Death Knight 1.0 Class [PEACH]

Post/Author/DateTimePost
#1

pigknight

Jul 19, 2008 21:24:46
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: Action Surge)
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. Spells that use Blood runes require the caster to have a healthy body.
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. Spells that use Cold runes require the caster to be strong enough to shape ice.
Death: You know the touch of death spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC. Spells that use Death runes require the caster to be studied in the secrets of life and death.

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.

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:
Show

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 (see below). 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 Intelligence 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. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can not use death’s challenge on your next turn. You can use death’s challenge once per turn.
#2

pigknight

Jul 19, 2008 21:26:54
Paragon Paths

Dark Knight
“I fear not the unholy powers which I control.”

Prerequisites: Death knight class

You are willing to trade your soul and bodily health away to enhance your arcane spells. Few death knights embrace this path, as most fear it.

Dark Knight Path Features
Dark Blade (11th level): Once per turn, when you use a death knight power or dark knight power that deals damage, you can choose to deal 1d6 points of damage to yourself to deal an additional 1d6 points of damage. The damage you do to yourself cannot be reduced in any fashion.
Unholy Action (11th level): When you spend an action point to take an extra action, you can deal an additional 15 points of damage and take 5 points of damage that cannot be reduced.
Darkness (16th level): When you use your second wind, creatures within 5 squares of you take damage equal to your Constitution modifier.

Dark Knight Spells
Show
Dark Wave; Dark Knight Attack 11
You turn your life force into a wave of dark energy.
Encounter ✦ Arcane, Implement
Standard Action; Close burst 3
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Constitution modifier damage.
Special: You can spend a healing surge, but not regain any hit points, to deal an additional 1d10 points of damage and make the range close burst 5.

Soul Bargain; Dark Knight Utility 12
You trade away some of your life energy for power.
Daily ✦ Arcane
Standard Action; Personal
Effect: You spend a healing surge, but instead of regaining hit points you, regain the use of an already used encounter power.

Dark Pulse; Dark Knight Attack 20
You turn your soul into unholy energy and send it out to kill your foes.
Daily ✦ Arcane, Implement
Standard Action; Close burst 5
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d10 + Constitution modifier damage.
Miss: Half damage.
Special: You can spend two healing surges, but not regain hit points to deal an additional 3d10 points of damage.
#3

pigknight

Jul 19, 2008 21:28:14
Death Knight 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.

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.

Initiate of Runes [Multiclass Death Knight]
Prerequisites: 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.

_/_/_/

Death Knight – Plague Runes
“Some Death Knights just want to kill slowly. We normally do not teach these techniques.” –Ark “Paladin” of the Raven Queen

A new kind of death knight rune spell was found: Plague. Plague rune spells cause your adversaries to suffer and die slow. Only those insane enough to gain knowledge of these runes will use them. Unlike other forms of rune spells, Plague Runes are utterly evil and very few good souls can wield their power.

Rune Specialization
Instead of specializing in Blood, Cold or Death Runes you can specialize in Plague Runes.
You can choose the following option:
Plague: You know the blight spell as one of your at-will spells. When you kill an enemy that you have marked, all enemies within 5 squares takes poison damage equal to half your level (minimum 1). This effect cannot kill minions. To wield the true power of Plague Rune Spells you must have gone insane and gained forbidden knowledge from your insanity.
Powers
Show
Level 1 At-Will Spells
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: Wisdom vs. Fortitude
Hit: The target has ongoing 1 poison damage + 1 poison damage per plus on your implement (save ends).

Level 1 Encounter Spells
Plague Burst; Death Knight Attack 1
You release horrid diseases upon those near you.
Encounter ✦ Arcane, Implement, Poison
Standard Action; Close burst 2
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom poison damage.
Plague Specialization: This power does not target allies.

Level 1 Daily Spells
Contagion; Death Knight Attack 1
You infect a foe with a blight that quickly spreads.
Daily ✦ Arcane, Implement, Poison
Standard Action; Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target has ongoing 5 poison damage (save ends).
Miss: The target takes 5 poison damage.
Effect: If the target was hit then when it starts its turn each adjacent creature takes 5 ongoing poison damage (save ends).
Plague Specialization: You cannot be affected by this power.

Level 3 Encounter Spells
Mind Rot; Death Knight Attack 3
You inflict the dreaded mind rot disease upon a foe, causing him to scream in pain and be unable to think at all.
Encounter ✦ Arcane, Implement, Poison, Psychic
Standard Action; Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier poison and psychic damage.
Plague Specialization: If you hit the target is dazed (save ends).

Level 5 Daily Spells
Death Chills; Death Knight Attack 5
You cause your foe to contract the death chills illness, causing his body to rot and his temperature to drop rapidly.
Daily ✦ Arcane, Cold, Implement, Necrotic, Reliable
Standard Action; Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target has ongoing 5 + your Wisdom modifier cold and necrotic damage (save ends).
Plague Specialization: You can use blight as a free action if the target dies while affected by this power.

Level 7 Encounter Spells
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: Wisdom 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: Wisdom vs. Fortitude
Hit: The target suffers the effects of blight and you can make a tertiary attack.
Tertiary Target: One creature within 5 squares of the secondary target.
Tertiary Attack: Wisdom vs. Fortitude
Hit: The target suffers the effects of blight.
Plague Specialization: You gain a +2 bonus to the primary attack roll.
Special: You must know blight to pick this power.

Level 9 Daily Spells
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
Standard Action; Close burst 10
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier necrotic damage.
Effect: You can spend a healing surge.
Plague Specialization: You can not affect a number of allies equal to half your Wisdom modifier.

