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The feywild is considered the land of faerie. It is an “echo” of the mortal world that it is more appropriately the home of the summer court fey and the realm reflects all associated with it – warmth, radiance, vibrant color, wild beauty, natural power, the wellspring of life, and a bright mirror or echo of the mortal world. The shadowfell is also an echo of the natural world, but is in many ways a dark mirror of the feywild. It is associated more with the winter court of faerie, associated with cold, shadow and darkness, cruelty, death and undeath.
Just as many creatures of the feywild are capable and inclined to grant power to mortals, so too are creatures of the shadowfell. Those who choose to take on the mantle as a champion of the shadowfell is known as a Shadow Knight.
Shadow Power Source: Shadow magic comes directly from the shadowfell, granted by beings through pacts and devotion. Shadow magic embodies a wide range of effects but focuses on the necrotic energy of the shadowfell, as well as debilitating darkness and cold. Shadow powers are called mysteries.
SHADOW KNIGHT
“I fear not death, as the shadows have shown me that death is but a passage to power.”
CLASS TRAITS
Primary Role: Defender. You are extremely durable melee combatant who uses infused power of the shadowfell.
Secondary Role: Striker and Controller. You mix powers that can both deal mighty damage to foes as well as shape the battlefield.
Power Source: Shadow. You are a champion of the Shadowfell, having learned to mix melee combat with the art of shadow.
Key Abilities: Strength, Charisma, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate
Weapon Proficiencies: Simple melee, military melee
Implements: Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Arcana. From the skill list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Religion (Int)
Build Options: Destructive Shadow Knight, Deceptive Shadow Knight, Necrotic Shadow Knight (to follow using ‘Animal Companion’ rules for an undead companion)
Class Features: Channel Shadow Power, Fell Curse, Runeweapon
Shadow knights are unyielding warriors who apply the powers of shadow to melee combat, enhancing their prowess with illusion, deception, necrosis and other fell forces. You have pledged yourself to the primeval powers of the shadowfell in exchange for their power. Shadow knights strike their enemies down with necrotic energy, demoralize foes with the illusionary and deceptive power of shadow, and generally sow fear and havoc on the battlefield.
The power of shadow infuses you, protecting you from harm and allowing you to wreak havoc upon your foes. The weapon you carry is an extension of yourself and your bond to the powers of the shadowfell.
SHADOW KNIGHT OVERVIEW
Characteristics: Your melee skills are most important, but you also have attacks that can harm foes at range and defend yourself and allies by debilitating your foes.
Religion: Shadow knights favor deities of shadow, deception and death and undeath such as the Raven Queen.
Races: Humans and eladrin are the predominant shadow knights.
CREATING A SHADOW KNIGHT
The shadow knight has three builds: destructive shadow knight, deceptive shadow knight and necrotic shadow knight. Charisma plays into all your attacks, but you might emphasize either Strength or Constitution for added benefits.
Destructive Shadow Knight -- (STR)
Your style of combat focuses on raw shadow power that calls upon necrotic and chilling forces that damage foes and wreak havoc on the battlefield. In your view, the best defense is to simply destroy any opposition. Choose Strength as your highest ability score, since most of your damaging attacks are based on Strength. Charisma should be your second-best ability score and Constitution your third. Consider wielding a big two-handed weapon, especially those with the brutal quality and choose powers that deliver the highest amount of damage.
-- Suggested Feats: Shadow Assault (Human Feat: Weapon Focus)
-- Suggested Skills: Arcana, Athletics, Endurance, Intimidate
-- Suggested At-Will Powers: Necrotic Strike, Shadowchill Blade
-- Suggested Encounter Power: Shadowy Smite
-- Suggested Daily Power: Shadowed Blade
Deceptive Shadow Knight -- (CHA)
Your style of combat focuses more on protection than destruction. You utilize shadow, illusion and debilitation to keep enemies at bay. You do not deal as much damage as a destructive shadow knight, but you are better at dealing with a wider range of situations. Choose Charisma as your highest ability score. Strength should be your second-best ability score and Constitution your third. Consider wielding two weapons and specializing in using them for defense.
-- Suggested Feats: Improved Necrosis (Human Feat: Improved Runeweapon)
-- Suggested Skills: Arcana, Bluff, Endurance, Intimidate
-- Suggested At-Will Powers: Draining Strike, Weakening Strike
-- Suggested Encounter Power: Whirling Shadows
-- Suggested Daily Power: Shadow Push
TBD Using the Animal Companion rules from Martial Power
Necrotic Shadow Knight -- (CON)
You have mastered the art of necrosis, allowing you to call forth an undead minion to aid you in combat. You utilize necrotic shadow energy as easily as most creatures breathe. Choose Constitution as your highest ability score. Strength should be your second-best ability score and Charisma your third.
