strength of a temple dedicated to the deity. Occasionally they will be found alone or in small groups. One favored activity of the Blood Knights, under direction from clerics of Erythnul, is that of killing lawful good clerics - who are thoroughly despised by their patron deity. They will often form small groups of murderous fighters, bandits, rogues and assassins and go on a killing spree in civilized areas. Causing fear among the general population is often one of their main aims, as a result the more gruesome the carnage that they leave in their wake, the better.

Evil fighters are most commonly Blood Knights. However clerics (of Erythnul), rangers and barbarians can also be found in their number. Rogues and Bards would rarely find this group appealing, while druids, sorcerers and wizards are unheard of as Blood Knights. Paladins and clerics of other deities are never found as Blood Knights as both are often the target of Blood Knight missions, raids and/or assassinations.

Hit Die: d10

Requirements
To qualify to become a Blood Knight of Erythnul, one must fulfill all the following criteria:
Alignment:
Chaotic Evil
Race:
Any (though very rarely anything other than Human or Half-Orc)
Religion:
Erythnul (or suitable substitute from another setting)
Base Attack Bonus:
+7
Intimidate:
4 ranks
Knowledge (Religion):
3 ranks
Feats:
Power Attack, Cleave, Sunder
Special:
Must find and kill a lawful good cleric. The cleric must be defeated in single combat, though not necessarily honorable combat. The killing of the cleric is instrumental is the creation of the knight's blood armor (see below). The applicant must also supply a suit of masterwork full plate armor - see below.

The Blood Knight of Erythnul

Level Attack Bonus Fort. Save Ref. Save Will Save Special
1

+1

+2

+0

+0

Blood Armor

2

+2

+3

+0

+0

Protection from Law 1/day

3

+3

+3

+1

+1

Blood Rage 1/day

4

+4

+4

+1

+1

Fighter Feat
Protection from Law 2/day

5

+5

+4

+1

+1

Maiming Strike

6

+6

+5

+2

+2

Summon Life from Blood (4 Gnolls)

7

+7

+5

+2

+2

Cause Fear
Protection from Law 3/day

8

+8

+6

+2

+2

Summon Life from Blood (4 Bugbears)

9

+9

+6

+3

+3

Fighter Feat
Protection from Law 4/day

10

+10

+7

+3

+3

Summon Life from Blood (2 Ogres)
Blood Rage 2/day

Class Skills
The class skills of a Blood Knight are very similar to those of Fighters, with some extra skills based on their religious training and beliefs.

The Blood Knight's class skills (and key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the Blood Knight of Erythnul prestige class.

Weapon and Armour Proficiency: Blood Knights are proficient with all simple and martial weapons, all armors and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.

Blood Armour: After meeting the pre-requisites for this class, the Blood Knight participates in a special ceremony, conducted by a cleric of Erythnul of at least 8th level. The Blood Knight candidate must provide a suit of masterwork full plate armor. During the ceremony, the blood from the deceased lawful good cleric (slain by the Blood Knight) is poured over the armor and given divine blessing by the cleric of Erythnul. At the end of the ceremony, the suit of armor now has a magical bonus based on the level of the cleric that was slain.

Table 1: Blood Armour Bonus

Level of Cleric Slain

Armour Bonus

1 - 6

+1

7 - 12

+2

13 - 18

+3

19+

+4

  This armor is an absolutely sacred possession and a Blood Knight would rather die than loose it. None of their special powers function without them wearing it. Blood Knights can, at any stage of their life, attempt to acquire better armor by killing a higher level cleric. The armor radiates strong evil and, any opponent within a ten foot radius forced to make a morale saving throw must subtract an amount from their roll equal to the magical enhancement bonus of the armor (see Table 1 above), ie. +2 bonus on armor equals -2 to morale roll. This is due to the aura of evil and despair that radiates from the armor (no other effects).

Protection from Law: As per the spell (cast as cleric of same level as Blood Knight) - spell like ability.

Blood Rage: The Blood Knight can induce a blood rage upon himself. This rage is a form of blood lust and gives the Blood Knight +4 Str, +4 Con and a damage reduction of 2/-. The rage lasts for a number of rounds equal to the Blood Knights level (not total character level). If the Blood Knight fails to spill any blood by the end of the rage, then he suffers the anger of his deity in the form of a ten hit point loss. A blood rage can be induced once per day, only after being wounded by five hit points or more (though this can be self inflicted). This ability does not stack with any other form of rage.

Maiming Strike: Once per day the Blood Knight may inflict a maiming strike with his main weapon. It must be declared before the attack roll is made. On a successful hit, the target must make a Fortitude saving throw against DC 10 + damage inflicted by the attack. If the saving throw fails, then the target receives -2 to their strength and dexterity ability scores for one whole day. Strikes from different Blood Knights on the same victim are cumulative.

Summon Life from Blood: Whenever a blood knight is wounded by 15 hit points or more (in one blow - cant be self inflicted) by a piercing or slashing weapon, he may elect to summon monsters to his aid. The type of monsters summoned is indicated in brackets. The monsters summoned fight at the blood knights discretion until they are dead or until a number of rounds equal to the blood knight's level (not total character level) has elapsed. They appear the round after the wound was inflicted in the nearest position to the blood knight that is unoccupied.

Cause Fear: The blood knight can cause fear as per the spell fear, once per day cast as a sorcerer at the same level as the blood knight. This is a spell like ability.

Fighter Feat: Choose any one fighter feat listed in the PHB p37.

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Copyright 2000 by Doug Wolfe Last Updated Monday, July 2, 2001
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