1. - Top - End - #3
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008
    Location
    Western US
    Gender
    Male

    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Death Knight Paragon Paths


    Bloodreaver
    Spoiler
    Show

    "I have a role to play now. I'm part of a chain. And I will not be the weakest link in that chain." - Thassarian

    The Bloodreaver is a Death Knight that has a particular understanding of the lifeforce that empowers all creatures. A dark guardian, the Bloodreaver manipulate and corrupts life energy to sustain himself and his allies in the face of an enemy onslaught. They are legendarily tough, capable of withstanding attacks that would kill a mere mortal as they transcend their bonds. Their knowledge of life forces and animation allow them to imbue inanimate objects, such as bones and their very blades, with temporary life force as well, making them fearsome foes indeed.

    Bloodreaver Path Features:
    Runic Corruption (11th level): You may engrave your Rune Weapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.

    Sanguine Action (11th level): When you spend an action point to make an attack, you may also spend a healing surge. You heal additional damage equal to your constitution modifier.

    Will of the Necropolis (11th level): The first time you are bloodied each encounter, you gain Resist All 10 until the end of your next turn. You may also recharge a Blood Rune.

    Blood Rites (16th level): Your surge value and the amount of Temporary Hitpoints you receive from your Blood Runes is increased by 5.

    Bloodreaver Hexes
    Spoiler
    Show

    Heart Strike -- Bloodreaver Attack 11
    Your blade senses that your foes are near death, and digs into their hearts to hasten their end.
    Encounter * Runic, Shadow, Weapon
    Standard Action -- Melee Weapon
    Special: You must activate a Blood Rune to use this power.
    Target: One, two, or three creatures
    Attack: Strength versus Fortitude
    Hit: 2[W] + strength modifier damage, and the target is afflicted with Crimson Scourge. If the target is bloodied, they take 1[W]+constitution modifier additional damage.

    Bone Shield -- Bloodreaver Utility 12
    You conjure a swirling barrier of crimson bones to protect and empower you.
    Encounter * Shadow
    Minor Action -- Personal
    Effect: You gain 6 Bone Charges until the end of the encounter. While you have Bone Charges, you have Resist All 5. Each time you are hit by an attack, the attacker is dealt damage equal to your constitution modifier and you lose a Bone Charge.

    Dancing Rune Weapon -- Bloodreaver Attack 20
    You focus your mind, and a spectral replica of your runeweapon appears near your foe, mirroring your moves and parrying attacks against you.
    Daily * Shadow, Summoning
    Minor Action -- Ranged 5
    Effect: You summon a spectral runeweapon in an unoccupied square within range. The Dancing Runeweapon is a medium creature with the shape of your primary runeweapon. It has speed of fly 8 (hover), a +2 bonus to AC, and a +2 bonus to Reflex. While the spectral runeweapon is active, you receive a +4 power bonus to all defenses. You may give the runeweapon the following special commands:
    ** Opportunity Attack: Melee 1, target one creature, Strength versus Reflex, 2[W] + strength modifier damage.
    ** Instinctive Action: If at the end of your turn the Dancing Runeweapon has been given no other actions, it may teleport to a square adjacent to you or an enemy within 10 squares. It may then make the following special attack:
    *** Melee 1, target one creature you damaged this turn, Strength versus Reflex, 2[W] damage.



    Champion of the Frozen Wastes
    Spoiler
    Show

    " Frozen solid, ripe for slaughter. Let loose a howling blast and shatter them to pieces!." - Amal'thazad
    All death knights wield some control over wind and frost due to their connection to death's cold embrace. To a Champion of the Frozen Wastes, however, an icy heart and frozen blades is the greatest possible asset in battle. The Champion of the Frozen Wastes wields two weapons, like razor-icicles, to unleash continuous punishment. An icy harbinger of doom, the Champion of the Frozen Wastes is a master of vicious strikes and as relentless and unfeeling as a blizzard.

    Champion of the Frozen Waste Path Features
    Hacking Action (11th level) - When you spend an action point to make an attack, you may also make a basic attack with your offhand weapon as a free action.

