Custom Pathfinder Class: Death Knight
Soren’s
class is a death knight! This is based of the World of Warcraft death knight,
where they choose a specialization, which can have dramatic changes on how the
class is played. The undead minion was made using summoner eidolon information
from paizo.
Death Knight
Image credit: unknown at the moment. Searching for it, but it definitely
isn’t mine.
Role: The death
knight is a scion of the dead, mixing their focus of darkness with their raw
battle prowess to outsmart and strike down their enemies.
Alignment:
Usually
nongood. There are rare cases of death knights which are put under the control
of a master, but are freed from said control with their old mind and soul intact.
Hit
die: d10
Class
Skills: Climb, Craft, Disguise, Heal, Intimidate, Knowledge (Planes),
Knowledge (religion), Perception, Profession, Ride, Sense motive, spellcraft,
Survival, Swim.
Skill
ranks per level: 4+int modifier.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
2nd
|
3rd
|
4th
|
1
|
1
|
2
|
0
|
2
|
Negative
energy affinity, Runes, Runic Power
|
-
|
-
|
-
|
-
|
2
|
2
|
3
|
0
|
3
|
Focus
ability, Death focus
|
-
|
-
|
-
|
-
|
3
|
3
|
3
|
1
|
3
|
Bonus
feat, deathsight, dark resistances +1
|
-
|
-
|
-
|
-
|
4
|
4
|
4
|
1
|
4
|
Rune
weapon, Focus ability, Necromancy
|
1
|
-
|
-
|
-
|
5
|
5
|
4
|
1
|
4
|
Deathbringer
1/day
|
1
|
-
|
-
|
-
|
6
|
6/1
|
5
|
2
|
5
|
Focus
mastery, Focus ability
|
1
|
-
|
-
|
-
|
7
|
7/2
|
5
|
2
|
5
|
Bonus
feat
|
1
|
1
|
-
|
-
|
8
|
8/3
|
6
|
2
|
6
|
Improved
rune weapon, Focus ability, dark resistances +2
|
1
|
1
|
-
|
-
|
9
|
9/4
|
6
|
3
|
6
|
Focus
mastery
|
2
|
1
|
-
|
-
|
10
|
10/5
|
7
|
3
|
7
|
Focus
ability
|
2
|
1
|
1
|
-
|
11
|
11/6/1
|
7
|
3
|
7
|
bonus
feat, Deathbringer 2/day
|
2
|
1
|
1
|
-
|
12
|
12/7/2
|
8
|
4
|
8
|
Greater
rune weapon, focus mastery, focus ability
|
2
|
2
|
1
|
-
|
13
|
13/8/3
|
8
|
4
|
8
|
Dark
resistances +3
|
3
|
2
|
2
|
1
|
14
|
14/9/4
|
9
|
4
|
9
|
Focus
ability
|
3
|
2
|
2
|
1
|
15
|
15/10/5
|
9
|
5
|
9
|
Bonus
feat, Focus mastery
|
3
|
2
|
2
|
1
|
16
|
16/11/6/1
|
10
|
5
|
10
|
Focus
ability
|
3
|
3
|
2
|
1
|
17
|
17/12/7/2
|
10
|
5
|
10
|
Deathbringer
3/day
|
4
|
3
|
2
|
1
|
18
|
18/13/8/3
|
11
|
6
|
11
|
Focus
mastery, Focus ability, Dark resistances +4
|
4
|
3
|
3
|
2
|
19
|
19/14/9/4
|
11
|
6
|
11
|
Bonus
feat
|
4
|
3
|
3
|
2
|
20
|
20/15/10/5
|
12
|
6
|
12
|
Scion of
death
|
4
|
4
|
3
|
2
|
Weapon
and Armor Proficiency: Death knights are proficient in all armor
types, simple and martial weapons, but not shields.
Note: All death knight (non-spell) abilities that
require a save, unless noted otherwise, have a difficulty class (DC) equal to
10 + ½ the death knight’s level + their charisma modifier.
Negative
energy affinity: Death knights are healed by negative energy
and effects, but damaged by positive energy.
Runes:
Runes
are carved into their skin by ancient magic, glowing anywhere on their body
representing something meaningful to them, their goals, or their ancestry.
However, each rune weighs upon their mind. The stronger death knights have the
capacity to have more strength stored and thus more runes (equal to their constitution
modifier, minimum 2 runes). Each rune recharges in 1d6 rounds, and can be
chosen to charge as a swift action a number of times equal to ½ their death
knight level plus their charisma modifier.
At
first level, a death knight can activate a rune to grant them a driving force on
a single attack, gaining them an additional point of damage. This bonus is
increased by 1 for every 2 levels the death knight possesses. This is a free
action, but can only be used once per round. They can also channel their
wisdom, adding 1d6 to a skill check for spending one rune, or ten runic power.
The
death knight has a number of runes equal to their constitution modifier, and a
maximum pool of runic power equal to ten times their charisma modifier.
Runic power: Whenever
the death knight expends a rune, they gain ten points of runic power which can
drive other abilities. A death knight’s runic pool can contain a number of
points equal to ten times their level at a time. One minute after ending
combat, the knight’s runic power leaves them. In addition to using runic power
for their focus abilities, death knights can spend 10 runic power to enhance
one attack giving them a +1 bonus to an attack roll. This bonus is increased
for every 5 levels the death knight possesses. In addition, they can also
attribute this bonus to give them a morale bonus to their dodge AC for one
round, increasing by 1 per five levels the death knight possesses. The death
knight cannot use runic power for more than one ability per round, and cannot
use runic power the same round the power was generated. (As in, they cannot
empower their damage with a rune, gaining 10 runic power, and then use that
runic power to gain the morale bonus to armor class)
Death
Focus: The death knight focuses on a part of death. They gain different
abilities as they grow in strength based on what focus they choose. Each gains
a powerful enchantment on their weapon, making any weapon they wield a rune
weapon. At second level, and every two levels thereafter, the death knight
chooses a focus ability. They may choose these abilties from either the list
provided below, or from the specific death focus sections. The only exception
is the unholy death knight, who has their own list of focus abilities that they
are restricted to.
Focus abilities: As the
death knight grows in power, they learn ways to empower themselves and strike
down their enemies. They gain one of these abilities at second level, and one
every two levels thereafter. Death knights with the frost or blood focus can
choose from the following list.
Antimagic
shell (Su): As a standard action, the death knight can activate a rune to
create a greenish, glowing shine to their skin that absorbs damage dealt by one
energy type equal to 10 damage per level of the death knight, or 1 ability
damage per 2 levels, 1 ability drain per 4 levels, or 1 negative level per four
levels. The death knight must choose the energy type or ability damage (as a
whole) before casting. They can choose to split the energy absorb to multiple
types by dividing the total absorb between them. When mastered, this absorbs 20
damage per level to the specific energy, 2 ability damage/drain/negative
levels.
Blood
drinker (Su): When the blood death knight grapples an enemy or is grappled, the
knight can spend 10 runic power to drain the enemy’s blood. The target must
make a will save (if the death knight chooses to activate it as an immediate
action) If failed, they take 1d6 negative energy damage plus one per level the
death knight possesses, and transfers half the health back to the death knight.
Every round the grapple continues on the death knights turn, they may use blood
drinker again as a swift action by spending 10 additional runic power. When
mastered, the damage increases by 1d6 for every 4 levels the death knight
possesses.
Bloodworms
(Su): As a standard action, the death knight can summon 1d4 bloodworms to
assist them, spawning at a location within 30 ft. Each worm has a number of hit
points equal to the death knight’s level, AC 16, and 20 ft. movement per round.
