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Darkdoom wrote:

hello i adapt the class of Death Knight for pathfinder and I would like to have your opinion on the class in general the things to modify and improve

https://drive.google.com/open?id=1xq-iy4kx8Gp9UhaTPdgmBfNDms07x2ao


Death Knight
Hit Dice: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class skills : The death knight’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Fortitude Reflexes Will Special
1 +1 +2 +0 +2 Runes, Rune Abilities, Plaguebearer
2 +2 +3 +0 +3 Outbreak, Festering Strikes +1d6, Rune Abilities
3 +3 +3 +1 +3 Death's Advance
4 +4 +4 +1 +4 Rune Abilities
5 +5 +4 +1 +4 Runeforged Weapon, Festering Strikes +2d6
6 +6/+1 +5 +2 +5 Rune Abilities,
7 +7/+2 +5 +2 +5 Combat feat
8 +8/+3 +6 +2 +6 Rune Abilities, Festering Strikes +3d6
9 +9/+4 +6 +3 +6 Mass Outbreak
10 +10/+5 +7 +3 +7 Rune Abilities
11 +11/+6/+1 +7 +3 +7 Festering Strikes +4d6
Combat feat
12 +12/+7/+2 +8 +4 +8 Rune Abilities
13 +13/+8/+3 +8 +4 +8
14 +14/+9/+4 +9 +4 +9 Festering Strikes +5d6 Rune Abilities
15 +15/+10+/+5 +9 +5 +9 Combat feat
16 +16/+11/+6/+1 +10 +5 +10 Rune Abilities
17 +17/+12/+7/+2 +10 +5 +10 Festering Strikes +6d6
18 +18/+13/+8/+3 +11 +6 +10 Rune Abilities
19 +19/+14/9/+4 +11 +6 +11 Combat feat
20 +20/+15/+10/+5 +12 +6 +12 Festering Strikes +7 d6, Rune Abilities
Lich King

Weapon and Armor Proficiency
Death Knight's are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light).

Runes :
A death knight's primary method of powering his abilities is through his runes, which he engraves into his weapons. The runes need not be elegant, and can quickly be scratched into any weapon the death knight happens to acquire. However, it is customary to have each of the six runes engraved in as much detail as possible when time permits. At the start of each day, a death knight gains a number of runes equal to his Charisma modifier (minimum 1). His runes cannot go any higher than his Charisma modifier (minimum 1). A death knight spends runes to power his rune powers (see below), and regains runes in the following ways.
Critical hits with a melee weapon on a diseased target. Each time the death knight confirms a critical hit with a melee weapon on a diseased target, he regains 1 rune. Confirming a critical hit on a helpless or unaware creature or creature that has fewer hit dice than half the death knight's character level doesn’t restore runes.
Killing blows on a diseased target. When the death knight reduces a creature to 0 or fewer hit points that is diseased while in combat, he regains 1 rune. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer hit dice than half the death knights character level to 0 or fewer hit points doesn’t restore any runes

Rune Abilities
Death Knights spend runes to use their rune abilities and death knight gain access a new runes powers 1st 2nd and after even level.
Death Coil (Su) :
At 1st level as a standard action, a death knight may spend 1 rune to hurl an orb of roiling shadows at a target within enemy ranged touch Attack 40 feet and strikes its target; dealing 1d6 points of negative energy damage plus 1d6 every two levels beyond that 1st..

Icebound Fortitude (Su) : At 1st level as a standard action, a death knight may spend 1 rune to freeze his blood. While this ability is active, the death knight gets a +1 deflection bonus to AC for 1 min./level. And augment at +1/ 2 level of death knight

Anti-Magic Shell (Su) :
At 2nd level, a death knight may spend 1 rune before attempting a saving throw to gain a bonus equal to his Charisma bonus (minimum 1) to the result of the on all saving throws vs spells, spell like abilities, spell effects until the begin of his next turn.

