Derjuin
2012-08-21, 07:02 AM
DEATH KNIGHT
http://wow.zamimg.com/uploads/screenshots/normal/253663.jpg
The Dark Guardian (http://fc08.deviantart.net/fs70/f/2011/078/b/6/grip_of_death_by_breathing2004-d3bynjr.jpg), The Harbinger of Winter (http://th04.deviantart.net/fs43/PRE/f/2009/091/5/5/going_home_for_the_holidays_by_sandara.jpg), The Deathlord (http://fc06.deviantart.net/fs71/f/2011/025/f/4/teh_death_knight_by_viking_heart-d382074.jpg)
Death Knights tend to either be champions of foul causes, or fallen heroes from previous times brought back by dark magic to serve a new purpose. Not all Death Knights are evil - many fallen heroes break free from their "master" and serve themselves or a greater good, using their new time alive to seek purpose. Those resurrected Death Knights that do not have the will to live again usually return to the ground within days of being resurrected.
Adventures: Of the Death Knights that adventure, most recall a previous adventuring life and seek new sights. Those with the greater good on their mind adventure to right wrongs and help those in need, despite their rather heinous powers. Some others just want to kill things and get rich. The process of becoming a Death Knight for those who are brought back to life renews the body with vigor, and though some may appear old, they live as long as their race normally does after their resurrection.
Characteristics: Death Knights are frontline fighters with some mid-range abilities at their disposal, depending on their choice of discipline.
Alignment: A Death Knight's alignment is usually seen as Evil - however, there are many Neutral Death Knights as well. Because of their powers, not many Death Knights feel the urge to commit themselves to Good. If they were resurrected, the Death Knight typically inherits its alignment from before he or she died, unless a master commands them to do vile deeds - even then, their alignment may not have changed, and they are simply under the effect of a spell.
Religion: Some Death Knights believe strongly in devoting themselves to Good deities, while others may abandon religion altogether. There is no real central religion among Death Knights.
Background: Most Death Knights are resurrected or recruited in groups, and these groups tend to come from the same kind of background. Those that are recruited are often rebellious or aimless adults hungry for power, while those that are resurrected tend to be veterans or warriors.
Races: Any race can become a Death Knight, with humans and other short-lived races that may fall prey to promises of power having slightly higher numbers. Death Knights tend not to be prominent in any civilization, and very rarely decide to hole up with members of their previous communities.
Other Classes: Death Knights fit in well with other characters that are pragmatic. Sorcerers, wizards, and most warrior-types may agree with the Death Knight's choices. Clerics of Good-aligned gods or those that oppose unnatural life, as well as Paladins and Good-laigned Crusaders tend to clash with the Death Knight, however. Warblades and Swordsages may see the Death Knight's fighting style as a challenge, and whether or not the two enjoy it is up to the individual.
Role: The Death Knight's role is at the front of the party during combat, whether it is to take damage or deal it out. He does not have many options for ranged combat or social interaction.
GAME RULE INFORMATION
Death Knights have the following game statistics.
Abilities: Death Knights rely on strength and constitution to perform in combat, and dexterity to help keep themselves alive. Intelligence, wisdom and charisma are less important for them, contributing largely only through skills.
Alignment: Any.
Hit Die: d10
Starting Age: As barbarian or as cleric.
Starting Gold: As ranger.
Class Skills
The Death Knight's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Martial Lore (Int), Ride (Dex), Search (Int), Spot (Wis), Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DEATH KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Stances Known
1st|
+1|
+2|
+0|
+0|Runeforging, Blood Rites (Will saves)|5|1
2nd|
+2|
+3|
+0|
+0|-|5|2
3rd|
+3|
+3|
+1|
+1|Runic Empowerment|6|2
4th|
+4|
+4|
+1|
+1|Blood Rites (Opposed checks)|6|2
5th|
+5|
+4|
+1|
+1|Bonus Feat|7|3
6th|
+6/+1|
+5|
+2|
+2|-|7|3
7th|
+7/+2|
+5|
+2|
+2|Mettle|7|3
8th|
+8/+3|
+6|
+2|
+2|Blood Rites (armor class)|8|3
9th|
+9/+4|
+6|
+3|
+3|Empower Rune Weapon 1/day|8|4
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat, Raise Ghoul|9|4
11th|
+11/+6/+1|
+7|
+3|
+3|-|9|4
12th|
+12/+7/+2|
+8|
+4|
+4|Blood Rites (damage)|9|4
13th|
+13/+8/+3|
+8|
+4|
+4|-|10|4
14th|
+14/+9/+4|
+9|
+4|
+4|-|10|5
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat|11|5
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Blood Rites (skills)|11|5
17th|
+17/+12/+7/+2|
+10|
+5|
+5|-|11|5
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Empower Rune Weapon 2/day|12|5
19th|
+19/+14/+9/+4|
+11|
+6|
+6|-|12|5
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Army of the Dead|13|6[/table]
Class Features
All of the following are class features of the Death Knight.
