Beholder87
2009-01-06, 02:55 PM
This is my first post, and my first time unleashing my homebrew upon the masses. :smalltongue:
Revenant
Alignment: Lawful Evil.
Hit Die: d10.
Class Skills
The revenant's class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
REVENANT
{table=head]Level|Base AttackBonus|FortSave|Ref[br]Save|Wil[br]Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+0|Aura of evil, detect good, smite good 1/day|-|-|-|-
2nd|
+2|
+3|
+0|
+0|Unholy blessing, sneak attack +1d6|-|-|-|-
3rd|
+3|
+3|
+1|
+1|Malign aura|-|-|-|-
4th|
+4|
+4|
+1|
+1|Channel negative energy, smite good 2/day|0|-|-|-
5th|
+5|
+4|
+1|
+1|Unholy pact, sneak attack +2d6|1|-|-|-
6th|
+6|
+5|
+2|
+2|Summon undead I, 1/day|1|-|-|-
7th|
+7|
+5|
+2|
+2|Smite good 3/day|1|0|-|-
8th|
+8|
+6|
+2|
+2|Unholy resilience, sneak attack +3d6|1|1|-|-
9th|
+9|
+6|
+3|
+3|Summon undead II|2|1|-|-
10th|
+10|
+7|
+3|
+3|Smite good 4/day|2|1|0|-
11th|
+11|
+7|
+3|
+3|Unholy durability, sneak attack +4d6|2|1|1|-
12th|
+12|
+8|
+4|
+4|Summon undead III, 2/day|2|2|1|-
13th|
+13|
+8|
+4|
+4|Smite good 5/day|3|2|1|0
14th|
+14|
+9|
+4|
+4|Unholy will, sneak attack +5d6|3|2|1|1
15th|
+15|
+9|
+5|
+5|Summon undead IV|3|2|2|1
16th|
+16|
+10|
+5|
+5|Smite good 6/day|3|3|2|1
17th|
+17|
+10|
+5|
+5|Unholy toughness, sneak attack +6d6|4|3|2|1
18th|
+18|
+11|
+6|
+6|Summon undead V, 3/day|4|3|2|2
19th|
+19|
+11|
+6|
+6|Smite good 7/day|4|3|3|2
20th|
+20|
+12|
+6|
+6|Unholy perfection, sneak attack +7d6|4|4|3|3[/table]
[B]Class Features
Weapon and Armor Proficiency: Revenants are proficient with all simple and martial weapons and with all types of armor (heavy, medium and light).
Aura of Evil (Ex): The power of a revenant's aura of evil (see detect evil spell) is equal to her revenant class level.
Detect Good (Sp): At will, a revenant can use detect good, as the spell.
Smite Good (Su): Once per day, a revenant may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per revenant level. If the revenant accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 4th level, and at every three levels thereafter, the revenant may smite good one additional time per day, as indicated on the following table, to a maximum of seven times per day at 19th level.
Unholy Blessing (Su): At 2nd level, a revenant gains a profane bonus equal to her Charisma bonus (if positive) on all attack rolls made while flanking. This bonus is in addition to the normal +2 bonus granted by flanking.
Sneak Attack (Ex): At 2nd level, if a revenant can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The revenant’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the revenant flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three revenant levels thereafter, to a maximum of 7d6 at level 20. Should the revenant score a critical hit with a sneak attack, this extra damage is not multiplied.
Unlike a rogue, a revenant cannot cause nonlethal damage with her sneak attack, nor can she make a sneak attack with a ranged weapon.
The revenant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A revenant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Malign Aura (Su): Beginning at 3rd level, a revenant radiates an aura of pure evil. Each enemy within 10 feet of her suffers a -2 morale penalty on all attack rolls.
Channel Negative Energy (Su): When a revenant reaches 4th level, she gains the supernatural ability to channel negative energy. She may use this ability a number of times per day equal to 1 + her Charisma modifier. She channels negative energy as a cleric of three levels lower would.
Spells: Beginning at 4th level, a revenant gains the ability to cast a small number of divine spells which are drawn from the revenant spell list. A revenant must choose and prepare her spells in advance.
To prepare or cast a spell, a revenant must have a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a revenant’s spell is 10 + the spell level + the revenant’s Charisma modifier.
