DrakebloodIV
2008-11-09, 08:57 PM
Okay, Here Goes!
Fluff
Erin lay on the ground, seeping blood as the assassin stood over him. "Thank the gods for a clean job" said the assassin "Im glad to have that problem done with" He dusted his hands and began to loot the corpse. He was almost finished when he stumbled upon an oddity, the corpse wouldn't let go of its blade. It was to fine a work of art to just leave. It was odd that rigor mortis would set on so early, but he knew what he had to do. Just as he was preparing to cut the hand off a vicelike grip clenched his kneck. The eerie chill of death was there but he could still feel a pulse. "DON'T TOUCH MY SWORD Bellowed an unearthly voice, and the blade rose to meet his face, gleaming black. A corpse was left in that room for sure, but it wasn't Erin's.
A death knight is a person gifted in physical combat who has died through some event or another and calls out to the gods for saving. Unfortunately, some of the darker gods choose to respond. They are raised with a sembalance of life and gain powers over many necrotic forces. Their soul is torn out of their body and put into their soul
Requirements
BaB +5
Weapon focus- Any non ranged weapon
Power attack becomes or Sneak attack 2d6
Must have been killed either in battle or through a ritual while holding the weapon
Allignment: Lawful Nongood, that when becoming a death knight
Table
HD=1d8
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +0 | +1 | Weapon Specialization (Soul weapon), Lvl 1 Dark aura lvl1, Necrotic strike 1/encounter
2nd | +2 | +1 | +1 | +2 | Weapon Binding, Lvl 2 Dark aura
3rd | +3 | +2 | +2 | +3 | Greater Soul weapon
4th | +4 | +2 | +2 | +4 | Lvl 3 Dark aura
5th | +5 | +3 | +3 | +5 | Necrotic strike 2/encounter, deals 2d6
6th | +6 /+1| +4 | +4 | +6 | lvl 3 Dark aura, Energy neurtality
7th | +7/+2 | +4 | +4 | +7 | -
8th | +8/+3 | +5 | +5 | +8 | Lvl 4 Dark aura
9th | +9/+4 | +5 | +5 | +9 | Necrotic strike 3/encounter, deals 3d6
10th | +10/+5 | +6 | +6 | +10 | Lvl 5 Dark aura, Phylatric blade
[/table]
Abilities
Dark Aura-
Whenever the Death Knight gains a level of dark aura, he may choose one of the following auras, every aura is assumed to have a 15 foot range unless stated otherwise and is considered on for as long as the death knight is awake and has declaired it active. A Death Knight may spend a feat to act as though they have one extra level in Dark Aura and learn an extra dark aura spell
Name | DK lvl Required | Effect
Burning | 3 | Any Enemy that provokes an attack of oppourtunity takes 1d4 Negative energy/fire damage
Darkness | 1 | All enemies see a 5ft/Dark aura level area around the death knight as being in magical darkness
Evil | 2 | A death Knight may use their aura as a magic circle against good that follows them with level equal to their Dark Aura level
Fear Aura | 3 | Enemies within range and with equal HD to the death knight must make a saving throw against fear or flee out of aura(DC=DK level+Dark aura lvl+Wis mod+10)
Frost | 2 | Enemies consider terrain within the aura rough terrain and must make a dex check of 15 or fall prone
Ghoulish | 3 | Enemies that enter this field must make a check vs 10+DA lvl+ DK level or be paralized for 1d4 turns
Harmful Aura | 2 | Allies within this field add 1d4 negative energy damage to any attack they make and may choose to add 'evil' to any spell they cast. Enemies take 1d4 negative energy damage per turn. Allied undead may heal 1d4 per turn
Rust | 1 | Enemies add 2 to their ACP and remove one from their armor bonus if their armor is made of metal. They lose any masterwork bonus and take a -1 penalty to attack rolls for their weapon. This aura only affects weapons and armor made of simple metal or cold iron, not weapons or armor made of rare metals such as adamant, mithril or silver
Shielding | 2 | The Death knight and all allies may act as though they have DR 10/ Good when they are in this Aura, but all good spells that hit them do double damage
Undeath | 5 | All creatures within the aura are treated as 'undead' for the purposes of turn/rebuke undead, sneak attacks, negative hitpoints and resurection spells.
Vampirism | 4 | All creatures in the aura take 1d4 damage per turn and the Death knight gains that much hp
Energy neutrality-
The Death knight may as a full round action choose to have either Negative or Positive energy heal it, the opposite one deals damage
Greater Soul Weapon- When any other creature is holding or carrying the Soul Weapon, they must make a check against fear equal to 10+DK level+Weapon binding mod and suffer an attack bonus penalty equal to 1/2 Dk level while wielding it
Necrotic strike- The death knight may choose to make an attack into a necrotizing strike, if he does so he may add 1d6 damage to it. Increases at 5th and 9th levels
[B]Phylatric Blade
When the Death knight dies as long as his blade is intact he may resurrect 1d4 hours later unless his body is destroyed, in which case he may come back in 1d10 days. If the Death knight is not wielding the soul weapon it may move (fly perfect 40) and make attacks with its weapon binding bonus as its attack bonus. It has 15 ranks in hide and escape artist
Weapon Binding- A death knight may add 1/2 their level to their attack bonus and an attitional 1/2 in checks against being disarmed when wielding their soul weapon, when a death knight is disarmed, they lose all their death knight BaB and are considered undead untill they regain their weapon. When their soul weapon is sundered, they are disabled until it is repaired
Fluff
Erin lay on the ground, seeping blood as the assassin stood over him. "Thank the gods for a clean job" said the assassin "Im glad to have that problem done with" He dusted his hands and began to loot the corpse. He was almost finished when he stumbled upon an oddity, the corpse wouldn't let go of its blade. It was to fine a work of art to just leave. It was odd that rigor mortis would set on so early, but he knew what he had to do. Just as he was preparing to cut the hand off a vicelike grip clenched his kneck. The eerie chill of death was there but he could still feel a pulse. "DON'T TOUCH MY SWORD Bellowed an unearthly voice, and the blade rose to meet his face, gleaming black. A corpse was left in that room for sure, but it wasn't Erin's.