Weapon and Armor Proficiencies: Death Knights are proficient with all simple and martial weapons and all armor, but not with shields.
Maneuvers: The Death Knight begins his career with knowledge of five martial maneuvers. The disciplines available to Death Knights are Bloody Scourge, Frozen Heart, and Dread Blade. Once a Death Knight knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Death Knights is considered an extraordinary ability unless otherwise noted in its description. In essence, a Death Knight's Maneuvers Known is the same as his Maneuvers Readied, as he always has them all available to him, but must channel them through the power of the runes he has scribed onto his weapon.
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, page 39, of Tome of Battle 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: In order to ready his maneuvers, a Death Knight must scribe sigils and runes onto his weapon(s). These runes hold the power that his martial maneuvers draw from, and take approximately five minutes to create. The Death Knight can scribe up to six runes on his weapon(s) total (see Runeforging, below). Technically, a Death Knight does not actually "ready" maneuvers, as every maneuver he knows is available to him, but he cannot use them all at once because of the runes required to power them.
You begin an encounter with all your known maneuvers ready. Instead of expending maneuvers, you expend runes. As you use maneuvers, the runes on your weapon will deplete, and take time to recharge. When you initiate a maneuver, you expend the correct rune for the current encounter, which takes time to become available again. If you have no runes available of the proper kind, you cannot use the discipline tied to that rune.
Death Knights rely on the power of their runed weapons to use their martial maneuvers. As such, as an encounter progresses, they have fewer and fewer maneuvers available to them at any one time, but will eventually regain their use over time at no action cost to themselves. When a Death Knight initiates a readied martial maneuver, he must wait 1d4+2 rounds before being able to use a specific rune again.
Runeforging: In addition to his Maneuvers readied, the Death Knight inscribes runes onto his weapon(s) which power his martial powers. A runed weapon can fit exactly six runes on it. Only one weapon can bear an individual Death Knight's runes at once; if he inscribes runes on another weapon, the previous set vanish. Runes are broken up into four categories, three of which are associated with their discipline and can be inscribed: Blood runes (Bloody Scourge), Frost runes (Frozen Heart), and Unholy runes (Dread Blade), while Death runes are more like wild cards and cannot be inscribed normally. Death runes can be used for any maneuver the Death Knight has readied.
A Death Knight can only scribe Blood, Frost, and Unholy runes onto his weapon - Death runes are the product of certain maneuvers (such as Blood Tap). Once a Death rune is used, it reverts to its previous rune type. For example, if Tomas the Death Knight uses Blood Tap to activate a Blood rune as a Death rune, he is able to use that Death rune to initiate Frost Strike, even though it was originally a Blood rune. Once the Death rune is expended, it is depleted for 1d4+2 rounds, and returns to being a Blood rune.
When you initiate a strike, boost, or counter from one of the Death Knight schools, it uses power from one of the runes on the Death Knight's runed weapon. For example, in order to initiate the Heart Strike maneuver, you must 1. Have a blood rune scribed on your weapon, and 2. expend the power stored in a blood rune. Expending the power in a rune causes the rune to grow dormant for 1d4+1 rounds, during which that specific rune can't be used. For example, Alex the Death Knight scribes two blood runes, two frost runes, and two unholy runes onto his greatsword. He then uses Icy Touch, Heart Strike, and Corpse Explosion in an encounter. He would have used one frost rune, one blood rune, and one unholy rune. If he had instead used Scarlet Fever and Heart Strike, he would have used two blood runes - limiting his ability to use any more Bloody Scourge maneuvers until one of his blood runes (1d4+1 rounds later) becomes available again.
Blood Rites (Ex): The Death Knight draws power from the ritual used to infuse his body with power, also known as Blood Rites. These rites provide him with additional power linked to his life force. Initially, the Blood Rites keep his mind clear in the midst of combat. At 1st level, the Death Knight adds his Constitution modifier to his Will saves.
At 4th level, this power extends to mundane maneuvers in combat, granting him more precise control of his strength. The Death Knight adds his Constitution modifier to all special attacks (such as trip, disarm, and sunder).