Like other spellcasters, a revenant can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given on the following table. In addition, she receives bonus spells per day if she has a high Charisma score. When the table indicates that the revenant gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A revenant prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast an inflict spell in its place. A revenant may prepare and cast any spell on the revenant spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a revenant has no caster level. At 4th level and higher, her caster level is half her revenant level.
Unholy Pact (Sp): Upon reaching 5th level, a revenant forms a pact with her dark god. This pact can take one of two forms.
The first is a higher understanding of her relationship with her god, granting the revenant one of the following cleric domains: darkness, death, destuction, evil, law, strength, or war. When determining the powers and bonus spells granted by this domain, the revenant’s effective cleric level is equal to half her revenant level.
The second bond allows a revenant to gain the service of a skeletal steed. This mount is usually a skeletal heavy warhorse (for a Medium revenant) or a skeletal warpony (for a Small revenant).
Once per day, as a full-round action, a revenant may magically call her mount from the grave in which it resides. This ability is the equivalent of a spell of a level equal to one-third the revenant’s level. The mount immediately rises from the ground adjacent to the revenant and remains for 2 hours per revenant level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the revenant may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the revenant’s mount die, it crumbles to a pile of bones, leaving behind any equipment it was carrying. The revenant may not call another mount for 30 days or until she gains a revenant level, whichever comes first. During this 30-day period, the revenant takes a –1 penalty on attack and weapon damage rolls.
Summon Undead (Sp): Once per day, as a standard action, a revenant of 6th level can summon undead to her aid. This ability is identical to the Summon Undead I spell. At 9th level, this ability is instead treated as a Summon Undead II spell. At 12th level, this ability is treated as Summon Undead III, and she may also use the ability twice per day. At 15th level, Summon Undead IV, and at 18th level, Summon Undead V and three times per day. All of these spells are detailed on page 215 of the Spell Compendium. Using this ability is an act of Evil.
Unholy Resilience (Ex): At 8th level, a revenant's body begins to undergo a change. She gains immunity to poison, disease (including magical diseases), and nonlethal damage.
Unholy Durability (Ex): At 11th level, a revenant's bone begins to solidify and harden. She gains immunity to stunning, fatigue, and exhaustion.
Unholy Will (Ex): At 14th level, a revenant's brain begins to die, even though her mind stays intact. She gains immunity to all mind-affecting effects, sleep effects, and paralysis.
Unholy Toughness (Ex): At 17th level, a revenant undergoes a massive internal physical change, as most of her organs shut down. She gains immunity to ability damage, ability drain, and death effects and she no longer needs to eat, breathe or sleep. She loses her Constitution score, the ability to heal damage naturally (although she can use her channel negative energy ability or spells to heal herself), and she loses the ability to regenerate, if she had it. In addition, she now uses her Charisma modifier in place of her Constitution modifier to determine her bonus hit points.
Unholy Perfection (Ex): Upon reaching 20th level, a revenant finally transcends into the realm of undeath. Her type changes to Undead and she gains Darkvision 60ft. She gains Turn Resistance equal to her Charisma modifier and Fast Healing 3. Her hit dice do not change to d12's. She no longer ages, and as such cannot die of old age. She does not automatically die when she reaches 0 hit points like normal undead, she must be reduced to -10 HP. If reduced to negative hit points, she goes unconscious but is automatically stable. If left alone, her fast healing ability will return her to consciousness in a maximum of 3 rounds. Cannot be affected by Raise Dead, Reincarnate, or Resurrection. Only a Revive Undead (SPC 175) spell or a True Resurrection spell cast by an evil cleric of a god of death can return a revenant to unlife. Her outward appearance changes little, other than a sickly paleness to her flesh, she seems like a normal specimen of her race.
Revenant Spell List:
A revenant prepares and casts spells chosen from this list, she needs to prepare spells in advance, but she automatically has access to all spells on this list.