Level 13 Encounter Spells
Plagued Blade; Death Knight Attack 13
You sheath your rune blade in illnesses that infect your foe.
Encounter ✦ Arcane, Poison, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier poison damage, and the target is weakened until the start of your next turn.
Plague Specialization: You can cast blight as a free action.

Level 15 Daily Spells
Culling the Weak; Death Knight Attack 15
You create a plague that kills those that are unfit to live.
Daily ✦ Arcane, Implement, Necrotic, Reliable
Standard Action; Close burst 20
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1 necrotic damage.
Plague Specialization: You get a +5 bonus to the attack roll.

Level 17 Encounter Spells
Marking Plague; Death Knight Attack 17
You utter an incantation that invokes a plague that marks nearby adversaries as your mortal foes.
Encounter ✦ Arcane, Implement, Poison
Standard Action; Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier poison damage, and the target is marked until the end of your next turn.
Plague Specialization: The targets are marked even if you miss.

Level 19 Daily Spells
Illness of Night Terrors; Death Knight Attack 19
You invoke an illness upon your foe that puts him to sleep and slowly drives him mad.
Daily ✦ Arcane, Implement, Poison, Psychic
Standard Action; Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d4 + Wisdom modifier poison and psychic damage, takes ongoing 10 poison and psychic damage and is unconscious (save ends all).
Miss: Half damage and the target is slowed (save ends).
Plague Specialization: You can add your Wisdom modifier to the ongoing damage.

Level 23 Encounter Spells
War Cry of Blighting; Death Knight Attack 23
You utter a war cry that saps your foes of their vitality.
Encounter ✦ Arcane, Implement, Necrotic, Poison
Standard Action; Close burst 10
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier necrotic and poison damage, and the target is slowed until the end of your next turn.
Plague Specialization: This power does not effect your allies.

Level 25 Daily Spells
Disease of Hunger and Weakness; Death Knight Attack 25
You inflict a disease that saps your opponents’ vitality and leaves them forever weak and hungry.
Daily ✦ Arcane, Implement, Poison
Standard Action; Close burst 10
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier poison damage and the target is slowed and weakened (save ends both).
Miss: Half damage and until the start of your next turn the targets are slowed and weakened.
Plague Specialization: If you hit, the target is blinded until the end of your next turn.

Level 27 Encounter Spells
Touch of Blight; Death Knight Attack 27
You run a foe through, and then transfer a disease that is inflicting a nearby creature into it.
Encounter ✦ Arcane, Poison, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier poison damage and you move an effect a save can end from a creature within 3 squares to the target.
Plague Specialization: You can move an effect from a creature within 5 squares.

Level 29 Daily Spells
Thousand Plagues of the Gods; Death Knight Attack 29
You channel all the illnesses and wounds around you into a single target. Wracking him with incredible pain and suffering.
Daily ✦ Arcane, Implement
Standard Action; Close burst 15
Target: One creature in burst
Attack: Wisdom vs. Fortitude
Hit: You can move all effects that can be ended with a saving throw within the burst to the target. If there is multiple of an effect created by the same power they stack and are treated as two different effects. Your hit points drop to 1.
Miss: You can move a single effect that can be ended with a saving throw to the target. If there is multiple of an effect created by the same power they stack and are treated as two different effects. Your hit points drop to 0.
Plague Specialization: You can use four healing surges (but not regain hit points) in place of dropping to 1 or 0 hit points.
#4

pigknight

Jul 19, 2008 21:28:50
PDF Version: 1.0 http://www.4shared.com/file/66845184/143e4e71/Death_Knight.html

Change Log

7/19/08 - Posted class and feats
7/20/08 - Editted a few powers.
7/22/08 - Added Hemomancer and Dark Knight.
7/24/08 - Made Inscribed Weapon two-handed only.
7/25/08 - Forgot chill...whoops.
8/2/08 - Added Lord of Frost.
8/2/08 - Added non-specialized spells.
8/7/08 - Fixed blood step.
10/26/08 - Added Plague Rune Teaser to screw with you guys a bit.
11/2/08 - ADDED PLAGUE RUNE SPECIALIZATION STUFF!!!
11/9/08 - Changed Animate Dead and Summon Flesh Golem. Deleted 19th level's death spec power
and added a blood spec power to 9th level. Moved Summon Flesh Golem to 19th level.
#5

Ravinsild

Jul 20, 2008 0:46:28
Can I just say I really enjoy your classes? I suck at balance - apparently considering how much every hates my ninja - but I can say what I like, and your classes are it.

Good work, and keep them coming. Also, do you think you could help me come up with some Paragon classes for my ninja?
#6

generalhenry

Jul 20, 2008 6:46:41
Death’s Challenge is ranged, hence it would provoke OAs

Classes should only have two primary stats (stats that attack rolls are based on)

Flesh Minion isn't an attack, and shouldn't be at will anyways.

non [w] powers encourage shield use, which I don't think you want.

overall it looks like good work, I'll post more later
#7

pigknight

Jul 20, 2008 10:56:41
*Grabs notepad*
*Scribbles remove flesh minion and add a blood specialization at-will* (Done)
*make death's challenge close burst 5* (done)
*Change attack stats to Str/Int with Con as a booster* (Using three different attacks was one way I balanced it, whoops)
*Post paragon paths* (I'll get around to it...eventually) (Did it a while ago..)
*Maybe help Ravinsild with his rogue--I mean ninja* (I guess I did)
#8

generalhenry

Jul 20, 2008 11:04:47
*Maybe help Ravinsild with his rogue--I mean ninja*

lol
#9

generalhenry

Jul 20, 2008 11:17:22
note, it has better AOE then most attempts to make controller classes I see around here. And they do wizard level AOE damage.
#10

Ravinsild

Jul 20, 2008 14:10:27
*Grabs notepad*
*Scribbles remove flesh minion and add a blood specialization at-will*
*make death's challenge close burst 5*
*Change attack stats to Str/Int with Con as a booster*
*Post paragon paths*
*Maybe help Ravinsild with his rogue--I mean ninja*

You might not like my Ninja, but i liked your Death Knight so much that I stated one up and am about to play it. Unfortunately this was before the changed, but they were minor, I think, and it was only level 1, so I can just erase ranged 5 and put burst on my challenge, etc.

