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.




 Let me know what you guys think! Some things got nerfed after a few sessions as the damage was a bit high, but I think things are going well!

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