Path of Frost (Ex) :
At 2nd level a Standard action, a death knight may spend 1 rune -The death knight wreaths himself in frost, freezing the ground around him as he walks. This ability turns water into ice, allowing a death knight to walk across a body of water safely. It also causes a 5ft radius around the death knight to become covered in a thick layer of ice, as per the terrain, which lasts for 1 hour,

Death Grip (Su) :
At 4rd level as a standard action, a death knight may spend 1 rune to harness the energy that surrounds and binds all matter to pull a creature up to one size category larger than himself and no more than 60 feet away adjacent to himself. CMD negates (DC 10 = 1/2 the death knight's level + Charisma)
Soul Reaper (Ex)
At 4rd level while he has at least 1 rune left, when he hits an opponent with a melee weapon, he can choose to use intimidate to demoralize that opponent as a swift action instead of a standard action

Strangulate (Su) :
At 6th level as a standard action, a death knight my spend 1 rune to cause the blood surrounding creature's windpipe or other means of producing intelligible sounds to crush together, rendering the target unable to speak or make intelligible sounds, provided the creature is within 60 feet of you. If the target fails a Fortitude save, (DC 10 = 1/2 the death knight's level + Charisma) it is rendered essentially mute for 1 Round/level, unable to talk or cast spells with verbal components.
Obliterate (Ex) :
At 6th level a death knight may spend 1 rune, as a standard action you can make one attack action, you make this attack at your highest base attack bonus. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from strength, weapon abilities, precision-based damage, and other bonuses. These extra weapon damage dice are not multiplied on a crical hit, but are added to the total. At 11th level you roll that weapons damage for the attack three times, at 16th level you roll that that weapons damage for the attack four times.

Blood Strike (Ex) :
At 8th level as a standard action may spend 2 runes, death knight makes a melee attack, if he succeed your deal 1d6 points of negative energy damage per two levels (Maximum 10d6) you gain temporary hit points equal to the negative energy damage you deal. You can’t gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Death and Decay (Su)
At 8th level as a standard action, a death knight may spend 2 runes to create a 20 foot radius area of torment centered on the death knight. Dealing 1d6 points of negative energy damage per level (Maximum 10d6) to every creature within the area. Reflex save (DC 10 = 1/2 the death knight's level + Charisma) halves the damage. The death knight is unaffected by the damage done by this power.

Anti-Magic Zone(Su)
At 10th level as a standard action, a death knight may spend 3, runes to create a 20 foot radius area centered on the death knight. For rounds equal to ½ death knight level all
Creatures gain spell resist 17. at 16 th level spell resist 21. At 19 th level this radius becomes as per spell anti magic field.
Death Charger(Ex)

At 10th level as a standard action, a death knight may spend 2 runes to summons an undead steed to ride.
The steed is a horse base with undead template. It is armed with full plate barding and a military saddle, and has a movement speed of 60ft. (including armor). The steed lasts until the death knight dismounts it, and cannot attack in combat. The death knight gains a +5 to ride checks while on his Death Charger. -At level 16 the steed gains a fly speed of 40ft.-and becomes gryphon.

GoreFiend Grasp (Su)

At 12 th level as standard action, a death knight may spend 2 runes to harness the energy that surrounds and binds all matter to pull all creature up to one size category larger than himself and no more than 60 feet away adjacent to himself CMD negates (DC 10 = 1/2 the death knight's level + Charisma)

Wall of Limbs(Ex)-

At 12 th level as Full round action- a death knight may spend 2 runes It creates a 10 ft. high, 20 ft. long wall of arms and legs.Any creature that ends its turn next to the wall of limbs takes is subject to a CMB check as the limbs attempt to grapple them. If they are grappled they gain the grappled condition and memdiately take 1d6 damage per caster level each turn. The CMB of the wall of limbs is equal to the death knights (BAB + CL + CHA). The HP of the wall is 10xCL and the wall attempts to grapple ALL creatures (this includes the death knight)

