Wednesday, March 9, 2016

Fantasy Core RPG: Demon Knighthood

FANTASY CORE RPG
UNDEAD AND DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris, 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Demon Knighthood
A FallenPaladin has been turned into an immortal armored undead skeleton.  They endure this rite because they were close to death anyway and desired eternal vengeance (and they’re also completely insane).  These are powerful warriors with full Fallen Paladin powers and a demon-possessed magic sword. There are rumors of a shadow Circle of Elders who command the Demon Knights, whose true motivations and goals are unknown. 

Demon Knight
HD 10 (d12), Hp 80, AC 20 (+4 Unholy Full Plate Mail)
Fort +8, Ref +3, Will +8
Melee: +5 Unholy Great Sword +16 to hit 2d6+6 + Energy Drain DC 12 Will Sv or 1d4 Negative Hp.  (Paladins struck by the weapon are also Stunned for 1 rd.) 
Spawn: Those killed by Energy Drain by the Demon Knight’s sword will rise 1 rd later as a Zombie.  (Characters and important NPC’s will have 10 Negative Hp.  Assume most minor NPC’s and minor Monsters have No Negative Hp and failing the Will Sv immediately kills them.  Demon Knights are not above cutting down their own wounded or weak allies to make Zombies of them.) 
Ranged: Fear Aura.  Upon first sight, those in its presence must make a DC 12 Will Sv or flee for 1d4 rds.  Paladins are immune to this fear (as are other classes that are immune to supernatural fear).

Unholy Great Sword
The sword is possessed by minor demon.  Anyone else handling it must make a DC 18 Will Sv or be temporarily taken over by the weapon for 1 turn/encounter.  Making the Save, allows one to control the weapon, but its enchantment will only be +1 (no ability requirements to use though).  Failing three Save attempts, the handler becomes a permanent thrall of the weapon.  The sword used by a Demon Knight is so powerful that it must feed on a soul once a day to retain its enchantment.  It doesn’t have to kill, just a touch to draw life energy.  A Demon Knight may have thralls that it uses for feeding.  They would be near lifeless slaves with little free will, which might be a way of identifying the Knight’s associates.

Unholy Plate Mail
This armor can be harmed by normal weapons.  Anyone else attempting to wear it must make a DC 18 Will Sv or be temporarily taken over by the weapon for 1 turn/encounter.  Making the Save, allows one to wear the armor, but its enchantment will only be +1 (no ability requirements to use though).  Failing three Save attempts, the wearer becomes a permanent thrall of the armor.    

Immunities: Demon Knights are immune to fear and charm effects.
Immortal: Physical death turns them into a spirit until they reform into a Demon Knight again in 24 hours.  (And they’ll come back looking for their sword and armor.) 
Banes and Habits: Paladin Smite attacks do double damage.  They cannot enter Consecrated or Hallowed areas.  Demon Knights tend to be a bit single-minded in their missions.  They likely won’t notice or respond ancillary threats until they manifest.
Final Destruction: Defeating them and then Consecrating their skeletal remains or placing them in a Hallowed or Consecrated area is only way to finish a Demon Knight.
 
Demon Knight Spells: Their Spellcheck is +6.

Encounter Spells: May be attempted once per turn/encounter, DC 12 to cast.
● Command Undead: Up to 10 HD in undead creatures obeys their commands for 1 turn/encounter. (Will Sv) Forbidden spell.
● Darkness: 20-ft. radius of supernatural shadow. 10 turns.
● Demonic Charm: Any demonic, undead, or summoned creature permanently cannot attack the Demon Knight.  Must have less HD than caster.
● Detect Magic: Detects spells, magic items, and magic creatures within 60 ft.
● Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 100' radius.

Daily Ceremony Spells (DC 12): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
● Animate Dead: Creates up to 20 undead ****Skeletons or Zombies**** (Keeper Hill undead). Can permanently control up to 40 HD undead total. Forbidden spell. Requires corpses or full skeletons.
● Commune: The Demon Knight’s patron entity answers one simple question. 
● Summon Monster: Calls extraplanar creature to fight for you for 1 turn/Encounter.  Forbidden spell.  5 HD (1d8), 40 hp, +5 BAB, AC 15, damage 1d6+5, Fort +4, Ref +1, Will +1

Daily Ceremony Spells (DC 18): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
● Create Undead: Creates 1 ***Ghoul***, ****Wraith, or Wight*** (Keeper Hill undead).  Can permanently control up to 40 HD of undead total. Forbidden spell.  Requires a human sacrifice (willing or unwilling) and 100 gp/HD in materials.
● Unhallow: Designates a location, such as a building, as unholy for 1 day.  They add +2 to Ceremony spells and +2 to other Spellchecks.  Paladins lose their Smite ability and any other Divine abilities while inside.  Celestial entities may not enter.

[Note: The Demon Knight AC values do not add up correctly.  For Fantasy Core, I’ve put a somewhat arbitrary upper limit on Armor Class at 20.  Remember that the Characters are limited to 10th level.  The game math and the fun just start breaking down the bigger the numbers get.  For the record, I don’t like the D&D AC system begin with, nor the whole “Hit Points” thing.  No, I haven’t come up with anything better, but neither has anyone else.]

[Additional Note: Sorry.  Doing Stat Blocks brings out my irritable side.]  

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