"In the mists of time, before Atlantis rose . . .
Gath of Baal was imprisoned by the Horned Helmet and transformed into the Death
Dealer, a creature of supernatural skill in battle – against whom nothing could
stand."
Prisoner of the
Horned Helmet, 1988, Frank Frazetta, James R. Silke
Prime Requisite: CON, INT
Requirements: None
Hit Dice: 1d4
Maximum Level: 14
Death has a special role for a chosen few souls to play,
that of the deathdealer. Deathdealers walk in a dimly perceived world where the
living and the dead coexist. The deathdealer sees only the dead, the dying and
those who will be dying soon enough. He is surrounded by near maddening images
and whispers of loved ones lost and foes vanquished. Few willingly walk this
path.
At first level, deathdealers hit an unarmored foe (AC 0)
with an attack throw of 10+. Like fighters, they advance in attack throws by
two points every three levels of experience. However, like mages, they advance
in saving throws by two points every six levels of experience. Deathdealers may
only use weapons likely to draw blood, such as axes, daggers and swords. A deathdealer
may only wear chain mail or lighter armor. They may fight wielding a weapon and
shield, wielding a two-handed weapon, or wielding a weapon in each hand. Deathdealers
increase their base damage roll from successful melee attacks by +1 at 1st
level and by an additional +1 at 3rd, 6th, 9th and 12th level.
Deathdealers are known to die hard. At 1st level, the character gains a +2 bonus to AC and
decreases the damage from any non-magical attacks by 1 point per die. At 7th
level, this protection increases to +4 AC and 2 points per die. At 13th level,
the protection increases to +6 AC and 3 points per die. The damage reduction is
applied per die. Damage can be reduced to 0, but not less than 0, on each die.
The AC bonus from die hard stacks
with potions of invulnerability, rings of protection, and similar effects, but
does not stack with armor. Attacks from monsters of 5 HD or more are considered
magical attacks due to the monster’s ferocity.
A deathdealer's insightful
whispers provides a +1 bonus to attack throws, proficiency throws, saving
throws, and initiative rolls for 1 turn (10 minutes), once per day per level of
experience. The deathdealer may listen
to these whispers without expending an action.
Beginning at 4th level, deathdealers may summon haunt once per day. This spell-like ability functions as the
spell chimerical force, taking 1
round to cast. At 10th level, when the character successfully slays a sentient
creature with a melee attack, he can, in lieu of cleaving, expend a spell slot
to heal himself using death healing.
Healing is 1d6 per level of the spell slot expended, to a maximum value equal
to the slain victim’s maximum (starting) hit points.
Deathdealers may use any magic item usable by fighters or
mages. Beginning at 6th level, deathdealers may cast arcane spells as an arcane
caster of 5 levels lower. Starting at 10th level, deathdealers may begin to
research spells, scribe scrolls, and brew potions. When a deathdealer reaches
14th level, he is able to create more powerful magic items such as weapons,
rings, and staffs.
When a deathdealer reaches 5th level, his implacable resolve inspires those who
follow him. Any henchmen and mercenaries hired by the deathdealer gain a +1
bonus to their morale score whenever he personally leads them. This bonus
stacks with any modifiers from the deathdealer’s Charisma or proficiencies.
When a deathdealer reaches 9th level, he can attract men
from far and wide by constructing his own death
fortress. When the deathdealer establishes his fortress, 1d4+1x10 0th level
mercenaries and 1d6 deathdealers of 1st-3rd level will serve him. If hired,
they must be paid standard rates for mercenaries. Deathdealers’ fortresses are
otherwise identical to fighters’ castles, as detailed in the Campaign chapter
of the ACKS Rulebook.
Deathdealer Proficiency List (28): Acrobatics, Alertness,
Battle Magic, Black
Lore, Blind Fighting, Combat Reflexes, Combat Trickery (force back,
knock down, overrun, sunder), Command, Dungeon Bashing, Elementalism, Endurance, Fighting Style, Gambling, Illusion Resistance, Intimidation, Manual of
Arms, Military Strategy, Mystic Aura,
Riding, Running, Skirmishing, Swashbuckling, Unflappable
Casting, Weapon Finesse, Weapon Focus
Experience
|
Level
|
Title
|
Hit Dice
|
Damage Bonus
|
Special Abilities
|
1
|
2
|
3
|
4
|
5
|
0
|
1
|
Walker
|
1d4
|
+1
|
Die hard, insightful whispers
|
|||||
3,000
|
2
|
Ghoul
|
2d4
|
+1
|
||||||
6,000
|
3
|
Ghast
|
3d4
|
+2
|
||||||
12,000
|
4
|
Wight
|
4d4
|
+2
|
Summon haunt
|
|||||
24,000
|
5
|
Wraith
|
5d4
|
+2
|
Implacable resolve
|
|||||
48,000
|
6
|
Spectre
|
6d4
|
+3
|
1
|
|||||
95,000
|
7
|
Slayer
|
7d4
|
+3
|
2
|
|||||
190,000
|
8
|
Deathdealer
|
8d4
|
+3
|
2
|
1
|
||||
340,000
|
9
|
Deathlord
|
9d4
|
+4
|
Death fortress
|
2
|
2
|
|||
490,000
|
10
|
Deathlord, 10th
lvl
|
9d4+1*
|
+4
|
Death healing, magic research (minor)
|
2
|
2
|
1
|
||
640,000
|
11
|
Deathlord, 11th
lvl
|
9d4+2*
|
+4
|
2
|
2
|
2
|
|||
790,000
|
12
|
Deathlord, 12th
lvl
|
9d4+3*
|
+5
|
3
|
2
|
2
|
1
|
||
940,000
|
13
|
Deathlord, 13th
lvl
|
9d4+4*
|
+5
|
3
|
3
|
2
|
2
|
||
1,090,000
|
14
|
Deathlord, 14th
lvl
|
9d4+5*
|
+5
|
Magic research
|
3
|
3
|
3
|
2
|
1
|
*Hit point modifiers from constitution are ignored
Custom Class
Build Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
0
|
2
|
0
|
0
|
2
|
Reduce armor
selection from Unrestricted to Broad for 1 custom power
Reduce weapon
selection from Unrestricted to Broad for 1 custom power
Reduce weapon
selection from Broad to Narrow for 2 custom powers
Eliminate
fighter damage bonus (melee or missile) for 1 custom power
Exchange
casting at 1/2 class level for Class level –5
XP
Calculation: 0 + 1000 + 750 + 1250 = 3000 at 2nd level