Dancing Rune Weapon (Ex)

At 14 th level as a standard action, a death knight may spend 3 runes to create rune weapon that fights to defend him. The death knight, upon summoning, designates one of 2
modes for this ability. Defend or attack. Attack mode does just as it says and for the duration the rune weapons can use any rune powers the death knight knows, and uses them as optimally as possible to kill the death knights enemies- there is no set angry flying sword to stun option, it goes for the kill and will coup de gras if possible. Defend causes the blade to do exactly that for the duration, sticking close to the death knight and attempting to parry any attack that comes at the death knight. This effect wil either grant the death knight a bonus to existing deflection ac or will cause the weapon to make an attack roll against any attack trying to hit the death knight, if it matches or exceeds the roll of the attack it stops it completely. the blade could be shaped differently for each option , for example an excessively large great sword for defense, and agreat axe for attack.

Bone Shield (Su)

At 14 th level as a standard action, a death knight may spend 3 runes - The Death knight summons bones that swirl around him to aid in his defense. This ability conjures 1+ charisma mod+ ½ class level bones(min0). The bones grand a +4 shield bonus to ac for 1 Min per class level. The shield will only aid against as many strikes as there are bones.( for example if there are 6 bones summoned, for every attack that hits one bone dissipates, leaving 5 then 4 and eventually completely dissipating.) The shield bonus increases by 1 for every 2 bones beyond 6.( +5 at 8 bones, +6 at 10 bones etc.) ( may do miss chance rather than shield ac) The shield bonus is reduced by 1 for each
bone below 4.

Horn of Winter (Su)
At 16 th level as a standard action, a death knight may spend 2 runes to blows a spectral horn that grants all allies within 30ft a +4 moral bonus to hit and +2 moral bonus to damage. This effect lasts for 10 rounds.

Blood Presence(su):
At 16 th level as a standard action, a death knight may spend 2 runes and fortifies his blood and gains 25% fortification for 1round/level.

Death Pact (Su) :
At 18 th level, whenever the death knight is reduced to 0 or fewer hit points, he can spend all of his remaining runes (minimum 1) to instead be reduced to 1 hit point

Army of the Dead(su)

At 20 th level as a full-round action, a death knight may spend 3 runes
The death knight raises an army of ghouls, all corpses within 40 ft. immediately raise as creatures with the ghoul template (creatures with 6 HD or more raise as ghast, creatures with 10 HD or more raise as ghast as if under the desecration spell.) This affects only small, medium, or large size creatures (but not outsiders) he undead last for rounds equal to your death knight level or until killed/dismissed. Enemies who witness 3 or more undead being raised must make a will save or be frightened, creatures with 9 or more hd are shaken instead.

Plaguebearer (Ex) :
At 1st level, the powers of darkness make a death knight a beacon of corruption and disease. A death knight does not take any damage or take any penalty from diseases. He can still contract diseases but can't spread them to others, but he is otherwise immune to their effects.
Outbreak (Su)
At 2nd level, Each day he can use this ability a number of times equal to 1/2 his death knight level + his Charisma modifier. As a touch attack, The target contracts Filth Fever, as if the death knight had cast contagion, using his death knight level as his caster level. Using this ability is a standard action does not provoke attacks of opportunity. At 6th level add contracts Shakes as with Filth Fever.
Filth Fever
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves
Shakes
Type disease, contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d8 Dex damage; Cure 2 consecutive save

Festering Strikes (Ex)
At 2nd level, as long as the target is disased the death knight can cause
his +1d6 the damage dealt, and increases by 1d6 every three death Knight
levels thereafte rthis damage is negative energy and the damage
dealt isn't multiplied on a critical hits.