At 8th level, the Death Knight is able to shrug some attacks off, deflecting them as if they were nothing. The Death Knight gains a Shield bonus to AC equal to his Constitution modifier.
At 12th level, the Death Knight becomes more powerful as his situation grows more dire. When the Death Knight's current hit points are less than half of his maximum hit points, he adds his Constitution modifier to damage with all attacks and martial strikes.
At 16th level, the Blood Rites complete. The Death Knight adds his Constitution modifier to all Strength-, Dexterity-, and Constitution-based checks (he adds his Constitution twice for Constitution checks).
Runic Empowerment (Ex): Beginning at 3rd level, you can hasten the speed at which you can inscribe runes onto your weapon, even doing so in the middle of combat. You can change which runes are inscribed on your weapon (or inscribe all-new ones) as a full-round action; however, half the runes (randomly determined) are dormant and recharge after 1d4-1 rounds.
Bonus Feat: At 5th level, and again at 10th, 15th, and 20th level, the Death Knight gains a bonus feat. These feats can be any of the following: Blade Meditation, Blind-Fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Dodge, Mobility, Diehard, Endurance, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Mounted Combat, Power Attack, Quick Draw, Run, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Weapon Focus.
Mettle (Ex): The Death Knight's particular fortitude and mental might allow him to shrug off certain attacks against his mind and body. If the Death Knight makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.
Empower Rune Weapon (Su): By charging his runic weapon with immense power, the Death Knight may, once per day starting at level 9, immediately inscribe all new runes on his weapon as a swift action. At 18th level, he may do so twice per day.
Raise Ghoul (Su): Once per encounter, a skilled Death Knight of 10th level or higher can expend an Unholy rune or a Death rune to raise a Ghoul from spiritual remains in the area as a standard action. This Ghoul lasts for 1 minute (10 rounds) and has hit points equal to half the hit points of the Death Knight that raised it and inherits its base attack bonus from him. The Death Knight can only control one Ghoul at a time.
Army of the Dead (Su): At 20th level, the Death Knight learns how to create an army of ghasts to fight by his side. The Death Knight can expend a Blood rune, a Frost rune, and an Unholy rune at once to create 1d4+6 ghasts. This ability is a full-round action and can be used once per day. The ghasts have hit points equal to half the hit points of the Death Knight that raised them and last 5 rounds.
THE DEATH KNIGHT'S MANEUVERS
BLOODY SCOURGE
1ST LEVEL
Butchery: Stance - Deal extra damage after defeating a foe
Blood Strike: Strike - Victim cannot make a Full Attack next turn
Forceful Deflection: Boost - Gain AC bonus equal to Strength modifier for 1 round
Blood Boil: Strike - Nearby enemies take damage, more if they are infected with Blood Plague
2ND LEVEL
Dark Command: Boost - Victim must attack you or suffer penalty to attacks and damage
Blood-Caked Blade: Strike - Attack another foe twice at +4 bonus to attack and damage
Bladed Armor: Counter - Gain attacks against a successful attacker
3RD LEVEL
Blood Presence: Stance - Gain Fortification 50%, DR equal to IL/Good or Evil
Scarlet Fever: Strike - Victim is infected with Scarlet Fever
Bone Shield: Boost - Gain bonus AC vs. next 6 attacks
4TH LEVEL
Heart Strike: Strike - Attack all foes in front of you, deals bonus damage if they are infected with Scarlet Fever
Pestilence: Boost - Next attack infects all victims with Scarlet Fever
Asphyxiate: Strike - Binds victim's throat, deals 4d6 damage and silences/stuns
5TH LEVEL
Blood Parasite: Strike - Infects victim with a parasite that heals you
Death Strike: Strike - Gores a foe with a horrific attack for +10d6 damage, heal self and gain temporary hit points
6TH LEVEL
Blood Tap: Boost - You take 3d6+20 damage and recover an expended blood rune as a Death rune
Death's Advance: Stance - Your type is Undead for benefits, gain movement bonus
Crimson Scourge: Strike - Successful strike deals +5d6 damage +1/IL and unleashes a Blood Boil
7TH LEVEL
Abomination's Might: Boost - Defeat foe, gain +10 Strength, Constitution for 5 rounds
Scent of Blood: Strike - Foe you strike takes 3d6 damage from your attacks next turn
Dark Simulacrum: Counter - Copy spell being cast by a spellcaster
8TH LEVEL
Call Blood Beast: Boost - Victim attracts the attention of a Blood Beast
Mark of the Fallen Champion: Boost - Victim takes damage equal to damage you inflict this round; if they die, you are healed as if by a heal spell
