Author Topic: [Base] Death Knight  (Read 4549 times)

Offline Garryl

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[Base] Death Knight
« on: June 27, 2012, 07:42:46 AM »
Death Knight base class
The death knight is an undead or necromantic martial champion.

Abilities: As a frontline combatant, Strength and Constitution are very important to a death knight. As a death knight grows in power, she learns to necromantically channel her forceful Charisma into enhanced fighting prowess.
Alignment: Any non-good
Starting Gold: 6d4x10 (150 gp)
Starting Age: As fighter.

Hit Die: d12

Table: The Death Knight


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+1+0+0+2Dark Fortitude (Fort saves), Deadly Touch331
2+2+0+0+3Toughened Flesh (+1 natural armor)431
3+3+1+1+3Dark Reactions (initiative)531
4+4+1+1+4Toughened Flesh (25% fortification)542
5+5+1+1+4Death's Steed, Toughened Flesh (+2 natural armor)642
6+6/+1+2+2+5--642
7+7/+2+2+2+5Dark Focus (skills)742
8+8/+3+2+2+6Fear Aura 2/day742
9+9/+4+3+3+6Toughened Flesh (+3 natural armor)842
10+10/+5+3+3+7--853
11+11/+6/+1+3+3+7Toughened Flesh (50% fortification)953
12+12/+7/+2+4+4+8Fear Aura 3/day, Lethal Touch953
13+13/+8/+3+4+4+8Dark Might (critical confirmation)1053
14+14/+9/+4+4+4+9Toughened Flesh (+4 natural armor)1053
15+15/+10/+5+5+5+9--1163
16+16/+11/+6/+1+5+5+10Fear Aura 4/day1164
17+17/+12/+7/+2+5+5+10--1264
18+18/+13/+8/+3+6+6+11Toughened Flesh (75% fortification)1264
19+19/+14/+9/+4+6+6+11--1364
20+20/+15/+10/+5+6+6+12Death Knight, Fear Aura 5/day, Toughened Flesh (+5 natural armor), Turn Immunity, Unholy Toughness1374

Class skills (4 + Int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Knowledge (religion), Martial Lore, Profession, Ride, Sense Motive, Survival, and Swim.

Weapon and Armor Proficiency: As a death knight, you are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (other than tower shields).

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Devoted Spirit, Frozen Night, Restless Bones, and Undying Call.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a death knight is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1 (TOB 39), to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered death knight level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by practicing and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with the use of your Deadly Touch ability without a strike or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one stance from any discipline open to death knights. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Dark Fortitude (Su): As your power grows and you slowly begin to pass beyond frail flesh and into something more, your dark will fortifies your physical being. You add your Charisma bonus (minimum +0) as an enhancement bonus on all Fortitude saves. This bonus cannot exceed your death knight level.

Deadly Touch (Su): Your mastery over the powers of death and unlife allow you to channel destructive energies into your foes. Once per round as a standard action, you can make a melee touch attack to deal an amount of damage equal to your Charisma bonus, minimum 1. This damage results from negative energy and counts as a Necromancy effect. You can combine this touch attack with martial strikes that allow you to make a single melee attack and have an initiation action of at least 1 standard action, although not with other attack options, such as attacks of opportunity, a full attack, or maneuvers that grant multiple attacks.

Toughened Flesh (Ex): As your dark transformation begins, your flesh begins to harden. Beginning at 2nd level, you gain a +1 natural armor bonus to your Armor Class, or your existing natural armor bonus increases by +1. This improves to +2 at 5th level, +3 at 9th level, +4 at 14th level, and +5 at 20th level.

Additionally, your descent into undeath reduces your reliance on your frail body. Starting at 4th level, you gain a 25% chance to ignore the extra damage of a critical hit or precision damage attack (such as sneak attack). This increases to 50% at 11th level and to 75% at 18th level.

Dark Reactions (Su): Beginning at 3rd level, you add your Charisma bonus (minimum +0) as an enhancement bonus on initiative checks.

