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View Full Version : Pathfinder wow blood DK class, suggestions appreciated. rough draft 1



Ryabede
2019-04-07, 02:56 AM
still working stuff over, planning on making all the main stays like plague strike and icy touch, ect into strikes after
i get this part worked out. Thoughts and suggestions so far?
HD: d12 skills 4+int (class skills list not made yet)
level bab fort ref will special magic armor bonus
1 1 2 0 2 Rune tap (LoH, self only), Seronite armor, presence
2 2 2 1 2 Dark challenge(taunt), Bladed armor 0
3 3 3 1 3 Death grip, cleave 0
4 4 3 1 3 2 handed weapon specialization (+1 crit multiplier) 0
5 5 4 2 4 Great cleave, special mount 1
6 6 4 2 4 2
7 7 5 2 5 deaths gate 3
8 8 5 3 5 4
9 9 6 3 6 Raise ally, Bone Barrier 5
10 10 6 3 6 Pestilence 6
11 11 7 4 7 7
12 12 7 4 7 8
13 13 8 4 8 9
14 14 8 5 8 Dancing Runic Weapon 10
15 15 9 5 9 Simulacrum, Gorefiend's Grasp
16 16 9 5 9
17 17 10 6 10
18 18 10 6 10
19 19 11 6 11
20 20 11 7 11 Purgatory (3+con mod rounds)



Armor bonus: While a DK is wearing their Seronite armor, they gain a bonus to ac. This value is added to the protection their Seronite armor gives and as such is not effective
against most touch attacks, but does protect them against flat footed attacks. This value increases by 1 for every 4 DK lvls.

Rune tap (LoH, self only): Treat DK lvls as paladin levels for lay on hand uses and effect. May only target self, does not create positive or negative energy, just heals.

Presences: Dks may choose to have blood, frost, or unholy presence active at any time. Move action to change between presences. These effect bonuses on strikes.

Seronite armor: Death Knights receive a set of Seronite fullplate (treat as a normal MW set). This special armor takes a bit of getting use to and as such
only grants 7 armor, 0 max dex, -6 armor check, 35% spell fail and weighs 50 lbs with a speed of 20/15. Once you reach 4th level as a death knight, you become
accustomed to this special armor and the bonuses become 9 armor, 1 max dex, -5 armor check, 35% spell fail. 30/20 speed.

This special armor may be enchanted by a deathknight by sacrificing the proper amount of gold at an unhollowed site. The max enchantment of the armor
Goes up as the Deathknight continues to advance in levels.
These follow the normal rules for magic arms and armor for max bonuses.


Special mount: at 5th lvl Dks gain the service of an Acherus Deathcharger (treat as a warhorse). These mounts are very fickle and flee at the 1st sign of combat
even while mounted returning to their home they were summoned from. If mounted and the DK recieves or gives an attack the deathcharger is
automatically dismissed, even while bound though magical means short of divine intervention (ie dimintionally locked). Deathchargers are
also automatically dismissed when initiative is rolled. A DK can summon their Deathcharger at will outside of combat.

Dark Challenge: (move action) target takes -2 to hit targets that are not you. If they are in your threatened area and make an attack that does not include you
in the effects (spells, ranged, or melee) they provoke an attack from you. You may use a DK strike on this attack. This attack does not count
as an attack of opportunity. Only 1 Dark challenge my be issued to any target at any given time. If a second Dark challenge is issued to the
same target, the 1st Dark challenge becomes void. You may have a number of Dark challenges active = ½ your DK level.

Bladed armor: When a Dk takes 10+ points of damage from a single blow, they gain +1 to hit and damage. This bonus increases by +1 for every even level the
DK gains (ie 20+ dmg, +2 hit and dmg at 4th lvl, 30+ dmg, +3 at 6th). If a higher level DK takes less than their current dictated value of damage,
previous bonuses can still be gained (if a 8th lvl DK takes 10 dmg they still gain +1 to hit and dmg). This is a vindictive bonus and does not stack
with itself. This bonus lasts until the end of the Dks turn.

Bone Barrior: Negate the 1st crit you would receive in an encounter. This effect becomes active after your 1st turn in combat.