These worms move together, and make a single touch attack against a selected
target using half the death knight’s base attack bonus plus their charisma
modifier, dealing 1d4 damage per worm plus the death knight’s charisma
modifier. These worms can be targeted for attacks one at a time.
Chains
of ice (Su): As a standard action, the death knight can spend 10 runic power to
wrap chains of ice around their target, entangling them (reflex save to one
round) for a number of rounds equal to their level. Passing the save reduces
this duration to 1 round. When mastered, the enemy is immobilized if they fail,
and are entangled for half the number of rounds if they pass.
Death
and decay (Su): Activating one rune, the death knight gains a defiled aura for
a number of rounds equal to their level, weakening all enemies within 10 ft. of
them. This reduces the enemy’s attack rolls, saves, and skill checks by 1. This
increases by 1 for every 5 levels the death knight possesses. When mastered,
this bonus is reflected on the death knight themselves and undead in the aura.
(Will save negates, each round)
Death
coil (Su): Spending 30 runic power, the death knight can make a ranged touch
attack (range close, 25 ft plus 5 ft per 2 levels) and deal 1d6 negative energy
at first level, plus an additional 1d6 every 2 levels thereafter. When
mastered, the range increases to medium (100 ft. plus 10 ft. per level).
Death
grip (Su): As a standard action, the death knight can grapple an enemy from a
distance, using their CMB with wisdom instead of strength. If the enemy is
grappled, they are pulled in a direction straight toward the death knight,
stopping in front. This movement does not provoke attacks of opportunity. When
mastered, the enemy provokes an attack from the death knight when they arrive
adjacent to them.
Death
strike (Su): As part of an attack action, the death knight can spend 20 runic
power to heal themselves for half the damage dealt. If the knight is of the blood
focus, they can give themselves temporary hit points when healed above their
maximum, up to their level. When mastered, they can spend 30 runic power
instead to heal for their full damage.
Festering
strike (Su): Activating two runes, the death knight applies 1d4 festering
wounds to the target, up to a maximum of 8. This generates 20 runic power.
Regular attacks have a 50% chance to burst one festering wound, dealing 1d4
damage per two levels as bleed damage to the target. When mastered, this attack
applies 1d6 festering wounds. This does not cause the enemy to bleed per turn.
Heart
strike (Su): Using 10 runic power as part of an attack, the death knight deals
additional bleed damage equal to half their level (this does not stack with
itself). When empowered, this gains the cleave feat. If the death knight is
within a death and decay effect, it uses greater cleave (or cleave if not
mastered).
Horn
of winter (Ex): Once per day as a standard action, the death knight lets out a
roar of confidence, activating two runes and gaining 20 runic power. When
mastered, this is a move action. This can be used one additional time per day
for every eight levels the death knight possesses.
Howling
blast (Su): As a standard action, the death knight can activate one rune to
deal 1d4 cold damage per two levels they possess Plus their charisma modifier
to a target (close range), and dealing splash damage to all enemies within 5 ft
of the original target. This attack generates 10 runic power, plus 5 for every
additional enemy hit. In addition, the primary target is afflicted with cold
vulnerability for one round. When mastered, howling blast applies cold
vulnerability to the additional targets. This duration increases to 2 rounds at
8th level, and 3 rounds and 16th level. Passing a reflex
save halves the damage, and negates the cold vulnerability.
Icebound
fortitude (Ex): When taking a full defense action, the death knight also gains
DR/- equal to the AC bonus. When mastered, this reduction remains for an
additional round following. If the death knight is blood, this also gives an
additional +1 natural armor (base) per ten levels the death knight has. The
death knight must have at least one rune charged to be able to use this
ability.
Mark
of blood (Su): mark an enemy with power of life itself, granting all who attack
them with weapons hit points equal to the number of damage dice (will save).
When Mastered, even if the enemy passes the will save, it remains for one
round.
Murderous
efficiency: When the death knight rolls a 20 on an attack roll, they have a 50%
chance to instantly regain 1 rune. This does not count towards daily rune
recharges. When mastered, this is a 100% chance.
Pillar
of frost (Su): As a swift action, the frost death knight can empower their
abilities, gaining a +4 bonus to their strength and constitution for 1d4
rounds, plus 1 round per three levels the death knight possesses. In addition,
death knights gain an additional +4 bonus to their CMD against bull rush,
reposition, overrun, and trip attempts while it is active. When mastered, the
number of rounds increases by 1 every time a rune is spent, and the bonus
increases to +6.
Plague
attunement (Ex): The unholy death knight is immune to diseases. When mastered,
they are also immune to poisons.
Rapid
decomposition (Su): When enemies stand within death and decay, the death knight
gains 1 runic power when they enter, and every round they remain. In addition,
the death knight gains 1 runic power for every round they stand in it as well.
When mastered, this bonus increases by +1.
Remorseless
winter (Su): As a standard action, the death knight can activate one rune to
create a winter storm around them. This storm deals 1d4 damage per two levels
to all adjacent creatures for a number of rounds equal to their charisma
modifier (ref half). When mastered, the duration of remorseless winter extends
for 1 round for every rune spent while it is active, and the damage increases
by 1d4 for every 10 runic power spent while it is active
Rune
tap (Su): By seeping energy from the death knight’s body, they can instantly
recharge a rune using life energy. This can be done a number of times per day
equal to their charisma modifier, and deals hit point damage equal to the death
knight’s level.
Runic
attenuation (Ex): Regular weapon attacks gain 2 runic power on hit. When
mastered, this increases to 3.
Scourge
strike (Su): Spending 10 runic power, the death knight can burst 1 festering
wound instantly. This generates 10 runic power. When mastered, this bursts 2
festering wounds.
Sickening
strike (Su): Activating one rune, the death knight sickens their enemy with a
single blow. At 5th level they can disease their enemy. At eighth
level, they can nauseate them. At 11th, they can poison them, as the
spell poison. This lasts a number of rounds equal to the knight’s
charisma modifier. If they save, they are sickened for one round.
Tremble
before me (Ex): Enemies within the death and decay are shaken if they fail the
will save. If mastered, they are frozen in fear, unable to act for one round.
This requires the death and decay focus ability.
Wraith
walk (Su): By Spending 3 runes the death knight becomes ethereal, and move up
to normal movement speed. When the movement ends, they become material again.
When mastered, they can move up to double their movement speed. This can be
used one time per day, plus once per five levels the death knight has. The
death knight cannot attack during this movement, even if using feats like
spring attack.
Unending
winter (Su): When the death knight has less than 2 available runes, their
regular melee attacks gain the frost weapon ability. When mastered, this
becomes cold burst. This stacks with attacks such as frost strike. This ability
requires level 6 or higher. This ability does not function if the death knight
does not have a wisdom score high enough to have more than one rune.
Burning
sores (su): The death knight can attune themselves to the power of fire,
causing sores to burst with flame, instantly cauterizing the wound but causing
fire damage instead. When mastered, the flame spreads, causing the creature to
burn for 1d4 rounds for damage equal to the amount of wounds consumed. This
ability requires the festering strike ability, and 8th level.
Dancing
rune weapon (Su): The death knight uses 2 runes to create a spiritual copy of
their weapon. It swirls around them, parrying attacks using their base attack
bonus (once per round) for up to their charisma modifier in rounds. When
mastered, it also strikes the enemy every time death knight does (attacks are
rolled with the same bonus) Every time an attack is deflected or the weapon
attacks, the death knight gains 2 runic power. This focus ability requires 8th
level.