-- Suggested Feats:
-- Suggested Skills:
-- Suggested At-Will Powers:
-- Suggested Encounter Power:
-- Suggested Daily Power:
SHADOW KNIGHT CLASS FEATURES
Shadow knights are forceful, strong weapons of destruction whose prowess is emboldened by their connection to the shadowfell. All shadow knights have the class features described below.
Channel Shadow
Once per encounter you can channel shadow power, filling yourself with the might of your fell pact. With the shadowy power you infuse, you can wield special powers, such as Strength and Wound Transfer. Some shadow knights learn other uses for this feature; for instance, the shadow feats grant characters with access to the Channel Shadow class feature the ability to use additional special powers.
……….Regardless of how many different uses for Channel Shadow Power you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Fell Curse
You can place a shadow curse upon a foe, allowing you to mark that foe to suffer dire consequence for attacking your allies. Choose one of the following Fell Curse powers. These powers are described in full below.
----- Challenging Curse: You deal cold and necrotic damage to any foe that moves away from you or attacks an ally.
----- Necrosis Curse: You redirect some of the damage of an incoming attack.
Runeweapon
By spending 1 hour of meditation with a chosen weapon, you forge a special bond with the weapon. When using your bonded runeweapon, you gain a +1 bonus to attack rolls.
……….You can forge a bond with a different weapon using the same meditation process (for instance, if you acquire a new weapon that has magical abilities). If you forge a bond with a different weapon, the old bond dissipates.
……….If your bonded runeweapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.)
SHADOW KNIGHT POWERS
Your powers are also known as mysteries. You use your weapon as your implement, employing it both as a melee weapon and as a conduit for your shadow power. Some shadow knight powers include a line titled “Challenging Curse” or “Necrosis Curse.” You gain this extra benefit only if you selected the Challenging Curse or Necrosis Curse power, respectively.
Class Features
Every shadow knight has two class features that work like powers. The two varieties of Fell Curse, challenging curse and necrosis curse, and the multiple powers encompassed by the Channel Shadow Power class feature, are presented below.
Challenging Curse -- Shadow Knight Feature
You curse a nearby enemy with an intimidating challenge, harming them with cold necrotic darkness.
At-Will * Cold, Necrotic, Shadow
Minor Action -- Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
……….While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, it takes cold and necrotic damage equal to 3 + your Charisma modifier. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
Channel Shadow: Strength -- Shadow Knight Feature
You tap into the strength of the energies of the shadowfell.
Encounter * Shadow
Minor Action -- Personal
Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Channel Shadow: Wound Transfer -- Shadow Knight Feature
You use necrotic energy of shadow to transfer healing energy.
Encounter (special) * Healing, Shadow
Special: You can use this power a number of times per day equal to your Constitution modifier (minimum 1), but only once per encounter.
Minor Action – Melee touch
Target: One willing creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. Alternatively, the target may spend a healing surge but regain no hit points. Instead, you regain hit points as if you had spent a healing surge. You or the target spending a healing surge must have one healing surge remaining to use this power.
Necrosis Curse -- Shadow Knight Feature
You create a necrotic bond between your enemy you and your enemy, creating a necrotic feedback that harms the foe for attacking your allies.
At-Will * Necrotic, Shadow
Minor Action – Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
……….While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. In addition, whenever a marked enemy’s attack hits a target other than you, and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 3 + your Constitution modifier and the marked creature takes the same amount of damage as necrotic damage. At 11th level, reduce the damage dealt by 5 + your Constitution modifier and deal the same to the marked creature. At 21st level, reduce the damage dealt by 7 + your Constitution modifier and deal the same to the marked creature.
LEVEL 1 AT-WILL MYSTERIES
Draining Strike -- Shadow Knight Attack 1
Your shadow empowered strikes drain life from your foes.
At-Will * Necrotic, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Constitution modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.
Necrotic Strike -- Shadow Knight Attack 1
A sliver of necrotic energy punished your enemy.
At-Will * Necrotic, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Charisma modifier necrotic damage.
Shadowchill Blade -- Shadow Knight Attack 1
Each blow radiates deadly chilling shadows.
At-Will * Cold, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and you deal cold damage equal to your Charisma modifier to all enemies adjacent to the target.