Death Grip: (move action) pull an enemy to you within 30 ft. Make a CMB against their CMD after removing any size bonuses or penalties to both your roll, and their value.
If the roll is successful, place them in an unoccupied square adjacent to you. If there is no unoccupied square Death grip fails.
Gain +2 to this check every 3 levels after 3rd.

deaths gate: teleport self to a home point, or from home point to the last point you used this ability. 1 min casting time. Takes 1 week to set a home point.

Raise ally: (standard action, provokes, range touch) Restore a fallen ally to life as if effected by a True Resurrection After 2 minutes have passed, the target reverts to
being dead if they have not already died again. This ability can be used 1/day.


Pestilence: Spread all infections caused by DK strikes from one enemy to all other enemies adjacent to you. The Duration of each of these are as if they were just
effected with the strike that caused the infection.

Dancing Runic Weapon: A second weapon forms shadowing the one you are weilding. This weapon mimics yours. If a DK uses a DK strike, any added effect
will also be added again as if by a second DK. Secondary effects from DK strikes stack even if they normally do not when caused from the
mimicked blade. Dancing Runic Weapon is useable 1/day and lasts 5 rounds.

Simulacrum: (move action) mark a target, if they cast a spell or use a spell like ability before the end of your next turn, you may use use that spell or spell like ability
on your next turn. 1/encounter

Gorefiend's Grasp: Death grip up to con mod +3 (min 2) targets. Roll once vs all cmd.


Purgatory: When you receive an attack that would reduce you to zero or less HP gain a ethereal shield that absorbs incomming heals. The shield takes any damage for the
duration that would be done to you. At the end of the duration, take any remaning damage on the shield. The shield can only absorb heals if it has damage stored.
Any overhealing that would be done to the shield is given to the DK it is guarding. Purgatory may activate 1/day and lasts con mod +3 rounds.
(if the DK is at 25hp and takes 50 damage, purgatory activates. The DK goes to 1 hp and purgatory has 26 damage. The Dks friend heals him for 30hp,
Purgatory takes 26 healing, the dk gets 4 healing. Over the course of the next 6 turns, purgatory gains a total of 60 dmg, and the dk has gained
20hp. Purgatory ends, the dk takes the 60 dmg (dr and resistances do not apply) taking the DK to -40hp. Our poor DK friend is most likely dead.)



edit: took out bonus armor column, formatting looked bad/confusing.

Lanth Sor
2019-04-07, 02:38 PM
For purgatory I suggest using list akin to the Shrug It Off (http://www.giantitp.com/forums/showthread.php?433945-quot-Suffer-not-the-witch-to-live-quot-3-5-hypermundane-PEACH) ability of hypermundanes. Jorg did cover almost everything and obviously the shield doesn't protect against non fatal things but death effects are a thing it should protect against.

Elves
2019-04-07, 10:47 PM
Purgatory is a chance to make in combat healing relevant so I would keep the effect, but make it much shorter, 1 round. And available sooner because it's a cool effect. In D&D, there's no endgame so spreading the abilities out is less satisfying.

Derjuin has a death knight (http://www.giantitp.com/forums/showthread.php?253368-Death-Knight-(3-5-Base-Class)-(PEACH)&p=13763159#post13763159) with the specs as martial disciplines. Maybe try polishing his?

For example, the rune system could let you do 1-, 2-, and even 3-rune maneuvers, with the 2- and 3-rune moves being more powerful, but the balance would be hard since combat in 3e often lasts only 1 or 2 rounds. If you have 3-rune maneuvers you'd probably want to set it up so they have to either 3-1 or 2-2, then have luck determine whether you get to do a 1 or a 2 on rounds 3 and 4 (or you skip round 3 for a 3-runer on round 4). 1d2 runes per round with a clause that you don't recharge runes if you start the turn with 4?

Of course, ideally you would want a situation where luck can result in you "oh crap" not having anything available, instead of just "herm, 1-er instead of 2-er". Eliminating 1-rune moves could help.

Coding runes as blood/unholy/frost could make it either more interesting or too complicated.

Lanth Sor
2019-04-09, 07:58 AM
Also like to bring up my personal favorite author on here Jarian, still trying to figure out where she disappeared to, hopefully not the real world.
http://www.giantitp.com/forums/showthread.php?186986-3-5-Base-Class-The-Death-Knight-PEAR!