Help me balance this Death knight please


Homebrew and House Rules


Ok so those familiar with Warcraft will understand this class, it's an archetype for the anti-paladin, I was thinking having a Warcraft campaign and thought that an archetype would be more appropriate than a new class. Tell me what you guys think.

Rune blade: At first level, the death knight designates one melee weapon in his possession as his rune blade. Should this weapon become lost or sundered, the death knight must spend 8 hours concentrating on a new weapon to become his rune blade. These hours need not be consecutive. Without his rune blade, a death knight cannot cast spells, make runic strikes, use his corrupting touch, or call upon his unholy bond. In addition he must have the rune blade in hand to use his class abilities and it serves as his divine focus.

Code of conduct: The death knight must be of evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that a death knight cannot take actions someone else might qualify as good, only that such actions must always be in service to his own dark ends. A death knight’s code requires that he place the interests of the lich king (or similar power) above all else, as well as creating undead, wreaking mayhem whenever possible, and punishing those who are good and just, provided such actions don’t interfere with his goals.

Alignment: unlike the anti-paladin, the death knight may be any evil alignment (lawful evil, neutral evil, or chaotic evil).

Runic strikes: At 1st level the death knight can empower his weapon with unholy runes, he gains a bonus to hit and extra damage equal to his charisma modifier. He may empower his weapon in this manner a number rounds per day equal to his charisma modifier.
This power replaces smite good

Disease Mastery: At 4th level the death knight gains a +1 profane bonus to attack and damage against any target suffering from a disease. This increases by another +1 every 3 levels after 4th to a maximum of +6 at level 19

Unholy bond: At 5th level the death knight gains a bond with undeath. This bond has two benefits, a fierce and loyal mount, and an unholy companion.
The mount functions identically to the paladin’s mount, however it gains the Skeleton template, and at level 11 it gains the fiendish template instead of the celestial template.
The unholy companion functions exactly like the anti-paladin’s fiendish companion, except it gains the zombie template. This replaces the fiendish bond class feature.

The following diseases exist as well and can be inflicted with the contagion spell

Frost fever
Type disease, injury or inhaled; Save Fortitude DC 16
Onset 1 day Frequency 1/day
Effect 1d4 str and 1 con; Cure 2 consecutive saves

Blood plague
Type disease, injury or inhaled; Save Fortitude DC 13
Onset 1d6 days Frequency 1/day
Effect 1d4 Con damage; Cure 3 consecutive saves

Scarlet fever
Type disease, contact; Save Fortitude DC 15
Onset 1d3 days Frequency 1/day
Effect 1d6 Str danage; Cure 2 consecutive saves

Extra feats: There are a few other feats that the Death knight may take

Bloody mount
Your mount gains a disgusting layer of blood and gore that helps it regenerate at a supernatural rate.
Prerequisites: Unholy bond, Cha 13
Benefit: your mount gains the bloody skeleton template

Burning mount
Your mount catches on fire and becomes an incredible unholy terror to beset the world
Prerequisites: Unholy bond, Cha 13
Benefit: your mount gains the burning skeleton template; you and your undead companion are immune to its fiery aura.

Fast companion
Your unholy companion now moves with incredible speed
Prerequisites: Unholy bond, Cha 13
Benefit: your unholy companion gains the fast zombie template

Plague companion
Your unholy companion now contains a zombie plague that causes other zombies to rise from the dead.
Prerequisites: Unholy bond, Cha 13
Benefit: your unholy companion gains the plague zombie template

Winged steed
You gain the famed winged steed your order boasts.
Prerequisites: Unholy bond, Cha 13, Death knight 11
Benefit: your mount turns into a griffon with the skeleton template; the mount’s fly speed becomes a magical affect.
Special: if you have the Bloody mount, or Burning mount feats the griffon gains the associated template as well.

Note: I made a few spells for the guy too, but I feel that they're too long to post.

My main concern is that he gains both the companion and the steed. Does the fact that they have the skeleton and zombie template inhibit them enough to justify giving him both? If I should only give him one, how would I power up the other ones?


Pathfinder Rulebook Subscriber

A DK's horse in WoW can't participate in combat, in PF it can...maybe limit or remove it's ability to do so, leave it for travel only.

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