Sigil NWN2 PW Wiki
Register
Advertisement
8bad518064ecf23e3ca03d5d049706b1

Description:[]

Death Knights are the martial champions of evil, raised by gods of death and lords of the lower planes from the ranks of Blackguards, Fighters, Rangers, Barbarians, and fallen Paladins.

A Death Knight’s physical form is that of its decayed body, its face a skull covered with patches of rotting flesh, with pinpoints of fell light in the eye sockets. Its voice is chilling, seeming to echo from deep within.

(Note: Upon taking the first level of this class, the character is considered to be newly risen. As they take additional levels, they become stronger until finally becoming a true Death Knight at 10th level. Because of this, all of the potential “negatives” of the race are received immediately at 1st level, while the advantages are gained over the course of the class. This is considered an advanced class for players experienced in Sigil’s mechanics.)

Requirements:[]

Race: Any Humanoid

Base Attack Bonus: +5

Class Features:[]

Hit Die: d10

Base Attack Bonus: High

High Saves: Fortitude

Skill Points: 4 + Int modifier

Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Heal, Hide, Intimidate, Lore, Parry

Total Levels: 10

Class Progression:[]

Class Level Features Gained Strength (Total) Charisma (Total) Constitution

(Total)

1 Darkvision, Undead Racial Type, Undead Properties I, Natural Armor, Abyssal Blast
2 Profane Immunity (25%) +1 +1
3 Negative Energy Weapon +1
4 Damage Reduction (3/Good) +2 +2
5 Undead Properties II, Profane Immunity (50%)
6 +3 +3
7 Damage Reduction (6/Good) +2
8 Profane Immunity (75%) +4 +4
9 Symbol of Pain
10 Undead Properties III, Damage Reduction (10/Good), Profane Immunity (100%), Fear Aura +5 +5 +3

Darkvision: Death Knights can see in the dark up to 60 feet.

Base Class Progression: For every level taken in this class, the Death Knight gains a level of Blackguard for the purposes of feat progression. This does not increase the Caster Level.

Level Adjustment: Upon taking the 1st level of this class, the newly risen Death Knight receives a +3 Level Adjustment. (Note: This source of ECL/Level Adjustment stacks with all other sources. Example: A Drow (+2 ECL) Death Knight will have a total Level Adjustment of +5)

Touch of Evil: Upon taking the 1st level of this class, the newly risen Death Knight immediately shifts its alignment to Evil. Its position on the Law/Chaos axis will not change.

Undead Racial Type: Upon taking the 1st level of this class, the newly risen Death Knight’s racial type changes to Undead. It is harmed by healing spells, and healed by negative energy. It is now also subject to anything which causes extra damage vs. undead. It does, however, retain all racial bonuses and abilities from his original race. Death Knights cannot be turned. This change is represented graphically by replacing the model's head with a skull. [Note: The cosmetic aspect of this feature is bugged and may not permanently alter the model's appearance.]

Undead Properties: Upon taking the 1st level of this class, the newly risen Death Knight becomes immune to sleep, mind-affecting, charm, death, and energy drain effects. These immunities expand at 5th level to include immunity to ability damage, poisons, diseases, and paralysis is gained. These immunities expand further at 10th level to include immunity to critical hits and sneak attacks.

Natural Armor: Upon taking the 1st level of this class, the Death Knight gains a +2 (stacking) bonus to Natural armor.

Abyssal Blast: Upon taking the 1st level of this class, the Death Knight can unleash a blast of eldritch fire with a 20-foot radius spread. The blast deals 2d6 points of damage per class level of Death Knight. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to fire resistance. A Reflex Save (DC: 10 + 1/2 Character Level + Charisma modifier) reduces the damage by half. This ability has a 150 second cooldown.

Profane Abilities: The Death Knight gains a +1 enhancement bonus to Strength & Charisma at Class Levels 2, 4, 6, 8, & 10. Additionally, Death Knights gain a +1 enhancement bonus to Constitution at Class Levels 3, 7, & 10. This is a total of +5 Strength, +5 Charisma, and +3 Constitution.

Profane Immunity: At 2nd level, the Death Knight gains 25% immunity to cold and electricity. This immunity increases to 50% at 5th level, 75% at 8th level, and to 100% at 10th level.

Negative Energy Weapon: At 3rd level, the Death Knight can infuse a weapon with negative energy at will. The weapon will do an additional 1d8 negative energy damage for 1 hour. At 8th level, the infused weapon deals an additional 1 point of Constitution damage with a Will Save to resist (DC: 10 + 1/2 Character Level + Charisma Modifier).

Damage Reduction: At 4th level, the Death Knight gains Damage Reduction 3/Good. This reduction increases to 6/Good at 7th level and 10/Good at 10th level. [Note: This feature is currently bugged for the purpose of multiple sources of Damage Reduction not cleanly overlapping. If Death Knight is taken first, then followed up by another source of Damage Reduction (Barbarian, Stalwart Defender, etc.), only the most recent instance of Damage Resistance will apply.]

Symbol of Pain: At 9th level, the Death Knight may spend a round to scribe a potent rune of power that imposes a -4 penalty on Attack Rolls, Skill Checks, and Saving Throws to all enemies within [unknown] range who fail a Will Save (DC: 10+ 1/2 Character Level + Charisma Modifier). These effects last for 1 hour, and the power can be re-used once every five minutes. [Note: This is not a continual effect and will only affect targets in range of the initial cast. This is seen as a Fear effect. As such, if an enemy has bonuses to their Saving Throws against Fear or has immunity to Fear effects, they are immune to this feature.]

Fear Aura: At 10th level, the Death Knight gains the ability to emanate a dreadful aura of death and evil. Creatures in a 60-foot radius must succeed on a Will Save (DC: 10 + 1/2 Character Level + Charisma Modifier) or be effected as though by a Fear spell from a Sorcerer of the Death Knight’s level. This ability has a five minute cooldown.

Special Synergy: A Death Knight with levels in Blackguard gains a more powerful servant when using Blackguard's Create Undead ability. [Note: This feature needs verification.]

Advertisement