Surge
of wounds (Su): As a full round action, the death knight can activate two runes
to burst all festering wounds on the target at once (30 ft range). The half the
damage is dealt to adjacent creatures as acid, as the blood surges with vile
energy. This requires the festering strike ability, and 8th level.
Purgatory
(Su): When struck by an attack that would kill the death knight, they instantly
return to 1 hit point, and can fight until killed again, as the diehard feat.
This can only activate once per day. When mastered, it heals for the first
strike the death knight makes after it activates. This cannot absorb damage
that would take the death knight below three times their constitution score.
This ability requires 10th level.
Winter
is coming (Su): When enemies are hit for full damage with remorseless winter
while pillar of frost is active, enemies must make a fortitude save or be
stunned for 1d4 rounds. If they pass, they are staggered for 1 round. This
requires 10th level, and the remorseless winter and pillar of frost
focus abilities.
Clawing
shadows (Su): As a standard action, the death knight can activate one rune and
make a touch attack that deals weapon damage as negative energy that bursts one
festering wound. When mastered, the damage heals for half the damage dealt
through the negative energy it deals. This requires the scourge strike focus
ability, and level 12.
Deathsight
(Sp): At third level, the death knight can use detect undead at
will as a spell-like ability.
Bonus
feat: At third level, and every four levels thereafter, the combat
prowess of the death knight improves, granting them a bonus feat.
Dark
resistances (Su): At third level, and every five levels
thereafter, the death knight gains +1 to their saves against ability damage,
ability drain, energy drain, death effects, and positive energy damage.
Necromancy:
At
fourth level, the death knight’s attunement to the dead grants them the ability
to learn spells. They begin learning 2 spells from the Death knight spell list
(see below). These spells have a difficulty class (DC) equal to 10 + the spell
level + the death knight’s charisma modifier. They begin being able to case one
spell of their spells known per day, as they are spontaneous spell casters.
They are able to gain bonus spells per day, depending on their charisma
modifier (see ‘getting started’ on the paizo website).
In
order to cast death knight spells, they must have a charisma modifier of 11 +
the spell level or higher.
Their
caster level is equal to their death knight level -4.
Deathbringer
(Su): At fifth level once per day, the death knight can activate a
mighty ability to destroy their foes. This ability differs based on their
focus.
Frost:
Winter’s
Wrath: Breathe frost in a 60 ft. cone, dealing 1d6 damage per level as cold.
(Reflex half) This pierces 5 resistance. At 11th level, this also
deals 1d4 dexterity damage, and the breath pierces 10 resistance.. At 16th
level, this deals 1d6 dexterity damage, and roots enemies to the ground with
ice with 5 hp per level, which disappears after a number of rounds equal to the
death knight’s level. It also pierces 20 resistance, and treats immunity as
resistance 20. After using winter’s wrath, the death knight cannot use this
ability (if they have multiple uses) for 1d6 rounds following.
Unholy:
Angel
of Death: The death knight's minion turns into a beacon of death, dealing 1d4
strength damage with its attacks for a number of rounds equal to the death
knight's charisma modifier (fortitude save for half). At 11th level,
this deals 1d6 strength damage, or 1 negative level. At 16th level,
this deals 1d8 strength damage or 1d4 negative levels.
Blood:
Vampiric
blood: The death knight empowers themselves with a surge of bloody might,
granting themselves 10 temporary hit points per point of their constitution
modifier. Their healing abilities heal for an additional 50%, their blood and
skin harden granting them DR/- equal to half their character level (stacking),
and they gain +1 strength for every 2 levels they possess.
Scion
of Death: At 20th level, the death knight empowers themselves
beyond death itself. They become immune to death effects, energy drain, ability
damage and drain, and gain a powerful ability, noted in each focus section.
They also are immune to all mind-affecting effects.
Frost
Image
credit: 喻丹 (蓝炎)
The
death knight attunes to the cold nature of death, empowering their abilities
with cold damage and stealing the heat of life from their enemies. While
brittle, frost death knights strike at the hearts of their enemies with
piercing cold in their attacks. Frost death knights focus on strong physical
attacks and damaging abilities, depending on themselves to slay their enemies.
Rune weapon:
Rune of razorice: Every
time the death knight strikes the enemy with a weapon attack, the death knight
deals an additional +1 cold damage on any attack that deals cold damage for 1d4
rounds, up to a maximum equal to 3x the bonus. This refreshes duration.
Improved: This bonus
increases to +2, and the maximum increases by the same, up to three times the
bonus.
Greater: This bonus
improves to +3, and the maximum increases by the same, up to three times the
bonus.
Focus
skills: Frost death knights gain a bonus to fly and acrobatics checks
equal to half their level, and they are considered class skills.
The
frost death knight’s base movement speed is increased by 10 ft, plus an
additional 5 ft. every 5 levels the death knight possesses.
Focus
strikes:
Obliterate
(Ex): As a standard action, the death knight activates one rune, and delivers a
destructive blow as the vital strike feat. Their strength modifier for this
strike is increased by 50%. If dual wielding, the off-hand deals full strength
damage. If wielding a 2-handed weapon, the strength modifier is doubled, rather
than 1.5x as normal. If wielding two weapons, they strike with both at once,
dealing 1.5x and 1x strength modifier damage for main and off hands,
respectively. At 6th level, this counts as improved vital strike. At 11th
level, this counts as greater vital strike. At 16th level, their
modifier damage is doubled. At 20th level, their modifier damage is
tripled. This attack generates 20 runic power. When mastered, there is a 20%
chance the rune will be refunded. This refund does not count toward daily rune
recharges.
Frost
strike (Su): During an attack action, the death knight can spend 10 runic power
to deal 1d6 additional cold damage with their attack. When mastered, frost
strike deals an additional 1d6 damage, and pierces 10 cold resistance. At 10th
level, this pierces 20 resistance. At 15th level, this pierces 30
resistance. Immunities are treated as resistance 20 when mastered.
Focus
Abilities:
Wings
of the frost drake (Su): As a standard action, the frost death knight sprouts
icy wings, granting them fly speed equal to their base movement (good
maneuverability), and a bonus on fly checks equal to half their level. This ability
can be used for a number of minutes per day equal to the death knight’s level,
split up in one-minute increments. When mastered, they gain the fly-by attack
feat while the wings are active, and their fly speed is equal to double their
base movement speed. This requires level 4 or higher.
Icy
talons (Su): for 1 round after using frost strike, the death knight gains haste
as the spell haste. When mastered, this lasts 2 rounds. This ability requires 6th
level or higher.
Breath
of the dragon (Su): As a full-round action, the death knight can spend 15 runic
power to breathe frost in a 15 ft. cone, dealing 1d4 damage per two levels the
death knight possesses. Every round following, the breath continues, and
requires no concentration—so the knight can act normally. It deals the same
damage as the first round, but spends 15 runic power every time the breath
deals damage. This can be dismissed as a free action, and dismisses immediately
if the knight doesn’t have the runic powered required to continue. If a creature
steps into the cone’s radius outside of the death knight’s turn, they take the
frost damage rolled on the death knight’s turn, and take it again on the next
turn if the knight chooses to continue. This damage is halved by a reflex save.
When mastered, this breath deals 1d6 frost damage per two levels.
Order: The death knight initiates
breath on their turn, dealing damage. Anytime a new creature enters the breath,
damage is dealt. The death knight deals additional damage at the beginning of
their turn should they choose to continue, spending 15 runic power, and then
dealing damage. If less than 15 runic power is available, the breath
immediately ends. If the death knight moves while breath is active, no damage
is dealt to enemies they move towards unless the creatures end their turn in
the breath.
