Dark Riders are individuals cursed with immortality. Their skin is gray like, their eyes hollow.
Prerequisite:
Alignment:
Type: The creature gains the undead type, but doesn't count as complete undead, as a Dark Rider doesn't have to die. This means that they don't lose their con stat, and still get healed by positive energy, but also by negative energy. They can eat and breathe but don't have to. They can also still procreate.
Aura:
Senses: Darkvision 60 ft.
Armor Class:
Hit Dice: Gain one d8 HD when first becoming a Dark Rider.
Speed:
Abilities: +2 con.
Skills:
Feats:
Languages: Gain Necril as a language.
Special Qualities:
Defensive Abilities:
Melee Attack:
Damage:
Special Attacks:
Specialization: A Dark Rider has to choose from four specializations. Death, Famine, Pestilence, War. This specialization will determine what ability he gets.
Obliterate (Death): As a full round action, obliterate the targets bone structure by hitting it with a melee attack. The target is permanently paralyzed and prone, until his bones are repaired. This also works on most constructs (if made of stone) and Undead (except Val'Kyr, Banshees and Wraiths). The fortitude save DC for this is 10 + half level + STR, if you make it you take damage as if it was just a normal attack. You can do this one time per day for each 5 levels.
(Famine): -
Outbreak (Pestilence): As a full round action, take a shot with your weapon with a magical charge that contains the bloody end disease. The fortitude save DC for this is 10 + half level + CHA, if you make it you only take the damage from the weapon. This ability needs an hour to recharge.
Blood Boil (War): Blood Boil unleashes a wave of necrotic energy, dealing 1d4 damage per character level to everyone within 30 ft. of you. You then heal the amount of damage you dealt. The fortitude save DC for this is 10 + half level + CON, if you make it you take half damage. You can use this ability once every 2d4 rounds.