Revised Death Knight - Arcane Defender

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Death Knight
“My friends, death is on our side.”

Class Traits
Role: Defender. You are tough and have spells that allow you to keep enemies where you want them.
Power Source: Arcane. You use forbidden magic combined with martial ability to defeat enemies in combat.
Key Abilities: Strength, Constitution, Intelligence

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose three trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Intimidate (Cha), Religion (Int)

Build Options: Defender death knight, warrior death knight
Class Features: Death’s Challenge, Inscribed Weapon, Rune Specialization

Death knights, not to be confused with undead of the same name, are magical warriors trained in forbidden arcane arts. Death knights fight in the front lines using spells over life and death to harm and hinder enemies and protect allies. Death knights fight for honor, knowledge, or just for the thrill of battle.

Regardless of the spells you know and the weapons you employ, your goals define your enemies and your allies. You can be a noble arcane knight who protects the meek and slays evil, or you could be a cursed hero who fights to redeem his evil past.

You know that eventually everyone dies, but what will you do during your time alive?

Creating a Death Knight
You can choose any death knight spells that you fancy for your character, but death knights fall into one of two categories: the defender death knight and the warrior death knight. Death knights need either Strength, Constitution or Intelligence based on what runes your chosen spells use.

Defender Death Knight
You use the more defensive death knight build. You may or may not use a shield but your spells are going to be defensive in origin, mostly affecting you or your allies. You should either specialize in Blood Runes or Death Runes. If you specialize in Blood Runes you are going to need a high Constitution, while if you specialize in Death Runes you are going to need a good Intelligence score.
Suggested Feat: Toughness (Human feat: Human Perseverance)
Suggested Skills: Arcana, Athletics, Diplomacy, Endurance
Suggested At-Will Powers: bolstering blood, touch of death
Suggested Encounter Power: blood step
Suggested Daily Power: vampiric gaze

Warrior Death Knight
You use the more offensive death build. You are going to want a nice two-handed weapon, such as a great sword or maul. You are likely to be using spells that damage or hinder enemies. You should specialize in either Cold Runes or Death Runes. If you specialize in Cold Runes you should make Strength your highest score, and if you specialize in Death Runes you are going to want a high Intelligence score.
Suggested Feat: Power Attack (Human feat: Power Attack)
Suggested Skills: Arcana, Athletics, Endurance, Intimidate
Suggested At-Will Powers: chill, necrotic blade
Suggested Encounter Power: rain of ice
Suggested Daily Power: freezing the lifeblood

Death Knight Class Features
All death knights share these class features.

Death’s Challenge
The challenge of a death knight is also a challenge from death itself. You can use the death’s challenge power to mark foes.

Inscribed Weapon
You can inscribe magical runes into a single two-handed melee weapon of your choice, allowing you to use it as an implement for death knight and death knight paragon path spells when you wield it. You can change your inscribed weapon after an extended rest.

Rune Specialization
You inscribe runes into your weapon based on your selection of spells. There are three different runes usually used by death knight spells: Blood, Cold, and Death. You must choose to specialize in a single type of rune. Your selection determines one of your at-will spells, allows you to cast spells that use that rune with greater effect, and gives you a special boon whenever you drop a foe.
Blood: You know the bolstering blood spell as one of your at-will spells. When you kill an enemy that you have marked, you gain temporary hit points equal to your level.
Cold: You know the chill spell. When you kill an enemy that you have marked, one enemy within 5 squares is slowed until the start of your next turn.
Death: You know the touch of death spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC until the end of your next turn.

Overview
Characteristics: You are very tough; you have a lot of hit points, but usually do not use shields. You can fight in close combat, and you also have a few ranged spells. You have spells that weaken enemies and strengthen allies. You also have a few abilities that control the battlefield.
Religion: Death knights favor martial and magic deities, but usually death knights pledge themselves to the Raven Queen. Evil and unaligned death knights pay homage to Orcus and Bane.
Races: Death knights come from all races, but are usually humans, dwarves and tieflings.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Death Knight Powers
Your powers are necromantic spells that hold control over life, death, and the icy chill of death.