    Runic Corruption (11th level) - You may engrave your Rune Weapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.

    Threat of Thassarian (11th level) - You can use one-handed weapons in your off-hand as though they had the off-hand property.

    Frozen Heart (16th level) - Your Cold and Runic attacks deal 3 additional cold damage.

    Champion of the Frozen Wastes Hexes
    Spoiler
    Show

    Howling Blast -- Champion of the Frozen Wastes Attack 11
    You call down a screaming storm of ice and pain.
    Encounter * Cold, Implement, Runic, Shadow
    Standard Action -- Area Burst 1 within 10
    Special: You must activate a Frost Rune to use this power.
    Target: Each enemy in burst
    Attack: Strength versus Reflex
    Hit: 3d8+Strength modifier cold damage, and the target is afflicted with Frost Fever and Deafened (Save Ends).
    Effect: The area of the burst is considered difficult terrain until the beginning of your next turn.

    Pillar of Frost -- Champion of the Frozen Wastes Utility 12
    You coat yourself in heavy icicles that make you immovable for a time.
    Encounter * Shadow
    Minor Action -- Personal
    Effect: You are immune to being Slid, Pushed, Pulled, Slowed, or Knocked Prone until the start of your next turn, and your attacks deal an additional 4 damage until the start of your next turn.

    Icy Talons -- Champion of the Frozen Wastes Attack 20
    You lash out with blades that are turned into pure frost, entering a stance that allows your eager offhand blade to claw at those who come too close or flee your wrath.
    Daily * Cold, Shadow, Weapon
    Standard Action -- Melee Weapon
    Special: You must be wielding a weapon in each hand to use this power.
    Target: One or two creatures
    Attack: Strength versus AC, two attacks, one with your mainhand weapon and one with your offhand weapon.
    Hit: 3[W]+strength modifier cold damage per attack, and the target is Slowed (Save Ends).
    Effect: You enter the Icy Talon stance until the end of the encounter. This stance allows you to make an opportunity attack with your offhand weapon against any enemy that enters or leaves a square adjacent to you on their own turn, even if they shift.


    Ebon Plaguelord
    Spoiler
    Show


    "Some healers lack the knowledge to counter the diseases that we master. This lack of knowledge is just one more weakness among many. There is little hope against the power of death itself." - Lady Alistra


    All Death Knights are capable of inflicting Scourges, magical infections that ravage the body and cripple the living. The Ebon Plaguelord raises this talent to a gruesome art form and a way of life (or unlife, as the case may be). A master of death and decay, the Plaguelord dedicates themselves to researching, breeding, inflicting, and spreading ever more deadly contagions.

    Ebon Plaguelord Path Features:
    Pestilent Action (11th level): When you spend an action point to make an attack, you may also have that attack inflict the Scourge of your choice to each hit target.

    Plaguebringer (11th level): Your scourges are improved, as listed below:
    * Blood Plague - Ongoing 5 necrotic damage and -2 to all defenses (save ends both).
    * Frost Fever - Ongoing 5 cold damage and -2 penalty to attack rolls (save ends both).

    Runic Corruption (11th level): You may engrave your Runeweapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.

    Dreadblade (16th level): Your Runic and Necrotic attacks cause the target to gain Vulnerability 5 to Necrotic damage until the end of your next turn.

    Ebon Plaguelord Hexes
    Spoiler
    Show

    Scourge Strike -- Ebon Plaguelord Attack 11
    Your blade becomes cloaked in shadows as it bites your enemy, flaring with power as it finds infection there.
    Encounter * Necrotic, Runic, Shadow, Weapon
    Standard Action -- Melee Weapon
    Special: You must activate an Unholy Rune to use this power.
    Target: One creature
    Attack: Strength versus AC
    Hit: 2[W] + strength modifier necrotic damage. You get a +1 bonus with this attack and it inflicts 1d6 additional necrotic damage for each scourge present on the target.

