HiddenTradition_PRC8/_module/utc/deathknight01.utc.json

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"value": "DEATH KNIGHT\r\n A death knight is the horrifying corruption of a hero once virtuous, cursed by the gods to its terrible form as punishment for betraying the principles held in its former life. Death knights are cursed to remain in their former domains, and remember their crimes in song on any night of the full moon.\r\n A typical death knight was a powerful warrior, taller than six feet and weighing more than 300 pounds. Its face is a blackened skull covered in scraps of shriveled, rotting flesh, and its armour and clothing is scorched and blackened as though burned in a fire. The death knight has two glowing pinpoints of flame in its eye sockets, and a deep, chilling voice that seems to echo from the depths of a bottomless cavern.\r\n Lord Soth is the most famous death knight, dating from the Cataclysm; other death knights are probably older than the Cataclysm, and come from forgotten traitors of the Third Dragon War and the Age of Might. Death knights are likely to attack any creature that interrupts their singing or trespasses in their domains. A death knight speaks in the language it spoke in its former life, as well as up to six additional languages.\r\n\r\nCREATING A DEATH KNIGHT\r\n\"Death Knight\" is a template that can be added to any humanoid creature (hereafter referred to as the \"character\"), usually a human fighter or paladin. The character's type changes to \"undead.\" The death knight uses all the character's statistics and special abilities except as noted here.\r\n\r\nHit Dice: Increase to d12.\r\nSpeed: Same as the character.\r\nAC: The death knight has +10 armour bonus or that of the armour worn, whichever is better.\r\nSpecial Attacks: A death knight retains all of the character's special attacks and also gains three to five of those listed below. Saves have a DC of 10 + ½ death knight's HD + death knight's Charisma modifier unless noted otherwise.\r\nControl Undead (Su): A death knight can rebuke or command undead as an evil cleric.\r\nFear Aura (Su): Death knights constantly generate an aura of fear and terror in a 5-foot radius. Creatures that come within this area must succeed at a Will save or be affected as though by fear cast by a sorcerer of the death knight's level.\r\nFrightful Song (Su): The death knight can sing as a full-round action. All living creatures within a 30-foot spread must succeed at a Will save or become panicked for the duration of the singing plus an additional 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the song cannot be affected by the same death knight's song until the next sunset.\r\nSpell-Like Powers (Sp): At will - detect invisibility, detect magic, wall of ice. 2/day - dispel magic. 1/day - fireball (20d6), symbol (fear or pain).\r\nWords of Power (Sp): Once per day, a death knight can use either power word, blind, power word, kill, or power word, stun.\r\nSpecial Qualities: The death knight retains all the character's special qualities and also gains three to five of those listed below, and also gains the undead type (see page 6 of the Monster Manual).\r\nBlindsight (Ex): The death knight can ascertain the location of creatures by non-visual means, even in magical darkness.\r\nImmunities (Ex): Death knights are immune to cold, electricity, and polymorph effects.\r\nTurn Resistance (Ex): The death knight has +4 turn resistance.\r\nSpell Resistance (Ex): SR 26\r\nWraithform (Su): The death knight can become incorporeal at will.\r\nSaves: Same as the character\r\nAbilities: A death knight gains +6 to Strength and Charisma, but being undead, has no Constitution score\r\nSkills: Death knights gain a +8 racial bonus to Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the character\r\nFeats: Same as the character\r\n\r\nDEATH KNIGHT CHARACTERS\r\n Only those of undeniably evil alignment and traitorous nature are ever cursed to become a death knight. The death knight retains all class abilities it had in life, unless denied due
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Added Faction Zoo - igor doesn't give boxes if you choose to explore a bit, but he takes the contract anyway [quest-breaking] *Fixed. Moved some dialog around so you couldn't skip out on taking the quest after you gave up the letter. - key 'Pilgrims Cave Key' it_pilgrimscavek to plot-locked door isn't provided anywhere [quest-breaking] *Not a bug. Key drops from the Elder Goblin Shaman in Pilgrim's Cave Full compile. Updated release archive. - can't get farmer bouillon's quest if already offered to buy an ox [quest-breaking] *Couldn't replicate. Nothing in the dialog is locked regarding this. - jerusalem watch captain doesn't recognise letter to ogre mage [quest-breaking] *Fixed. Quest item tag was mispelled. - plot key 'amulet of thievery' [amuletofthievery] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Fremmy South" exists in the module, nor is the name mentioned in dialogs. - key 'Lomendel's Front Door Key' [it_LomFrontKey] to plot-locked door never given anywhere. *Not fixed. This appears to be a DM or system area. No NPC named Lomendel exists & the only mention of them in the dialogs