Death Knight, Variant (4e Paragon Path)
Death Knight
| “ | Fallen Knights, no longer among the living, but masters of the undead. | ” |
Prerequisite: Paladin, Level 11, Lay on Hands, Must worship at least one unaligned or evil god
Paladins who turn to the path of Darkness are often corrupted in some ways. While they are not always evil per se, many of them realize that worshiping more darkly inclined Gods is an unfortunate necessity. While still divinely inspired, it is often more so by dark and chaotic forces, that preach pragmatism and practicality rather than the Paladin's more typical code of ethics. Death Knights tend to be more willing to accept what they see as unfortunate or necessary evils when trying to achieve their goals, being Authoritarian or willing to go to extremes. They have a tendency to float around Chaotic Good or Lawful Evil, believing in their cause but willing to do terrible things to achieve their results. This could include killing prisoners, torture or even Mass Murder, all in the name of Justice. Not all Death Knight Paladins are necessarily evil or do immoral things, but they have made a sacrifice in order to gain power in return, being inherently corrupted. Death Knights tend to behave differently after their initiation, being more ruthless or cruel, or being far darker.
Death Knight Path Features
- Undead Body (11th Level): The character is considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature in addition to your previous features. You do not need to eat, drink, sleep, or breathe.
- Unholy Strength (11th Level): All of your attacks can deal necrotic and cold damage, in addition to their previous type.
- Death's Mastery (11th Level): Whenever you spend an action point, you gain temporary hitpints equal to your wisdom modifier.
- Death's Embrace (16th Level): You can use your lay on hands ability interchangeably with "Death's Embrace". Each use of the "Death's Embrace" power counts towards your daily lay on hands limit, which is equal to your wisdom modifier. The power allows you to deal damage equal to your healing surge value.
| Unholy Strike | Paladin 4e Power Type::Attack 11 |
| Life and death are both fleeting terms, for those with mastery over the undead. | |
| 4e Power Usage::Encounter Necrotic, Weapon, Cold | |
| 4e Power Action Type::Standard Action | Melee |
| Target: One Creature | |
| Attack: Strength Vs. Will | |
| Hit: 2[W] + Strength. In addition, the target takes a -2 penalty to attack rolls and 5 ongoing damage (save ends). | |
| Summon Minion | Paladin 4e Power Type::Utility 12 |
| Your mastery over the undead allows you to summon a minion to fight for you. | |
| 4e Power Usage::At-Will Necrotic, Cold | |
| 4e Power Action Type::Minor Action | Ranged 5 |
| Requirement: You must not already have a minion summoned. | |
| Effect: You can summon a Zombie minion in an unoccupied square within range of the power. | |
| Death's Embrace | Paladin 4e Power Type::Attack 16 |
| 'Unlike ordinary Paladin's, Death Knight's consume the lifeforce of their enemy's, weakening the enemy at a melee's touch.' | |
| 4e Power Usage::At-Will Necrotic | |
| 4e Power Action Type::Minor Action | Melee |
| Target: One Creature | |
| Effect: You lose one healing surge, but regain no hitpoints. Instead, the next time you damage a creature with an attack you deal extra damage to the target equal to your healing surge value. | |
| Special: You can only use this power once per day, equal to your Lay on Hands power. One use of this power consumes the limit, and vice versa. | |
| Summon Infernal | Paladin 4e Power Type::Attack 20 |
| A meteor tears through the sky, opening up from a portal of another dimension, raining down hellfire on all of your enemies. | |
| 4e Power Usage::Daily Necrotic, Cold, Implement, Summon | |
| 4e Power Action Type::Standard Action | Ranged 10 Squares |
| Target: One unoccupied Square within 10 | |
| Effect: You summon an infernal minion in the square. In addition, roll your Wisdom Modifier +2 against each adjacent enemy's will defense. On a successful hit, you do 2D10 damage + Your wisdom modifier. The Infernal Minion persists for two turns. With a sustain minor, it persists until the end of the encounter. | |
Death Knight Minions
Minions of the Death Knight. These minions have their health based on a Fraction of the Death Knight's, and do damage based on their ability modifiers. Their defenses and skill bonuses also improve by the Death Knight's, or 1/2 the Death Knight's level. Minions can take actions independently of the Paladin, including attacking targets. In this way, a minion can add their attack as extra damage to the Paladin's. However, the damage is generally very low, and on par with other paragon path abilities (Such as The Fighter's Pit Fighter or Mercykiller). The damage done by the Zombie is 1D8 per attack, and doubles to 2d8 at level 21. Minions regain hitpoints by using the Death Knight's healing surges. When a minion could otherwise spend a healing surge, it instead uses the Death Knight's healing surges and heals by their healing surge value. A minion can be dismissed as a free action.
Zombie
Zombies deal 1d8 damage on a successful hit with an attack. However, Zombie movements, attacks and actions do not count against the Death Knight's, so you can deal 1d8 damage in addition to the paladin's attacks, or even attack separate creatures. Zombies attack with the Death Knight's Strength ability modifier, rather than their own. However, Zombie's roll skills using their own attributes. The zombie's damage increases to 2D8 at level 21.
InfernalInfernals do 2D10 damage + Strength. In addition, Infernal's movements, attacks and actions do not count against the Death Knight's, so you can add the 2D10 + Strength as bonus damage to your attack rolls, or even attack separate creatures. Infernals attack with the Death Knight's Strength ability modifier, and use the Death Knights Strength when determining damage with their attacks, rather than their own. However, Infernals roll skills using their own attributes. In addition, every creature the Infernal targets with an attack is marked until the end of your next turn, and takes a -2 penalty to attack rolls that don't include the Paladin or the Infernal as a target.
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