Thanks for making better classes than me (Seriously, I really enjoy this class. If feels like Arthurus from Warcraft: The Frozen Throne, or whatever his name was, and I really like the idea here. Especially the chill magic, since ice magic is my favorite. Good work, and I'm going to take this char to level 30, if I can).
#11

squarecircle

Jul 20, 2008 15:13:31
I tried posting this last night right before the forums went down for maintenance and it never got posted (and I lost my post )

Okay, from first glance:

*You favor Blood specialization.
*You need encounters and dailies that have NO effect with a specialization, so that any specialized death knight can take them without feeling gimped.

Overall it looks pretty good.
#12

pigknight

Jul 20, 2008 17:03:57
Well blood spec. is the defender specialization, so a defender class yould probably favor the defender specialization.

Also, I wanted to emphesize specialization effects.

I'm surprised no one brought up the summons yet.
#13

Ravinsild

Jul 20, 2008 23:36:38
I thought you were going to remove the flesh minion from the powers?

I agree with rune specialization - I like having an extra oomph to good attacks. THe Ice defender *chill if you will* is extremely good at incapacitating foes, that's mainly what I looked at, it was the build I was mostly interested in.
#14

pigknight

Jul 20, 2008 23:40:35
Whoops, forgot to get rid of flesh minion.

Done.
#15

Ravinsild

Jul 20, 2008 23:45:50
I don't understand what you mean by - Change Str/Int to attack stats and have Con as booster?

Like all attack will be Strength vs. AC or Int. vs. ?? and like in some powers make it (add constitution modifier damage) or something?

Also, I was wondering: Shouldn't you replace the flesh minion with some other at-will power? All other classes have 4 or 5, right?
#16

squarecircle

Jul 21, 2008 0:24:05
Well blood spec. is the defender specialization, so a defender class yould probably favor the defender specialization.

I don't think there should inherently be more powers for one particular specialization, though.

Also, I wanted to emphesize specialization effects.

That's fine, but I think it would still be better if, amongst the powers with extra specialization effects, there was a power without one.
#17

Ravinsild

Jul 21, 2008 0:47:06
I don't think there should inherently be more powers for one particular specialization, though.


That's fine, but I think it would still be better if, amongst the powers with extra specialization effects, there was a power without one.

At the same time that I agree with specialization, I also agree with at least one power at every level that has nothing to do with a specialization, perhaps focus on the Knight part of Death knight? Maybe take a fighter power every level and reword it?
#18

pigknight

Jul 21, 2008 12:28:26
On it, and might as well work on the paragon paths while I'm there.
#19

pyromancer999

Jul 21, 2008 13:21:36
How about you make a paragon path for each rune? It could be: Blood Master (Blood runes), Lord of the North (Cold runes), and Necromatic Soldier (Death runes). What do ya think?

Also, when using powers like Animate Dead and Summon Flesh Golem, how much damage do the creatures deal when they attack.?
#20

pigknight

Jul 21, 2008 14:14:56
The Paragon Paths are: Blood Knight (Blood), Dark Knight (N/A), Paladin of the Raven Queen (Death), and Warrior of Ice (Cold).

It says in the abililties that by spending a standard action they can attack. The attack is the one listed in the power under Attack and Hit. (I'll reword).
#21

Ravinsild

Jul 21, 2008 14:28:23
I actually like Lord of the North better than Warrior of Ice.
#22

pyromancer999

Jul 21, 2008 14:45:43
Thanks, glad you like the name Lord of the North, Ravinsild.

pigknight, aren't Blood knight and Dark Knight sort of redundant names? Dark Knight makes me think of the new Batman movie.... how much damage do the ghouls and flesh golem deal when they attack.
#23

pigknight

Jul 21, 2008 16:04:37
Dark Knight: It's a copy of the FF dark knight.
Blood Knight: I'll change it.
Lord of the North: Sure why not.
Summon damage: The hit entry in the power.
#24

doomsought

Jul 21, 2008 21:57:56
Arthas would approve...will the epic destiny have anything to do with the frozen throne?
lots of inspiration, lots of epic. you should buy and play the game just for that cut scene.
#25

pigknight

Jul 22, 2008 1:40:00
This describes me. (Click on it to see)
IMAGE(http://img242.imageshack.us/img242/3229/3bt7gq3ifurl4.th.jpg)
#26

pyromancer999

Jul 22, 2008 13:42:38
I think there could be an epic destiny for the Death knight, based off the Frozen throne, Doomsought. It could be Scion of the Lich King. Though, you know what happens in the end, right?
#27

rocketintoxicate

Jul 22, 2008 14:52:24
(This is Ravinsild) Unfortunately, as I thought he would, my DM fought me tooth and nail over being a Death Knight saying there is no way a Death Knight could be good or neutral, only evil.