    Outbreak -- Ebon Plaguelord Utility 12
    With a dark chant, sores, blisters, fever, and chills erupt on your enemy.
    Daily * Shadow
    Minor Action -- Ranged 5
    Target: One creature
    Effect: The target is afflicted with Blood Plague, Crimson Scourge, Frost Fever, and Ebon Plague.

    Festering Strike -- Ebon Plaguelord Attack 20
    Your blade digs deep, leaving a gangrenous wound that nurtures your plagues.
    Daily * Shadow, Weapon
    Standard Action -- Melee Weapon
    Target: One creature
    Attack: Strength versus AC
    Hit: 5[W] + Strength modifier damage, the target is afflicted with your Ebon Plague, and the target cannot make saves against your Scourges or remove them through any other means (Save Ends).
    Miss: Half damage, and the target cannot make saves against your Scourges next turn.


    Ghoulcaller
    Spoiler
    Show

    ""Souls of the damned, lost in the darkness... your master beckons." - Ghoulmaster Kalisa

    Most Deathknight's ties to death are used to sustain their own lifeforce and bring about the end for their enemies. Ghoulcallers see the true beauty in undeath, however, and eagerly seek to manipulate necromantic energies and command the undead. They see battlefields and graveyards not as places of fear, anger, or even sanctity, but instead as an artist's studio where they might ply their trade and raise undead servants to do their bidding. A ferocious ghoul is never far from a Ghoulcaller's side, ready to assist in taking lives and letting the Ghoulcaller learn yet more about the cycle of life and undeath.

    Ghoulcaller Path Features:
    Ghoulish Action (11th level): When you spend an action point to make an attack, after the attack your Ghoul may make a melee basic attack as a free action.

    Command of Undeath (11th level): You gain a Ghoul companion. It is considered an ally of you and your allies, and can be affected by powers in the same way any creature can. You may communicate telepathically with your Ghoul as long as it is within 20 squares of you, and do not need line of fire to do so. The Ghoul has only animal intelligence, so it cannot talk or understand complicated commands. Your Ghoul spends your healing surges, but heals completely without need of surges during a short or extended rest. If you or your Ghoul are killed, you may raise another Ghoul during a short or extended rest by spending a healing surge. When you do, the Ghoul appears adjacent to you with its full hitpoints. The Ghoul may take a move action when you do, or you may give it a move action by taking a move action yourself while you stay stationary. For all other actions, the Ghoul requires your strict command as detailed below. It takes your opportunity action to make opportunity attacks, your standard action to use its Claw Attack, etc. If you are incapacitated or more than 20 squares away from it, however, the Ghoul will attempt to reach you with its move action or lash out at the nearest creature with its claw attack as a standard action.

    Ghoul Companion
    Spoiler
    Show

    Medium natural animate (undead)
    HP: Your bloodied value -- Inititiative: Equal to yours
    AC 14, Fortitude 14, Reflex 14, Will 11 -- Perception: Equal to yours
    (add your level to all its defenses)
    Speed 6 -- Low-light Vision
    Traits: Immune disease, poison -- Resist Necrotic 10, Vulnerable Radiant 5
    **Chill of the Grave * Aura 1 -- Enemies treat the area of the aura as difficult terrain.
    Standard Actions
    Claw Attack * At-will
    Attack: Melee 1 (one creature), your level +4 versus AC
    Hit: 1d10+your strength modifier + your charisma modifier +2
    21st level: 2d10+your strength modifier + your charisma modifier +4
    Special: Your Ghoul may use this as a Melee Basic attack.
    ---------------------
    STR 18 -- CON 10 -- DEX 18
    WIS 10 -- CHA 2 -- INT 2


    Shadow Infusion (16th level): Your Ghoul and your summoned creatures have +5 hitpoints and +1 to all defenses. When you hit with an attack, your Ghoul's attacks deal an additional 5 necrotic damage until the end of your next turn.

    Ghoulcaller Hexes
    Spoiler
    Show

    Leaping Gnaw -- Ghoulcaller Attack 11
    You order your Ghoul to pounce on a target and gnaw at their limbs, keeping them occupied.
    Encounter ** Ghoul, Shadow
    Standard Action
    Effect: Your Ghoul may fly 6 squares and make a melee basic attack with a +2 bonus to the attack roll. If the attack hits, the target is dealt an additional 1d10 damage and Stunned (save ends).