Class Features
Death Knights have one class feature that acts like a power, death’s challenge, presented below:

Class Features
Death’s Challenge; Death Knight Feature
You challenge a nearby enemy to combat, draining it should it not fight.
At-Will ✦ Arcane, Necrotic
Minor Action; Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, the target takes a penalty to AC equal to half your Constitution modifier until the start of its next turn the first time it makes an attack that does not include you as a target before the start of your next turn.


Level 1 At-Will Spells
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Blight; Death Knight Attack 1
You wrack a foe with terrible illness that slowly kills him.
At-Will ✦ Arcane, Poison, Implement
Standard Action; Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target has ongoing 3 poison damage + 1 poison damage per plus on your implement (save ends).

Bolstering Blood; Death Knight Attack 1
Your strike increases your defensive abilities.
At-Will ✦ Arcane, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you gain a +2 power bonus to AC until the start of your next turn.
At 21st level increase damage to 2[W] + Strength modifier damage.

Chill; Death Knight Attack 1
You throw an icy magical bolt at an enemy freezing and slowing him.
At-Will ✦ Arcane, Cold, Implement
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier cold damage and the target is slowed until the start of your next turn.
At 21st level increase damage to 2d4 + Intelligence modifier cold damage.

Death Coil; Death Knight Attack 1
You launch a bolt of necrotic energy at a foe.
At-Will ✦ Arcane, Implement, Necrotic
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage.
At 21st level increase damage to 2d8 + Intelligence modifier necrotic damage.

Death Grip; Death Knight Attack 1
You grasp your opponent with deathly forces to pull him toward you.
At-Will ✦ Arcane, Implement, Necrotic
Standard Action; Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Intelligence modifier necrotic damage and you pull the target 2 squares.
At 21st level increase the damage you deal to 2d4 + Intelligence modifier.

Necrotic Blade; Death Knight Attack 1
Your blade is covered in a black aura that glides through your main target and hits another.
At-Will ✦ Arcane, Necrotic, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage and an adjacent creature, other than the target, takes necrotic damage equal to your Intelligence modifier.
Increase damage to 2[W] + Strength modifier damage.

Touch of Death; Death Knight Attack 1
Your hand is engulfed in an icy cold black aura that weakens enemies.
At-Will ✦ Arcane, Cold, Implement, Necrotic
Standard Action; Melee touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: The target takes 1d4 + your Intelligence modifier cold and necrotic damage and takes a -2 penalty to attack rolls until the start of your next turn.
At 21st level increase the damage to 2d4 + Intelligence modifier cold and necrotic damage.


Level 1 Encounter Spells
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Blade of Blood; Death Knight Attack 1
You strike an enemy, and your blade comes out with more blood than it should.
Encounter ✦ Arcane, Necrotic, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier necrotic damage.
Blood Specialization: You or an ally within 5 squares gains temporary hit points equal to your Constitution modifier.
Cold Specialization: If you drop the foe to 0 or fewer hit point you can shift into its square.

Blood Step; Death Knight Attack 1
You strike an enemy then step into his wound and reappear near an ally.
Encounter ✦ Arcane, Teleportation, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and teleport 10 squares. You must end the teleport adjacent to an ally.
Blood Specialization: Deal extra damage equal to your Constitution modifier.

Deathly Impact; Death Knight Attack 1
You slam your weapon into the ground causing the ground to ripple and send necrotic energy around you.
Encounter ✦ Arcane, Implement, Necrotic
Standard Action; Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier necrotic damage.
Blood Specialization: You can mark a number of creatures in the burst equal to your Constitution modifier. The creatures remain marked until the end of your next turn.
Cold Specialization: You can slide 2 squares after attacking.
Death Specialization: Increase burst radius to 2.