As such, he proposed a stupid compromise, which actually turned into a full blown idea - instead of blood, death and ice, have it be an elemental knight that is Earth, Fire and Ice. It started off as just renaming things and changing a small bit of flavor, but as we developed them they came into a full blown class of thier own. I'm going to borrow your Death Knight for a little bit, but hopefully when I'm done our two works of art will be very distinguishable. Thanks for the inspiration!
#28

pigknight

Jul 22, 2008 15:17:05
1st) Death Knights are spellswords with necromancy and follow the Raven Queen for the most part. In my campain setting Death Knights are mostly (lawful) good Angsty McAngstersons.
2nd) Why is necromancy evil? Clerics do it all the time (Cure X Wounds, Raise Dead).
#29

generalhenry

Jul 22, 2008 15:20:39
saying there is no way a Death Knight could be good or neutral, only evil.

take a look at some alliance quest text. WoW characters aren't evil. Yet they can play DKs ergo, that's a lame excuse.


That being said pigknight's version is still a work in process, which is a plenty good reason for a DM to say no.
#30

rocketintoxicate

Jul 22, 2008 16:17:48
1st) Death Knights are spellswords with necromancy and follow the Raven Queen for the most part. In my campain setting Death Knights are mostly (lawful) good Angsty McAngstersons.
2nd) Why is necromancy evil? Clerics do it all the time (Cure X Wounds, Raise Dead).

Following his line of thought Death can't be neutral, because if death is neutral and you can make pacts with it, then you can just ask death or the Raven Queen to kill Orcus instead of fight him, or worse yet Orcus could make a deal with death to kill all good things, and by it choosing sides it would either have to become good or evil.

Even if it didn't choose sides simply having a character use such powers like death, blood and cold means that it harnessess things generally viewed as punishment - death is a punishment for going against God in the beginning - if you believe the bible as he does, thus as a punishment, death is bad, because death is not natural, we brought death to ourselves by defying God, therefore if you were to harness death and necromancy, as no necromancer he says, is good you'd have to be evil. The spark of "life" in the undead is generally from the negative plane (old D&D) and Orcus (who is the prince of evil) is ruler of the undead, and as such, anyone who harnessess death is in league with Orcus.

He makes things too complicated and can't just accept it as a good class...
#31

pigknight

Jul 22, 2008 17:24:05
Your reading to much into this. It's just a gish with evocation and necromancy spells and focuses on either hemoglobin, ice cubes, or killing.

Also if using necromancy is evil what about wanton massacer of the lil' lizardmen families that are friends with the giant red lizard?

And you shouldn't be playing my class yet as it's not done, it's in the beta phase but that's it.
#32

rocketintoxicate

Jul 22, 2008 19:13:26
Your reading to much into this. It's just a gish with evocation and necromancy spells and focuses on either hemoglobin, ice cubes, or killing.

Also if using necromancy is evil what about wanton massacer of the lil' lizardmen families that are friends with the giant red lizard?

And you shouldn't be playing my class yet as it's not done, it's in the beta phase but that's it.

Oh, well I thought you said it was tested and is balanced =/
#33

pigknight

Jul 22, 2008 19:28:05
I said it was tested and balanced so far. I think...well I haven't found any uber combos and I haven't done much editting (damn you WoW!).
#34

krakenkaos

Jul 22, 2008 19:30:57
I was planning on trying a level 5 Death Knight as a temporarily DMPC for a small adventure. I'll give you some feedback if that would help your production. It looks good.

My game isn't until Sunday, however. :p
#35

rocketintoxicate

Jul 22, 2008 19:40:34
I said it was tested and balanced so far. I think...well I haven't found any uber combos and I haven't done much editting (damn you WoW!).

What do you play in WoW? I'm on the Bloodhoof server with a level 8 Troll Hunter, level 40 Human Mage, level 8 Night Elf Priest, and on the Blood Furnace server I have a level 68 and 1/2 Night Elf Hunter.

Also will you look at the Chaos Reaver class I made in response to my DM's unallowance of the Death Knight? I pretty much left almost all the Ice powers alone, but I changed some of the other stuff kind of drastically in some cases, and in others you did such a good job I just changed the flavor and name, lol.
#36

pigknight

Jul 22, 2008 19:51:22
RoCkEtInToXiCaTe:
1)Lvl 38 Human Ret Paladin and lvl 19 human warrior on Hyjal.
2) Shouldn't it be the elemental reaver?
3) Your DM hates necromancy but is ok with chaos?
4) It looks fine from what I saw.

KrakenChaos: Thanks.

Update: Added Dark Knight and Hemomancer.
#37

rocketintoxicate

Jul 22, 2008 19:56:57
RoCkEtInToXiCaTe:
1)Lvl 38 Human Ret Paladin and lvl 19 human warrior on Hyjal.
2) Shouldn't it be the elemental reaver?
3) Your DM hates necromancy but is ok with chaos?
4) It looks fine from what I saw.

KrakenChaos: Thanks.

Update: Added Dark Knight and Hemomancer.

I named it the Chaos Reaver because my DM said - "When I think of the elements I think of Chaos and Fury" so we sat and brainstormed a name we came up with - Dread Knight, Elemental Knight, Templar, and I finally said Chaos Reaver based on the words Chaos and Fury and Reaver from Magic: The Gathering creatures honestly.

My DM is weird and thinks and questions too much stuff, so I guess he does hate necromancy but is okay with chaos.

Thanks for the looks fine.
#38

generalhenry

Jul 23, 2008 16:14:37
(This is Ravinsild) Unfortunately, as I thought he would, my DM fought me tooth and nail over being a Death Knight saying there is no way a Death Knight could be good or neutral, only evil.

