[Tome] Deathknight.
Posted: Thu Jan 07, 2010 6:56 pm
Death Knight
"I think I might have died in my sleep…”
Death Knight’s are soldiers of undeath. They embrace the powers of all that is unholy, frigid, and gorey. They carry a magical greatsword covered in badass runes to kick ass, while firing unholy bolts of death to heal themselves and maim enemies. No one can escape their grasp.
Alighment: Non-good, but usually Evil. Very evil. :3
Starting Age: As wizard.
Hit Die: d10
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills/Level: 4+Int
BAB: Good(1/1), Saves: Fort: Good; Reflex: Bad; Will: Good
Proficiencies: Light, Medium, Heavy Armor, Simple, Martial, Greatsword.
Level, Benefit
1 Runeblade, Death Coil, Undeath
2 Death Grip, Path of Frost
3 Blood Presence
4 Plague Strikes, Command Undead
5 Frost Presence, Dread Steeds
6 Unholy Minion
7 Unholy Presence
8 Bone Sphere
9 Dead Sense
10 Sudden Doom
11 Pestilence
12 Death and Decay.
13
14
15
16
17
18
19
20
(The DC for all abilities are 10+ ½ Character Level + your Charisma mod)
Runeblade(Su): The Deathknight has a runed instrument of death. It can be any weapon, as long as it is gruesome and badass. The deathknight must spend a day with the weapon, imbueing it with the powers of death and carving awesome glowing runes into the weapon. This ritual costs 100gp in materials.
This weapon:
-Counts as his "Runeblade" (Or runehammer/axe/chain) for all abilities.
-Has a MINIMUM enchancement bonus to damage and attack rolls equal to 1/3 the deathknight's level.
-Has double HP and Hardness of a normal weapon, and Ghost Touch.
-Grants a shield bonus to AC to deathknight equal to 1/3 his character level.
(Yes, almost an exact copy of the Samurai's ancestral weapon.. sorry Frankie)
Death Coil(Su): Once per round when the deathknight attacks or as a swift action she may fire a bolt of unholy energy. The bolt is a medium ranged touch attack that deals (1d6/classlevel +cha mod) unholy damage, and the deathknight is healed by half of the damage done by this attack. Use your charisma or dex mod for the attack roll, whichever is higher.
(To clarify, even with a standard action attack, the deathknight gets to ALSO fire a death coil. Alternatively he can fire it using his swift action.)
Undeath(Ex): The deathknight does not need to eat. Additionally the deathknight qualifies for necromantic feats using the deathknight’s character level instead of caster level. At 5th level, the deathknight may elect to become a ghoul, vampire, revenant or swordwraith. The deathknight also qualifies for fiendish feats.
Death Grip(Su): No one escapes death. At 2nd level the deathknight can keep any enemy from keeping too much distance. As a swift action, the deathknight may grab any enemy within medium range with unholy energy and teleport them to him unless they succeed on a reflex save.
Path of Frost(Ex): The deathknight is extraordinary cold and frigid. This allows the deathknight to freeze unattended inanimate objects at will just by touching or blowing on them. By spending a minute per inch of thickness: This lowers the break DC of any item with a toughness of less than 10 to 13, and it's hardness to 1. (This time reduced to a round per foot of thickness at level 10) This can also quickly freeze liquids into ice. The deathknight water may freeze under him as he walks, allowing him to walk across water as difficult terrain. At 5th level, this applies to any mount he is riding, and any allies and their mounts within 60 feet. And is also no longer difficult terrain.
Blood Presence(Su): The death knight and those who fight with her within 60’ grow a taste for blood. Any damaging attacks made by the death knight or his allies deal an extra 1d6 per 4 class levels damage(this does not count towards ability damage)(1d6 at 3rd, 2d6 at 7th, etc) Also, once per round when the death knight or an ally lands an attack, they may heal for half the damage they deal with that attack.
Plague Strikes(Sp): Once per round when you hit with your runeblade the target must make a fort save or be afflicted by Ghoul Touch. You and allies are unaffected by the sickened effect of the stench cloud.