Death's Advance (Ex)
At 3rd level a death knight can move at his normal speed while wearing medium armor.
At 7th level, a death knight can move at his normal speed while wearing heavy armor

Runeforged Weapon (Sp) :
Upon reaching 5th level, a death knight receives empowered runes on his weapon
Enhancing his weapon as a standard action for 1 minute per death knight level.
The weapon to shed unholy light as a torch.
At 5th level, this grants the weapon a +1 enhancement bonus.
For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to
a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost
(sorted and listed below).
+1: frost, keen, vicious
+2: negating, Icy burst, unholy, wounding
+3: speed
+5: vorpal

Bonus Feats
At 7st level, and every four levels thereafter, a death knight gains a bonus feat in addition to
those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats,

Mass Outbreak
At 9st level, a death knight gains ability to outbreakt to 20 feet radius Using this ability consumes
two uses of her outbreak ability. A Deathknight uses her level as her effective.
This is a Charisma-based ability.

Lich King (Ex) ;
At 20th level,You transend your state of DeathKnight and you become the Lich King You gain immunity
to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—.
Unintelligent undead do not notice you unless you attack them.
You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast
by undead. when a death knight threatens a critical hit with a melee weapon on a disased target,
that critical is automatically confirmed..

Feats

Extra Runes
You have more runes than the ordinary Death Knight.
Prerequisite: Rune class feature
Benefit: You gain 2 extra Runes at the start of each day, and your maximum runes increases by 2.
Normal: If you are a Death Knight., you gain your Charisma modifier in runes at the start of each day,
Which is also your maximum

Runes Mastery
Any runes you cast are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against Runes abitlites.

Greater Runes Mastery
Any runes you cast are more very difficult to resist
Prerequisite: Runes Mastery
Benefit: Add +1 to the Difficulty Class for all saving throws against Runes abilities.
This bonus stacks with the bonus from Runes Mastery.


Darkdoom wrote:

hello i adapt the class of Death Knight for pathfinder and I would like to have your opinion on the class in general the things to modify and improve

Death Knight
Hit Dice: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class skills : The death knight’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Fortitude Reflexes Will Special
1 +1 +2 +0 +2 Runes, Rune Abilities, Plaguebearer
2 +2 +3 +0 +3 Outbreak, Festering Strikes +1d6, Rune Abilities
3 +3 +3 +1 +3 Death's Advance
4 +4 +4 +1 +4 Rune Abilities
5 +5 +4 +1 +4 Runeforged Weapon, Festering Strikes +2d6
6 +6/+1 +5 +2 +5 Rune Abilities,
7 +7/+2 +5 +2 +5 Combat feat
8 +8/+3 +6 +2 +6 Rune Abilities, Festering Strikes +3d6
9 +9/+4 +6 +3 +6 Mass Outbreak
10 +10/+5 +7 +3 +7 Rune Abilities
11 +11/+6/+1 +7 +3 +7 Festering Strikes +4d6
Combat feat
12 +12/+7/+2 +8 +4 +8 Rune Abilities
13 +13/+8/+3 +8 +4 +8
14 +14/+9/+4 +9 +4 +9 Festering Strikes +5d6 Rune Abilities
15 +15/+10+/+5 +9 +5 +9 Combat feat
16 +16/+11/+6/+1 +10 +5 +10 Rune Abilities
17 +17/+12/+7/+2 +10 +5 +10 Festering Strikes +6d6
18 +18/+13/+8/+3 +11 +6 +10 Rune Abilities
19 +19/+14/9/+4 +11 +6 +11 Combat feat
20 +20/+15/+10/+5 +12 +6 +12 Festering Strikes +7 d6, Rune Abilities
Lich King

Weapon and Armor Proficiency
Death Knight's are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light).