Killing
machine (Ex): When a normal attack (not a special attack such obliterate or
death strike) strikes a critical hit, the death knight’s next obliterate
(within a number of rounds equal to their constitution modifier) deals 1.5x
normal damage. This requires 8th level or higher. When mastered, the
obliterate triggered costs no runes.
Obliteration
(Ex): By activating one rune, for a number of rounds equal to the death
knight’s charisma modifier, when they use frost strike, they automatically
trigger killing machine. This requires 12th level, and the killing
machine ability.
Rime
(Su): When an obliterate attack confirms a critical strike (and deals critical
damage), the next howling blast deals 100% additional damage, but gains no
runic power, costs no runes, and penetrates 10 cold resistance. Immunity is
treated as 20 resistance. This requires 14th level, and the howling
blast ability. When mastered, this pierces all resistance, and immunity is
treated as 10 resistance.
Scion
of death (Su): Using 3 runes at once, a frost death knight can steal the life
from any creature, even undead, when they confirm a critical hit. It must make
a reflex save or instantly be shattered, healing the death knight for twice
the hit dice of the enemy killed. In addition, the death knight is healed by negative levels (5 hit points per), and they are immune to bleed, mind-affecting effects, sleep, and paralysis.
Unholy
Image
credit: Todor Hristov
The
death knight focuses on the raw unholy power of death, gaining a minion to
fight by their side. They spread disease through their attacks and debilitate
their enemies.
Rune weapon:
Rune of the fallen crusader: When the
unholy death knight activates a rune, they improve one ability score of their
choice by +2 (profane) for one round. This bonus is active before the
rune-activating ability is triggered.
Improved: This bonus
increases to +4.
Greater: This bonus
improves to +6.
Focus
skills: The unholy death knight gains a bonus to knowledge (engineering)
and craft (leather) skill checks equal to half their level, and they are
considered class skills.
The
death knight gains an undead minion companion, which replaces their focus
abilities gained at 2nd, 6th, 10th, 14th,
and 18th level, and they may only choose from a select group of
focus abilities. If an undead minion dies, re-crafting a minion takes 8 hours
of work, and the proper constructing components, with a craft check at the end
with the DC of 10 + their level. If the death knight does not have a minion
active, they may use the animate dead
(lesser) At 5th level they
can use animate dead. At 13th
level, they can use create undead.
Focus strike:
Festering
strike (Su): Activating two runes, the death knight applies 1d4 festering
wounds to the target (fort negates) through a standard attack, up to a maximum
of 8. This generates 20 runic power. Regular weapon attacks have a 50% chance
to burst one festering wound, dealing 1d6 damage + 1d6 per two levels following
as half acid, half bleed damage to the target. When mastered, this attack
applies 1d4+1 festering wounds, plus one additional wound per eight levels the
death knight possesses. This does not cause the enemy to bleed per turn.
Focus
Abilities:
Scourge
strike (Su): Spending 10 runic power, the death knight can put a festering
essence into a standard attack, bursting 1 festering wound instantly. When
mastered, this bursts 2 festering wounds.
Dark
transformation (Su): Activating two runes, the knight's undead minion enlarges
as if under the effects of the enlarge person spell, with the death knights
level as caster level. When mastered, this acts as the legendary proportions
spell. This can only be mastered at 15th level or later.
Death
and Decay (Su): By activating a rune, the death knight places an aura of
defilement around the death knight at a 10 ft. radius for a number of rounds
equal to their level. Enemies that enter must make a fortitude save or be
sickened as long as they remain in the aura. In addition, scourge strike
strikes all adjacent enemies to the original target if used as a full-round
action.
Death
coil (Su): Spending 30 runic power, the death knight can make a ranged touch
attack (range close, 25 ft plus 5 ft per 2 levels) and deal 1d6 negative energy
at first level, plus an additional 1d6 every 2 levels thereafter. When
mastered, the range increases to medium (100 ft. plus 10 ft. per level).
Festering
strikes (Su): The minion’s attacks apply one festering wound to the target
(maximum once per round, fort negates). When mastered, the DC for this save
increases by 2.
Dark
arbiter (Su): For every 10 runic power spent, the minion’s next attack deals 2
additional damage, up to a maximum of the death knight's level. For every 5
levels the death knight possesses, this bonus increases by 1. When mastered,
this bonus is equal to 2 + 1 for every four levels.
Plague
attunement (Ex): The unholy death knight is immune to diseases. When mastered,
they are also immune to poisons.
Shambling
shield (Ex): When the death knight is within the reach of their minion, they
gain a +2 deflection bonus to their AC. This bonus increases by +1 per six
levels the death knight possesses. When mastered, this base bonus increases to
+4.
Soul
reaper (Su): For every festering wound that bursts through their or their
minion’s attacks, the death knight gains 5 ft movement speed and +1 weapon
attack and damage rolls for the round following. For every round they burst a
wound, this duration is renewed. This duration increases by 1 at 8th and 16th
level. When mastered, every time a wound bursts during soul reaper, the
duration is renewed and the bonus stacks, up to a maximum of their charisma
modifier.
Corpse
shield (Su): When within 10 ft. of their minion, the death knight can transfer
damage taken to them. When mastered, they can transfer damage their minion
takes to them as well.
Burning
sores (su): The death knight can attune themselves to the power of fire, causing
sores to burst with flame, instantly cauterizing the wound but causing fire
damage instead. When mastered, the flame spreads, causing the creature to burn
for 1d4 rounds for damage equal to the amount of wounds consumed. This ability
requires the festering strike ability, and 8th level.
Defile
(Su): Places an aura on the ground with a 20 ft. radius of the death knight
using one rune. All living creatures within are sickened (no save), and must
make a fortitude save or be nauseated. In addition, this aura counts as
desecrate, and enhances them. The death knight must be 11th level
before choosing this focus ability, and must have death and decay.
Repair
undead (Su): Using 1 rune as a standard action, this cures 1d8 health to an
undead. For every four levels the death knight possesses, this heals an
additional 1d8 damage, up to a maximum of 6d8 at 20th level. When
mastered, add level to the healing.
Scion
of death: The unholy death knight becomes a virulent master, becoming immune
to poison, disease, negative levels, ability drain, and ability damage, as well as bleed and paralysis. All
regular attacks made by the death knight and its minion burst 1 festering wound
if present, and the acid (or fire) now pierces resistances and immunities are
treated as resistance 10.
Blood
Image credit:
Keunju Kim
Focusing
on empowering their own blood and manipulating the blood of others, these death
knights are extremely hard to kill.
Rune weapon:
Rune of the stoneskin gargoyle: Improves
the death knight’s AC (profane or sacred) by +1, and gives them DR/adamantine
equal to the same bonus.
Improved: This bonus
increases to +2.
Greater: This bonus
improves to +3. At level 16, The damage reduction becomes DR/-
Focus
skills: The blood death knight gains a bonus to the heal and survival
skills equal to half their level, and they are considered class skills.
The
blood death knight’s base natural armor increases by 1, plus an additional 1
every 5 levels the death knight possesses.
Focus
strike:
Marrowrend
(Su): as a standard action, the death knight can activate one rune to make an
attack, and uses the life force taken to form 1d4 spiritual bones that swirl
around them, up to a maximum of 10. Every time they are struck by an attack, a
bone absorbs damage equal to half their level (hit is as mirror images), and
reduces the number of bones by 1. Even if the damage done isn’t enough to match
the absorb, the bone charge is consumed. This attack generates 10 runic power.