Plague Burst; Death Knight Attack 1
You release horrid diseases upon those near you.
Encounter ✦ Arcane, Implement, Poison
Standard Action; Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence poison damage.
Death Specialization: This power does not target allies.

Rain of Ice; Death Knight Attack 1
You raise your weapon into the air and rain large shards of ice down upon your enemies.
Encounter ✦ Arcane, Cold, Implement
Standard Action; Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage and the targets are slowed until the start of your next turn.
Cold Specialization: Increase burst radius to 2.


Level 1 Daily Spells
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Death Wave; Death Knight Attack 1
You stab the ground sending waves of necrotic energy in front of you.
Daily ✦ Arcane, Implement, Necrotic
Standard Action; Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier necrotic damage and the targets are weakened (save ends).
Miss: Half damage and the targets are weakened until the start of your next turn.
Death Specialization: The targets take a -2 penalty to AC while they are weakened by this power.

Freezing the Lifeblood; Death Knight Attack 1
You point your weapon at your opponent and freeze his blood.
Daily ✦ Arcane, Cold, Implement
Standard Action; Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier cold damage and the target is immobilized (save ends).
Miss: Half damage and the target is immobilized until the start of your next turn.
Cold Specialization: The target takes Constitution modifier cold damage every time it fails its saving throw against this effect.

Nauseating Blow; Death Knight Attack 1
You strike your foe with a powerful blow that sickens him.
Daily ✦ Arcane, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is dazed (save ends).
Miss: Half damage and the target is dazed until the start of your next turn.

Vampiric Gaze; Death Knight Attack 1
You gaze into your opponent’s eyes and drain his life force.
Daily ✦ Arcane, Healing, Implement, Necrotic
Standard Action; Ranged 10
Target: One creature
Special: Target creature cannot be immune to gaze effects.
Attack: Intelligence vs. Will
Hit: 3d8 + Constitution modifier necrotic damage, and your target has a -2 penalty to attack rolls (save ends).
Miss: Half damage, and the target has a -2 penalty to attack rolls until the start of your next turn.
Blood Specialization: You can spend a healing surge.


Level 2 Utility Spells
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Bloody Shield; Death Knight Utility 2
You throw up a shield of blood in front of you.
Encounter ✦ Arcane
Immediate Interrupt; Personal
Trigger: You are attacked
Effect: You have a +4 power bonus to AC against the attack.

Exorcist’s Stance; Death Knight Utility 2
You alter your spells to destroy undead foes.
At-Will ✦ Arcane, Stance
Minor Action; Personal
Effect: While in this stance if you attack an undead creature you can make your death knight powers deal radiant damage instead of necrotic damage.

Exploit Corpse; Death Knight Utility 2
You exploit the remaining life energy in a corpse to invigorate your self.
Encounter ✦ Arcane, Healing
Standard Action; Ranged 5
Target: One dead creature within range
Effect: The dead creature’s body is destroyed and you can spend a healing surge.

Fear of Death; Death Knight Utility 2
You can more easily invoke fear into your enemies.
Daily ✦ Arcane
Minor Action; Personal
Effect: You have a +4 power bonus to Intimidate until the end of the encounter.

Friend of Death; Death Knight Utility 2
You can negotiate with death to not take you.
Daily ✦ Arcane
Minor Action; Personal
Effect: You gain 5 + your Constitution modifier temporary hit points.


Level 3 Encounter Spells
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Burning Blood; Death Knight Attack 3
You point your weapon at an enemy, who then cries out in pain and runs in a random direction.
Encounter ✦ Arcane, Fire, Implement, Necrotic
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence necrotic and fire damage.
Blood Specialization: You can shift the target Constitution modifier squares if you hit.