Runes :
A death knight's primary method of powering his abilities is through his runes, which he engraves into his weapons. The runes need not be elegant, and can quickly be scratched into any weapon the death knight happens to acquire. However, it is customary to have each of the six runes engraved in as much detail as possible when time permits. At the start of each day, a death knight gains a number of runes equal to his Charisma modifier (minimum 1). His runes cannot go any higher than his Charisma modifier (minimum 1). A death knight spends runes to power his rune powers (see below), and regains runes in the following ways.
Critical hits with a melee weapon on a diseased target. Each time the death knight confirms a critical hit with a melee weapon on a diseased target, he regains 1 rune. Confirming a critical hit on a helpless or unaware creature or creature that has fewer hit dice than half the death knight's character level doesn’t restore runes.
Killing blows on a diseased target. When the death knight reduces a creature to 0 or fewer hit points that is diseased while in combat, he regains 1 rune. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer hit dice than half the death knights character level to 0 or fewer hit points doesn’t restore any runes

Rune Abilities
Death Knights spend runes to use their rune abilities and death knight gain access a new runes powers 1st 2nd and after even level.
Death Coil (Su) :
At 1st level as a standard action, a death knight may spend 1 rune to hurl an orb of roiling shadows at a target within enemy ranged touch Attack 40 feet and strikes its target; dealing 1d6 points of negative energy damage plus 1d6 every two levels beyond that 1st..

Icebound Fortitude (Su) : At 1st level as a standard action, a death knight may spend 1 rune to freeze his blood. While this ability is active, the death knight gets a +1 deflection bonus to AC for 1 min./level. And augment at +1/ 2 level of death knight

Anti-Magic Shell (Su) :
At 2nd level, a death knight may spend 1 rune before attempting a saving throw to gain a bonus equal to his Charisma bonus (minimum 1) to the result of the on all saving throws vs spells, spell like abilities, spell effects until the begin of his next turn.

Path of Frost (Ex) :
At 2nd level a Standard action, a death knight may spend 1 rune -The death knight wreaths himself in frost, freezing the ground around him as he walks. This ability turns water into ice, allowing a death knight to walk across a body of water safely. It also causes a 5ft radius around the death knight to become covered in a thick layer of ice, as per the terrain, which lasts for 1 hour,

Death Grip (Su) :
At 4rd level as a standard action, a death knight may spend 1 rune to harness the energy that surrounds and binds all matter to pull a creature up to one size category larger than himself and no more than 60 feet away adjacent to himself. CMD negates (DC 10 = 1/2 the death knight's level + Charisma)
Soul Reaper (Ex)
At 4rd level while he has at least 1 rune left, when he hits an opponent with a melee weapon, he can choose to use intimidate to demoralize that opponent as a swift action instead of a standard action

Strangulate (Su) :
At 6th level as a standard action, a death knight my spend 1 rune to cause the blood surrounding creature's windpipe or other means of producing intelligible sounds to crush together, rendering the target unable to speak or make intelligible sounds, provided the creature is within 60 feet of you. If the target fails a Fortitude save, (DC 10 = 1/2 the death knight's level + Charisma) it is rendered essentially mute for 1 Round/level, unable to talk or cast spells with verbal components.
Obliterate (Ex) :
At 6th level a death knight may spend 1 rune, as a standard action you can make one attack action, you make this attack at your highest base attack bonus. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from strength, weapon abilities, precision-based damage, and other bonuses. These extra weapon damage dice are not multiplied on a crical hit, but are added to the total. At 11th level you roll that weapons damage for the attack three times, at 16th level you roll that that weapons damage for the attack four times.

Blood Strike (Ex) :
At 8th level as a standard action may spend 2 runes, death knight makes a melee attack, if he succeed your deal 1d6 points of negative energy damage per two levels (Maximum 10d6) you gain temporary hit points equal to the negative energy damage you deal. You can’t gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Death and Decay (Su)
At 8th level as a standard action, a death knight may spend 2 runes to create a 20 foot radius area of torment centered on the death knight. Dealing 1d6 points of negative energy damage per level (Maximum 10d6) to every creature within the area. Reflex save (DC 10 = 1/2 the death knight's level + Charisma) halves the damage. The death knight is unaffected by the damage done by this power.