    Dark Transformation -- Ghoulcaller Utility 12
    With an unholy word, your Ghoul is transformed into a towering abomination of necrotic flesh.
    Encounter ** Ghoul, Shadow
    Minor Action
    Effect: Your Ghoul is transformed until the end of your next turn. While transformed, it gains a +5 power bonus to damage rolls, a +2 power bonus to all defenses, and a +2 bonus to its speed. Its Claw Attack has Melee Reach 2, and if it hits with its Claw attack, the target is considered Marked by your Ghoul (save ends). Enemies that start their turns in the Ghoul's "Chill of the Grave" aura while it is transformed are slowed until the start of their next turns.

    Summon Gargoyle -- Ghoulcaller Attack 20
    You call a mighty gargoyle to circle the battlefield and bombard enemies with necrotic power.
    Daily ** Implement, Necrotic, Shadow, Summoning
    Minor action -- ranged 10
    Effect: You summon a Gargoyle in a square within range. The Gargoyle is a medium undead creature. It has a speed of fly 8 (hover), a +2 bonus to AC, a +4 bonus to Fortitude, and Resist All 5. You may give it the following special commands.
    ** Standard Action: Area Burst 1 within 10, each enemy in burst, Strength versus Reflex, 3d10+strength modifier necrotic damage and the target is Weakened (save ends). If your Ghoul is within the burst, it may shift 1 square and make a melee basic attack as a free action.
    ** Move Action: You, your Ghoul, and the Gargoyle shift two squares and gain Temporary HP equal to your Strength modifier.
    **Instinctive Action: At the end of your turn if the Gargoyle has been given no other actions, it may use its special move action as a free action.


    Death Knight Epic Destinies
    Lich King


    Spoiler
    Show
    "You speak of justice? Of cowardice? I will show you the justice of the grave... and the true meaning of fear."

    Prerequisite: Death Knight
    Lich King Epic Destiny Features:

    Lich King Ascendent (21st level): Your Strength and one attribute of your choice increase by two.

    Flight of the Valkyr (24th level): You consider all allies within 10 squares to be undead for the purpose of your powers. You gain the Flight of the Valkyr utility power.

    Triumph of Undeath (26th level): You gain the Triumph of Undeath utility power.

    Fallen King's Runeweapon (30th level): The power of your runeweapon increases. When you use a rune, you gain an additional benefit as listed below. In addition, the first time you deal lethal damage to a creature during an encounter, you gain a Death Rune that you must use before the end of the encounter.
    • Blood Rune: You also gain a bonus to all defenses equal to your constitution modifier until the start of your next turn.
    • Frost Rune: You may make two attack rolls for this attack and choose the higher result.
    • Unholy Rune: The target is also subject to your Dark Presence until the start of your next turn.


    Lich King Hexes
    Spoiler
    Show

    Flight of the Valkyr -- Lich King Utility 24
    You command death itself: as you or an ally fall, a valkyr death spirit fills them with the energy to fight on.
    Daily * Shadow
    Immediate Reaction -- Close Burst 10
    Trigger: You or an ally in the burst is reduced to 0 or fewer hitpoints.
    Target: The triggering character
    Effect: The target regains hitpoints equal to its surge value plus your charisma modifier. They gain a +4 power bonus to saving throws and damage rolls and a Fly Speed of 8 (Hover) until the end of the encounter, and they are invisible until the end of the next turn.

    Triumph of Undeath -- Lich King Utility 26
    As you near death, you call upon the power of unlife to rally yourself and your allies to victory.
    Daily * Shadow, Stance
    Minor Action
    Requirement: You must be bloodied.
    Effect: You and each undead ally within 10 squares gets a +2 bonus to attack rolls, a bonus to damage rolls equal to your charisma modifier, and Fast Healing equal to your constitution modifier until the end of the encounter.

    Last edited by Hawk7915; 2014-01-12 at 04:42 PM.