9TH LEVEL
Dancing Rune Weapon: Boost - Summon a copy of your weapon for 5 rounds
FROZEN HEART
1ST LEVEL
Nerves of Cold Steel: Stance - Gain bonuses to hit and vs. fear
Icy Touch: Strike - Deal cold damage, infect foe with Frost Fever
Rune of Razorice: Boost - Victim of cold damage takes additional damage next round
2ND LEVEL
Icy Reach: Boost - Extend your reach with attacks for 1 round
Chains of Ice: Strike - Victim becomes wrapped in icy chains, becomes slowed and takes 3d6 damage
Mind Freeze: Counter - Spellcaster's spell is interrupted if they fail a Concentration check
3RD LEVEL
Frost Presence: Stance - Increases cold damage dealt, grants Cold Resistance
Frost Strike: Strike - Inflict physical and cold damage as a touch attack
Chilblains: Boost - Cold damage causes a movement penalty for 1 round
4TH LEVEL
Annihilate: Strike - Attempt to finish a diseased foe off
Horn of Winter: Boost - Grant allies bonus to hit and damage for 5 rounds
Icy Talons: Strike - Tear into foe ferociously, gain an additional attack
5TH LEVEL
Brittle Bones: Strike - Ignore foe's DR, victim loses DR for 1 round
Icebound Fortitude: Boost - Gain defensive boosts for 3 rounds
6TH LEVEL
Merciless Combat: Stance - You and allies gain extra bonuses vs. flanked foes
Killing Machine: Boost - Recover frost rune as a Death rune after slaying a foe
Obliterate: Strike - Brutally strike a foe for +5d6, may be a critical hit more often
7TH LEVEL
Festering Strike: Strike - Lengthen disease time on victim, inflict +6d6 damage
Hungering Cold: Strike - Victim and all nearby foes become encased in ice
Rune Strike: Counter - Initiate a strike in response to a missed Attack of Opportunity
8TH LEVEL
Might of the Frozen Wastes: Stance - Gain bonus to damage and hit when using two-handed weapons with a strike
Threat of Thassarian: Stance - Copy certain strikes when wielding two weapons at once
Rune of Cinderglacier: Boost - You inflict Fire damage instead of Cold damage for 1 round
9TH LEVEL
Howling Blast: Strike - Burst of cold deals 100 points of damage
DREAD BLADE
1ST LEVEL
Reaping: Stance - Recover expended maneuver when using specific strikes
Plague Strike: Strike - Victim becomes infected with Blood Plague
Desecration: Boost - Cause desecrated ground to slow enemies caught in it
2ND LEVEL
Death Coil: Strike - Damage living creature or heal undead
Death Grip: Boost - Draw creature closer to yourself
Unholy Blight: Strike - Victim takes damage continually, cannot be cured of diseases
3RD LEVEL
Contagion: Counter - Creature striking you becomes infected with virulent Blood Plague
Unholy Frenzy: Boost - Become empowered, take damage over time
Unholy Presence: Stance - Move faster and as a swift action
4TH LEVEL
Scourge Strike: Strike - Deal weapon damage plus 2d6 negative energy damage per disease
Anti-magic Shell: Boost - Gain immunity to magic for 1 round
Death Siphon: Strike - Remove victim's diseases, deal damage and heal self
5TH LEVEL
Shadow Infusion: Boost - You or ally become Undead for 1 round
Death and Decay: Strike - Corrupts an area, causing damage over time
Corpse Explosion: Strike - Causes corpse to quickly decay and explode, causing damage based on corpse's HD
6TH LEVEL
Ebon Plaguebringer: Stance - Blood Plague mutates into Ebon Plague, cause extra negative energy damage with strikes
Sudden Doom: Boost - Recover an unholy rune as a Death rune after scoring a critical hit
7TH LEVEL
Outbreak: Strike - Victim becomes infected with Scarlet Fever, Frost Fever and Blood Plague
Rune of Spellshattering: Boost - Disjoin a spell that is in effect
8TH LEVEL
Pain and Suffering: Strike - Creatures in a cone take damage over time
Necrotic Strike: Strike - Deal +5d6 damage, inhibit healing equal to damage
Deathless: Stance - Death by hit point damage is delayed
9TH LEVEL
Defile: Strike - Defiled ground injures enemies, expands rapidly
http://wow.zamimg.com/uploads/screenshots/normal/253663.jpg
The Dark Guardian (http://fc08.deviantart.net/fs70/f/2011/078/b/6/grip_of_death_by_breathing2004-d3bynjr.jpg), The Harbinger of Winter (http://th04.deviantart.net/fs43/PRE/f/2009/091/5/5/going_home_for_the_holidays_by_sandara.jpg), The Deathlord (http://fc06.deviantart.net/fs71/f/2011/025/f/4/teh_death_knight_by_viking_heart-d382074.jpg)
Death Knights tend to either be champions of foul causes, or fallen heroes from previous times brought back by dark magic to serve a new purpose. Not all Death Knights are evil - many fallen heroes break free from their "master" and serve themselves or a greater good, using their new time alive to seek purpose. Those resurrected Death Knights that do not have the will to live again usually return to the ground within days of being resurrected.