Increase damage to 2[W] + Strength modifier at 21st level.
Weakening Strike -- Shadow Knight Attack 1
Your shadow empowered attack leaves your foe enfeebled.
At-Will * Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.
LEVEL 1 ENCOUNTER MYSTERIES
Blurring Shadow -- Shadow Knight Attack 1
A blurring shadow forms over a nearby ally as you attack.
Encounter * Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Charisma modifier.
Freezing Strike -- Shadow Knight Attack 1
You cut into your foe and the chill of the shadows freezes them in place.
Encounter * Cold, Shadow, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier cold damage, and the target is immobilized until the end of your next turn.
Special: You can use this power in place of a melee basic attack when charging.
Shadowy Smite -- Shadow Knight Attack 1
Your weapon drips purple shadows.
Encounter * Necrotic, Shadow, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage + Charisma modifier necrotic damage.
Whirling Shadows -- Shadow Knight Attack 1
Shadows swirl around your blade an outward toward your enemies.
Encounter * Cold, Necrotic, Shadow, Weapon
Standard Action -- Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier cold and necrotic damage, and the target takes a penalty to attack rolls until the end of your next turn equal to your 2 + your Constitution modifier.
LEVEL 1 DAILY MYSTERIES
Shadow Bolt -- Shadow Knight Attack 1
You blast a foe with a bolt of raw shadow wracking them with pain.
Daily * Shadow, Weapon
Standard Action -- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
Shadow Push -- Shadow Knight Attack 1
You strike a target and force them through the barrier of the shadowfell.
Daily * Shadow, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
Shadowed Blade -- Shadow Knight Attack 1
Your weapon is engulfed in freezing necrotic energy.
Daily * Cold, Necrotic, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold and necrotic damage.
Effect: Until the end of the encounter, your melee attacks deal extra cold and necrotic damage equal to your Charisma modifier.
HEROIC TIER FEATS
FORCEFUL RUNEMASTER [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When using your bonded runeweapon, you may use your Charisma modifier instead of your Strength modifier when making a basic attack with that weapon.
IMPROVED NECROSIS [Shadow Knight]
Prerequisites: Shadow knight with necrosis curse
Benefit: When your necrosis curse reduces damage to an ally and deals damage to a foe, it reduces and deals an additional +2 bonus damage.
IMPROVED RUNEWEAPON [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When using your bonded runeweapon, you gain a +1 feat bonus to AC.
SHADOW ASSAULT [Shadow Knight]
Prerequisites: Shadow knight with challenging curse
Benefit: When your challenging curse deals damage to a foe, it deals an additional +2 bonus damage.
Channel Shadow feats:
Feat Name [Shadow]
Prerequisites: Channel Shadow class feature
Benefit: You can invoke your shadow pact to use featname.
Channel Shadow: Bolster Runeweapon -- Feat Power
You deepen your bond with your runeweapon with a sudden infusion of shadow.
Encounter * Shadow
Minor Action -- Personal
Effect: You gain a +2 power bonus to any one attack roll made with your runeweapon until the end of your next turn.
Special: You must take the Bolster Runeweapon feat to use this power.
Channel Shadow: Deflecting Shadow -- Feat Power
You use the illusory power of shadows to alter the outcome of an attack.
Encounter * Shadow
Immediate Interrupt – Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range into a normal hit.
Special: You must take the Deflecting Shadow feat to use this power.
Channel Shadow: Necrotic Burst -- Feat Power
You unleash a blast of raw necrotic energy that harms the living.
Encounter * Necrotic, Shadow, Weapon
Standard Action – Close burst 1
Target: Each living creature in burst
Attack: Constitution vs. Will
Hit: 1d12 + Constitution modifier necrotic damage, and the target is stunned until the end of your next turn.
Increase damage to 2d12 + Constitution modifier at 5th level, 3d12 + Constitution modifier at 11th, 4d12 + Constitution modifier at 15th, 5d12 + Constitution modifier at 21st, and 6d12 + Constitution modifier at 25th.
Miss: Half Damage.
Special: You must take the Necrotic Burst feat to use this power.
Channel Shadow: Necrotic Power -- Feat Power
Your necrotic powers rage with the full fury of the shadowfell.
Encounter * Necrotic, Shadow
Free Action -- Personal
Trigger:[/]b You hit an enemy with a power with the necrotic keyword
Effect: Your power deals an extra 1d10 necrotic damage to all targets hit by the power used.
Special: You must take the Necrotic Power feat to use this power.