When mastered, the number of bones increases to 1d4 + 1, plus one per six
levels the death knight possesses.
Death
strike: See general focus abilities.
Focus
abilities:
Blood
tap (Su): The death knight can use 10 runic power as a standard action to
improve their natural armor bonus by +4 for one round, plus one for every 4
levels the death knight possesses, to a maximum of +9 at 20th level.
When mastered, they also gain DR/- for the round as well. The death knight can
activate a rune in addition to the runic power to use this ability as a move
action.
Ossuary
(Su): For every two charges charge of bone shield, the death knight gains a +1
enhancement bonus to shield AC.
Bone
storm (Su): As a full-round action and using 10 runic power per bone, the death
knight can shatter a number of bonus shield charges, dealing 1d6 damage per
bone shattered + their level to all creatures within 5 feet, and half that to
enemies within 10 feet. (ref save half) When mastered, the death knight can
focus the bones on a specific target, dealing d8 dice in damage per charge.
Foul
bulwark (Su): For every bone shield charge generated, the death knight gains 1
temporary hit point. This improves by 1 for every 4 levels the death knight
possesses.
Tombstone
(Su): Consume up to 5 bone shield charges and 1 rune. The death knight gains 4
runic power for each charge, and gains temporary hit points equal to 1d6 health
per charge, plus the death knight’s charisma modifier. When mastered, this
health per charge increases to 1d8, and the runic power increases to 6.
Blood
mirror (Su): Using one rune, any enemy that attacks the death knight for one
round takes 50% the damage they dealt. When mastered, the first strike reflects
100% of damage dealt. This ability requires 12th level.
Scion
of death: The death knight is healed by negative levels (5 points), sleep, paralysis, and gains 10 DR/-. During deathbringer, this DR increases to 15. When the death knight is attacked for bleed damage, their skin hardens, gaining the damage as temporary hit points.
Death
knight spells known:
Level
|
1st
|
2nd
|
3rd
|
4th
|
1
|
-
|
-
|
-
|
-
|
2
|
-
|
-
|
-
|
-
|
3
|
-
|
-
|
-
|
-
|
4
|
2
|
-
|
-
|
-
|
5
|
3
|
-
|
-
|
-
|
6
|
4
|
-
|
-
|
-
|
7
|
4
|
2
|
-
|
-
|
8
|
4
|
3
|
-
|
-
|
9
|
5
|
4
|
-
|
-
|
10
|
5
|
4
|
2
|
-
|
11
|
5
|
4
|
3
|
-
|
12
|
6
|
5
|
4
|
-
|
13
|
6
|
5
|
4
|
2
|
14
|
6
|
5
|
4
|
3
|
15
|
6
|
6
|
5
|
4
|
16
|
6
|
6
|
5
|
4
|
17
|
6
|
6
|
5
|
4
|
18
|
6
|
6
|
6
|
5
|
19
|
6
|
6
|
6
|
5
|
20
|
6
|
6
|
6
|
5
|
Spell
list:
First
Level
Bane,
Carrion compass, Cause fear, Command, compel hostility, comprehend languages,
curse water, decompose corpse, disrupt undead, doom, endure elements, face of
the devourer, Frost blade (as ice dagger, but a longsword), grasping corpse,
hedging weapons, hidden diplomacy, hide from undead, infernal healing, inflict
light wounds, know the enemy, magic weapon, moment of greatness, murderous
command, obscure poison, phantom blood, protection from chaos/evil/good/law,
ray of enfeeblement, ray of sickening, remove fear, repair undead, remove sickness,
restore corpse, sculpt corpse, snowball, spiked armor, swallow your fear, touch
of blindness, touch of fatigue, unbreakable heart.
Second
Level
Align
weapon, animate dead (lesser), bear’s endurance, bestow curse, bloodbath,
boiling blood, bone fists, boneshaker, bull’s strength, command undead, chill
touch, darkness, dark whispers, death knell, deathwine, defending bone, delay
disease, delay pain, delay poison, desecrate, disfiguring touch, dread bolt,
early judgement, effortless armor, endure elements (communal), enemy’s heart,
false life, frigid touch, gentle repose, ghostbane dirge, ghoul touch, grasping
corpse, halt undead, ice slick, inflict moderate wounds, instant armor, instant
weapon, unholy ice weapon, instrument of agony, lesser restoration, martyr’s
bargain, owl’s wisdom, protection from chaos/evil/good/law (communal, separate
spells), remove paralysis, resist energy, returning weapon, savage maw, sense
fear, sense madness, shield of fortification, shield other, spiritual weapon,
stave off corruption, status, umbral weapon, undetectable alignment, unliving
rage, weapon of awe.
Third
level
Accept
affliction, agonize, agonizing rebuke, aggravate affliction, air breathing,
align weapon (communal), animate dead, bestow curse, bestow insight, blessing
of the mole, blindness/deafness, blood biography, blood scent, channel vigor,
contagion, control vermin, deeper darkness, deadly juggernaut, death ward,
delay poison (communal), fear, enervation, flesh puppet, ice spears, inflict
serious wounds, magic circle against chaos/evil/good/law, monstrous
extremities, paragon surge, planar inquiry, protection from energy, ray of
exhaustion, reaper’s coterie, remove blindness/deafness, remove curse, remove
disease, resist energy (communal), returning weapon (communal), shadowmind,
shield of darkness, skeleton crew, speak with dead, spirit bonds, umbral
infusion, unshakable chill, wrathful mantle.
Fourth
level
Anti-incorporeal
shell, andor’s onslaught, aura of doom, ban corruption, battle trance, blessing
of fervor, blood boil, blood ties, blood crow strike, boneshatter, caustic
blood, creeping ice, conditional curse, curse (major), curse terrain, deadman’s
contingency, debilitating portent, dismissal, feast on fear, firewalker’s
meditation, flesh puppet horde, fleshworm infestation, forceful strike, ghoul
army, ice storm, infernal healing (greater), inflict critical wounds, magic
weapon (greater), neutralize poison, persistent vigor, plague carrier, poison,
protection from energy (communal), quieting weapons, repair undead (mass), rest
eternal, restoration, rigor mortis, ride the waves, shadow barbs, shield of
fortification (greater), spit venom, terrible remorse, torpid reanimation,
unholy blight, vampiric shadow shield, virulence, wall of bone, ward shield, water
walk (communal), waves of fatigue.
Death
knight feats:
Extra
runes: the death knight gains one extra rune.
Critical
rune surge: When dealing a critical hit on a normal attack (killing machine
critical hits, and other death knight effects don’t count), the death knight
instantly regains one rune. Requires wisdom 16, BAB+12, and critical focus.
Extra
focus ability: The death knight can choose an additional focus ability.
See
the light: The death knight gains the ability to be healed by positive
energy, but loses negative energy affinity. Requirement: good alignment.
Runic
Redemption: Whenever the death knight consumes runic power, they have a
percent chance equal to the runic power spent to refund one rune. This does not
consume daily rune recharges. Requirements: BAB+8.
Runic
Surge: When dealing a critical strike with an ability that generates
runic power, it generates double the amount. Requirements: BAB+6.
Favoured class bonuses
Human: +1/4 runes.
Gnome: +1 health to their totems.
Dwarf: Gain a +1/4 bonus to the
effective level on focus abilities.
Half-elf: +1/4 runes.
Elf: +2 to maximum runic power.
Night elf: Abilities
generate +1 runic power.
Draenei: runes generate +1 runic power
when spent.