A death knight is a person gifted in physical combat who has died through some event or another and calls out to the gods for saving. Unfortunately, some of the darker gods choose to respond. They are raised with a sembalance of life and gain powers over many necrotic forces. Their soul is torn out of their body and put into their soul
Requirements
BaB +5
Weapon focus- Any non ranged weapon
Power attack becomes or Sneak attack 2d6
Must have been killed either in battle or through a ritual while holding the weapon
Allignment: Lawful Nongood, that when becoming a death knight
Table
HD=1d8
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +0 | +1 | Weapon Specialization (Soul weapon), Lvl 1 Dark aura lvl1, Necrotic strike 1/encounter
2nd | +2 | +1 | +1 | +2 | Weapon Binding, Lvl 2 Dark aura
3rd | +3 | +2 | +2 | +3 | Greater Soul weapon
4th | +4 | +2 | +2 | +4 | Lvl 3 Dark aura
5th | +5 | +3 | +3 | +5 | Necrotic strike 2/encounter, deals 2d6
6th | +6 /+1| +4 | +4 | +6 | lvl 3 Dark aura, Energy neurtality
7th | +7/+2 | +4 | +4 | +7 | -
8th | +8/+3 | +5 | +5 | +8 | Lvl 4 Dark aura
9th | +9/+4 | +5 | +5 | +9 | Necrotic strike 3/encounter, deals 3d6
10th | +10/+5 | +6 | +6 | +10 | Lvl 5 Dark aura, Phylatric blade
[/table]
Abilities
Dark Aura-
Whenever the Death Knight gains a level of dark aura, he may choose one of the following auras, every aura is assumed to have a 15 foot range unless stated otherwise and is considered on for as long as the death knight is awake and has declaired it active. A Death Knight may spend a feat to act as though they have one extra level in Dark Aura and learn an extra dark aura spell
Name | DK lvl Required | Effect
Burning | 3 | Any Enemy that provokes an attack of oppourtunity takes 1d4 Negative energy/fire damage
Darkness | 1 | All enemies see a 5ft/Dark aura level area around the death knight as being in magical darkness
Evil | 2 | A death Knight may use their aura as a magic circle against good that follows them with level equal to their Dark Aura level
Fear Aura | 3 | Enemies within range and with equal HD to the death knight must make a saving throw against fear or flee out of aura(DC=DK level+Dark aura lvl+Wis mod+10)
Frost | 2 | Enemies consider terrain within the aura rough terrain and must make a dex check of 15 or fall prone
Ghoulish | 3 | Enemies that enter this field must make a check vs 10+DA lvl+ DK level or be paralized for 1d4 turns
Harmful Aura | 2 | Allies within this field add 1d4 negative energy damage to any attack they make and may choose to add 'evil' to any spell they cast. Enemies take 1d4 negative energy damage per turn. Allied undead may heal 1d4 per turn
Rust | 1 | Enemies add 2 to their ACP and remove one from their armor bonus if their armor is made of metal. They lose any masterwork bonus and take a -1 penalty to attack rolls for their weapon. This aura only affects weapons and armor made of simple metal or cold iron, not weapons or armor made of rare metals such as adamant, mithril or silver
Shielding | 2 | The Death knight and all allies may act as though they have DR 10/ Good when they are in this Aura, but all good spells that hit them do double damage
Undeath | 5 | All creatures within the aura are treated as 'undead' for the purposes of turn/rebuke undead, sneak attacks, negative hitpoints and resurection spells.
Vampirism | 4 | All creatures in the aura take 1d4 damage per turn and the Death knight gains that much hp
Energy neutrality-
The Death knight may as a full round action choose to have either Negative or Positive energy heal it, the opposite one deals damage
Greater Soul Weapon- When any other creature is holding or carrying the Soul Weapon, they must make a check against fear equal to 10+DK level+Weapon binding mod and suffer an attack bonus penalty equal to 1/2 Dk level while wielding it
Necrotic strike- The death knight may choose to make an attack into a necrotizing strike, if he does so he may add 1d6 damage to it. Increases at 5th and 9th levels
[B]Phylatric Blade
When the Death knight dies as long as his blade is intact he may resurrect 1d4 hours later unless his body is destroyed, in which case he may come back in 1d10 days. If the Death knight is not wielding the soul weapon it may move (fly perfect 40) and make attacks with its weapon binding bonus as its attack bonus. It has 15 ranks in hide and escape artist
Weapon Binding- A death knight may add 1/2 their level to their attack bonus and an attitional 1/2 in checks against being disarmed when wielding their soul weapon, when a death knight is disarmed, they lose all their death knight BaB and are considered undead untill they regain their weapon. When their soul weapon is sundered, they are disabled until it is repaired