Channel Shadow: Necrotic Spirit -- Feat Power
You tap into the mental resistance afforded the undead.
Encounter * Shadow
Minor Action -- Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.
Special: You must take the Necrotic Spirit feat to use this power.
Channel Shadow: Shadow Glide -- Feat Power
You can travel through the edges of the shadowfell.
Encounter * Shadow
Minor Action -- Personal
Effect: You gain a +2 power bonus to speed and ignore difficult terrain until the end of your next turn.
Special: You must take the Shadow glide feat to use this power.
Channel Shadow: Shadow Rebuke -- Feat Power
You use the deceptive nature of shadow to redirect an effect upon your foe.
Encounter * Shadow
No Action -- Ranged 5
Trigger: You roll a natural 20 on a saving throw
Effect: Choose an enemy within range; that creature gains the condition you just saved against.
Special: You must take the Shadow Rebuke feat to use this power.
Channel Shadow: Shadow Transfer -- Feat Power
You use an ally’s shadow to swiftly move them from harm’s way.
Encounter * Shadow
Move Action -- Melee 1
Target: One ally
Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally’s space must be the same size.
Special: You must take the Shadow Transfer feat to use this power.
Channel Shadow: Shadow Vigor -- Feat Power
You use the illusory mirror of the shadowfell to alter the outcome of a debilitating effect.
Encounter * Shadow
Minor Action -- Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Constitution modifier.
Special: You must take the Shadow Vigor feat to use this power.
Channel Shadow: Shadowy Guile -- Feat Power
You invoke the shadow’s power of guile to an ally.
Encounter * Shadow
Immediate Interrupt -- Close burst 10
Target: One ally in burst
Effect: The target rerolls a Bluff or Intimidate check he just rolled, with a +5 power bonus. He uses the new result, even if it is lower than the original result.
Special: You must take the Shadowy Guile feat to use this power.
Channel Shadow: Vampiric Strike -- Feat Power
Critical strikes open a necrotic channel allowing you limited healing.
Encounter * Healing, Shadow
Free Action -- Ranged 5
Trigger: You or an ally within range scores a critical hit with a melee attack
Effect: You or an ally can spend a healing surge.
Special: You must take the Vampiric Strike feat to use this power.
PARAGON TIER FEATS
DUAL CURSE [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When your fell curse class feature, you can choose to also mark a second target within the burst. If both targets attack your allies, you must choose which of the targets to respond to. (You still have only one immediate action per round.)
EPIC TIER FEATS
TRUE CURSE [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When your fell curse class feature, you can choose to mark any number of targets within the burst. If more than one target attacks your allies, you must choose which of the targets to respond to. (You still have only one immediate action per round.)
MULTICLASS FEATS
SHADOW INITIATE [Multiclass, Shadow Knight]
Prerequisites: Strength 13, Charisma 13
Benefit: You gain training in the Arcana skill.
Once per encounter, you can use the shadow knight’s fell curse power. However, at the time of taking this feat you must choose either challenging curse or necrosis curse. In addition, you can use a melee weapon as an implement when using a shadow knight power or a shadow knight paragon path power.
The feywild is considered the land of faerie. It is an “echo” of the mortal world that it is more appropriately the home of the summer court fey and the realm reflects all associated with it – warmth, radiance, vibrant color, wild beauty, natural power, the wellspring of life, and a bright mirror or echo of the mortal world. The shadowfell is also an echo of the natural world, but is in many ways a dark mirror of the feywild. It is associated more with the winter court of faerie, associated with cold, shadow and darkness, cruelty, death and undeath.
Just as many creatures of the feywild are capable and inclined to grant power to mortals, so too are creatures of the shadowfell. Those who choose to take on the mantle as a champion of the shadowfell is known as a Shadow Knight.
Shadow Power Source: Shadow magic comes directly from the shadowfell, granted by beings through pacts and devotion. Shadow magic embodies a wide range of effects but focuses on the necrotic energy of the shadowfell, as well as debilitating darkness and cold. Shadow powers are called mysteries.
SHADOW KNIGHT
“I fear not death, as the shadows have shown me that death is but a passage to power.”
CLASS TRAITS
Primary Role: Defender. You are extremely durable melee combatant who uses infused power of the shadowfell.
Secondary Role: Striker and Controller. You mix powers that can both deal mighty damage to foes as well as shape the battlefield.
Power Source: Shadow. You are a champion of the Shadowfell, having learned to mix melee combat with the art of shadow.