As such, he proposed a stupid compromise, which actually turned into a full blown idea - instead of blood, death and ice, have it be an elemental knight that is Earth, Fire and Ice. It started off as just renaming things and changing a small bit of flavor, but as we developed them they came into a full blown class of thier own. I'm going to borrow your Death Knight for a little bit, but hopefully when I'm done our two works of art will be very distinguishable. Thanks for the inspiration!

http://www.vimeo.com/1366644
#39

pyromancer999

Jul 25, 2008 14:01:32
I think the Death knight is balanced, according to my having quickly playtested it. Might take a look at the Chaos Reaver.

Also, Pigknight, can you take a look at my 4e psion? (not complete, only have class features and 1st level stuff)
#40

krakenkaos

Jul 25, 2008 18:27:47
I think you are missing the Chill spell in the level 1 At-Will powers list. Available through specializing in Cold runes.
#41

pigknight

Jul 25, 2008 18:37:28
Added chill.
#42

pyromancer999

Jul 27, 2008 11:11:50
Where are the paragon paths?
#43

pigknight

Jul 27, 2008 12:16:26
In the 2nd post, labeled Paragon Paths. There's only two right now.
#44

krakenkaos

Jul 28, 2008 6:51:11
Tested the Death Knight in a mini-game on Friday, and in an actual game on Sunday as a temporary DMPC. Put him up with a group of 7 others (yeah, I know, big game x.x) All PCs including the Death Knight level 5.

Party makeup consisted of a Rogue, Ranger, Cleric, Wizard, Warlord and two Paladins plus the Death Knight.

The Party was put up against an array of Goblins, a couple of Wilderness creatures such as Griffons and Cave Bears, a Young White Dragon, a few Werewolves and Dire Wolves and an array of Undead including Ghouls, Wights and Zombies.

The Death Knight performed extraordinarily well.. at least at this level and would have to put him up there as completely balanced. However, the only problems I had with the characters are that the At-Wills seem a bit weak, (Primarily Chill and Touch of Death) and since they're At-Wills with status effects there are a lot of effects that need to be tracked. 1d4+mod isn't that much damage, and tracking -2 to ATK or slowed gets a little tedious.

That's my 2 cents. Love the class, keep up the good work.
#45

FriendlyBiscuit

Jul 28, 2008 9:09:56
*You need encounters and dailies that have NO effect with a specialization, so that any specialized death knight can take them without feeling gimped.

The most common complaint about the warlock is how overbearingly it forces you to use your pact's specific powers above all others. This goes even further in that direction. I see that as bad design. Players will inherently gravitate towards a clear-cut style and role even if you don't force them into it, typically being "specialized" in one style or another. They will, however, want to grab a thing here or two that catches their eye as a player, or suits their character for RP reasons, and your design punishes them for doing that.
#46

pigknight

Jul 28, 2008 11:54:20
Well I have 2 ways I can fix that:
1) Give every power a specialization feature.
2) Get rid of all power specialization features...I'll probably do this.
#47

krakenkaos

Jul 28, 2008 21:11:25
The specialization powers are fine, but like earlier suggested if you could add in a power for every level of Encounter and Daily that doesn't have 'need' a specialization it would balance things out. That's a lot of work however, but if you want to perfect that class that's my suggested route to take. I only say this because I love the class as is, specialization powers included. :D
#48

pigknight

Jul 29, 2008 0:23:44
I'll keep specialization but I'll add in some non-spec abililties. Also, I gave 'em worse at-will to balance some of their better features (inscribed weapon).
#49

rocketintoxicate

Jul 29, 2008 18:17:01
I'll keep specialization but I'll add in some non-spec abililties. Also, I gave 'em worse at-will to balance some of their better features (inscribed weapon).

Honestly my DM felt that some of the at-wills were redundant and had me power them up a little, and he also felt the ranged attacks like the ice encounter power since they were ranged discouraged the class from getting up close and personal, like a defender should, so he had me beef up the damage a little, as he felt it was worse than a fighter.

He said this about the class - fighter to DK melee only it would lose, and magic no hand to hand only to wizard it would lose, but with both its aspects it would probably be even or it might win.

Also you are getting blast and burst confused- Rain of Ice should be a blast, as burst is you are the origin square and are bursting in a circle, like many of the fighters skills (3rd level encounter power is a good example) and a lot of the ranger skills are burst, whereas the wizard and warlock have a lot of blasts (AoE like blizzard where you see the little circle and click the circle there and it rains down ice on them, if you want to take this to WoW, where-as frost nova would be a burst).
#50

pigknight

Jul 29, 2008 18:58:59
The at-will are supposed to be:
A) Redundant and
B) Weaker on average and I gave the death knight slightly better encounters.

This is a gish. It is a defender that debuffs the crap out of enemies. And you need to combine ranged for safe damage and melee to be sticky. Also I double checked my skills, blast/bursts are correct, if they were bursts they would be way to powerful.
#51

krakenkaos

Jul 29, 2008 21:03:04
Actually, bursts are not always centered around you. Such as when it says Burst 1 within 10 squares, you are choosing an origin square within 10 squares and it hits that square and all adjacent to it.
#52

pigknight

Aug 02, 2008 19:38:53
Added another paragon path. I'm been trying to work on this, my dark colossi and get to level 55 in WoW. This is pretty much at the bottem of my list, so I will be updating randomly.
#53

pigknight

Aug 03, 2008 0:07:22
Added non-specialized spells. Including some with names of your favorite save-or-sucks. Also change all entries of Forbbiden (One) to Cthulhu if want want to add a lil' Lovecraft.
#54

piroeleet

Aug 03, 2008 14:34:21
Im going to be playing a level 4 death knight minotaur with blood spec in the H2 mod., I don't feel the specialization takes away from it that much, i mean if you ever played wow, picking a path is a huge part of character development. tho only thing i think is a little unfair is plate at first level. but thats me.

