Black Crystal Lord (3.5e Class)
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Black Crystal Lord
Intimidating lawful warriors who seek to crush all opposition through force and destruction. They always wear terrifying plate armor crafted to resemble horned beasts. They are exceptionally difficult to kill in a fair fight. They specialize in demoralizing opponents and wielding two large weapons during combat. They prefer an Evil alignment but there are a few Good aligned Lord's. These special few seek to protect the strong rather than oppress the weak.
Making a Black Crystal Lord
Black Crystal Lord's are devastating shock-troopers. They protect the party by engaging and crushing opponents at close-range.
Primary Abilities: Constitution
Secondary Abilities: Strength
Alignment: Generally Lawful Neutral or Evil though Black Crystal Lords of other alignments do exist.
Starting Gold: 5d6x10 average 180g
Starting Age: Moderate.
|1st||+1||+2||+0||+2||Nations Burden, Imposing Presence|
|3rd||+3||+3||+1||+3||Power Attack, Rampaging Charge|
|5th||+5||+4||+1||+4||Judgment ,Two-Weapon Crush|
|10th||+10/+5||+7||+3||+7||Improved Two-Weapon Crush|
|13th||+13/+8/+3||+8||+4||+8||Heavy Step, Shattering Iron|
|14th||+14/+9/+4||+9||+4||+9||King's Quickening 1/day|
|15th||+15/+10/+5||+9||+5||+9||Greater Two-Weapon Crush|
|18th||+18/+13/+8/+3||+11||+6||+11||Nations Nations Siegebreaker|
|20th||+20/+15/+10/+5||+12||+6||+12||Warrior Pride+10, Obliterating Iron,Indomitable Conquest|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Black Crystal Lord.
Weapon and Armor Proficiency: Simple, Martial Weapons, and a single Exotic Weapon of the Black Crystal Lord’s choice. Light, Medium, and Heavy Armor.
Nations Burden (Ex): At 1st level you receive your Constitution modifier to Armor Class as a natural armor bonus. This bonus can't exceed your level in this class and stacks with other sources of natural armor.
Armor Scarred (Ex): At 2nd level you reduce the armor check penalties for armor worn by ½ your Black Crystal Lord level rounded up.
Rampaging Charge (Ex): At 3rd level the Black Crystal Lord receives an additional bonus to hit and to damage when charging equal to his ½ his level rounded up. This stacks with the normal +2 to attack rolls after a charge. Additionally whenever you charge you may make a full attack in return for being left flat-footed after the attack in addition to the normal penalties.
Judgment (Ex): At 5th level, once an encounter-per level of Black Crystal Lord, you may take a special free action. Make an Intimidate check (DC 10+1/2 character level+charisma modifier). If successful you may add your Constitution modifier to hit & damage toward any attacks taken this round. Check failure means you must wait 2 rounds to attempt another use. This ability may only be used once per round.
Two-Weapon Crush (Ex): At 5th level you may wield two, Two-handed Weapons. You gain one extra attack per round. When armed this way your primary and off-hand attacks suffer only a -6 penalty.
Great Fortitude (Ex): At 6th level you gain a +2 to your Fortitude saves.
Crushing Iron (Ex): At 7th level when using a two-handed weapon you can add 2x your Strength modifier to damage instead of 1.5x. When holding a two-handed weapon with only one hand you add 1.5x your Strength modifier.
Armored Giant (Ex): At 9th level you can move at your base speed in heavy armor or when carrying a medium or heavy load. In addition the Black Crystal Lord is no longer left flat-footed upon full attacking after a charge.
Improved Two-Weapon Crush (Ex): At 10th level when wielding two, Two-handed Weapons, your primary and off-hand attacks suffer only a -4 penalty. Also in addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty
Intimidate Mob (Ex): At 11th level, once an encounter, you can make a special full round action. The Black Crystal Lord must make an Intimidate check; all opponents within 30 feet must then make a will save with the DC equal to the Intimidate check’s result. If an opponent fails the save they become frightened for 1d4 rounds those who succeed on the save become shaken for 1 round, if an opponent rolls a natural 1 on their save they instead become panicked for 1d4+2 rounds.
Heavy Step (Ex): At 13th level you can run at 6 times your base speed and move three times your base speed while charging.
Shattering Iron (Ex): At 13th level when using a two-handed weapon you can add 2.5x your Strength modifier to damage instead of 1.5x. When holding a two-handed weapon with only one hand you add 2x your Strength modifier.
King's Quickening (Ex): At 14th level, once a day, you can make a special full round action. Make an Intimidate check (DC 10 + 1/2 Character Level + Charisma Modifier.) If successful you can make 3 attacks against all adjacent opponents at your highest base attack bonus. All attacks are made with the same weapon. Check failure means your turn is over but the ability is not used up.
Greater Two-Weapon Crush (Ex): At 15th level when wielding two, Two-handed Weapons, your primary and off-hand attacks suffer only a -2 penalty. Also in addition you receive a third attack with your off-hand weapon, albeit at a -10 penalty.
Nations Siegebreaker (Ex): At 18th level once an encounter per 10/Black Crystal Lord levels the Black Crystal Lord may enter into a nigh unstoppable charge as a full round action allowing him to move through multiple enemies during his charge. Enemies hit in this manner are hit by a single attack from the Black Crystal Lord's primary weapon and must make a Reflex Save (DC 10 + 1/2 Black Crystal Lord Level + Constitution Modifier) or be knocked prone. The momentum built up during this charge is fully delivered at the end of the charge dealing double charge damage in the same manner as a mounted charger using a lance. The following turn after using Nation's Siegebreaker the Black Crystal Lord is left stunned from the impact and is counted as being flat-footed as they regain their senses.
Obliterating Iron (Ex): At 20th level when using a two-handed weapon you can add 3x your Strength modifier to damage instead of 2.5x. When holding a two-handed weapon with only one hand you add 2.5x your Strength modifier.
Indomitable Conquest (Ex): At 20th level the Black Crystal Lord’s attacks become akin almost to a primal force of nature, unstoppable save for by beings of significant power. The Black Crystal Lord ignores object hardness and DR other than DR/Epic.
Ex-Black Crystal Lord
Epic Black Crystal Lord
|22nd||Perfect Two-Weapon Crush|
2 + Int modifier skill points per level.
Perfect Two-Weapon Crush (Ex): At 22nd level wielding two, Two-handed Weapons, your primary and off-hand attacks suffer no penalties.
Nations Pride: At 24th and 28th level you receive a +2 to you Constitution score.
Playing a Black Crystal Lord
Religion: By alignment.
Other Classes: Treats other classes poorly.
Advancement: Multiclassing can add breadth.
Black Crystal Lord's in the World
|“||You dare to make eye contact with a Black Crystal Lord? You shall suffer greatly for it Peasant.||”|
|—Gabrand, Human Black Crystal Lord|
Daily Life: Soldiering, Raiding, Shock-trooper, or Body-guarding a Noble.
Organizations: Military Officer or Fighters Guild Officer.
NPC Reactions: An intimidating presence of martial law and forceful destruction.