Draco-V9
2013-11-07, 04:54 PM
Death Knight
http://upload.wikimedia.org/wikipedia/en/e/e1/Nightmare03.png
Very few have the power over the dead, but the Death Knights put there Affinity with the undead with their might and skill with weaponry. The Death Knight deals massive damage in combat and command hordes of the undead as their underlining's into the fray of combat.
Role: The Role of a Death Knight is a hard hitter or a defensive tank who can send their minions to overwhelm their foes.
Alignment: Any Evil
Hit Die: d10
Class Skills:
Appraise(INT),Climb(STR), Craft(INT), Intimate(CHA), Knowledge, Religion(INT), Knowledge, Planes(INT), Swim(STR)
Skill Ranks Per Level: 2+INT Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Detect Good, Channel Negative Energy, Aura Of Evil
2nd|
+2|
+3|
+1|
+3|
3rd|
+3|
+3|
+1|
+3|Aura of Fear
4th|
+4|
+4|
+1|
+4|
5th|
+5|
+4|
+2|
+4| Undead Minion
6th|
+6/+1|
+5|
+2|
+5|
7th|
+7/+2|
+5|
+2|
+5| Darkness Veil
8th|
+8/+3|
+6|
+3|
+6|Merciless
9th|
+9/+4|
+6|
+3|
+6| Raise Dead
10th|
+10/+5|
+7|
+3|
+7|
11th|
+11/+6/+1|
+7|
+4|
+7|
12th|
+12/+7/+2|
+8|
+4|
+8|Merciless
13th|
+13/+8/+3|
+8|
+4|
+8|
14th|
+14/+9/+4|
+9|
+5|
+9|
15th|
+15/+10/+5|
+9|
+5|
+9|
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Merciless
17th|
+17/+12/+7/+2|
+10|
+6|
+10|
18th|
+18/+13/+8/+3|
+11|
+6|
+11|
19th|
+19/+14/+9/+4|
+11|
+6|
+11|
20th|
+10/+15/+10/+5|
+12|
+7|
+12|Merciless[/table]
Weapon And Armor Proficiency:
The Death Knight is proficient with all Simple and Martial Weapons . He is also proficient with light, medium and Heavy armor and all shields other than tower.
Detect Good: At will a Death Knight can detect good. A Death Knight can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is Good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Death Knight does not detect Good in any other object or individual within range.
Channel Negative Energy: A Death Knight gains the supernatural ability to channel Negative energy like a cleric. A Death Knight uses his level as her effective cleric level when channeling Negative energy. This is a Strength-based ability. This ability is the same as the Rebuke Undead that a Cleric gains
Aura of Evil: The power of a Death Knight's aura of Evil (see the detect Evil spell) is equal to his Death Knight level.
Aura of Fear: At 3rd level a Death Knight can inspire fear in creatures, this give creatures of a smaller size catergory and lower level the fear effect. Only applies if the Death Knight is conscious.
Undead Minion: A 1st-level Death Knight can create undead minion (a human warrior skeleton, as described on page 226 of the Monster Manual). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the Death Knight's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 5th level, the skeleton is completely typical, but it gains power
as the Death Knight gains levels. The skeleton has a number of
Hit Dice equal to the Death Knight's class level. Add one-half the
Death Knight's class level to the skeleton’s natural armor bonus.
Add one-third of the Death Knight’s class level to the skeleton’s
Strength and Dexterity scores.
Darkness Veil: At 7th level once per day a Death Knight can create magical darkness in a 10ft radius around him which only he and his minion may see throw it.
Merciless: At 8th level a Death Knight may gain one of the following abilities.
- Fatiguing Touch: Once per day + half your Death Knight level you may fatigue someone via a touch. DC is equal 10 + class level + STR Mod.
- Shaken up: Once per day + half your Death Knight level a Death Knight may give someone a the shaken effect for 1d4 rounds via touch. DC is equal 10 + class level + STR Mod.
- Dazing Blow: When performing a touch melee attack the Death Knight may take points of his attack roll before he rolls it and stun an enemy for the amount of rounds equal to the number of points they took off their attack roll. DC is equal 10 + class level + STR Mod.
- Dark Slash: A Death Knight may channel negative energy into an attack (which can be favoured to be from a weapon). This is the same as a normal channel negative energy but gains a 30ft range in one direction and also consumes one of his channel negative energies per day when used.
- Unlife: A Death Knight can become undead and keep it's sentient mentality with the bonus of being undead. They count as undead and previous race for saves related and gain +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease.
- Umbra Armor: A Death Knight can cover them self in a dark shadow which is nearly impenetrable. This gives the +10 AC and can be performed once per day and lasts for 3 rounds. This armor bonus is magic armor.