Great class man, you have talent for sure.

P.S. whats with the [PEACH]
#55

pigknight

Aug 04, 2008 1:03:33
[PEACH] is Please Examine And Critic Honestly.

And I gave it plate because it still needs to tank. And it can't use shields well.
#56

pigknight

Aug 04, 2008 23:16:37
Updat-o-rific. Finally added the last paragon path: Paladin of the Queen.
#57

piroeleet

Aug 07, 2008 10:04:23
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: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage and "teleport to an ally within 10 squares."
Blood Specialization: Deal extra damage equal to your Constitution modifier.

Now on the teleport is that adjecent to the ally, or more or less in the direction of an ally.
#58

pigknight

Aug 07, 2008 12:21:21
I'll fix that, it should be adjacent.
#59

pigknight

Aug 19, 2008 22:14:49
*Pulls out ritual book*
*Grabs residdum*
*Casts Raise Dead*
#60

krakenkaos

Aug 25, 2008 16:41:33
It will never die! I still think this is an amazing class concept :p
#61

pyromancer999

Aug 25, 2008 19:30:57
Just to let you know, one of my players looked at this, loved it, and may or may not push you to create even more stuff like this. just a heads up.
#62

pigknight

Aug 25, 2008 19:37:09
I'm working on the crusader (divine striker), necromancer (arcane leader), shaman (divine leader), demonologist (arcane defender), dervish (martial controller), and the martial artist (martial striker).
#63

doomsought

Aug 25, 2008 20:02:14
Can't wait, even though I don't play 4ed.
#64

ff6shadow

Aug 25, 2008 20:06:29
Oh, Can't wait to see your Dervish. Mostly cause I like watching people fight the "Martial Controllers ae impossible" crowd.
#65

pigknight

Aug 26, 2008 0:15:52
It's martial-y. I strained martial as far as it'll go.
#66

pyromancer999

Aug 26, 2008 10:02:13
Sounds like a good lineup of classes. Also, as I'm not good at making classes, my players want a shadowcaster and... I don't know exactly what to call it, but something along the lines of an elemental striker.
#67

ff6shadow

Aug 26, 2008 13:27:31
Actually, shadow caster makes me think of a Shadow Controller.
#68

pigknight

Aug 26, 2008 18:01:12
You can make Arcane, Divine and Martil any class under the sun. I do not reccommend using power sources that do not have classes yet.

For example using my classes:
Death Knight - Should be shadow, but I do not want to use shadow before it comes out.

Shaman - It's probably primal, but divine works just as good.

Now for you a shadowcaster can easily be an arcane class.

EDIT 11/9/08- Was reading posts and saw mah fallacy...whoops.
#69

ff6shadow

Aug 26, 2008 18:06:15
I mostly agree wth you there pigknight. I was convinced to make my Shapeshifter primal, but I still call it arcane to my friends.
#70

wyld_mutation

Sep 25, 2008 18:02:07
This guy is going into my sig if you don't mind.
#71

pigknight

Sep 27, 2008 0:55:11
Feel free. The more that see this the better.
#72

kefka6666

Sep 27, 2008 11:22:25
Are you going to post a pdf or somethink like it to download? I want to know so I can print the file off with color coded powers like other classes have . So far this class is pretty fun to play.
#73

ff6shadow

Sep 27, 2008 17:39:59
pignknight, I like the way this looks but a few things I noticed.

Level 9 Daily Animate Dead feels weak. Summoning or animating dead is cool, but the attack the ghoul makes feels weak. Same goes for the flesh golem and the skeletal warrior.

And the Utilities. Most of them are Dailies. Where are the encounter utility powers? I usually find those to be the best. Also, the selection at level 10 and 22 feelsm pretty slim.

Last thing is, would you like me to PDF this for you. I'd be happy to.
#74

pigknight

Sep 27, 2008 23:48:03
I was going to combine all my stuff into one printable PDF-
Tome of Bacon: Book of Pigknight's Stuff

It takes me a while to get to stuff...WoW is addicting...

Also, I've been playing around with summon mechanics I don't want them to be to strong. I'll edit it...eventually...
#75

pigknight

Oct 13, 2008 16:28:23
Ok guys, I hit 55 in WoW so I'll be working on my D&D stuff from time to time.
#76

drizztrocks

Oct 13, 2008 16:40:03
Awesome class. I made a Dark Knight Paragon Path a while back, but I never got around to finishing it. That was for not so goody good Paladins, but this is awesome. A whole class dedicated to Dark Powers and fighting stuff. Just telling you I rate it a 9.5 out of 10. I only took .5 points off because I just skimmed over the powers and probably could have given them some critique.
#77

ff6shadow

Oct 13, 2008 22:29:32
Pigknight, I PDFed this for my groups use. If you'd like, I can set it up a link for downloads.
#78

pigknight

Oct 13, 2008 22:58:12
Sure. I'd like that. Thanks.
#79

ff6shadow

Oct 13, 2008 23:05:54
Here you go.

http://www.4shared.com/file/66845184/143e4e71/Death_Knight.html

If you have any art work you want added, I can throw that in as well.
#80

regdar_the_vaasan

Oct 14, 2008 14:26:52
Here you go.

http://www.4shared.com/file/66845184/143e4e71/Death_Knight.html


If you have any art work you want added, I can through that in as well.