1st-level - PHB - Bane, Cause Fear, Cure Light Wounds, Curse Water, Disrupt Undead, Doom, Hide from Undead, Inflict Light Wounds, Magic Weapon
SPC - Backbiter, Divine Sacrifice, Golden Barding, Grave Strike, Faith Healing, Spirit Worm
2nd-level - PHB - Align Weapon, Bear's Endurance, Bull's Strength, Cure Moderate Wounds, Darkness, Descecrate, Gentle Repose, Inflict Moderate Wounds, Shatter, Undetectable Alignment
SPC - Blade of Pain and Fear, Death Armor, Demonhide, Hand of Divinity, Shroud of Undeath, Veil of Shadow, Zeal
3rd-level - PHB - Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Speak with Dead
SPC - Disrupt Undead, Greater, Fangs of the Vampire King, Healing Touch, Mantle of Evil, Unholy Storm, Weapon of the Deity
4th-level - PHB - Cure Critical Wounds, Death Ward, Divine Power, Inflict Critical Wounds, Magic Weapon, Greater, Planar Ally, Lesser (Evil creatures only), Poison
SPC - Revenance, Undead Lieutenant, Undead Torch, Visage of the Deity, Lesser, Winged Mount
Skeletal Mount:
{table=head][b]Revenant[br]Level|Bonus[br]HD|Natural[br]Armor Adj.|Turn[br]Resistance|Int|Special
5th-7th|
+2|
+4|
+2|
6|Empathic link, improved evasion, share spells, share saving throws
8th-10th|
+4|
+6|
+3|
7|Improved speed
11th-14th|
+6|
+8|
+4|
8|Undead lieutenant
15th-20th|
+8|
+10|
+5|
9|Spell resistance[/table]
Bonus HD: Extra twelve-sided (d12) Hit Dice. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Ref lex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is in addition to the mount’s existing natural armor bonus.
Turn Resistance: The mount gains a bonus to its turn resistance equal to this amount.
Int: This is the mount’s Intelligence score.
Empathic Link (Su): The revenant has an empathic link with her mount to a distance of 1 mile. The revenant cannot see through the mount’s eyes, but the two can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the revenant has the same connection to an item or place that her mount does, just as with a wizard and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: The revenant may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A revenant may cast spells on her mount even if the spells normally do not affect creatures of the mount’s type (undead).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the revenant’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Undead Lieutenant (Su): A revenant's mount with this ability is treated as being under the effects of the Undead Lieutenant spell (SPC 226) with an effective duration of permanent. If the revenant casts this spell on another undead creature, this ability is surpressed for the duration of the spell.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s revenant level +5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Revenant
Alignment: Lawful Evil.
Hit Die: d10.
Class Skills
The revenant's class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
REVENANT
{table=head]Level|Base AttackBonus|FortSave|Ref[br]Save|Wil[br]Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+0|Aura of evil, detect good, smite good 1/day|-|-|-|-
2nd|
+2|
+3|
+0|
+0|Unholy blessing, sneak attack +1d6|-|-|-|-
3rd|
+3|
+3|
+1|
+1|Malign aura|-|-|-|-
4th|
+4|
+4|
+1|
+1|Channel negative energy, smite good 2/day|0|-|-|-
5th|
+5|
+4|
+1|
+1|Unholy pact, sneak attack +2d6|1|-|-|-
6th|
+6|
+5|
+2|
+2|Summon undead I, 1/day|1|-|-|-
7th|
+7|
+5|
+2|
+2|Smite good 3/day|1|0|-|-
8th|
+8|
+6|
+2|
+2|Unholy resilience, sneak attack +3d6|1|1|-|-
9th|
+9|
+6|
+3|
+3|Summon undead II|2|1|-|-
10th|
+10|
+7|
+3|
+3|Smite good 4/day|2|1|0|-
11th|
+11|
+7|
+3|
+3|Unholy durability, sneak attack +4d6|2|1|1|-
12th|
+12|
+8|
+4|
+4|Summon undead III, 2/day|2|2|1|-
13th|
+13|
+8|
+4|
+4|Smite good 5/day|3|2|1|0
14th|
+14|
+9|
+4|
+4|Unholy will, sneak attack +5d6|3|2|1|1
15th|
+15|
+9|
+5|
+5|Summon undead IV|3|2|2|1
16th|
+16|
+10|
+5|
+5|Smite good 6/day|3|3|2|1
17th|
+17|
+10|
+5|
+5|Unholy toughness, sneak attack +6d6|4|3|2|1
18th|
+18|
+11|
+6|
+6|Summon undead V, 3/day|4|3|2|2
19th|
+19|
+11|
+6|
+6|Smite good 7/day|4|3|3|2
20th|
+20|
+12|
+6|
+6|Unholy perfection, sneak attack +7d6|4|4|3|3[/table]
[B]Class Features
Weapon and Armor Proficiency: Revenants are proficient with all simple and martial weapons and with all types of armor (heavy, medium and light).