Desecrate; Death Knight Attack 3
You make the ground under your feet unholy, damning your enemies.
Encounter ✦ Arcane, Necrotic, Zone
Standard Action; Close burst 5
Effect: The burst creates a zone that lasts until the end of your next turn. Enemies that start in the zone take your Intelligence modifier necrotic damage at the start of its turn.
Sustain Minor: The zone lasts another turn.
Blood Specialization: Enemies within the zone are marked by you until they start their turn outside of the zone.
Cold Specialization: Enemies within the zone are slowed until they leave the zone.
Death Specialization: You deal Constitution modifier poison damage as well as necrotic damage.

Freezing Blow; Death Knight Attack 3
Your weapon radiates an icy aura that freezes enemies in place.
Encounter ✦ Arcane, Cold, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage and the target is immobilized until the start of your next turn.
Cold Specialization: The target is stunned until the start of your next turn if you hit.

Vampiric Blade; Death Knight Attack 3
Your weapon drains the life energy out of an enemy invigorating yourself.
Encounter ✦ Arcane, Weapon

Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and you gain 5 + your Constitution modifier temporary hit points.
Death Specialization: The target takes a -2 penalty to Fortitude until the start of your next turn if you hit.


Level 5 Daily Spells
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Army of the Dead; Death Knight Attack 5
You raise your hand up, mutter a spell, and the dead reach out of their graves and grasp your foes.
Daily ✦ Arcane, Implement, Necrotic, Zone
Standard Action; Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage.
Effect: The spell creates a zone in the effected area that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and take 1d4 points of necrotic damage if they end their turn in the zone.
Sustain Minor: The zone lasts another turn.
Death Specialization: Add your Constitution modifier to the damage dealt to creatures that end their turn in the zone.

Blood Siphon; Death Knight Attack 5
Your strike causes your foe to bleed out as an incredible rate.
Daily ✦ Arcane, Reliable, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target takes ongoing 5 damage (save ends).
Blood Specialization: If you miss deal damage equal to your Constitution modifier.

Grasp of Winter; Death Knight Attack 5
You call upon the essence of winter to freeze your foes in ice.
Daily ✦ Arcane, Cold, Implement
Standard Action; Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage and the target is slowed (save ends).
Miss: Half damage and the target is slowed until the start of your turn.
Cold Specialization: The target is immobilized instead of slowed.


Level 6 Utility Spells
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Pact With Death; Death Knight Utility 6
You make a pact with death to allow your ally to live on.
Daily ✦ Arcane, Healing
Standard Action; Melee touch
Target: One dying ally within range
Effect: The target can spend a healing surge.

Sight of the Dead; Death Knight Utility 6
You summon ghostly allies that stay near you that share their sight with you.
Daily ✦ Arcane, Stance
Minor Action; Personal
Hit: You gain Darkvision.

Tenacity of Death; Death Knight Utility 6
You have seen death first hand; nothing can test your fortitude or will more.
Daily ✦ Arcane
Minor Action; Personal
Effect: Until the end of the encounter your gain a +3 power bonus to Fortitude or Will. The bonus is chosen when you use this power.


Level 7 Encounter Spells
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Chain Blight; Death Knight Attack 7
You plague one foe and it immediately jumps to another.
Encounter ✦ Arcane, Implement, Poison
Standard Action; Ranged 5
Target: One creature in range.
Attack: Intelligence vs. Fortitude
Hit: The target suffers the effects of blight and you can make a secondary attack.
Secondary Target: One creature within 5 squares of the primary target.
Secondary Attack: Intelligence vs. Fortitude
Hit: The target suffers the effects of blight.
Death Specialization: You gain a bonus to the primary attack roll equal to half your Constitution modifier.
Special: You must know blight to pick this power.

Fountain of Blood; Death Knight Attack 7
You stab your weapon into the ground and cause a fountain of blood to spray up and cause enemies to panic.
Encounter ✦ Arcane, Fear, Implement, Necrotic
Standard Action; Close burst 3
Target: Each enemy in burst
Attack: Constitution vs. Will
Hit: 2d6 + Constitution necrotic damage.
Effect: Creatures affected by this power are marked until the end of your turn.
Blood Specialization: Creatures marked by this power take damage equal to your Constitution modifier when they do not include you in the attack.