Anti-Magic Zone(Su)
At 10th level as a standard action, a death knight may spend 3, runes to create a 20 foot radius area centered on the death knight. For rounds equal to ½ death knight level all
Creatures gain spell resist 17. at 16 th level spell resist 21. At 19 th level this radius becomes as per spell anti magic field.
Death Charger(Ex)

At 10th level as a standard action, a death knight may spend 2 runes to summons an undead steed to ride.
The steed is a horse base with undead template. It is armed with full plate barding and a military saddle, and has a movement speed of 60ft. (including armor). The steed lasts until the death knight dismounts it, and cannot attack in combat. The death knight gains a +5 to ride checks while on his Death Charger. -At level 16 the steed gains a fly speed of 40ft.-and becomes gryphon.

GoreFiend Grasp (Su)

At 12 th level as standard action, a death knight may spend 2 runes to harness the energy that surrounds and binds all matter to pull all creature up to one size category larger than himself and no more than 60 feet away adjacent to himself CMD negates (DC 10 = 1/2 the death knight's level + Charisma)

Wall of Limbs(Ex)-

At 12 th level as Full round action- a death knight may spend 2 runes It creates a 10 ft. high, 20 ft. long wall of arms and legs.Any creature that ends its turn next to the wall of limbs takes is subject to a CMB check as the limbs attempt to grapple them. If they are grappled they gain the grappled condition and memdiately take 1d6 damage per caster level each turn. The CMB of the wall of limbs is equal to the death knights (BAB + CL + CHA). The HP of the wall is 10xCL and the wall attempts to grapple ALL creatures (this includes the death knight)

Dancing Rune Weapon (Ex)

At 14 th level as a standard action, a death knight may spend 3 runes to create rune weapon that fights to defend him. The death knight, upon summoning, designates one of 2
modes for this ability. Defend or attack. Attack mode does just as it says and for the duration the rune weapons can use any rune powers the death knight knows, and uses them as optimally as possible to kill the death knights enemies- there is no set angry flying sword to stun option, it goes for the kill and will coup de gras if possible. Defend causes the blade to do exactly that for the duration, sticking close to the death knight and attempting to parry any attack that comes at the death knight. This effect wil either grant the death knight a bonus to existing deflection ac or will cause the weapon to make an attack roll against any attack trying to hit the death knight, if it matches or exceeds the roll of the attack it stops it completely. the blade could be shaped differently for each option , for example an excessively large great sword for defense, and agreat axe for attack.

Bone Shield (Su)

At 14 th level as a standard action, a death knight may spend 3 runes - The Death knight summons bones that swirl around him to aid in his defense. This ability conjures 1+ charisma mod+ ½ class level bones(min0). The bones grand a +4 shield bonus to ac for 1 Min per class level. The shield will only aid against as many strikes as there are bones.( for example if there are 6 bones summoned, for every attack that hits one bone dissipates, leaving 5 then 4 and eventually completely dissipating.) The shield bonus increases by 1 for every 2 bones beyond 6.( +5 at 8 bones, +6 at 10 bones etc.) ( may do miss chance rather than shield ac) The shield bonus is reduced by 1 for each
bone below 4.

Horn of Winter (Su)
At 16 th level as a standard action, a death knight may spend 2 runes to blows a spectral horn that grants all allies within 30ft a +4 moral bonus to hit and +2 moral bonus to damage. This effect lasts for 10 rounds.

Blood Presence(su):
At 16 th level as a standard action, a death knight may spend 2 runes and fortifies his blood and gains 25% fortification for 1round/level.