Adventures: Of the Death Knights that adventure, most recall a previous adventuring life and seek new sights. Those with the greater good on their mind adventure to right wrongs and help those in need, despite their rather heinous powers. Some others just want to kill things and get rich. The process of becoming a Death Knight for those who are brought back to life renews the body with vigor, and though some may appear old, they live as long as their race normally does after their resurrection.
Characteristics: Death Knights are frontline fighters with some mid-range abilities at their disposal, depending on their choice of discipline.
Alignment: A Death Knight's alignment is usually seen as Evil - however, there are many Neutral Death Knights as well. Because of their powers, not many Death Knights feel the urge to commit themselves to Good. If they were resurrected, the Death Knight typically inherits its alignment from before he or she died, unless a master commands them to do vile deeds - even then, their alignment may not have changed, and they are simply under the effect of a spell.
Religion: Some Death Knights believe strongly in devoting themselves to Good deities, while others may abandon religion altogether. There is no real central religion among Death Knights.
Background: Most Death Knights are resurrected or recruited in groups, and these groups tend to come from the same kind of background. Those that are recruited are often rebellious or aimless adults hungry for power, while those that are resurrected tend to be veterans or warriors.
Races: Any race can become a Death Knight, with humans and other short-lived races that may fall prey to promises of power having slightly higher numbers. Death Knights tend not to be prominent in any civilization, and very rarely decide to hole up with members of their previous communities.
Other Classes: Death Knights fit in well with other characters that are pragmatic. Sorcerers, wizards, and most warrior-types may agree with the Death Knight's choices. Clerics of Good-aligned gods or those that oppose unnatural life, as well as Paladins and Good-laigned Crusaders tend to clash with the Death Knight, however. Warblades and Swordsages may see the Death Knight's fighting style as a challenge, and whether or not the two enjoy it is up to the individual.
Role: The Death Knight's role is at the front of the party during combat, whether it is to take damage or deal it out. He does not have many options for ranged combat or social interaction.
GAME RULE INFORMATION
Death Knights have the following game statistics.
Abilities: Death Knights rely on strength and constitution to perform in combat, and dexterity to help keep themselves alive. Intelligence, wisdom and charisma are less important for them, contributing largely only through skills.
Alignment: Any.
Hit Die: d10
Starting Age: As barbarian or as cleric.
Starting Gold: As ranger.
Class Skills
The Death Knight's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Martial Lore (Int), Ride (Dex), Search (Int), Spot (Wis), Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DEATH KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Stances Known
1st|
+1|
+2|
+0|
+0|Runeforging, Blood Rites (Will saves)|5|1
2nd|
+2|
+3|
+0|
+0|-|5|2
3rd|
+3|
+3|
+1|
+1|Runic Empowerment|6|2
4th|
+4|
+4|
+1|
+1|Blood Rites (Opposed checks)|6|2
5th|
+5|
+4|
+1|
+1|Bonus Feat|7|3
6th|
+6/+1|
+5|
+2|
+2|-|7|3
7th|
+7/+2|
+5|
+2|
+2|Mettle|7|3
8th|
+8/+3|
+6|
+2|
+2|Blood Rites (armor class)|8|3
9th|
+9/+4|
+6|
+3|
+3|Empower Rune Weapon 1/day|8|4
10th|
+10/+5|
+7|
+3|
+3|Bonus Feat, Raise Ghoul|9|4
11th|
+11/+6/+1|
+7|
+3|
+3|-|9|4
12th|
+12/+7/+2|
+8|
+4|
+4|Blood Rites (damage)|9|4
13th|
+13/+8/+3|
+8|
+4|
+4|-|10|4
14th|
+14/+9/+4|
+9|
+4|
+4|-|10|5
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat|11|5
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Blood Rites (skills)|11|5
17th|
+17/+12/+7/+2|
+10|
+5|
+5|-|11|5
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Empower Rune Weapon 2/day|12|5
19th|
+19/+14/+9/+4|
+11|
+6|
+6|-|12|5
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Army of the Dead|13|6[/table]
Class Features
All of the following are class features of the Death Knight.