Frozen Blade; Death Knight Attack 7
Your blade freezes over and the ice passes on to your enemy.
Encounter ✦ Arcane, Cold, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage and the target is slowed until the start of your next turn.
Cold Specialization: The target is immobilized instead of slowed.

Rotting Eyes; Death Knight Attack 7
You point at an enemy and cause his eyes to rot.
Encounter ✦ Arcane, Implement, Necrotic
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d12 + Intelligence modifier damage and the target takes a -2 penalty to attack rolls until the start of your next turn.
Death Specialization: The target is blinded until the start of your next turn if you hit.

Shielding Blood; Death Knight Attack 7
You cut an enemy and move his blood to cover an ally.
Encounter ✦ Arcane, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you or an ally within 5 squares gains a +2 bonus to AC until the start of your next turn.
Blood Specialization: The bonus to AC is equal to your Constitution modifier or 2, which ever is higher.


Level 9 Daily Spells
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Animate Dead; Death Knight Attack 9
You raise a fallen creature as a ghoul that is under your control, but still remembers its past life.
Daily ✦ Arcane, Conjuration, Implement
Standard Action; Melee touch
Special: You have to spend a healing surge, but you do not regain hit points, to use this power.
Effect: You conjure a Medium ghoul in an adjacent square with a dead creature in the square. You can move the ghoul 7 squares as a minor action and can use a move action to make it attack an adjacent creature (although you cannot make it attack twice in one turn). The ghoul lasts until the end of your next turn. The Ghoul’s statistics are shown below; when it says Intelligence it uses your Intelligence modifier. The Ghoul cannot be healed. You add your implement’s properties to the ghoul.
Sustain Minor: The ghoul lasts another turn. You can sustain this ability until the end of the encounter.
Ghoul’s Hit Points: 30 + 6 per level.
Ghoul’s Attack: Intelligence + 2 + half level vs. AC
Ghoul’s Hit: 1d8 + Intelligence (at 21st level change damage to 2d8 + Intelligence).
Ghoul’s Armor Class: 16 + half level (+3 at 11th level, and +3 more at 21st level).
Ghoul’s Fortitude: 15 + half level.
Ghoul’s Reflex: 16 + half level.
Ghoul’s Will: 13 + half level.
Blood Specialization: The ghoul has resist 3 + 1/2 level all damage.
Cold Specialization: Enemies adjacent to the ghoul are slowed until they start their turn not adjacent to the ghoul.
Death Specialization: If you conjured the ghoul in the same square as an ally’s dead body, the ally can spend the move and minor actions in place of you.

Blood Geyser; Death Knight Attack 9
You stab your foe and use magical energy to cause his blood to spray out.
Daily ✦ Arcane, Reliable, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target takes ongoing 10 + your Constitution modifier damage (save ends).
Blood Specialization: While the target suffers from this power you have a +2 power bonus to AC. The target has a -2 penalty to its saving throw against this effect.

Frost Nova; Death Knight Attack 9
You point at a foe, which then erupts in an explosion of ice.
Daily ✦ Arcane, Cold, Implement
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d12 + Intelligence modifier cold damage and make a secondary attack.
Secondary Target: Each creature within 2 squares of the primary target.
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage.
Effect: Each creature attacked with this power is slowed (save ends) even if it does not hit.
Cold Specialization: Deal extra damage equal to your Constitution modifier.

Summon Locusts; Death Knight Attack 9
You open your mouth and release a horrid swarm of locusts that eat at nearby combatants and give you their life force.
Daily ✦ Arcane, Implement, Necrotic, Stance
Standard Action; Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage and you gain 10 temporary hit points.
Effect: As long as you stay in this stance you can make another attack at the start of your turn as a free action.
Death Specialization: You gain 10 + your Constitution modifier temporary hit points instead of just 10 temporary hit points.


