Friday, February 22, 2013

The Deathdealer




"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