Aura of Evil (Ex): The power of a revenant's aura of evil (see detect evil spell) is equal to her revenant class level.
Detect Good (Sp): At will, a revenant can use detect good, as the spell.
Smite Good (Su): Once per day, a revenant may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per revenant level. If the revenant accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 4th level, and at every three levels thereafter, the revenant may smite good one additional time per day, as indicated on the following table, to a maximum of seven times per day at 19th level.
Unholy Blessing (Su): At 2nd level, a revenant gains a profane bonus equal to her Charisma bonus (if positive) on all attack rolls made while flanking. This bonus is in addition to the normal +2 bonus granted by flanking.
Sneak Attack (Ex): At 2nd level, if a revenant can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The revenant’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the revenant flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three revenant levels thereafter, to a maximum of 7d6 at level 20. Should the revenant score a critical hit with a sneak attack, this extra damage is not multiplied.
Unlike a rogue, a revenant cannot cause nonlethal damage with her sneak attack, nor can she make a sneak attack with a ranged weapon.
The revenant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A revenant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Malign Aura (Su): Beginning at 3rd level, a revenant radiates an aura of pure evil. Each enemy within 10 feet of her suffers a -2 morale penalty on all attack rolls.
Channel Negative Energy (Su): When a revenant reaches 4th level, she gains the supernatural ability to channel negative energy. She may use this ability a number of times per day equal to 1 + her Charisma modifier. She channels negative energy as a cleric of three levels lower would.
Spells: Beginning at 4th level, a revenant gains the ability to cast a small number of divine spells which are drawn from the revenant spell list. A revenant must choose and prepare her spells in advance.
To prepare or cast a spell, a revenant must have a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a revenant’s spell is 10 + the spell level + the revenant’s Charisma modifier.
Like other spellcasters, a revenant can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given on the following table. In addition, she receives bonus spells per day if she has a high Charisma score. When the table indicates that the revenant gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A revenant prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast an inflict spell in its place. A revenant may prepare and cast any spell on the revenant spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a revenant has no caster level. At 4th level and higher, her caster level is half her revenant level.
Unholy Pact (Sp): Upon reaching 5th level, a revenant forms a pact with her dark god. This pact can take one of two forms.
The first is a higher understanding of her relationship with her god, granting the revenant one of the following cleric domains: darkness, death, destuction, evil, law, strength, or war. When determining the powers and bonus spells granted by this domain, the revenant’s effective cleric level is equal to half her revenant level.
The second bond allows a revenant to gain the service of a skeletal steed. This mount is usually a skeletal heavy warhorse (for a Medium revenant) or a skeletal warpony (for a Small revenant).
Once per day, as a full-round action, a revenant may magically call her mount from the grave in which it resides. This ability is the equivalent of a spell of a level equal to one-third the revenant’s level. The mount immediately rises from the ground adjacent to the revenant and remains for 2 hours per revenant level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the revenant may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the revenant’s mount die, it crumbles to a pile of bones, leaving behind any equipment it was carrying. The revenant may not call another mount for 30 days or until she gains a revenant level, whichever comes first. During this 30-day period, the revenant takes a –1 penalty on attack and weapon damage rolls.
Summon Undead (Sp): Once per day, as a standard action, a revenant of 6th level can summon undead to her aid. This ability is identical to the Summon Undead I spell. At 9th level, this ability is instead treated as a Summon Undead II spell. At 12th level, this ability is treated as Summon Undead III, and she may also use the ability twice per day. At 15th level, Summon Undead IV, and at 18th level, Summon Undead V and three times per day. All of these spells are detailed on page 215 of the Spell Compendium. Using this ability is an act of Evil.
Unholy Resilience (Ex): At 8th level, a revenant's body begins to undergo a change. She gains immunity to poison, disease (including magical diseases), and nonlethal damage.
Unholy Durability (Ex): At 11th level, a revenant's bone begins to solidify and harden. She gains immunity to stunning, fatigue, and exhaustion.
