Input Sought: Level 5 Death Knight


Advice


I love creating monsters. While I realize it's as much art as science, it's still fun to tinker. This is meant to be something of a boss battle for a group of level 2 PCs (they'll be level 2 by the time they face him), and he is paired with a Skeletal Horse (level 2).

I went sort of basic here. The idea is a capable fighter (a town guard NPC) is killed by a powerful undead sorcerer and reanimated as a death knight that faces down the returning PCs. He's meant to be fairly straightforward: good at fighting, especially up close, and has a frosty aura that he can use against them.

He can also channel a cone of freezing cold through his sword and weaken his enemies. It's meant to be something he can do as an option more than once in the fight, though I might make it more limited-use but higher damage.

How does it look? Does this seem too much, or like it might work well for a tough encounter for a level 2 party?

Death Knight
Level 5
Unique • Lawful Evil • Medium • Undead

Perception +12; darkvision
Languages • Common
Skills • Athletics +13, Intimidation +16
Str +5 • Dex +4 • Con +4 • Int +2 • Wis +4 • Cha +2
Items • +1 longsword
________________
AC 22 • Fort +15 • Ref +9 • Will +7
HP 80/80 • Negative healing; Immunities cold, death, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5; Weaknesses positive 5
Frost Shroud (aura, cold) • 5 feet • Living creatures coming within the aura make basic Fortitude save or take -10 status penalty to Speed for 1 round
Reactive Abilities • Attack of Opportunity, Shield Block
________________
Speed 25
Melee ♦ +16 (versatile P) • Damage 2d6+6 slashing
Longbow ♦ +14, Deadly d10, volley 30 ft. • Damage 1d8 P
Frost Slash ♦♦Cone 20 feet (basic Reflex save) • Damage 2d8 cold plus enfeebled 1 (on failure)


Just off the cuff w/o checking GMG charts, the longsword should use d8s, so 2d8+4 if you want equivalent average damage. (or maybe 1d8+5 + 1d6 cold (or negative).

And the longbow's doing too little damage, needs a boost, especially since the lower attack bonus already represents a big hit.

How long does the Enfeebled condition last on Frost Slash?

And it has Immunity & Resistance 5 Cold.


Thank you for the input!

Castilliano wrote:
Just off the cuff w/o checking GMG charts, the longsword should use d8s, so 2d8+4 if you want equivalent average damage. (or maybe 1d8+5 + 1d6 cold (or negative).

I think I just went with the general damage expression listed in the GMG, ignoring what a longsword normally does. I can change that. I actually like the 1d8+5 + 1d6 cold for some flavor and variety.

Castilliano wrote:
And the longbow's doing too little damage, needs a boost, especially since the lower attack bonus already represents a big hit.

Okay! I can do that. I don't think he'll use it much since the skeletal horse has great mobility, and this is low-level, the first real "boss" of the game. But the PCs could always take out the mount.

Castilliano wrote:
How long does the Enfeebled condition last on Frost Slash?

Good question! What seems fair? A few rounds? Until they make another save at the start of their turn?

Castilliano wrote:
And it has Immunity & Resistance 5 Cold.

Ack, I thought I caught and fixed that. Thanks.


Jesikah Morning's Dew wrote:
Castilliano wrote:
How long does the Enfeebled condition last on Frost Slash?
Good question! What seems fair? A few rounds? Until they make another save at the start of their turn?

Ray of Enfeeblement has the condition last for 1 minute. That is for a level 1 spell though. For something that can be done indefinitely during a battle, that may be too much.

Most of the monsters that I am finding that apply enfeebled do it through an affliction - so it would last until the affliction is removed.

There is also a Champion's Glimpse of Redemption that gives enfeebled 2 until the end of that enemy's next turn.

I would recommend 1 round (removed at the end of that affected character's next turn). Maybe 2 rounds on a crit, or increase to enfeebled 2 for 1 round.


I ran a game themed around d wildlife being imbued with various elements but the "villain."

In that I had the cold apply Slowed and Fire Resistance. It was removed on a successful Fort Save each turn OR taking any sort of Fire damage (even if fully resisted.)

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