Death's Steed (Sp): Upon reaching 5th level, you gain the service of an unusually intelligent, strong, and loyal steed to serve you.

Once per day, as a full-round action, you may magically call your mount from the abyssal or infernal realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third your level. The mount immediately appears adjacent to you and remains for 2 hours per death knight level; it may be dismissed at any time as a free action. The mount is the same creature each time it is called, though you 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 your mount die or be destroyed, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for one week or until you gain you level, whichever comes first, even if the mount is somehow returned from the dead or restored to undeath.

Dark Focus (Su): Beginning at 7th level, you add your Charisma bonus (minimum +0) as an enhancement bonus on all Constitution checks, Constitution-based skill checks, and on checks with the skills of any discipline from which you know any maneuvers or stances.

Fear Aura (Su): Your power frightens lesser foes. Beginning at 8th level, you can emit an aura of fear once per round as a free action. Creatures within 15 feet with less than 2 HD must make a Will save (DC 10 + 1/2 your death knight level + your Charisma modifier) or be panicked for 1 round per level. Twice per day, you can intensify this aura to also cause creatures with any amount of hit dice to be frightened for the same duration on a failed saving throw. For every 4 death knight levels beyond 8th, you can panic creatures with 1 more HD and you can intensify the aura 1 additional time per day. This is a mind-affecting fear effect.

Lethal Touch (Su): Beginning at 12th level, the damage from your deadly touch attack increases to 1d8 + your Charisma bonus (minimum +0), and any living creature struck by it must also make a Will save (DC 10 + 1/2 your death knight level + your Charisma modifier) or take 1 point of Constitution damage. Creatures immune to or healed by negative energy are not at risk of this Constitution damage.

Dark Might (Su): Beginning at 13th level, you add your Charisma bonus (minimum +0) as an competence bonus on critical confirmation rolls.

Death Knight: At 20th level, your transformation into undeath is complete. You become a true undead creature. You gain the traits of your new type, but do not recalculate your existing racial hit dice.
  • Your type changes to undead, and you gain the augmented subtype for your previous type.
  • You lose your Constitution score. However, your fortitude in life leads to power in undeath. Calculate your Constitution score, considering only your base score (including increases due to level) and racial modifiers (including those from templates). For every 6 points of your Constitution score, your Strength score increases by +2. For every 6 points of Constitution beyond 2, your Charisma score increases by +2. For every 6 points of Constitution beyond 4, your Wisdom score increases by +2. Treat these increases to your other ability scores the same as increases to an ability score from hit dice or level. For example, if you had a Constitution score of 12 in life before applying the effects of your magical equipment and spells, you would increase your Strength score by +4, and your Wisdom and Charisma scores by +2.
  • You gain darkvision out to 60 feet, if you did not already have it.
  • You gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • You gain immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • You are not subject to critical hits, nonlethal damage, ability drain, or energy drain.
  • You are immune to damage to your physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • You cannot heal damage on your own if you have no Intelligence score, although you can be healed. Negative energy (such as an inflict spell or your deadly touch ability) can heal you. The fast healing special quality works regardless of your Intelligence score.
  • You gain immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • You use your Charisma modifier for Concentration checks. This stacks with the enhancement bonus from Dark Focus.
  • You are not at risk of death from massive damage, but when reduced to 0 hit points or less, you are immediately destroyed.
  • You are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. However, unlike other undead, these spells revive you in your undead state.
  • You do not breathe, eat, or sleep.
Additionally, in passing beyond life, you gain DR 15/magic. The dark power that now sustains your essence cannot be disrupted by mere sticks and stones.

Turn Immunity (Ex): Starting at 20th level, you can never be turned or rebuked.

Unholy Toughness (Ex): Beginning at 20th level, you gain extra hit points, as though from a high Constitution score, equal to your Charisma bonus (minimum +0) times your character level.

Ex-Death Knights: If you become good-aligned, you cannot advance further as a death knight and you lose access to your death's steed and fear aura abilities until such time as you become non-good again. Your current special mount from death's steed, if any, abandons you. You can call a new one only after one week or after you gain a level, as though your mount died or was destroyed.