Command Undead(Sp): The Deathknight may cast command undead as a spell-like ability at will. Use your character level as caster level.
Frost Presence(Su): The deathknight is hardened by ice and is surrounded by chilling winds. The deathknight gains a DR/- equal to half her class level, rounded down. In addition the area in a 10 foot radius around the deathknight is considered difficult terrain for his enemies, and any enemies attacking within the area have a 20% miss chance, as concealment.
Dreadsteeds(Sp): The Deathknight and his allies need badass unholy mounts to travel and be awesome. The deathknight can summon awesome mounts as the spell Phantom Steed once a day using his character level as the caster level, except that he can summon up to his class level in phantom steeds instead of one.
Unholy Minion(Su): The deathknight has an undead cohort. Upon waking the deathknight can spend an hour to call upon the lords of undeath to grant him an undead minion with a CR of 2 less than his character level. The deathknight can only have 1 of these cohorts at any time, and can control them telepathically. This minion qualifies for fiendish and monstrous feats. This minion stays until it dies or is dismissed at which point it returns from whence it came, and can be resummoned the following morning, or another cohort can be called upon in it's place. The intelligence of this creature is always atleast 10. The minion has turn resistance equal to your class level.
Unholy Presence(Su): The Death Knight and his allies within 60’ are always under the effect of Haste. If the Death Knight or his allies would be slowed, they are instead “unhasted” for 1d6 rounds.
Bone Sphere(Sp): The deathknight gains access to the Bone Sphere, this becomes advanced access at level 12.
Deadsense(Ex): The deathknight gains blindsense 30’, darkvision 60’, and lowlight vision.
Sudden Doom(Su): Whenever you threaten/confirm a critical with your runeweapon, you may fire a single Death Coil as a free action. In addition, the crit range on your runeweapon is now increased as Keen weapon.
Targets hit by your death coil take 1d6 negative levels.
Pestilence(Su): Those who fail the fort save on the stench cloud from your Plague Strike are also afflicted by Ghoul Touch and also emit a stench cloud (which can also activate this effect.)
Death and Decay(Su): Enemies within 10' of the deathknight are afflicted as by cloudkill every round.
"I think I might have died in my sleep…”
Death Knight’s are soldiers of undeath. They embrace the powers of all that is unholy, frigid, and gorey. They carry a magical greatsword covered in badass runes to kick ass, while firing unholy bolts of death to heal themselves and maim enemies. No one can escape their grasp.
Alighment: Non-good, but usually Evil. Very evil. :3
Starting Age: As wizard.
Hit Die: d10
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills/Level: 4+Int
BAB: Good(1/1), Saves: Fort: Good; Reflex: Bad; Will: Good
Proficiencies: Light, Medium, Heavy Armor, Simple, Martial, Greatsword.
Level, Benefit
1 Runeblade, Death Coil, Undeath
2 Death Grip, Path of Frost
3 Blood Presence
4 Plague Strikes, Command Undead
5 Frost Presence, Dread Steeds
6 Unholy Minion
7 Unholy Presence
8 Bone Sphere
9 Dead Sense
10 Sudden Doom
11 Pestilence
12 Death and Decay.
13
14
15
16
17
18
19
20
(The DC for all abilities are 10+ ½ Character Level + your Charisma mod)
Runeblade(Su): The Deathknight has a runed instrument of death. It can be any weapon, as long as it is gruesome and badass. The deathknight must spend a day with the weapon, imbueing it with the powers of death and carving awesome glowing runes into the weapon. This ritual costs 100gp in materials.
This weapon:
-Counts as his "Runeblade" (Or runehammer/axe/chain) for all abilities.
-Has a MINIMUM enchancement bonus to damage and attack rolls equal to 1/3 the deathknight's level.
-Has double HP and Hardness of a normal weapon, and Ghost Touch.
-Grants a shield bonus to AC to deathknight equal to 1/3 his character level.
(Yes, almost an exact copy of the Samurai's ancestral weapon.. sorry Frankie)
Death Coil(Su): Once per round when the deathknight attacks or as a swift action she may fire a bolt of unholy energy. The bolt is a medium ranged touch attack that deals (1d6/classlevel +cha mod) unholy damage, and the deathknight is healed by half of the damage done by this attack. Use your charisma or dex mod for the attack roll, whichever is higher.