Weapon and Armor Proficiencies: Death Knights are proficient with all simple and martial weapons and all armor, but not with shields.
Maneuvers: The Death Knight begins his career with knowledge of five martial maneuvers. The disciplines available to Death Knights are Bloody Scourge, Frozen Heart, and Dread Blade. Once a Death Knight knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Death Knights is considered an extraordinary ability unless otherwise noted in its description. In essence, a Death Knight's Maneuvers Known is the same as his Maneuvers Readied, as he always has them all available to him, but must channel them through the power of the runes he has scribed onto his weapon.
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, page 39, of Tome of Battle 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: In order to ready his maneuvers, a Death Knight must scribe sigils and runes onto his weapon(s). These runes hold the power that his martial maneuvers draw from, and take approximately five minutes to create. The Death Knight can scribe up to six runes on his weapon(s) total (see Runeforging, below). Technically, a Death Knight does not actually "ready" maneuvers, as every maneuver he knows is available to him, but he cannot use them all at once because of the runes required to power them.
You begin an encounter with all your known maneuvers ready. Instead of expending maneuvers, you expend runes. As you use maneuvers, the runes on your weapon will deplete, and take time to recharge. When you initiate a maneuver, you expend the correct rune for the current encounter, which takes time to become available again. If you have no runes available of the proper kind, you cannot use the discipline tied to that rune.
Death Knights rely on the power of their runed weapons to use their martial maneuvers. As such, as an encounter progresses, they have fewer and fewer maneuvers available to them at any one time, but will eventually regain their use over time at no action cost to themselves. When a Death Knight initiates a readied martial maneuver, he must wait 1d4+2 rounds before being able to use a specific rune again.
Runeforging: In addition to his Maneuvers readied, the Death Knight inscribes runes onto his weapon(s) which power his martial powers. A runed weapon can fit exactly six runes on it. Only one weapon can bear an individual Death Knight's runes at once; if he inscribes runes on another weapon, the previous set vanish. Runes are broken up into four categories, three of which are associated with their discipline and can be inscribed: Blood runes (Bloody Scourge), Frost runes (Frozen Heart), and Unholy runes (Dread Blade), while Death runes are more like wild cards and cannot be inscribed normally. Death runes can be used for any maneuver the Death Knight has readied.
A Death Knight can only scribe Blood, Frost, and Unholy runes onto his weapon - Death runes are the product of certain maneuvers (such as Blood Tap). Once a Death rune is used, it reverts to its previous rune type. For example, if Tomas the Death Knight uses Blood Tap to activate a Blood rune as a Death rune, he is able to use that Death rune to initiate Frost Strike, even though it was originally a Blood rune. Once the Death rune is expended, it is depleted for 1d4+2 rounds, and returns to being a Blood rune.
When you initiate a strike, boost, or counter from one of the Death Knight schools, it uses power from one of the runes on the Death Knight's runed weapon. For example, in order to initiate the Heart Strike maneuver, you must 1. Have a blood rune scribed on your weapon, and 2. expend the power stored in a blood rune. Expending the power in a rune causes the rune to grow dormant for 1d4+1 rounds, during which that specific rune can't be used. For example, Alex the Death Knight scribes two blood runes, two frost runes, and two unholy runes onto his greatsword. He then uses Icy Touch, Heart Strike, and Corpse Explosion in an encounter. He would have used one frost rune, one blood rune, and one unholy rune. If he had instead used Scarlet Fever and Heart Strike, he would have used two blood runes - limiting his ability to use any more Bloody Scourge maneuvers until one of his blood runes (1d4+1 rounds later) becomes available again.
Blood Rites (Ex): The Death Knight draws power from the ritual used to infuse his body with power, also known as Blood Rites. These rites provide him with additional power linked to his life force. Initially, the Blood Rites keep his mind clear in the midst of combat. At 1st level, the Death Knight adds his Constitution modifier to his Will saves.
At 4th level, this power extends to mundane maneuvers in combat, granting him more precise control of his strength. The Death Knight adds his Constitution modifier to all special attacks (such as trip, disarm, and sunder).