Sylvari: +1/5 to the death knight’s
base natural armor.
Man’ari: +1/5 to the effective levels
of focus abilities.
Pandaren: +1/6 runes.
Worgen: +1/3 to critical confirmation rolls (Maximum +5). This does not
stack with critical focus.
Orc: +1/2 damage on abilities spending runes.
Half-orc: +1/4
runes.
Zandalari: +1/6 on attack rolls spending runic power.
Tauren: +1/2 damage on abilities spending runic power.
Forsaken: +1/3 evolution points to an unholy death knight’s minion.
Goblin: +2 to maximum runic power.
Blood elf: +1/5 HD of an unholy death knight’s minion.
Drakken: (+2 str) +1/2 damage on attacks using runes. (+2 dex) +1 base
movement. (+2 int) Abilities generate +1 runic power. (+2 wis) +1/4 runes.
Frozelia: +1/5 to the DC of cold-based focus strikes and abilities.
Undead minion
Image credit: Hungerartist on Deviantart
The
unholy death knight can create an undead (if a body is present) to assist them
in combat. If the minion is killed, its body is turned to dust and must be
re-created by means of gathering new body parts that can be manipulated into a
new construct.
Level
|
Hit Dice
|
Base attack bonus
|
Good Save
|
Bad Save
|
Skills
|
Feats
|
Natural armor bonus
|
Str/dex bonus
|
AC Bonus
|
Max Attacks
|
Construct points
|
Special
|
1
|
1
|
1
|
2
|
0
|
4
|
1
|
0
|
0
|
0
|
1
|
2
|
Darkvision
|
2
|
2
|
2
|
3
|
0
|
8
|
1
|
1
|
0
|
0
|
1
|
2
|
|
3
|
3
|
3
|
3
|
1
|
8
|
2
|
1
|
1
|
0
|
2
|
3
|
|
4
|
3
|
3
|
3
|
1
|
12
|
2
|
2
|
1
|
1
|
2
|
4
|
|
5
|
4
|
4
|
4
|
1
|
12
|
2
|
3
|
1
|
1
|
2
|
5
|
Ability score increase
|
6
|
5
|
5
|
4
|
1
|
16
|
3
|
3
|
2
|
1
|
2
|
5
|
|
7
|
6
|
5
|
5
|
2
|
20
|
3
|
4
|
2
|
1
|
2
|
6
|
|
8
|
6
|
6
|
5
|
2
|
20
|
3
|
5
|
3
|
2
|
3
|
7
|
|
9
|
7
|
7
|
5
|
2
|
24
|
4
|
5
|
3
|
2
|
3
|
8
|
Multiattack
|
10
|
8
|
8
|
6
|
2
|
24
|
4
|
6
|
4
|
2
|
3
|
8
|
Ability score increase
|
11
|
9
|
8
|
6
|
3
|
28
|
4
|
7
|
4
|
2
|
3
|
9
|
|
12
|
9
|
9
|
6
|
3
|
32
|
5
|
7
|
4
|
3
|
3
|
10
|
|
13
|
10
|
10
|
7
|
3
|
32
|
5
|
8
|
5
|
3
|
3
|
11
|
|
14
|
11
|
10
|
7
|
3
|
36
|
6
|
9
|
5
|
3
|
4
|
11
|
|
15
|
12
|
11
|
8
|
4
|
40
|
6
|
9
|
6
|
3
|
4
|
12
|
Ability score increase
|
16
|
12
|
12
|
8
|
4
|
40
|
6
|
10
|
6
|
4
|
4
|
13
|
|
17
|
13
|
13
|
8
|
4
|
44
|
7
|
11
|
7
|
4
|
4
|
14
|
|
18
|
14
|
13
|
9
|
4
|
48
|
7
|
11
|
7
|
4
|
4
|
14
|
|
19
|
15
|
14
|
9
|
5
|
48
|
7
|
12
|
7
|
4
|
4
|
15
|
|
20
|
15
|
15
|
9
|
5
|
52
|
8
|
13
|
8
|
5
|
5
|
16
|
Minion
forms:
Quadruped
Starting Statistics: Size Medium; Speed 40
ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will
(bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13,
Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2).
Biped
Starting Statistics: Size Medium; Speed 30
ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will
(good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con
13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs
(legs).
Serpentine
Starting Statistics: Size Medium; Speed 20
ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref
(good), Will (good); Attack bite (1d6), tail slap (1d6); Ability
Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite,
climb, reach (bite), tail, tail slap.
Evolution
Each
minion receives a number of construct points that can be spent to give the
minion new abilities, powers, and other upgrades. These abilities, called
evolutions, can be changed whenever the death knight gains a new level, but
they are otherwise set. Some evolutions require that the minion have a specific
base form or the death knight be of a specific level before they can be chosen.
A number of evolutions grant the minion additional natural attacks. Natural
attacks listed as primary are made using the minion's full base attack bonus
and add the minion's Strength modifier on damage rolls. Natural attacks listed
as secondary are made using the minion's base attack bonus – 5 and add 1/2 the
minion's Strength modifier on damage rolls (if positive). If the minion only
has a single natural attack, the attack is made using its full base attack
bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with
that attack, regardless of the attack's type.
Evolutions
are grouped by their cost in construct points. Construct points cannot be
saved. All of the points must be spent whenever the death knight gains a level.
Unless otherwise noted, each evolution can only be selected once.
1-Point
Evolutions
The
following evolutions cost 1 point from the minion's evolution pool.
Bite
(Ex): a minion's maw is full of razor-sharp teeth, giving it a bite attack.
This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if
Large, 2d6 if Huge). If the minion already has a bite attack, this evolution
allows it to deal 1-1/2 times its Strength modifier on damage rolls made with
its bite.
Claws
(Ex): a minion has a pair of vicious claws at the end of its limbs, giving it
two claw attacks. These attacks are primary attacks. The claws deal 1d4 points
of damage (1d6 if Large, 1d8 if Huge). The minion must have the limbs evolution
to take this evolution. This evolution can only be applied to the limbs (legs)
evolution once This evolution can be selected more than once, but the minion
must possess an equal number of the limbs evolution.
Climb
(Ex): A minion becomes a skilled climber, gaining a climb speed equal to its
base speed. This evolution can be selected more than once. Each additional time
it is selected, increase the minion's climb speed by 20 feet.
Improved
Damage (Ex): One of the minion's natural attacks is particularly deadly. Select
one natural attack form and increase the damage die type by one step. This
evolution can be selected more than once. Its effects do not stack. Each time a
minion selects this evolution, it applies to a different natural attack.
Improved
Natural Armor (Ex): a minion's hide grows thick fur, rigid scales, or bony
plates, giving it a +2 bonus to its natural armor. This evolution can be taken
once for every five levels the death knight possesses.
Magic
Attacks (Su): a minion is infused with magic, allowing it to treat all of its
natural attacks as if they were magic for the purpose of overcoming damage
reduction. If the death knight is 10th level or higher, all of the minion's
weapons are treated as the alignment of the minion for the purpose of
overcoming damage reduction.
Mount
(Ex): a minion is properly skilled and formed to serve as a combat-trained
mount. The minion must be at least one size category larger than its rider.
This evolution is only available to minions of the quadruped and serpentine
base forms.
Pincers
(Ex): a minion grows a large pincers at the end of one pair of its limbs, giving
it two pincer attacks. These attacks are secondary attacks. The pincers deal
1d6 points of damage (1d8 if Large, 2d6 if Huge). Minions with the grab
evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The
minion must have the limbs (arms) evolution to take this evolution.