(To clarify, even with a standard action attack, the deathknight gets to ALSO fire a death coil. Alternatively he can fire it using his swift action.)
Undeath(Ex): The deathknight does not need to eat. Additionally the deathknight qualifies for necromantic feats using the deathknight’s character level instead of caster level. At 5th level, the deathknight may elect to become a ghoul, vampire, revenant or swordwraith. The deathknight also qualifies for fiendish feats.
Death Grip(Su): No one escapes death. At 2nd level the deathknight can keep any enemy from keeping too much distance. As a swift action, the deathknight may grab any enemy within medium range with unholy energy and teleport them to him unless they succeed on a reflex save.
Path of Frost(Ex): The deathknight is extraordinary cold and frigid. This allows the deathknight to freeze unattended inanimate objects at will just by touching or blowing on them. By spending a minute per inch of thickness: This lowers the break DC of any item with a toughness of less than 10 to 13, and it's hardness to 1. (This time reduced to a round per foot of thickness at level 10) This can also quickly freeze liquids into ice. The deathknight water may freeze under him as he walks, allowing him to walk across water as difficult terrain. At 5th level, this applies to any mount he is riding, and any allies and their mounts within 60 feet. And is also no longer difficult terrain.
Blood Presence(Su): The death knight and those who fight with her within 60’ grow a taste for blood. Any damaging attacks made by the death knight or his allies deal an extra 1d6 per 4 class levels damage(this does not count towards ability damage)(1d6 at 3rd, 2d6 at 7th, etc) Also, once per round when the death knight or an ally lands an attack, they may heal for half the damage they deal with that attack.
Plague Strikes(Sp): Once per round when you hit with your runeblade the target must make a fort save or be afflicted by Ghoul Touch. You and allies are unaffected by the sickened effect of the stench cloud.
Command Undead(Sp): The Deathknight may cast command undead as a spell-like ability at will. Use your character level as caster level.
Frost Presence(Su): The deathknight is hardened by ice and is surrounded by chilling winds. The deathknight gains a DR/- equal to half her class level, rounded down. In addition the area in a 10 foot radius around the deathknight is considered difficult terrain for his enemies, and any enemies attacking within the area have a 20% miss chance, as concealment.
Dreadsteeds(Sp): The Deathknight and his allies need badass unholy mounts to travel and be awesome. The deathknight can summon awesome mounts as the spell Phantom Steed once a day using his character level as the caster level, except that he can summon up to his class level in phantom steeds instead of one.
Unholy Minion(Su): The deathknight has an undead cohort. Upon waking the deathknight can spend an hour to call upon the lords of undeath to grant him an undead minion with a CR of 2 less than his character level. The deathknight can only have 1 of these cohorts at any time, and can control them telepathically. This minion qualifies for fiendish and monstrous feats. This minion stays until it dies or is dismissed at which point it returns from whence it came, and can be resummoned the following morning, or another cohort can be called upon in it's place. The intelligence of this creature is always atleast 10. The minion has turn resistance equal to your class level.
Unholy Presence(Su): The Death Knight and his allies within 60’ are always under the effect of Haste. If the Death Knight or his allies would be slowed, they are instead “unhasted” for 1d6 rounds.
Bone Sphere(Sp): The deathknight gains access to the Bone Sphere, this becomes advanced access at level 12.
Deadsense(Ex): The deathknight gains blindsense 30’, darkvision 60’, and lowlight vision.
Sudden Doom(Su): Whenever you threaten/confirm a critical with your runeweapon, you may fire a single Death Coil as a free action. In addition, the crit range on your runeweapon is now increased as Keen weapon.
Targets hit by your death coil take 1d6 negative levels.
Pestilence(Su): Those who fail the fort save on the stench cloud from your Plague Strike are also afflicted by Ghoul Touch and also emit a stench cloud (which can also activate this effect.)
Death and Decay(Su): Enemies within 10' of the deathknight are afflicted as by cloudkill every round.