At 8th level, the Death Knight is able to shrug some attacks off, deflecting them as if they were nothing. The Death Knight gains a Shield bonus to AC equal to his Constitution modifier.
At 12th level, the Death Knight becomes more powerful as his situation grows more dire. When the Death Knight's current hit points are less than half of his maximum hit points, he adds his Constitution modifier to damage with all attacks and martial strikes.
At 16th level, the Blood Rites complete. The Death Knight adds his Constitution modifier to all Strength-, Dexterity-, and Constitution-based checks (he adds his Constitution twice for Constitution checks).
Runic Empowerment (Ex): Beginning at 3rd level, you can hasten the speed at which you can inscribe runes onto your weapon, even doing so in the middle of combat. You can change which runes are inscribed on your weapon (or inscribe all-new ones) as a full-round action; however, half the runes (randomly determined) are dormant and recharge after 1d4-1 rounds.
Bonus Feat: At 5th level, and again at 10th, 15th, and 20th level, the Death Knight gains a bonus feat. These feats can be any of the following: Blade Meditation, Blind-Fight, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Dodge, Mobility, Diehard, Endurance, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Mounted Combat, Power Attack, Quick Draw, Run, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Weapon Focus.
Mettle (Ex): The Death Knight's particular fortitude and mental might allow him to shrug off certain attacks against his mind and body. If the Death Knight makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.
Empower Rune Weapon (Su): By charging his runic weapon with immense power, the Death Knight may, once per day starting at level 9, immediately inscribe all new runes on his weapon as a swift action. At 18th level, he may do so twice per day.
Raise Ghoul (Su): Once per encounter, a skilled Death Knight of 10th level or higher can expend an Unholy rune or a Death rune to raise a Ghoul from spiritual remains in the area as a standard action. This Ghoul lasts for 1 minute (10 rounds) and has hit points equal to half the hit points of the Death Knight that raised it and inherits its base attack bonus from him. The Death Knight can only control one Ghoul at a time.
Army of the Dead (Su): At 20th level, the Death Knight learns how to create an army of ghasts to fight by his side. The Death Knight can expend a Blood rune, a Frost rune, and an Unholy rune at once to create 1d4+6 ghasts. This ability is a full-round action and can be used once per day. The ghasts have hit points equal to half the hit points of the Death Knight that raised them and last 5 rounds.
THE DEATH KNIGHT'S MANEUVERS
BLOODY SCOURGE
1ST LEVEL
Butchery: Stance - Deal extra damage after defeating a foe
Blood Strike: Strike - Victim cannot make a Full Attack next turn
Forceful Deflection: Boost - Gain AC bonus equal to Strength modifier for 1 round
Blood Boil: Strike - Nearby enemies take damage, more if they are infected with Blood Plague
2ND LEVEL
Dark Command: Boost - Victim must attack you or suffer penalty to attacks and damage
Blood-Caked Blade: Strike - Attack another foe twice at +4 bonus to attack and damage
Bladed Armor: Counter - Gain attacks against a successful attacker
3RD LEVEL
Blood Presence: Stance - Gain Fortification 50%, DR equal to IL/Good or Evil
Scarlet Fever: Strike - Victim is infected with Scarlet Fever
Bone Shield: Boost - Gain bonus AC vs. next 6 attacks
4TH LEVEL
Heart Strike: Strike - Attack all foes in front of you, deals bonus damage if they are infected with Scarlet Fever
Pestilence: Boost - Next attack infects all victims with Scarlet Fever
Asphyxiate: Strike - Binds victim's throat, deals 4d6 damage and silences/stuns
5TH LEVEL
Blood Parasite: Strike - Infects victim with a parasite that heals you
Death Strike: Strike - Gores a foe with a horrific attack for +10d6 damage, heal self and gain temporary hit points
6TH LEVEL
Blood Tap: Boost - You take 3d6+20 damage and recover an expended blood rune as a Death rune
Death's Advance: Stance - Your type is Undead for benefits, gain movement bonus
Crimson Scourge: Strike - Successful strike deals +5d6 damage +1/IL and unleashes a Blood Boil
7TH LEVEL