is by the Efreeti merchant in the area. - key it_RachelsRoomKey [rachelskey] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Rachel" exists in the module, nor is the name mentioned in dialogs. There is nothing of note in the room. - east tower key given but no doors on any east towers anywhere *Not fixed. There is no "East Tower Key" in the item palette at all. Balkan East Tower doesn't require a key. - transitions within areas don't jump henchmen with pc *Fixed. Changed the triggers to use scripted transitions that bring all associates with the PC. - rd to bethlehem - broken trans [gate to nowhere] *Not fixed. Not an actual transition, There is no "Convent" in the area list. Gate description now tells you it's barred. - faction bugs with guards at pilgrims' rest *Maybe fixed. I added a "faction zoo" and set the merchant faction to neutral to all of the other factions. - faction bugs with watchmen in jerusalem *See above - dwarf captives in svirfneblin lair - invalid exit waypoint *Fixed. Added missing waypoint. - elvish grove quest journal doesn't close *Couldn't replicate. Journal entry cleared normally upon completion of the quest. - dwarven mine quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - idun's apple quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - implementation of climbing rope, while well-intentioned, doesn't work correctly *Couldn't replicate. Worked fine for me. https://i.imgur.com/45UC3xS.jpeg - doors close automatically without anyone to close them *Not a bug, desired behaivior. - henchmen don't level up *Fixed - when henchmen are dismissed, they don't just go back to where they were; they're destroyed and respawned *Fixed
2024-09-14 22:29:14 -04:00
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Added Faction Zoo - igor doesn't give boxes if you choose to explore a bit, but he takes the contract anyway [quest-breaking] *Fixed. Moved some dialog around so you couldn't skip out on taking the quest after you gave up the letter. - key 'Pilgrims Cave Key' it_pilgrimscavek to plot-locked door isn't provided anywhere [quest-breaking] *Not a bug. Key drops from the Elder Goblin Shaman in Pilgrim's Cave Full compile. Updated release archive. - can't get farmer bouillon's quest if already offered to buy an ox [quest-breaking] *Couldn't replicate. Nothing in the dialog is locked regarding this. - jerusalem watch captain doesn't recognise letter to ogre mage [quest-breaking] *Fixed. Quest item tag was mispelled. - plot key 'amulet of thievery' [amuletofthievery] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Fremmy South" exists in the module, nor is the name mentioned in dialogs. - key 'Lomendel's Front Door Key' [it_LomFrontKey] to plot-locked door never given anywhere. *Not fixed. This appears to be a DM or system area. No NPC named Lomendel exists & the only mention of them in the dialogs is by the Efreeti merchant in the area. - key it_RachelsRoomKey [rachelskey] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Rachel" exists in the module, nor is the name mentioned in dialogs. There is nothing of note in the room. - east tower key given but no doors on any east towers anywhere *Not fixed. There is no "East Tower Key" in the item palette at all. Balkan East Tower doesn't require a key. - transitions within areas don't jump henchmen with pc *Fixed. Changed the triggers to use scripted transitions that bring all associates with the PC. - rd to bethlehem - broken trans [gate to nowhere] *Not fixed. Not an actual transition, There is no "Convent" in the area list. Gate description now tells you it's barred. - faction bugs with guards at pilgrims' rest *Maybe fixed. I added a "faction zoo" and set the merchant faction to neutral to all of the other factions. - faction bugs with watchmen in jerusalem *See above - dwarf captives in svirfneblin lair - invalid exit waypoint *Fixed. Added missing waypoint. - elvish grove quest journal doesn't close *Couldn't replicate. Journal entry cleared normally upon completion of the quest. - dwarven mine quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - idun's apple quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - implementation of climbing rope, while well-intentioned, doesn't work correctly *Couldn't replicate. Worked fine for me. https://i.imgur.com/45UC3xS.jpeg - doors close automatically without anyone to close them *Not a bug, desired behaivior. - henchmen don't level up *Fixed - when henchmen are dismissed, they don't just go back to where they were; they're destroyed and respawned *Fixed
2024-09-14 22:29:14 -04:00