Death Pact (Su) :
At 18 th level, whenever the death knight is reduced to 0 or fewer hit points, he can spend all of his remaining runes (minimum 1) to instead be reduced to 1 hit point

Army of the Dead(su)

At 20 th level as a full-round action, a death knight may spend 3 runes
The death knight raises an army of ghouls, all corpses within 40 ft. immediately raise as creatures with the ghoul template (creatures with 6 HD or more raise as ghast, creatures with 10 HD or more raise as ghast as if under the desecration spell.) This affects only small, medium, or large size creatures (but not outsiders) he undead last for rounds equal to your death knight level or until killed/dismissed. Enemies who witness 3 or more undead being raised must make a will save or be frightened, creatures with 9 or more hd are shaken instead.

Plaguebearer (Ex) :
At 1st level, the powers of darkness make a death knight a beacon of corruption and disease. A death knight does not take any damage or take any penalty from diseases. He can still contract diseases but can't spread them to others, but he is otherwise immune to their effects.
Outbreak (Su)
At 2nd level, Each day he can use this ability a number of times equal to 1/2 his death knight level + his Charisma modifier. As a touch attack, The target contracts Filth Fever, as if the death knight had cast contagion, using his death knight level as his caster level. Using this ability is a standard action does not provoke attacks of opportunity. At 6th level add contracts Shakes as with Filth Fever.
Filth Fever
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves
Shakes
Type disease, contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d8 Dex damage; Cure 2 consecutive save

Festering Strikes (Ex)
At 2nd level, as long as the target is disased the death knight can cause
his +1d6 the damage dealt, and increases by 1d6 every three death Knight
levels thereafte rthis damage is negative energy and the damage
dealt isn't multiplied on a critical hits.

Death's Advance (Ex)
At 3rd level a death knight can move at his normal speed while wearing medium armor.
At 7th level, a death knight can move at his normal speed while wearing heavy armor

Runeforged Weapon (Sp) :
Upon reaching 5th level, a death knight receives empowered runes on his weapon
Enhancing his weapon as a standard action for 1 minute per death knight level.
The weapon to shed unholy light as a torch.
At 5th level, this grants the weapon a +1 enhancement bonus.
For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to
a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost
(sorted and listed below).
+1: frost, keen, vicious
+2: negating, Icy burst, unholy, wounding
+3: speed
+5: vorpal

Bonus Feats
At 7st level, and every four levels thereafter, a death knight gains a bonus feat in addition to
those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats,

Mass Outbreak
At 9st level, a death knight gains ability to outbreakt to 20 feet radius Using this ability consumes
two uses of her outbreak ability. A Deathknight uses her level as her effective.
This is a Charisma-based ability.

Lich King (Ex) ;
At 20th level,You transend your state of DeathKnight and you become the Lich King You gain immunity
to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—.
Unintelligent undead do not notice you unless you attack them.
You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast
by undead. when a death knight threatens a critical hit with a melee weapon on a disased target,
that critical is automatically confirmed..

Feats

Extra Runes
You have more runes than the ordinary Death Knight.
Prerequisite: Rune class feature
Benefit: You gain 2 extra Runes at the start of each day, and your maximum runes increases by 2.
Normal: If you are a Death Knight., you gain your Charisma modifier in runes at the start of each day,
Which is also your maximum

Runes Mastery
Any runes you cast are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against Runes abitlites.

Greater Runes Mastery
Any runes you cast are more very difficult to resist
Prerequisite: Runes Mastery
Benefit: Add +1 to the Difficulty Class for all saving throws against Runes abilities.
This bonus stacks with the bonus from Runes Mastery.


hello i adapt the class of Death Knight for pathfinder and I would like to have your opinion on the class in general the things to modify and improve

https://drive.google.com/drive/folders/11YLdUFHDmt-yz2tUl1Qzxz1obDSHwAxZ


hello i adapt the class of Death Knight for pathfinder and I would like to have your opinion on the class in general the things to modify and improve

https://drive.google.com/drive/folders/11YLdUFHDmt-yz2tUl1Qzxz1obDSHwAxZ