Death Knight Progression [Archive] - Wizards Community

Post/Author/DateTimePost
Darknecromancer

12-08-05, 06:46 PM
Hey, I was just wondering if anyone had come up with a savage progression for the Death Knight from the Monster Manual 2. They are a +5 adjustment according to the book. I haven't made any savage progressions myself so I was hoping someone had already done it.
MessiahOmega

12-09-05, 04:23 AM
ohh :eek:
Darknecromancer

12-09-05, 03:44 PM
I'm guessing that no one's made one since there have been several views and no replies, so I guess I could try it. Can't guarantee good results.
Darknecromancer

12-09-05, 04:12 PM
Death Knight
When the powers of good directly intervene to kill a powerful being of evil, that creature is sometimes chosen by dark gods as an undead messenger bent on destruction. They retain all the powers and memories of their living form, but become twisted reflections of themselves, mocking life itself. They appear gaunt, almost skeletal and usually burned with glowing eye sockets. Death Knights were usually immensly powerful individuals with unmatched warrior cunning. Although it is considered a punishment by the living, Death Knights soon come to realize it as a blessing and throw away whatever remainder of their humanity survived along with their flesh.

level Special

1 +2 Strength, Undeath, DR (lesser), Abyssal Blast (lesser), +2 Natural Armor
2 +2 Strength, Immunities, Turn Resistance (lesser), +3 Natural Armor
3 +Wisdom, Followers (lesser), DR (moderate), Abyssal Blast (greater), +Natural Armor
4 +2 Charisma, SR, Mount, Turn Resistance (greater), Cold Touch, +5 Natural Armor
5 Fear Aura, Followers (greater), DR (greater), Turn Immunity, Abyssal Blast (full)

Undeath: Upon taking this class, the Death Knight becomes undead. Their type changes to undead, and they gains all the normal benefits and drawbacks that go with that type. They no longer has a Constitution score, so they lose any Constitution bonus or penalty to hit points, saving throws, and skills. They also take on the immunities of the undead, but they are subject to turn and rebuke attempts and are immediately destroyed if brought to 0 or fewer hit points. All Hit Dice (current and future) increase to d12s. (Rather than rerolling all Hit Dice, just add 4 hit points for every d4, 3 hp for every d6, 2 hp for every d8, and 1 hp for every d10.)

Damage Reduction: Death Knights are resilient to most physical assaults and gain DR 5/magic. This improves to 5/magic and holy or good at third level and 10/magic and holy or good at fifth level.

Abyssal Blast: Once per day, teh Death Knight may smite their opponent with an unholy piller of fire in a 20 radius. They can choose any point within 400 ft plus 40 feet per HD. The attack deals 1d6 for ever three HD at first level, 1d6 for ever two HD at third level, and 1d6 per HD at Fifth. Those subject to it may make a Ref save for half (DC 10 +1/2 HD +Cha mod.) Half of this is fire damage and the other is unholy.

Immunities: The Death Knight is now immune to cold, electricity and polymorph effects.

Turn Resistance: Starting at second level, the Death Knight gains a Turn Resistance of +2. At fourth level, this is replaced by a +4 bonus and at fifth level the Death Knight is completely immune to turning.

Followers: Starting at third level, The Death Knight attracts undead followers to their side, up to their HD. This improves to double their HD at fifth level.
Spell Resistance: The Death Knight gains SR equal to 20 plus 1 per character level beyond tenth at fourth level.

Mount: At fourth level, news of the Death Knight's tranfermation has spread to the darkest of places. They now gain the faithful service of a nightmare as a mount.

Cold Touch: At fourth level, the Death Knight's touch radiates cold, dealing 1d8 plus Cha Bonus cold damage. It also deals 1 point of Con damage. A Will save halves damage and negates the drain, DC 10 + 1/2 HD + Cha Mod.

Fear Aura: At fifth level, the Death Knight has fully realized their evil power and radiate a palpable malign aura. Those with 5 HD or fewer within 15 ft must make a Will save (DC 10 +1/2 HD +Cha Bonus) or be treated as if under the affects of a fear spell.

Please comment, this is my first savage progression.
MessiahOmega

12-10-05, 01:11 AM
thats pretty good, as far as i can tell. id probebly use that progression if i needed it!
Darknecromancer

12-10-05, 10:13 AM
Thank you, I wish I knew how to put it into a table though. That would make it look neater.
Verelor

12-10-05, 03:26 PM
Use the Dicefreaks Death Knight template. It trumps all.
Darth Sephiroth

12-10-05, 05:46 PM
could you give me a link to it?
Darknecromancer

12-11-05, 01:04 PM
I'm curious myself. Always liked the idea of death knights, I would like to see a better one.
sandskimmer

12-11-05, 08:56 PM
You do realize your DR is 3.0 not 3.5?

A better DR progression might be:

5/magic
5/magic and holy or good
10/magic and holy or good
Darknecromancer

12-12-05, 07:02 AM
Pardon me, old habits die hard. I'll fix it up.
FruitLoop

12-12-05, 06:35 PM
Some buddies of mine play the Dragonlance campaign setting and they say that there is a version of the death knight in that book that is 3.5
Can anyone verify this?