Raise Dead: A Death Knight of 9th level gains the spell like ability to cast the Raise Dead spell once per day.
http://upload.wikimedia.org/wikipedia/en/e/e1/Nightmare03.png
Very few have the power over the dead, but the Death Knights put there Affinity with the undead with their might and skill with weaponry. The Death Knight deals massive damage in combat and command hordes of the undead as their underlining's into the fray of combat.
Role: The Role of a Death Knight is a hard hitter or a defensive tank who can send their minions to overwhelm their foes.
Alignment: Any Evil
Hit Die: d10
Class Skills:
Appraise(INT),Climb(STR), Craft(INT), Intimate(CHA), Knowledge, Religion(INT), Knowledge, Planes(INT), Swim(STR)
Skill Ranks Per Level: 2+INT Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|Detect Good, Channel Negative Energy, Aura Of Evil
2nd|
+2|
+3|
+1|
+3|
3rd|
+3|
+3|
+1|
+3|Aura of Fear
4th|
+4|
+4|
+1|
+4|
5th|
+5|
+4|
+2|
+4| Undead Minion
6th|
+6/+1|
+5|
+2|
+5|
7th|
+7/+2|
+5|
+2|
+5| Darkness Veil
8th|
+8/+3|
+6|
+3|
+6|Merciless
9th|
+9/+4|
+6|
+3|
+6| Raise Dead
10th|
+10/+5|
+7|
+3|
+7|
11th|
+11/+6/+1|
+7|
+4|
+7|
12th|
+12/+7/+2|
+8|
+4|
+8|Merciless
13th|
+13/+8/+3|
+8|
+4|
+8|
14th|
+14/+9/+4|
+9|
+5|
+9|
15th|
+15/+10/+5|
+9|
+5|
+9|
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Merciless
17th|
+17/+12/+7/+2|
+10|
+6|
+10|
18th|
+18/+13/+8/+3|
+11|
+6|
+11|
19th|
+19/+14/+9/+4|
+11|
+6|
+11|
20th|
+10/+15/+10/+5|
+12|
+7|
+12|Merciless[/table]
Weapon And Armor Proficiency:
The Death Knight is proficient with all Simple and Martial Weapons . He is also proficient with light, medium and Heavy armor and all shields other than tower.
Detect Good: At will a Death Knight can detect good. A Death Knight can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is Good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Death Knight does not detect Good in any other object or individual within range.
Channel Negative Energy: A Death Knight gains the supernatural ability to channel Negative energy like a cleric. A Death Knight uses his level as her effective cleric level when channeling Negative energy. This is a Strength-based ability. This ability is the same as the Rebuke Undead that a Cleric gains
Aura of Evil: The power of a Death Knight's aura of Evil (see the detect Evil spell) is equal to his Death Knight level.
Aura of Fear: At 3rd level a Death Knight can inspire fear in creatures, this give creatures of a smaller size catergory and lower level the fear effect. Only applies if the Death Knight is conscious.
Undead Minion: A 1st-level Death Knight can create undead minion (a human warrior skeleton, as described on page 226 of the Monster Manual). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the Death Knight's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 5th level, the skeleton is completely typical, but it gains power
as the Death Knight gains levels. The skeleton has a number of
Hit Dice equal to the Death Knight's class level. Add one-half the
Death Knight's class level to the skeleton’s natural armor bonus.
Add one-third of the Death Knight’s class level to the skeleton’s
Strength and Dexterity scores.
Darkness Veil: At 7th level once per day a Death Knight can create magical darkness in a 10ft radius around him which only he and his minion may see throw it.
Merciless: At 8th level a Death Knight may gain one of the following abilities.
- Fatiguing Touch: Once per day + half your Death Knight level you may fatigue someone via a touch. DC is equal 10 + class level + STR Mod.
- Shaken up: Once per day + half your Death Knight level a Death Knight may give someone a the shaken effect for 1d4 rounds via touch. DC is equal 10 + class level + STR Mod.
- Dazing Blow: When performing a touch melee attack the Death Knight may take points of his attack roll before he rolls it and stun an enemy for the amount of rounds equal to the number of points they took off their attack roll. DC is equal 10 + class level + STR Mod.
- Dark Slash: A Death Knight may channel negative energy into an attack (which can be favoured to be from a weapon). This is the same as a normal channel negative energy but gains a 30ft range in one direction and also consumes one of his channel negative energies per day when used.
- Unlife: A Death Knight can become undead and keep it's sentient mentality with the bonus of being undead. They count as undead and previous race for saves related and gain +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease.
- Umbra Armor: A Death Knight can cover them self in a dark shadow which is nearly impenetrable. This gives the +10 AC and can be performed once per day and lasts for 3 rounds. This armor bonus is magic armor.
Raise Dead: A Death Knight of 9th level gains the spell like ability to cast the Raise Dead spell once per day.