Unholy Will (Ex): At 14th level, a revenant's brain begins to die, even though her mind stays intact. She gains immunity to all mind-affecting effects, sleep effects, and paralysis.
Unholy Toughness (Ex): At 17th level, a revenant undergoes a massive internal physical change, as most of her organs shut down. She gains immunity to ability damage, ability drain, and death effects and she no longer needs to eat, breathe or sleep. She loses her Constitution score, the ability to heal damage naturally (although she can use her channel negative energy ability or spells to heal herself), and she loses the ability to regenerate, if she had it. In addition, she now uses her Charisma modifier in place of her Constitution modifier to determine her bonus hit points.
Unholy Perfection (Ex): Upon reaching 20th level, a revenant finally transcends into the realm of undeath. Her type changes to Undead and she gains Darkvision 60ft. She gains Turn Resistance equal to her Charisma modifier and Fast Healing 3. Her hit dice do not change to d12's. She no longer ages, and as such cannot die of old age. She does not automatically die when she reaches 0 hit points like normal undead, she must be reduced to -10 HP. If reduced to negative hit points, she goes unconscious but is automatically stable. If left alone, her fast healing ability will return her to consciousness in a maximum of 3 rounds. Cannot be affected by Raise Dead, Reincarnate, or Resurrection. Only a Revive Undead (SPC 175) spell or a True Resurrection spell cast by an evil cleric of a god of death can return a revenant to unlife. Her outward appearance changes little, other than a sickly paleness to her flesh, she seems like a normal specimen of her race.
Revenant Spell List:
A revenant prepares and casts spells chosen from this list, she needs to prepare spells in advance, but she automatically has access to all spells on this list.
1st-level - PHB - Bane, Cause Fear, Cure Light Wounds, Curse Water, Disrupt Undead, Doom, Hide from Undead, Inflict Light Wounds, Magic Weapon
SPC - Backbiter, Divine Sacrifice, Golden Barding, Grave Strike, Faith Healing, Spirit Worm
2nd-level - PHB - Align Weapon, Bear's Endurance, Bull's Strength, Cure Moderate Wounds, Darkness, Descecrate, Gentle Repose, Inflict Moderate Wounds, Shatter, Undetectable Alignment
SPC - Blade of Pain and Fear, Death Armor, Demonhide, Hand of Divinity, Shroud of Undeath, Veil of Shadow, Zeal
3rd-level - PHB - Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Speak with Dead
SPC - Disrupt Undead, Greater, Fangs of the Vampire King, Healing Touch, Mantle of Evil, Unholy Storm, Weapon of the Deity
4th-level - PHB - Cure Critical Wounds, Death Ward, Divine Power, Inflict Critical Wounds, Magic Weapon, Greater, Planar Ally, Lesser (Evil creatures only), Poison
SPC - Revenance, Undead Lieutenant, Undead Torch, Visage of the Deity, Lesser, Winged Mount
Skeletal Mount:
{table=head][b]Revenant[br]Level|Bonus[br]HD|Natural[br]Armor Adj.|Turn[br]Resistance|Int|Special
5th-7th|
+2|
+4|
+2|
6|Empathic link, improved evasion, share spells, share saving throws
8th-10th|
+4|
+6|
+3|
7|Improved speed
11th-14th|
+6|
+8|
+4|
8|Undead lieutenant
15th-20th|
+8|
+10|
+5|
9|Spell resistance[/table]
Bonus HD: Extra twelve-sided (d12) Hit Dice. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Ref lex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is in addition to the mount’s existing natural armor bonus.
Turn Resistance: The mount gains a bonus to its turn resistance equal to this amount.
Int: This is the mount’s Intelligence score.
Empathic Link (Su): The revenant has an empathic link with her mount to a distance of 1 mile. The revenant cannot see through the mount’s eyes, but the two can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the revenant has the same connection to an item or place that her mount does, just as with a wizard and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: The revenant may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A revenant may cast spells on her mount even if the spells normally do not affect creatures of the mount’s type (undead).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the revenant’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Undead Lieutenant (Su): A revenant's mount with this ability is treated as being under the effects of the Undead Lieutenant spell (SPC 226) with an effective duration of permanent. If the revenant casts this spell on another undead creature, this ability is surpressed for the duration of the spell.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s revenant level +5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.