The Death Knight's Steed
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Alternative Special Mounts
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Change Log
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« Last Edit: July 08, 2017, 07:48:11 PM by Garryl »

Offline Garryl

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(Continued) [Base] Death Knight
« Reply #1 on: July 23, 2012, 06:42:04 PM »
Knight's Command alternative class feature

Level: Death Knight 1
Replaces: You do not gain the deadly touch ability at 1st level or the fear aura ability at 8th level. You do not gain an additional maneuver readied at 20th level (thus you can ready only 6 maneuvers, not 7, at 20th level, and you have 1 fewer readied than normal beyond that level). You cannot recover your expended death knight maneuvers using the normal method (a swift action followed by a standard action or a use of deadly touch).
Benefit: You gain the knight's command ability, and you recover your death knight maneuvers in a new manner.

Maneuvers Readied: Whenever you kill or destroy a creature with a CR greater than or equal to your character level minus 2, you recover all expended death knight maneuvers. The killing blow can either come from you, your death's steed if you are riding it, or a creature under your control that you have summoned, created, or animated with a maneuver or stance (such as with the Corpsecrafter stance and the Cage of Wicked Bones and Grave Walking maneuvers).

Knight's Command: Your vicious fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to cow your enemies into submission or to goad yourself and your allies into a fighting frenzy. By savaging your enemies' ego and playing on your own, you ensure that your foes lie bleeding at your feet.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain threats, commands, and invectives you learn from a variety of different tongues.

All knight's commands are mind-affecting abilities. However, you can still affect yourself with your own knight's commands and are subject to their morale bonuses and penalties if you are immune to mind-affecting effects.

  • Hysteria (Ex): As a swift action, you can whip yourself into a hysterical rage directed against a single opponent. The target of this ability must have a CR greater than or equal to your character level minus 2; lesser foes are not worth the extra effort. If it does not meet these requirements, a use of this ability is expended without effect.

    If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by focusing your boundless hatred on your foe. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's command ability for the day because of the blow to your ego and confidence from this defeat.

    While you are in a hysterical rage, your ability to think calmly and clearly is compromised, although not as badly as with a barbarian's rage. You suffer a -4 penalty on all Charisma-, Dexterity-, and Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), and on the Concentration skill. You require a successful DC 15 Concentration check to use any abilities that require patience or concentration, to cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll), or to use the Combat Expertise feat, item creation feats, and metamagic feats. Make this check only once per round when you first attempt to perform such an activity. If you fail, you must choose to do something else with your action (you don't lose the action or waste the spell or item use, you simply cannot bring yourself to attempt such an action in the first place). Effects and abilities that would allow you to use these skills, abilities, and actions in a rage (which would normally disable them entirely) removes the penalties and need for a Concentration check from a hysterical rage.

    The effect of hysteria lasts for a number of rounds equal to 5 + your Charisma bonus (if any). You can prematurely end your hysterical rage as a free action.

    If you are capable of issuing a knight's command more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can enter a hysterical rage against a different foe. You cannot switch foes if your original target is still active.

    At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

    Hysteria is a rage effect. Effects that modify or interact with rage effects, such as the calm emotions spell, also affect hysteria.

  • Infuriating Threat (Ex): Starting at 4th level, you can shout a threat to all enemies, daring the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the infuriating threat. You must have line of sight and line of effect to the targets of this ability.

    As a swift action, you can expend one use of your knight's command ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

    An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the infuriating threat ends for that specific target.

    If you personally kill or destroy at least 2 opponents forced to attack you due to this ability while they are still affected by it, you gain one additional use of your knight's command ability for that day. This additional use comes from increased confidence and the feeling of superiority from knowing that even with overwhelming odds on their side, your foes are nothing before you. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's command ability in this manner per day.

    The effect of an infuriating threat lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your infuriating threat, it can only be targeted by this effect once per day.

  • Motivate Through Fear (Ex): Starting at 8th level, you become an intimidating figure on the battlefield. When all seems lost, your allies still fear you more than the dire odds. No cause may be abandoned while a death knight still demands on its completion.