Abomination's Might: Boost - Defeat foe, gain +10 Strength, Constitution for 5 rounds
Scent of Blood: Strike - Foe you strike takes 3d6 damage from your attacks next turn
Dark Simulacrum: Counter - Copy spell being cast by a spellcaster
8TH LEVEL
Call Blood Beast: Boost - Victim attracts the attention of a Blood Beast
Mark of the Fallen Champion: Boost - Victim takes damage equal to damage you inflict this round; if they die, you are healed as if by a heal spell
9TH LEVEL
Dancing Rune Weapon: Boost - Summon a copy of your weapon for 5 rounds
FROZEN HEART
1ST LEVEL
Nerves of Cold Steel: Stance - Gain bonuses to hit and vs. fear
Icy Touch: Strike - Deal cold damage, infect foe with Frost Fever
Rune of Razorice: Boost - Victim of cold damage takes additional damage next round
2ND LEVEL
Icy Reach: Boost - Extend your reach with attacks for 1 round
Chains of Ice: Strike - Victim becomes wrapped in icy chains, becomes slowed and takes 3d6 damage
Mind Freeze: Counter - Spellcaster's spell is interrupted if they fail a Concentration check
3RD LEVEL
Frost Presence: Stance - Increases cold damage dealt, grants Cold Resistance
Frost Strike: Strike - Inflict physical and cold damage as a touch attack
Chilblains: Boost - Cold damage causes a movement penalty for 1 round
4TH LEVEL
Annihilate: Strike - Attempt to finish a diseased foe off
Horn of Winter: Boost - Grant allies bonus to hit and damage for 5 rounds
Icy Talons: Strike - Tear into foe ferociously, gain an additional attack
5TH LEVEL
Brittle Bones: Strike - Ignore foe's DR, victim loses DR for 1 round
Icebound Fortitude: Boost - Gain defensive boosts for 3 rounds
6TH LEVEL
Merciless Combat: Stance - You and allies gain extra bonuses vs. flanked foes
Killing Machine: Boost - Recover frost rune as a Death rune after slaying a foe
Obliterate: Strike - Brutally strike a foe for +5d6, may be a critical hit more often
7TH LEVEL
Festering Strike: Strike - Lengthen disease time on victim, inflict +6d6 damage
Hungering Cold: Strike - Victim and all nearby foes become encased in ice
Rune Strike: Counter - Initiate a strike in response to a missed Attack of Opportunity
8TH LEVEL
Might of the Frozen Wastes: Stance - Gain bonus to damage and hit when using two-handed weapons with a strike
Threat of Thassarian: Stance - Copy certain strikes when wielding two weapons at once
Rune of Cinderglacier: Boost - You inflict Fire damage instead of Cold damage for 1 round
9TH LEVEL
Howling Blast: Strike - Burst of cold deals 100 points of damage
DREAD BLADE
1ST LEVEL
Reaping: Stance - Recover expended maneuver when using specific strikes
Plague Strike: Strike - Victim becomes infected with Blood Plague
Desecration: Boost - Cause desecrated ground to slow enemies caught in it
2ND LEVEL
Death Coil: Strike - Damage living creature or heal undead
Death Grip: Boost - Draw creature closer to yourself
Unholy Blight: Strike - Victim takes damage continually, cannot be cured of diseases
3RD LEVEL
Contagion: Counter - Creature striking you becomes infected with virulent Blood Plague
Unholy Frenzy: Boost - Become empowered, take damage over time
Unholy Presence: Stance - Move faster and as a swift action
4TH LEVEL
Scourge Strike: Strike - Deal weapon damage plus 2d6 negative energy damage per disease
Anti-magic Shell: Boost - Gain immunity to magic for 1 round
Death Siphon: Strike - Remove victim's diseases, deal damage and heal self
5TH LEVEL
Shadow Infusion: Boost - You or ally become Undead for 1 round
Death and Decay: Strike - Corrupts an area, causing damage over time
Corpse Explosion: Strike - Causes corpse to quickly decay and explode, causing damage based on corpse's HD
6TH LEVEL
Ebon Plaguebringer: Stance - Blood Plague mutates into Ebon Plague, cause extra negative energy damage with strikes
Sudden Doom: Boost - Recover an unholy rune as a Death rune after scoring a critical hit
7TH LEVEL
Outbreak: Strike - Victim becomes infected with Scarlet Fever, Frost Fever and Blood Plague
Rune of Spellshattering: Boost - Disjoin a spell that is in effect
8TH LEVEL
Pain and Suffering: Strike - Creatures in a cone take damage over time
Necrotic Strike: Strike - Deal +5d6 damage, inhibit healing equal to damage
Deathless: Stance - Death by hit point damage is delayed
9TH LEVEL
Defile: Strike - Defiled ground injures enemies, expands rapidly