Alternatively, the minion can replace the claws from its base form with pincers
(this still costs 1 construct point). This evolution can be selected more than
once, but the minion must possess an equal number of the limbs evolution.
Pounce
(Ex): a minion gains quick reflexes, allowing it to make a full attack after a
charge. This evolution is only available to minions of the quadruped base form.
Pull
(Ex): a minion gains the ability to pull creatures closer with a successful
attack. Select one type of natural attack. Whenever the minion makes a
successful attack of the selected type, it can attempt a free combat maneuver
check. If successful, the target of the attack is pulled 5 feet closer to the
minion. This ability only works on creatures of a size equal to or smaller than
the minion. Creatures pulled in this way do not provoke attacks of opportunity.
The minion must have a reach of 10 feet or more to select this evolution. This
evolution can be selected more than once. Its effects do not stack. Each time a
minion selects this evolution, it applies to a different natural attack.
Push
(Ex): a minion gains the ability to push creatures away with a successful
attack. Select one type of natural attack. Whenever the minion makes a
successful attack of the selected type, it can attempt a free combat maneuver
check. If successful, the target of the attack is pushed 5 feet directly away
from the minion. This ability only works on creatures of a size equal to or smaller
than the minion. Creatures pushed in this way do not provoke attacks of
opportunity. This evolution can be selected more than once. Its effects do not
stack. Each time a minion selects this evolution, it applies to a different
natural attack.
Reach
(Ex): One of a minion's attacks is capable of striking at foes at a distance.
Pick one attack. The minion's reach with that attack increases by 5 feet.
Resistance
(Ex): a minion's form takes on a resiliency to one particular energy type,
which is usually reflected in its physical body (ashen hide for fire, icy
breath for cold, and so on). Pick one energy type (acid, cold, electricity,
fire, or sonic). The minion gains resist 5 against that energy type. This
resistance increases by 5 for every 5 levels the death knight possesses, to a
maximum of 15 at 10th level. This evolution can be selected more than once. Its
effects do not stack. Each time a minion selects this evolution, it applies to
a different energy type.
Skilled
(Ex): a minion becomes especially adept at a specific skill, gaining a +8
racial bonus on that skill. This evolution can be selected more than once. Its
effects do not stack. Each time a minion selects this evolution, it applies to
a different skill.
Slam
(Ex): a minion can deliver a devastating slam attack. This attack is a primary
attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The
minion must have the limbs (arms) evolution to take this evolution.
Alternatively, the minion can replace the claws from its base form with this
slam attack (this still costs 1 construct point). This evolution can be
selected more than once, but the minion must possess an equal number of the
limbs evolution.
Sting
(Ex): a minion possesses a long, barbed stinger at the end of its tail, granting
it a sting attack. This attack is a primary attack. The sting deals 1d4 points
of damage (1d6 if Large, 1d8 if Huge). The minion must possess the tail
evolution to take this evolution. This evolution can be selected more than
once, but the minion must possess an equal number of the tail evolution.
Swim
(Ex): a minion gains webbed hands, feet, or powerful flippers, giving it a swim
speed equal to its base speed. This evolution does not give the minion the
ability to breathe underwater. This evolution can be selected more than once.
Each additional time it is selected, increase the minion's swim speed by 20
feet.
Tail
(Ex): a minion grows a long, powerful tail. This grants it a +2 racial bonus on
Acrobatics checks made to balance on a surface. This evolution can be selected
more than once.
Tail
Slap (Ex): a minion can use its tail to bash nearby foes, granting it a tail
slap attack. This attack is a secondary attack. The tail slap deals 1d6 points
of damage (1d8 if Large, 2d6 if Huge). The minion must possess the tail
evolution to take this evolution. This evolution can be selected more than
once, but the minion must possess an equal number of the tail evolution.
Tentacle
(Ex): a minion possesses a long, sinuous tentacle, granting it a tentacle
attack. This attack is a secondary attack. The tentacle attack deals 1d4 points
of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than
once.
Wing
Buffet (Ex): a minion learns to use its wings to batter foes, granting it two
wing buffet attacks. These attacks are secondary attacks. The wing buffets deal
1d4 points of damage (1d6 if Large, 1d8 if Huge). The minion must possess the
flight evolution, with wings, to select this evolution.
2-Point
Evolutions
The
following evolutions cost 2 points from the minion's evolution pool.
Ability
Increase (Ex): a minion grows larger muscles, gains faster reflexes, achieves
greater intelligence, or acquires another increase to one of its abilities.
Increase one of the minion's ability scores by +2. This evolution can be
selected more than once. It can only be applied once to an individual ability
score, plus 1 additional time for every 6 levels the death knight possesses.
Ability
damage (Su): A minion steals the power of those they strike, dealing 1d2 ability
damage to a single ability score with one attack they choose. This ability
damage is negated by a fortitude save (knight’s DC). Once the ability score is
chosen, it cannot be changed. Constitution damage is considered 3 evolution
points. If this evolution is chosen again, the minion deals 1d4 damage.
Constrict
(Ex): a minion gains powerful muscles that allow it to crush those it grapples.
Whenever the minion successfully grapples a foe using the grab evolution, it
deals additional damage equal to the amount of damage dealt by the attack used
by the grab evolution. This evolution is only available to minions of the
serpentine base form.
Energy
Attacks (Su): a minion's attacks become charged with energy. Pick one energy
type: acid, cold, electricity, or fire. All of the minion's natural attacks
deal 1d6 points of energy damage of the chosen type on a successful hit. The
death knight must be at least 5th level before selecting this evolution.
Flight
(Ex or Su): a minion grows large wings, like those of a bat, bird, insect, or
dragon, gaining the ability to fly. The minion gains a fly speed equal to its
base speed. The minion's maneuverability depends on it size. Medium or smaller
minions have good maneuverability. Large minions have average maneuverability,
while Huge minions have poor maneuverability. For 2 additional construct
points, the minion flies by means of magic. It loses its wings, but its
maneuverability increases to perfect. Flying via magic means makes this a
supernatural ability. The minion's fly speed can be increased by spending
additional construct points, gaining a 20-foot increase to fly speed for each
additional point spent. The death knight must be at least 5th level before
selecting this evolution.
Gore
(Ex): a minion grows a number of horns on its head, giving it a gore attack.
This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if
Large, 2d6 if Huge).
Grab
(Ex): a minion becomes adept at grappling foes, gaining the grab ability. Pick
bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the minion
makes a successful attack of the selected type, it can attempt a free combat
maneuver check. If successful, the minion grapples the target. This ability
only works on creatures of a size one category smaller than the minion or
smaller. Minions with this evolution receive a +4 bonus on CMB checks made to
grapple.
Immunity
(Su): a minion's body becomes extremely resilient to one energy type, gaining
immunity to that type. Pick one energy type: acid, cold, electricity, fire, or
sonic. The minion gains immunity to that energy type. This evolution can be
selected more than once. Its effects do not stack. Each time it applies to a
different energy type. The death knight must be at least 7th level before selecting
this evolution.
Limbs
(Ex): a minion grows an additional pair of limbs. These limbs can take one of
two forms. They can be made into legs, complete with feet. Each pair of legs
increases the minion's base speed by 10 feet. Alternatively, they can be made
into arms, complete with hands. The minion does not gain any additional natural
attacks for an additional pair of arms, but it can take other evolutions that
add additional attacks (such as claws or a slam). Arms that have hands can be
used to wield weapons, if the minion is proficient. This evolution can be
selected more than once.