Level 10 Utility Spells
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Blood of Our Fathers; Death Knight Utility 10
You infuse your allies with the strength of their forefathers.
Daily ✦ Arcane
Minor Action; Close burst 10
Target: You and each ally in burst
Effect: Until the end of the encounter all the targets of this ability has a +2 power bonus to attack rolls and has 10 temporary hit points.

Deathly Frenzy; Death Knight Utility 10
You go insane and sacrifice your body and mind for physical strength.
Encounter ✦ Arcane, Necrotic, Stance
Minor Action; Personal
Effect: You have a +2 power bonus to attack and damage rolls, a -2 penalty to Will, and you take 5 points of necrotic damage at the start of your turn. You can end this stance as a standard action.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

(Level 11 - 20 Powers)
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

(Level 21 - 30 Powers)
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

(Paragon Paths - Dark Knight, Hemomancer, Lord of Frost, Paladin of the Queen, Plague Spreader)
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Avatar of Death
As an Avatar of Death you claim your title as the bringer of death.

Prerequisite: 21st-level Death Knight, Necromancer or Cleric devoted to a god or other being of death (such as Orcus)

Your devotion to a god or other being of death has finally come to become a central part of you. You not only bring death down upon your foes, you are now an aspect of death.

Gods and mortals whisper your name. You may be a bringer of mercy, allowing death to end the suffering of the old and ill, or you might be a creature of wonton destruction and annihilation. It is in your hands to mold people’s impression of yourself.

If you survive, and live long enough to fulfill your destiny can finally rest in peace.

Final Destination?
Avatars of Death have to resist becoming a being of annihilation and murder. Here’s an example of how a campaign might present that choice:
Angel of Death: When you complete your final quest, what you are is forever set in the pages of history and your final judgment shall be passed.

If you fight alongside you allies, and only kill those that absolutely must die, then you shall be one of the greatest heroes. Your sins are erased and you shall be given the privilege to judge when creatures must finally die. You shall become a personal advisor to the Raven Queen and can spare the lives of those who have not fulfilled their lives, and you can bring righteous judgment upon those that are unfit to live. Many shall speak your name, and your story shall be told forevermore. You are a benevolent being, which has shown the good that comes with death.

If you abuse your powers, and betray your friends and allies, then you are unfit to exist. For abusing your power you are exiled from eternal rest, and cursed to wander aimlessly for all eternity in the Shadowfell. Orcus may save you, and you shall become a squire to him, forever damning your name as a fallen hero.

Avatar of Death Features
All Avatars of Death have the following class features:
Bringer of Death (21st level): All your attack powers deal an extra 1d6 points of damage. Also you ignore all resistances an undead has.
Premature Death (24th level): Whenever you die, you and your entire belongings disappear after six hours. Twenty-four hours after you die you return to the Martial Plane through any grave. This can be as simple as digging your way out of the ground, or as complicated as having to break out of a coffin. You must have a special connection to this grave.
One Last Try (30th level): Once per day, when an attack would drop you to 0 or less hit points, you can negate the attack and all effects it has. In addition you regain hit points equal to your highest ability score.

Avatar of Death Power
Show
Unfair Judgment; Avatar of Death Utility 26
You can question death’s judgment, allowing an ally to live once more.
Daily ✦ Healing
Minor Action; Close burst 20
Target: One ally within burst
Effect: You can return an ally to life that has died during this encounter. The ally returns to life with hit points equal to its bloodied value, and with all of its encounter powers and one daily power recharged. Your remaining healing surges drops to 1, unless you had 1 or less, in which case you do not gain or lose healing surges.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Feats

Blood Seeking Runes [Death Knight]
Prerequisites: Death knight class, blood specialization
Benefit: When you attack an enemy marked by your death’s challenge with your inscribed weapon you gain a +1 bonus to our attack roll.