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Added Faction Zoo - igor doesn't give boxes if you choose to explore a bit, but he takes the contract anyway [quest-breaking] *Fixed. Moved some dialog around so you couldn't skip out on taking the quest after you gave up the letter. - key 'Pilgrims Cave Key' it_pilgrimscavek to plot-locked door isn't provided anywhere [quest-breaking] *Not a bug. Key drops from the Elder Goblin Shaman in Pilgrim's Cave Full compile. Updated release archive. - can't get farmer bouillon's quest if already offered to buy an ox [quest-breaking] *Couldn't replicate. Nothing in the dialog is locked regarding this. - jerusalem watch captain doesn't recognise letter to ogre mage [quest-breaking] *Fixed. Quest item tag was mispelled. - plot key 'amulet of thievery' [amuletofthievery] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Fremmy South" exists in the module, nor is the name mentioned in dialogs. - key 'Lomendel's Front Door Key' [it_LomFrontKey] to plot-locked door never given anywhere. *Not fixed. This appears to be a DM or system area. No NPC named Lomendel exists & the only mention of them in the dialogs is by the Efreeti merchant in the area. - key it_RachelsRoomKey [rachelskey] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Rachel" exists in the module, nor is the name mentioned in dialogs. There is nothing of note in the room. - east tower key given but no doors on any east towers anywhere *Not fixed. There is no "East Tower Key" in the item palette at all. Balkan East Tower doesn't require a key. - transitions within areas don't jump henchmen with pc *Fixed. Changed the triggers to use scripted transitions that bring all associates with the PC. - rd to bethlehem - broken trans [gate to nowhere] *Not fixed. Not an actual transition, There is no "Convent" in the area list. Gate description now tells you it's barred. - faction bugs with guards at pilgrims' rest *Maybe fixed. I added a "faction zoo" and set the merchant faction to neutral to all of the other factions. - faction bugs with watchmen in jerusalem *See above - dwarf captives in svirfneblin lair - invalid exit waypoint *Fixed. Added missing waypoint. - elvish grove quest journal doesn't close *Couldn't replicate. Journal entry cleared normally upon completion of the quest. - dwarven mine quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - idun's apple quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - implementation of climbing rope, while well-intentioned, doesn't work correctly *Couldn't replicate. Worked fine for me. https://i.imgur.com/45UC3xS.jpeg - doors close automatically without anyone to close them *Not a bug, desired behaivior. - henchmen don't level up *Fixed - when henchmen are dismissed, they don't just go back to where they were; they're destroyed and respawned *Fixed
2024-09-14 22:29:14 -04:00
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Added Faction Zoo - igor doesn't give boxes if you choose to explore a bit, but he takes the contract anyway [quest-breaking] *Fixed. Moved some dialog around so you couldn't skip out on taking the quest after you gave up the letter. - key 'Pilgrims Cave Key' it_pilgrimscavek to plot-locked door isn't provided anywhere [quest-breaking] *Not a bug. Key drops from the Elder Goblin Shaman in Pilgrim's Cave Full compile. Updated release archive. - can't get farmer bouillon's quest if already offered to buy an ox [quest-breaking] *Couldn't replicate. Nothing in the dialog is locked regarding this. - jerusalem watch captain doesn't recognise letter to ogre mage [quest-breaking] *Fixed. Quest item tag was mispelled. - plot key 'amulet of thievery' [amuletofthievery] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Fremmy South" exists in the module, nor is the name mentioned in dialogs. - key 'Lomendel's Front Door Key' [it_LomFrontKey] to plot-locked door never given anywhere. *Not fixed. This appears to be a DM or system area. No NPC named Lomendel exists & the only mention of them in the dialogs is by the Efreeti merchant in the area. - key it_RachelsRoomKey [rachelskey] to plot-locked door never given anywhere *Not fixed. This may be for an incomplete area or quest. No NPC named "Rachel" exists in the module, nor is the name mentioned in dialogs. There is nothing of note in the room. - east tower key given but no doors on any east towers anywhere *Not fixed. There is no "East Tower Key" in the item palette at all. Balkan East Tower doesn't require a key. - transitions within areas don't jump henchmen with pc *Fixed. Changed the triggers to use scripted transitions that bring all associates with the PC. - rd to bethlehem - broken trans [gate to nowhere] *Not fixed. Not an actual transition, There is no "Convent" in the area list. Gate description now tells you it's barred. - faction bugs with guards at pilgrims' rest *Maybe fixed. I added a "faction zoo" and set the merchant faction to neutral to all of the other factions. - faction bugs with watchmen in jerusalem *See above - dwarf captives in svirfneblin lair - invalid exit waypoint *Fixed. Added missing waypoint. - elvish grove quest journal doesn't close *Couldn't replicate. Journal entry cleared normally upon completion of the quest. - dwarven mine quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - idun's apple quest journal doesn't close *Fixed. Final journal entry wasn't set to close the quest. - implementation of climbing rope, while well-intentioned, doesn't work correctly *Couldn't replicate. Worked fine for me. https://i.imgur.com/45UC3xS.jpeg - doors close automatically without anyone to close them *Not a bug, desired behaivior. - henchmen don't level up *Fixed - when henchmen are dismissed, they don't just go back to where they were; they're destroyed and respawned *Fixed
2024-09-14 22:29:14 -04:00
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