View Single Post
Old 08-15-2011, 09:24 PM   Top  -  End  -  #12
Ogre in the Playground
Join Date: Jul 2008
Default Re: Gitp PrC Contest XXIX: Guts, Gears, and Glory!



"Hah! You attack me, and then when the tides turn grovel and try appealing to my better nature? Realize, my heart does not beat, it ticks. Forever counting the seconds remaining to those who would go against me. But know that soon it will no longer count for you."
- An unknown necroclock knight to a bandit

The world is a harsh, and there are those who find the body they were born with doesn't cut it. Whether to replace parts lost in battle, or to obtain an edge in fights to come, necroclock knights are those who have embraced the use of necroclock grafts. Through hard work and skill they aim to bring out the full potential locked within the devices.


Most become necroclock knights after obtaining necroclock grafts and deciding it's worth learning how to better take care of and use them.

Skills: Craft (Necroclock) 8 ranks*
Base Attack Bonus: +3
Special: At least 3 necroclock grafts*
*Details on necroclock devices and grafts can be found there.

Class Skills


Skills Points at Each Level: 4 + int

Hit Dice: d10

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Fast Maintenance, Skilled Scavenging,
Improved Tuning (+1 day), Skilled Swap
Energy Burst (Primary)
Improved Tuning (+2 days), Tuned Durability
Familiar Modification
Improved Tuning (+3 days), Tuned Stability
Energy Burst (Secondary)
Improved Tuning (+4 days), Tuned Defence
Tuned Winding
Improved Tuning (+5 days), Tuned Survival

Weapon Proficiencies: A necroclock knight gains no additional proficiencies.

Fast Maintenance (Ex): Necroclock knights are good at maintaining their necroclock grafts. The time required to maintain a necrotic device is reduced by 1 minute per class level.

Skilled Scavenging (Ex): Necroclock knights often check the bodies of those they killed for works and components superior to their own. As such they become skilled at scavenging and modifying necroclock devices. The Necroclock knight gains a bonus to checks made to scavenge or modify necroclock devices.

Improved Tuning (Ex): Necroclock knights often tune their grafts to improve their performance, and have become talented at doing so. The amount of time that a necroclock device tuned by the knight remains tuned is increased by 24 hours per 2 class levels.

Skilled Swap (Ex): Necroclock knights are known to change change out their own necroclock devices for ones they consider more powerful or useful. They gain a +1 bonus per class level on craft (necroclock) and heal checks used for adding and removing necroclock grafts.

Energy Burst (Su): In order to take advantage of necroclock devices' temporarily increased performance when exposed to the same energy type that powers them, necroclock knights learn to unleash small bursts of positive and negative energy to power the devices.

At level 3, the necroclock knight chooses positive or negative energy as their primary energy type (the option not chosen is their secondary energy type). A number of times per day equal to their class level a necroclock knight may, as a swift action, unleash a burst of their primary energy type dealing up to (class level - 2) * Con modifier of their primary energy type to themselves (if lacking a constitution score use charisma).

At level 7, the necroclock knight learns to unleash a similar burst of their secondary energy type. A number of times per day equal to their class level a necroclock knight may, as a swift action, unleash a burst of their secondary energy type dealing up to (class level - 6) * Con modifier of their secondary energy type to themselves (if lacking a constitution score use charisma).

Tuned Durability (Ex): Necroclock knights are more skilled than most at tuning their grafts, and as such are able to glean advantages that others cannot. Necroclock knights of 4th level gains +2 hit points per tuned necroclock graft they have.

Familiar Modification (Ex): Having become particularly familiar with their own devices, necroclock knights are no longer in danger of damaging them when they want to make modifications. when scavenging or modifying a components or works that have been tuned at least twice by the knight, they never risk damaging them beyond repair.

Tuned Stability (Ex): If at least 6th level, and possessing a tuned necroclock vital graft, a necroclock night is treated as possessing the diehard feat with the following changes. Making standard action that only require the use of tuned necroclock grafts does not cause damage to the necroclock knight. The necroclock knight is able to take two actions a round as normal provided one of them only involves the use of tuned necroclock grafts, though doing so inflicts a point of damage. Similarly full round actions that only require the use of tuned necroclock grafts may be made, however, doing so inflicts a point of damage.

Tuned Defence (Ex): The various necroclock grafts necroclock knights possesses can grant them additional resilience when properly tuned. If at least 8th level, necrocklock knights gain +1 AC for each tuned necroclock graft they possess, not counting vital or sensory grafts.

Tuned Winding (Ex): Necroclock knights have learned to make their necroclock grafts much more efficient while tuned. Upon reaching 9th level, a tuned necroclock graft only uses up a half hour of wound time when rapid unwinding.

Tuned Survival (Ex): Skilled necroclock knights can be hard to kill. At 10th level, necroclock knights can be supported by their grafts alone. If a necroclock knight would be reduced by enough hit points to die or would otherwise be killed, if he possesses a tuned necroclock vital graft he instead remains in a disabled state as described in tuned stability with the following changes. All of the necroclock knight's grafts that are able to do so begin to rapid unwind each round. If the necroclock knight is not brought back to enough hit points to survive by the time all of his tuned grafts that can rapid unwind run out, he dies.


Necroclock knights tend to be fairly reliant on necroclock grafts. As such it's a good idea to have a decent number of them. Their abilities also tend to rely on them being tuned, so it's worth taking the time to do so.

Combat: Necroclock nights don't have a specific combat nitch of their own, rather they continue to fill the nitch that they did before becoming a necroclock knight. Just with more reliance on necroclock grafts.

Advancement: The paths a necroclock night can take are limited mostly by the class it took before becoming a necroclock knight, and the grafts it uses. As they get decent at replacing and modifying the grafts they posses, it really just becomes the class they took before hand.

Resources: Necroclock knights have have no real organizations, as they are just people who have decided to embrace the use of necroclock grafts. Still there's always the bodies of other people with necroclock grafts that likely don't need them any more.


Well, there was a mercenary come through here the other day. From the look in his eye you could tell he was taken to using necroclock grafts. Or was it the gears in his eye? Yes, definitely the gears.

Depending on the setting and how necroclock devices are perceived, the reaction of others toward a necroclock night can vary from disgust to disinterest in something so normal.

Daily Life: Necroclock knights tend to have about the same daily life they had before becoming one. Only now they regularly maintain their necroclock grafts, which might take a while, but is worth it.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction

This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.


This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

Give an example of how one might encounter a member of this PrC.

EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha

My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
other hombrew

Last edited by Owrtho : 08-19-2011 at 12:43 PM.
Owrtho is offline   Reply With Quote