Initiate of Runes [Multiclass Death Knight]
Prerequisites: Strength 13 or Intelligence 13
Benefit: You gain training in one skill from the death knight’s class skill list.
You gain the use of the inscribed weapon class feature.

Necrotic Runes [Death Knight]
Prerequisites: Death knight class, death specialization
Benefit: You deal 1 more point of damage with powers with the necrotic keyword. At 15th level this bonus increases to +2.

Slick Runes [Death Knight]
Prerequisites: Death knight class, cold specialization
Benefit: While slowed you have a +1 bonus to speed, this bonus cannot be reduced by the slowed condition.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

This is my redone death knight, you remember, one of the few good and balanced homebrews that came out shortly after 4e came out? No it is not an evil class, and necromancy is not evil. This is not ment to stand toe-to-toe, you have to combine ranged attacks with melee attacks. I pitty the pure-melee or ranged death knights (believe me I play tested this a lot).

Also:
Blood = AoE tanking.
Cold = Controller tanking.
Death = Debuffer tanking.

Furthermore, I finally did an epic destiny for this thing.

Edit Log
12/13/08 - Posted Place Holders
12/14/08 - Posted Stuff to make useable to Paragon Teir.
12/16/06 - Fixed Formating.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

UPDATE: The death knight is now useable through the heroic tier.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Just looking through the MM and looked at their death knights and wondered if you had thought of introducing the weapon link, where the death knight is dazed if his weapon isn't equipped and anyone else holding the weapon is dazed and weakened.
First 12 words of flavor text.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Pigknight, you are a master at homebrewing. There, I posted in all of your threads! Now lift my ban!

IMAGE(http://www.nodiatis.com/pub/6.jpg)

Just do me one slight favor.......CHANGE THE GOD DAMN COLOR OF THE AT WILL POWER NAMES! God damn, its blinding.
The ghoul seems overpowered but the epic destiny seems quite weak.
(just compare to the demigod)
The ghoul seems overpowered but the epic destiny seems quite weak.
(just compare to the demigod)

The ghoul (and flesh golem...it's a ghoul upgrade), unlike the beastmaster's thingy, is a daily and is really not all that powerful for a daily. It deals less damage. Can't move and attack on the same turn if you want to take A action and keep it. And cannot be healed. The other dailies of that level actually have proven more useful in play testing.

I may tweak the epic destiny.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

BUMP.

Also, I'll finish posting the stuff tomorrow.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Are we going to see a new pdf soon?
The challenge seems underpowered compared to the other defender marks. You'll also run into a bit of inconsistency with the timing - the window of time where the enemy's AC is debuffed will vary depending on when in the initiative order the attack is made - taking an opportunity attack late in the initiative order will end up incurring almost no penalty for ignoring the mark. I think it might feel less satisfying for the player than the other marks. Maybe you could add some other kind of debuff effect to it - a temporary slow effect, or some sort of life drain. Maybe you could deal con mod damage to the attacker and grant con mod temp hps to the attacked. (they still take the damage, but it helps lessen the next attack they take) The fluff could be something about death punishing the enemy for ignoring it.
Bump / any chance we'll ever see the complete revised edition?
also I agree with Yostage, the mark is pretty weak.
I revised it recently, and made the mark and aoe close burst 2.

I'll probably ost the revisite sometime this week.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Is this class completed anywhere, or has it faded into oblivion? I really like what there is of this class, and wanted to know if I will ever get to see the entire thing.

This ever get finished in it's entirety?
I think there was another thread with 11-30...but I don't remember and I can't find my flashdrive and I pretty much abandoned D&D to work on my own projects.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Very nice class, like the WOW flavor added, and I just read through all of the posts of a 3.5 year old dead thread, anyway is wail of banshee being a burst 20 really that reasonable? anyway thanks for the class...