The PDF isn't working for me. I don't know if it's just my comp, but I doubt considering PDFs from Wizard are working for me right now. You might wanna check. Thanks if it works though :P

As a side note, I love this class. I'm probably going to end up using eventually since I have a group that's going to be getting together within the month. This class may have officially supplanted Swordmages for me. Quite the achievement!
#81

ff6shadow

Oct 14, 2008 14:49:32
The host site I use keeps track of downloads, and it says the file hasn't been downloaded at all. I downloaded it myself and it seems to work just fine. Might have been a temporary thing. Give it another shot.
#82

regdar_the_vaasan

Oct 14, 2008 15:17:08
There we go. Thanks, it looks great.
#83

pigknight

Oct 14, 2008 19:50:45
Awesome class. I made a Dark Knight Paragon Path a while back, but I never got around to finishing it. That was for not so goody good Paladins, but this is awesome. A whole class dedicated to Dark Powers and fighting stuff. Just telling you I rate it a 9.5 out of 10. I only took .5 points off because I just skimmed over the powers and probably could have given them some critique.

This is not dedicated to dark powers though...necrotic =/= dark.
#84

pigknight

Oct 16, 2008 6:42:28
Moved PDF to change log.
#85

arakon_the_grey

Oct 18, 2008 21:02:01
Looks good so far

Can't wait to see what else you come up with

Good job
#86

pigknight

Oct 24, 2008 22:51:08
I'm either going to fix the minions and add the Plague Rune Specialization...or work on my Dervish...

Also, shameless self-

EDIT: Or my necromacer...
#87

dreadhorn

Oct 25, 2008 9:08:14
I hope you will finish the death knight. I'm definitely interested in see more development for it. I'm going to be running a 15th level genasi death knight in the next campaign I play in.

I know it might require some more work, but have you thought about reworking it a bit to fit more in line with the WoW version: use/rename some of the abilities to match the game more closely; changing the specialisations to match ie blood for offensive, frost for tanking and unholy for debuffs?

I definitely like what I see though and look forward to playing with it. If I come up with any suggestions and/or new ideas, I will let you know. Great job!
#88

pigknight

Oct 25, 2008 9:52:54
Changing it to match the WoW Death Knight would require waaaaay more work than its worth.

And I'll probably work on it now that I'm getting back into D&D after my month long break.
#89

pigknight

Oct 26, 2008 20:52:18

Teaser



Plague Runes
“Some Death Knights just want to kill slowly. We normally do not teach these techniques.” –Ark “Paladin” of the Raven Queen

A new kind of death knight rune spell was found: Plague. Plague rune spells cause your adversaries to suffer and die slow. Only those insane enough to gain knowledge of these runes will use them. Unlike other forms of rune spells, Plague Runes are utterly evil and very few good souls can wield their power.

Rune Specialization
Instead of specializing in Blood, Cold or Death Runes you can specialize in Plague Runes.
You can choose the following option:
Plague: You know the blight spell as one of your at-will spells. When you kill an enemy that you have marked, all enemies within 5 squares takes poison damage equal to half your level (minimum 1). This effect cannot kill minions. To wield the true power of Plague Rune Spells you must have gone insane and gained forbidden knowledge from your insanity.

Powers

Show
Level 1 At-Will Spells
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: Wisdom vs. Fortitude
Hit: The target has ongoing 5 poison damage (save ends).
At 11th level increase damage to 10. At 21st level increase damage to 15.
Multiple occurrences of this power never stack under any circumstances.

Level 1 Encounter Spells
Plague Burst; Death Knight Attack 1
You release horrid diseases upon those near you.
Encounter ✦ Arcane, Implement, Poison
Standard Action; Close burst 2
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom poison damage.
Plague Specialization: This power does not target allies.

Level 1 Daily Spells
Contagion; Death Knight Attack 1
You infect a foe with a blight that quickly spreads.
Daily ✦ Arcane, Implement, Poison
Standard Action; Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target has ongoing 5 poison damage (save ends).
Miss: The target takes 5 poison damage.
Effect: If the target was hit then when it starts its turn each adjacent creature takes 5 ongoing poison damage (save ends).
Plague Specialization: You cannot be affected by this power.

Level 3 Encounter Spells
Mind Rot; Death Knight Attack 3
You inflict the dreaded mind rot disease upon a foe, causing him to scream in pain and be unable to think at all.
Encounter ✦ Arcane, Implement, Poison, Psychic
Standard Action; Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier poison and psychic damage.
Plague Specialization: If you hit the target is dazed (save ends).

Level 5 Daily Spells
Death Chills; Death Knight Attack 5
You cause your foe to contract the death chills illness, causing his body to rot and his temperature to drop rapidly.
Daily ✦ Arcane, Cold, Implement, Necrotic, Reliable
Standard Action; Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target has ongoing 5 + your Wisdom modifier cold and necrotic damage (save ends).
Plague Specialization: You can use blight as a free action if the target dies while affected by this power.

Level 7 Encounter Spells
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: Wisdom 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: Wisdom vs. Fortitude
Hit: The target suffers the effects of blight and you can make a tertiary attack.
Tertiary Target: One creature within 5 squares of the secondary target.
Tertiary Attack: Wisdom vs. Fortitude
Hit: The target suffers the effects of blight.
Plague Specialization: You gain a +2 bonus to the primary attack roll.
#90

pigknight

Oct 26, 2008 22:32:07
Added a few powers to the teaser. Yes, you will have to roll A LOT of dice if you go plague spec. =P
#91

pigknight

Oct 29, 2008 22:26:31

BREAKING NEWZ



I'll be done with the plague rune section at ~Saturday.
Posting
- New Class Feature
- New Powers
- New Paragon Path
- Fluffy fluff
#92

pigknight

Nov 01, 2008 15:00:50
Update: I have the Plague Rune powers done and am working on the Paragon Path: Plague Spreader (oooooooh scaries). I'll post it by the end of today.