Poison
(Ex): a minion secretes toxic venom, gaining a poison attack. Pick one bite or
sting attack. Whenever the selected attack hits, the target is poisoned. Minion
poison—type poison (injury); save Fort negates; frequency 1/round for 4
rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2
the minion's HD + the minion's Constitution modifier. For 2 additional
construct points, this poison deals Constitution damage instead. This poison
can be used no more than once per round. The death knight must be at least 7th
level before selecting this evolution.
Rake
(Ex): a minion grows dangerous claws on its feet, allowing it to make 2 rake
attacks on foes it is grappling. These attacks are primary attacks. The minion
receives these additional attacks each time it succeeds on a grapple check
against the target. These rake attacks deal 1d4 points of damage (1d6 if Large,
1d8 if Huge). This evolution is only available to minions of the quadruped base
form. This evolution counts as one natural attack toward te minion's maximum.
The death knight must be at least 4th level before selecting this evolution.
Rend
(Ex): a minion learns to rip and tear the flesh of those it attacks with its
claws, gaining the rend ability. Whenever the minion makes two successful claw
attacks against the same target in 1 round, its claws latch onto the flesh and
deal extra damage. This damage is equal to the damage dealt by one claw attack plus
1-1/2 times the minion's Strength modifier. The minion must possess the claws
evolution to select this evolution. The death knight must be at least 6th level
before selecting this evolution.
Trample
(Ex): a minion gains the ability to crush its foes underfoot, gaining the
trample ability. As a full-round action, the minion can overrun any creature
that is at least one size smaller than itself. This works like the overrun
combat maneuver, but the minion does not need to make a check, it merely has to
move over opponents in its path. The creatures take 1d6 points of damage (1d8
if Large, 2d6 if Huge), plus 1-1/2 times the minion's Strength modifier.
Targets of the trample can make attacks of opportunity at a –4 penalty. If a
target forgoes the attack of opportunity, it can make a Reflex save for half
damage. The DC of this save is 10 + 1/2 the minion's HD + the minion's Strength
modifier. A trampling minion can only deal trampling damage to a creature once
per round. This evolution is only available to minions of the biped or
quadruped base forms.
Tremorsense
(Ex): a minion becomes attuned to vibrations in the ground, gaining tremorsense
out to a range of 30 feet. This works like the blindsense evolution, but only
if both the minion and the creature to be pinpointed are in contact with the
ground. The death knight must be at least 7th level before selecting this
evolution.
Trip
(Ex): a minion becomes adept at knocking foes to the ground with its bite,
granting it a trip attack. Whenever the minion makes a successful bite attack
of the selected type, it can attempt a free combat maneuver check. If
successful, the target is knocked prone. If the check fails, the minion is not
tripped in return. This ability only works on creatures of a size equal to or
smaller than the minion. The minion must possess the bite evolution to select
this evolution.
Weapon
Training (Ex): a minion learns to use a weapon, gaining Simple Weapon
Proficiency as a bonus feat. If 2 additional construct points are spent, it
gains proficiency with all martial weapons as well.
3-Point
Evolutions
The
following evolutions cost 3 points from the minion's evolution pool.
Ability
drain (Su): As the ability damage evolution, but as drain.
Blindsense
(Ex): a minion's senses become incredibly acute, giving it blindsense out to a
range of 30 feet. This ability allows the minion to pinpoint the location of
creatures that it cannot see without having to make a Perception check, but
such creatures still have total concealment from the minion. Visibility still
affects the minion's movement and it is still denied its Dexterity bonus to
Armor Class against attacks from creatures it cannot see. The death knight must
be at least 9th level before selecting this evolution.
Burrow
(Ex): a minion grows thick and gnarled claws, allowing it to move through the
earth. The minion gains a burrow speed equal to 1/2 its base speed. It can use
this speed to move through dirt, clay, sand, and earth. It does not leave a
hole behind, nor is its passage marked on the surface. The death knight must be
at least 9th level before selecting this evolution.
Damage
Reduction (Su): a minion's body becomes resistant to harm, granting it damage
reduction. Choose one alignment: chaotic, evil, good, or lawful. The minion
gains DR 5 that can be bypassed by weapons that possess the chosen alignment.
The alignment must be opposite to one of the alignments possessed by the
minion. At 12th level, this protection can be increased to DR 10 by spending 2
additional construct points. The death knight must be at least 9th level before
selecting this evolution.
Energy
drain (Su): The minion’s attacks deal one negative level when they strike with
a single chosen attack (Will negates, death knight’s DC).
Frightful
Presence (Ex): a minion becomes unsettling to its foes, gaining the frightful
presence ability. The minion can activate this ability as part of an offensive
action, such as a charge or attack. Opponents within 30 feet of the minion must
make a Will save or become shaken for 3d6 rounds. The DC of this save is equal
to 10 + 1/2 the minion's HD + the minion's Charisma modifier. If the minion has
at least 4 more Hit Dice than an opponent, that opponent becomes frightened
instead. Foes with more HD than the minion are immune to this effect. The death
knight must be at least 11th level before selecting this evolution.
Web
(Ex): a minion gains a pair of spinnerets, giving it the ability to spin webs.
The minion can use these webs to support itself plus up to one creature of the
same size. It can throw webbing as a ranged touch attack up to 8 times per day,
entangling a creature up to one size larger than the minion. The webbing has a
range of 50 feet and a 10-foot range increment. Creatures entangled by the web
can escape with an Escape Artist check or a Strength check (at a –4 penalty).
The DC of these checks is equal to 10 + 1/2 the minion's HD + the minion's Con
modifier. The webs have a Hardness of 0 and a number of hits points equal to
the minion's total Hit Dice. The minion can climb its own webs at its climb
speed and can pinpoint any creature touching its webs. The minion must possess
the climb evolution to take this evolution. The death knight must be at least
7th level before selecting this evolution.
4-Point
Evolutions
The
following evolutions cost 4 points from the minion's evolution pool.
Blindsight
(Ex): a minion's senses sharpen even further, granting it blindsight out to a
range of 30 feet. The minion can maneuver and attack as normal, ignoring
darkness, invisibility, and most forms of concealment as long as it has line of
effect to the target. The minion must possess the blindsense evolution to take
this evolution. The death knight must be at least 11th level before selecting
this evolution.
Fast
Healing (Su): a minion's body gains the ability to heal wounds very quickly,
giving it fast healing 1. The minion heals 1 point of damage each round, just
like natural healing. Fast healing does not restore hit points lost due to
starvation, thirst, or suffocation, nor does it allow the minion to regrow lost
body parts (or to reattach severed parts). Fast healing functions as long as
the minion is alive. This fast healing does not function when the minion is not
on the same plane as its death knight. This healing can be increased by 1 per round
for every 2 additional construct points spent (maximum 5). The death knight
must be at least 11th level before selecting this evolution.
Large
(Ex): a minion grows in size, becoming Large. The minion gains a +8 bonus to
Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It
takes a –2 penalty to its Dexterity. This size change also gives the creature a
–1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a
–2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If
the minion has the biped base form, it also gains 10-foot reach. Any reach
evolutions the minion possesses are added to this total. The minion must be
Medium to take this evolution. The death knight must be at least 8th level before
selecting this evolution.
The
ability increase evolution costs twice as much (4 construct points) when adding
to the Strength or Constitution scores of a Large minion.
Spell
Resistance (Ex): a minion is protected against magic, gaining spell resistance.
The minion's spell resistance is equal to 11 + the death knight's level. This
spell resistance does not apply to spells cast by the death knight. The death
knight must be at least 9th level before selecting this evolution.
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