Beriadan's Warcraft Death Knight (3.5e Class)
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 Death Knight
Death. Thats what these fiends are. Creatures of unholy power with a heart made of ice and bathed in the blood of countless victims. None know of their origin, or how they came to be. The one thing they have in common is dying in the field of battle, only to awake later undead and even more powerful. Few remember anything from their past life, and those who do only possess small flashbacks. They are feared more then other undead, as the Death Knights are intelligent. Many command armies of undead to terrorize millions while others adventure to find out more about their new nature. They are not inherently evil, although many of their abilities assume they have no problem with killing mercilessly.
 Making a Death Knight
They possess all the advantages of an undead creature while still retaining an Intelligence score. However, because they are undead, cure spells damage them making them less likely to travel with good clerics. Also some of their abilities hinder or harm those of the living, making others even less likely to travel with a Death Knight. However, their unholy power and strength, combined with their unique abilities and outlook on things may prove useful to the standard party. Just keep those Cure Disease spells at the ready.
Abilities: Strength for bonus damage with their Runeblade and Charisma for the bonus hit points and increase in save DCs. Dexterity might also be a good choice for those who don't like getting hit.
Races: Any race can become a Death Knight. Just be aware that the race also gains the Undead subtype upon taking levels in Death Knight.
Alignment: Any, though most are Evil.
Starting Gold: 5d6×10 gp (175 gp).
Starting Age: Does not matter as Undead do not take aging penalties.
|1st||+1||+0||+2||+0||Runeblade, Way of the Damned|
|3rd||+3||+1||+3||+1||Path ability, Lesser Path Abilities|
|4th||+4||+1||+4||+1||Disease, +1 Runeblade|
|5th||+5||+1||+4||+1||Deathcharger, Deathgate, Charm Undead|
|8th||+8/+3||+2||+6||+2||Disease, +2 Runeblade|
|9th||+9/+4||+3||+6||+3||Path ability, Advance Path Abilities|
|12th||+12/+7/+2||+4||+8||+4||Path ability, Disease, +3 Runeblade|
|15th||+15/+10/+5||+5||+9||+5||Path ability, Greater Path Abilities|
|16th||+16/+11/+6/+1||+5||+10||+5||Disease, +4 Runeblade|
|20th||+20/+15/+10/+5||+6||+12||+6||Forge Runeblade, Disease, +5 Runeblade|
 Class Features
<-fluff about class features->. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: Death Knight's are proficient with all armors and shields, and all simple, martial, and two handed weapons.
Runeblade (Su): The Death Knight begins play with a Runeblade. It is an extension of his power, his will, his life force. The Runeblade is a requirement for all the Death Knights spells and abilities. The Runeblade is a bladed weapon (of his choice) of masterwork quality. As the Death Knight grows in power, it too grows in power. 1/4 of the Death Knights level (rounded down) is treated as an enhancement bonus to the Runeblade. The Runeblade has six runes on it, each lighting up as the Runeblade generates Runic Power. Each time the Death Knight deals damage with the Runeblade against a living target, it generates one Runic Power. A Death Knight may not generate more than one Runic power per round. Runic Power adds to damage and depletes by one for every 2 rounds in which you do not gain any runic power. The Runeblade may not be modified with enhancements by any means other than Rune Forging. If it is, then it is no longer considered a runeblade, and the Death Knight cannot use any of his spells or abilities. If the Death Knight’s Runeblade is destroyed, the Death Knight effectively has half as many class levels in Death Knight until a new one can be made or the old one repaired. Forging a new Runeblade requires a masterwork blade and gem worth no less then 100 GP. A Runeblade can be made from any bladed weapon, so swords and axes and other similar weapons can be used.
Way of the Damned (Su): The Death Knight on first level must choose his area of expertise; Blood, Frost, or Unholy power. Every third level the Death Knight may choose an ability based on his area of expertise. At 9th level he gains access to advance abilities of his expertise and lesser abilities of the other two. At 15th level he gains access to greater abilities of his expertise and advance abilities of the other two. The Death Knight should be warned, however, that his expertise may not be changed in the future. The range of all the following abilities are no more then 30 feet. A Death Knight, upon reaching 3rd level, may chose to give up a bonus feat in return for an additional path ability.
If the Death Knight chooses Blood he gains the Blood Presence passive ability, which changes his hit dice from d10s to d12s, grants him good fortitude saves, and he also adds 1/2 his charisma modifier (rounded down) as a natural armor bonus to AC.
Lesser Blood Abilities
- Heart Strike (Su): Attack a target, increasing your critical threat range by 3 for every disease afflicting them. This costs 1 Runic Power, and if your attack doesn’t hit the runic power is wasted.
- Festering Strike (Su): Attack a target dealing 4 additional damage per disease afflicting them. This costs 1 runic power, and if your attack doesn’t hit the runic power is wasted.
- Blood Strike (Su): Attack a target causing 1 bloodloss damage for every point of runic power you expend while using it. If your attack doesn’t hit your runic power is wasted.
- Plauge Strike (Su): Attack a target with your runeblade, inflicting the target with one disease you know on a successful hit. This costs 1 runic power, and if your attack doesn’t hit the runic power is wasted. (the target still gets a fortitude save)
- Blood Tap (Su): Instantly take 5 damage and gain one Runic Power. Hit Points lost by Blood Tap may only be recovered naturally. This ability may be used as a free action as many times as the Death Knight likes.
- Blood Vision (Su): The death knight can see the exact hit point total of any creature with blood. The death knight also gains a +1 to critical threat range against creatures with blood.
- Lesser Rune Tap (Su): The death knight gains 2 health. This costs 1 runic power and can be used as a free action as many times as the death knight has runic power. Everytime you gain access to the next tier of abilities, your rune tap automatically upgrades to the next tier.
Advance Blood Abilities
- Death Strike (Su): Attack an enemy also healing yourself (Half Death Knight Level)d4 points. You only gain the extra hit points if your attack hits and deals damage. This costs 2 runic power, and if your attack doesn’t hit the runic power is wasted.
- Pestilence (Su): Everyone within 10 feet of the target must make a Fortitude Save (DC 10+ ½ class level + Charisma modifier) or also be effected by all the Death Knight diseases afflicting the target. This is a standard action that costs 1 runic power and can be used on any target within 10ft.
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Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
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Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
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Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
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Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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