Afterward time to work on Poopsie, Destroyer of Life and Arvial, Minor Lich...lowbie level BBEG and his experiment...I derailed my own thread...hehe...
#93

silentshadows_dup

Nov 01, 2008 20:13:12
From the Death's Challenge class feature:

Also, the target a penalty to AC equal to half your Intelligence 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.

I found the wording here to be more than a little confusing. Maybe we could reword it to something like:

"Also, if the target makes an attack that does not include you as a target before your next turn, it gains a penalty to AC equal to half your Intelligence modifier until the start of it's next turn."

I've only just started looking at 4ed, so I'll keep checking back here as things become more clear to me. ^^
#94

pigknight

Nov 02, 2008 7:46:53
I just copypasta the Paladin's mark, otherwise it can occur twice against some monsters.
#95

doomsought

Nov 02, 2008 13:52:39
The death knight is a cooler paladin...
#96

pigknight

Nov 02, 2008 20:47:17
The death knight is actually a cooler swordmage. =P
#97

pigknight

Nov 02, 2008 23:03:36
Updated (and added Plague Rune stuff)
#98

ff6shadow

Nov 02, 2008 23:16:44
I'll try to get the PDf updated here in the next few days.
#99

doomsought

Nov 03, 2008 15:32:31
updated the thread or PDF?
#100

pigknight

Nov 03, 2008 18:06:57
I updated the thread (I added Plague Runes).

Plague Runes are found under feats.
#101

silentshadows_dup

Nov 04, 2008 20:44:47
I just copypasta the Paladin's mark, otherwise it can occur twice against some monsters.

Hmm, I guess that's a solid foundation. Could I suggest adding the the word "gains" as in "gains a penalty"? It seems to be missing from the description.
#102

pigknight

Nov 05, 2008 18:08:20
Fix'd and bump'd.
#103

demiteddybear

Nov 06, 2008 19:15:12
This thread actually made me quite happy, for the past week or so I've been designing a character based on a class from WoW, and its really nice to see someone doing the same thing, and really well to, looks really cool.

-DTB
#104

pigknight

Nov 06, 2008 20:37:02
This isn't just WoW it's general death knight stuff...with WoW seasoning.
#105

pigknight

Nov 08, 2008 19:11:01
I hate to double post, but I changed it to the proper 1.4...I kept forgetting to change the number...
#106

ff6shadow

Nov 08, 2008 20:24:04
PDF is now updated with Plague Specialization.
#107

pigknight

Nov 09, 2008 16:20:38
I'm going to update the minion powers today (they scale).

Then I'll either work on Lore Runes (Dex) and Life Runes (Cha) or my Necromancer and/or Dervish classes.

Also may add Angel of Death paragon path.
#108

pigknight

Nov 09, 2008 19:10:34
Damn I double posted a lot...and updated the MINION POWERS FINALLY!!!

If you use a minion you need to lrn2multi-task.

Also before anyone says anything, if your Inscribed Weapon is [insert enhancement here, I'll use fiery as an example], then the minion has fiery's properties.
#109

doomsought

Nov 10, 2008 19:59:16
I'd like to make some suggestion to the epic destiny:
Heir of the Lich king
Pre-req: attack that deals necrotic damage...
Spell master(21)(same as lich template, except maybe 1 die, may need balancing on this.)
Power of death(24) Immune to necrotic damage(or strong resistance, may need ballancing)
Master of death(30) You cannot be lowered bellow 0 HP, As long as you are at 0 HP you are Dazed.
(this is not as bad as the demigod.

Epic power:
control undead, or summon lich... not sure. Though gaining the necrotic aura also looks kind of good.
#110

pigknight

Nov 10, 2008 20:06:18
You play to much WoW...:P

/cast welcome to club
#111

doomsought

Nov 10, 2008 20:15:36
You play to much WoW...:P

/cast welcome to club

NEVER!
WOW is a blaspheme on the name of war craft. I've played the real game, War Craft III and Frozen Thrones.
#112

pigknight

Nov 10, 2008 20:19:05
It's actually pretty good. I played TFT and RoC too.

I might make a Lich King destiny, but I'm for sure making my Death Scion destiny.
#113

pigknight

Nov 15, 2008 13:30:39

NOTICE



I am changing the powers to all be either STR or INT with CON as a booster. This is so death knights can more easily mix-'n-match powers.
#114

dreadhorn

Nov 18, 2008 2:21:34
Excellent idea :D It was becoming very MAD. I will be playtesting it soon, so I will let you know my ideas, changes and how well it goes :D
#115

pigknight

Nov 18, 2008 19:24:40
I'm doing a complete overhaul, all abilities with have specialization bonuses, and some wil be fused, some we be removed and some will be added in.
#116

cilionelle

Dec 10, 2008 16:21:54
Can I bump this to ask if the 29th level power, [forget the name], with this effect:

Effect: Pick one ally within 10 squares. Until the end of the encounter the ally takes half damage and you take the damage that the ally did not take because of this effect plus an additional 25 points of damage.

is continual or a once-off? The text suggests ongoing, but surely if the power was used, and the ally gets hit 5 times, it's a very easy way to drop 100-125+ HP in a round...
#117

pigknight

Dec 10, 2008 18:09:48
You get resist damage (15 I think) so you actually take less bonus damage. And it's ongoing.
#118

pigknight

Dec 14, 2008 20:45:26
UPDATE: DO NOT POST IN THIS THREAD ANYMORE, POST IN THE REVISED DEATH KNIGHT THREAD. THANK YOU.
#119

doomsought

Dec 15, 2008 19:59:52
Link
#120

pigknight

Dec 15, 2008 21:03:55
Thanks for posting the new link. For a dead thread this is getting bump'd a lot.