Wednesday, February 25, 2026

Void Knight

 

This GLoG class is based on this (as well as Miyazaki). I took the basic mechanics and reworked it to be less Princess Mononoke themed. Tied it in with some of the demons in my game (the kind that want to devour all matter in the cosmos).

VOID KNIGHT

You are a curse in human shape. An instrument of destruction in the hands of the unfallen anti-cosmic gods. You may call upon their terrible power to rend the world into bloody tatters, but the price they demand may do the same to you.

Starting Equipment: Black Crystal Blade (d6), One weapon of your choice (and 12 ammunition appropriate to the weapon if it is ranged), one small weapon of your choice, medium or heavy armor, a light or heavy shield, the bloody skull of a recent enemy.

A: Annihilation, Monstrous Doom, Void Knight Skills
B
: Heretical Monasticism, Inward Turning Carnage
C
: Obliteration, Negation’s Door
D
: Deathless Knight

A: Annihilation
Y
our crystal sword can channel the destroying fires of the void. If you spend 1 point of Max HP your next melee attack automatically hits. A nameless NPC is utterly rent asunder, dying in a shower of gore. Against a boss or important NPC this attack becomes a Crit instead. Those that die by Annihilation cannot return as Discarnate Souls, be controlled by necromancy, or raised from the dead. Their soul is ripped away and devoured by the Bornless Ones. Maximum HP spent on this ability can never be regained.

A: Monstrous Doom
When you die you’re reborn as a Void Devil obsessed with the destruction of all life and matter in the cosmos. Its HD equals your Level (roll its Max HP). It has all of your Templates, spells, and abilities, as well as d3 Demonic Powers. All of its Attributes are 3 higher than yours initially were. It has your memories and takes perverse pleasure in killing everything you cared for.

A:
Void Knight Skills
You gain 5 + ¼ Might points to spend on the following Skills: Archery, Heretical Doctrine, Martial Arts, Weapon Master (Sword). You can ignore the Skill Cap for these Skills.

B: Heretical Monasticism
Gain 6 Max HP and +1 Might.


B: Inward Turning Carnage
The fatal flames have taken root in your soul. You can make Annihilation attacks bare-handed, or channel them through mundane weapons. Missiles are automatically destroyed
by the terrible energy imbued into them. Melee weapons break on a 2-in-6 chance. Magic weapons on a 1-in-6 chance.

You can sacrifice Attribute points in place of Maximum HP when fueling your abilities. Each point is worth 2 Max HP
(any remainders are lost after the battle ends).

C: Obliteration
Your Annihilation attacks no longer require a
weapon or physical contact. You can tear reality apart through sheer force of will. This costs 2 Max HP and destroys (or Crits) all enemies you can see within 30’. All that’s left is a fine red mist and piles of viscera.

C: Negation’s Door
You can use your Black Crystal Blade to tear open a rift to the Void. It remains open for d3 rounds. Each round spent traveling in the Void allows one to cover 50 miles in the real world. Each round a mortal is in the Void they take d2 damage. The DM should make an Encounter Check every round. This ability can be used again to return to reality.

D: Deathless Knight
You can take an
arrow through the heart and keep walking. The freezing black fire of an inverted sun burns in your blood, it moves you when flesh should fail and reason crumble. Once per day when an attack would reduce you to 0 or lower HP, you can choose to instead spend any amount of your maximum HP and prevent 10 damage from the attack for each point spent. Maximum HP spent on this ability can never be regained.

 

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