    As a swift action, you can expend one use of your knight's command ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire greater fear in your allies than that of a daunting foe.

    For example, Ty Lee fails her save against a lich's fear spell. On her next action, Lady Azula uses her motivate through fear ability to grant Ty Lee another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

  • Daunting Command (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

    As a swift action, you can expend one use of your knight's command ability to issue a daunting command. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken for a number of rounds equal to 5 + your Charisma bonus (if any), and frightened for the 1st round of their fear. Creatures that have a CR of less than one quarter your character level are panicked for the full duration instead of being frightened or shaken.

    Whether a creature fails or succeeds on its save against your daunting command, it can only be targeted by this effect once per day.

    This is a mind-affecting fear effect.

  • Unstoppable (Ex): Starting at 16th level, your drive to slay your foes lets nothing hold you back. You can expend one use of your knight's command ability to make an additional saving throw against a movement-impairing spell or ability, or to make a grapple check to escape a grapple. You can use this ability once per round as a free action.

  • Rejected by Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's command ability to remain conscious and continue to act for 1 more round before dying or being destroyed. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's command ability to survive (or at least remain unliving) from round to round until you run out of uses. If you receive healing that leaves you with enough hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's command ability.


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« Last Edit: July 08, 2017, 06:17:57 PM by Garryl »

Offline Garryl

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(Continued) [Base] Death Knight
« Reply #2 on: May 18, 2016, 12:53:18 PM »
Infernal Spirit alternative class feature

Level: Death Knight 5
Replaces: You do not gain the death's steed ability at 5th level.
Benefit: You gain the infernal spirit ability at 5th level.

Infernal Spirit (Su): Upon reaching 5th level, you can call upon your dark patrons for aid in the form of an infernal spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.

Your death knight level determines which kinds of infernal spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.

Table: Infernal Spirit
Death Knight LevelSpirit Summoned
5thSpirit of injury
11thSpirit of fury
16thSpirit of power
20thSpirit of death

The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.

  • A spirit occupies a 5-foot square on the battle map.
  • When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
  • All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
  • A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your death knight level as the caster level.
  • If you lose line of sight to a spirit, it disappears immediately.
  • Each spirit available to you can be summoned once per day.
  • A spirit remains for a number of rounds equal to your death knight level, until it is dismissed, or until special conditions in the spirit's description are met.

Spirit of Injury: This spirit increases your ability to harm your enemies. When summoned, it can deal an amount of damage equal to 2 x your death knight level x your Charisma bonus (minimum +1).

To use its harming ability, an enemy must take damage while in the same square as the spirit. The spirit enhances the injury, increasing the amount of damage taken after applying resistances, damage reduction, and the like by +50%, although not by more than the amount of damage it has left to deal. Once the spirit has used all its harming ability, it dissipates.

Spirit of Fury: This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of fury or occupying its space, that character gains unholy fervor. Unholy fervor grants a +1 profane bonus on attacks and damage rolls for every four death knight levels you possess (up to a maximum of +5 at 20th level). In addition, affected characters' weapons are treated as evil-aligned for the purpose of overcoming damage reduction.

Spirit of Power: This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 5/-. In addition, you can use your deadly touch ability as a free action once per round instead of as a standard action.

Spirit of Death: While any of your opponents are adjacent to this spirit or occupy its space, any fast healing or regeneration those characters may have is reduced by 10 (minimum 0), and any healing it receives from other sources is reduced by 10 hit points (minimum 0). Treat this as a profane penalty. If an affected character's regeneration is reduced to 0 in this way, it does not convert damage to nonlethal damage. If an affected character's hit points drop to less than half of its maximum hit points while occupying the spirit's space, the spirit attempts to snuff its life out. The character must make a Fortitude save (DC 10 + 1/2 your death knight level + your Charisma modifier) or die. This is a Necromancy death effect. The spirit can use its death ability once per round.



Change Log
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« Last Edit: July 08, 2017, 06:19:57 PM by Garryl »