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Lord Blace
2010-02-07, 11:28 PM
Hello everyone, this is my first attempt at even sort-of homebrewing. Tips, advice, and the like are very welcome and appreciated. :smallsmile:

I have always liked the death knight, but it's update from 2e to 3.x has left it a weak and broken shell of its former self imho. Here is my attempt at a fix.
Death Knight
Gods of death are the most common creators of death knights, though some have been the unfortunate victims of powerful curses, or the product of profane rituals. These powerful undead are most commonly created from the bodies of slain warriors and rarely from clerics. A death knight's physical form is that of its decayed body. Red glowing orbs replace its eyes. Its voice is chilling and seems to echo from deep within. Death knights were powerful people in life, and often have their old equipment.
Death Knights speak the language they spoke in life.
Creating a Death Knight
"Death knight" is an aquired template that can be added to any humanoid that meets the prerequisites below (referred to hereafter as the character).
Prerequisites
Alignment: Any Evil
BAB: 13
Proficient with at least one Martial Weapon
Template Details:
Hit Dice: All of the character's Hit Dice (current and future) become d12's.
Speed: Same as the character's.
AC: The Death Knight as a +5 natural armor bonus, or the character's natural armor, whichever is better.
Force of Presence: A death knight uses its charisma modifier much in the same way living creatures use their constitution modifiers. Bonus to their hp and fort saves.
Special Attacks: A death knight retains all of the character's special attacks and gains those listed below.
Abyssal Blast (Su): Once per day, a death knight can unleash a blast of eldritch fire. The blast fills a 20-foot-radius spread anywhere within a range of 400 ft + 40 ft per HD. The blast deals 1D6 damage per HD (maximum of 20D6). The damage is fire. (As opposed to the MM which is part fire/part divine.) Reflex save for half (DC 10 + ½ death knight’s character level + charisma modifier).
Fear Aura (Su): Death Knights are shrouded in a dreadful aura of death and evil. Creatures coming within a 10ft radius must make a will save (DC 10 + ½ death knight’s character level + charisma modifier) or be affected as though by a fear spell cast by a sorcerer of the death knight’s level.
Rebuke/Command Undead: A death knight may attempt to rebuke undead like a cleric three levels lower than itself, and may control a maximum number of HD equal to double her level minus three. (Ex. A thirteenth level death knight can control up to twenty HD of undead. [13-3]*2 = 20) Clerics may control an additional one half of their HD in undead.
Spell-Like Abilities:
At will-Detect Magic, Detect Invisibility
3/day-Wall of Ice.
2/day-Greater Dispel Magic
1/day-Power Word (Blind, Kill, or Stun)
Caster level equal to the Death Knight’s character level. Save DC’s are charisma based (10 + spell level + charisma modifier).
Special Qualities: A death knight retains all the character’s special qualities and gains those described below.
Damage Reduction: A death knight’s undead body is tough, giving it DR 15/Magic
Fast Healing: The negative energy is so strong in a death knight that it has fast healing 2.
Immunities: Death Knights are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead.
Spell Resistance: A death knight gains spell resistance 20 + 1 per character level beyond 10th.
Spell Turning: If a roll to overcome the Death Knight’s spell resistance is a natural 1 or 2 and failed, the spell is treated as if affected by spell turning.
Turning Immunity(Ex): A death knight cannot be turned or rebuked. It can be banished with holy word, however, just as if it were an even outsider. (The banished death knight returns to the plane of the evil god it serves.)
Abilities: +4 strength, +2 wisdom, +2 charisma, no constitution.
Level adjustment: +5

Temotei
2010-02-07, 11:41 PM
I've never seen a template with a BAB requirement. Hmm...:smallconfused:

Mikka
2010-02-08, 12:23 AM
Lich requires spellcasting. .


But hmmm, its more fitting to have it require some sort of class feature, or just write that only powerful creatures can be death knights (maybe a HD requirement? )

peacenlove
2010-02-08, 06:53 AM
Its overall good but you forgot to put how much it raises the challenge rating of the base creature.
Also up its fast healing to 3 or even 5, and the DR to 15/good since we are talking about level 15 +. A DR 5/bludgeoning wouldn't be unreasonable since IIRC they have skeletal bodies.
Since they are the favored servants of gods some bonuses of divine nature would be fitting (such as profane bonuses to saves, AC or some evil divine spell like ability, since they are excellent warriors on their own a righteous might or unholy aura would be fitting)