Key Abilities: Strength, Charisma, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate
Weapon Proficiencies: Simple melee, military melee
Implements: Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Arcana. From the skill list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Religion (Int)
Build Options: Destructive Shadow Knight, Deceptive Shadow Knight, Necrotic Shadow Knight (to follow using ‘Animal Companion’ rules for an undead companion)
Class Features: Channel Shadow Power, Fell Curse, Runeweapon
Shadow knights are unyielding warriors who apply the powers of shadow to melee combat, enhancing their prowess with illusion, deception, necrosis and other fell forces. You have pledged yourself to the primeval powers of the shadowfell in exchange for their power. Shadow knights strike their enemies down with necrotic energy, demoralize foes with the illusionary and deceptive power of shadow, and generally sow fear and havoc on the battlefield.
The power of shadow infuses you, protecting you from harm and allowing you to wreak havoc upon your foes. The weapon you carry is an extension of yourself and your bond to the powers of the shadowfell.
SHADOW KNIGHT OVERVIEW
Characteristics: Your melee skills are most important, but you also have attacks that can harm foes at range and defend yourself and allies by debilitating your foes.
Religion: Shadow knights favor deities of shadow, deception and death and undeath such as the Raven Queen.
Races: Humans and eladrin are the predominant shadow knights.
CREATING A SHADOW KNIGHT
The shadow knight has three builds: destructive shadow knight, deceptive shadow knight and necrotic shadow knight. Charisma plays into all your attacks, but you might emphasize either Strength or Constitution for added benefits.
Destructive Shadow Knight -- (STR)
Your style of combat focuses on raw shadow power that calls upon necrotic and chilling forces that damage foes and wreak havoc on the battlefield. In your view, the best defense is to simply destroy any opposition. Choose Strength as your highest ability score, since most of your damaging attacks are based on Strength. Charisma should be your second-best ability score and Constitution your third. Consider wielding a big two-handed weapon, especially those with the brutal quality and choose powers that deliver the highest amount of damage.
-- Suggested Feats: Shadow Assault (Human Feat: Weapon Focus)
-- Suggested Skills: Arcana, Athletics, Endurance, Intimidate
-- Suggested At-Will Powers: Necrotic Strike, Shadowchill Blade
-- Suggested Encounter Power: Shadowy Smite
-- Suggested Daily Power: Shadowed Blade
Deceptive Shadow Knight -- (CHA)
Your style of combat focuses more on protection than destruction. You utilize shadow, illusion and debilitation to keep enemies at bay. You do not deal as much damage as a destructive shadow knight, but you are better at dealing with a wider range of situations. Choose Charisma as your highest ability score. Strength should be your second-best ability score and Constitution your third. Consider wielding two weapons and specializing in using them for defense.
-- Suggested Feats: Improved Necrosis (Human Feat: Improved Runeweapon)
-- Suggested Skills: Arcana, Bluff, Endurance, Intimidate
-- Suggested At-Will Powers: Draining Strike, Weakening Strike
-- Suggested Encounter Power: Whirling Shadows
-- Suggested Daily Power: Shadow Push
TBD Using the Animal Companion rules from Martial Power
Necrotic Shadow Knight -- (CON)
You have mastered the art of necrosis, allowing you to call forth an undead minion to aid you in combat. You utilize necrotic shadow energy as easily as most creatures breathe. Choose Constitution as your highest ability score. Strength should be your second-best ability score and Charisma your third.
-- Suggested Feats:
-- Suggested Skills:
-- Suggested At-Will Powers:
-- Suggested Encounter Power:
-- Suggested Daily Power:
SHADOW KNIGHT CLASS FEATURES
Shadow knights are forceful, strong weapons of destruction whose prowess is emboldened by their connection to the shadowfell. All shadow knights have the class features described below.
Channel Shadow
Once per encounter you can channel shadow power, filling yourself with the might of your fell pact. With the shadowy power you infuse, you can wield special powers, such as Strength and Wound Transfer. Some shadow knights learn other uses for this feature; for instance, the shadow feats grant characters with access to the Channel Shadow class feature the ability to use additional special powers.
……….Regardless of how many different uses for Channel Shadow Power you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Fell Curse
You can place a shadow curse upon a foe, allowing you to mark that foe to suffer dire consequence for attacking your allies. Choose one of the following Fell Curse powers. These powers are described in full below.
----- Challenging Curse: You deal cold and necrotic damage to any foe that moves away from you or attacks an ally.
----- Necrosis Curse: You redirect some of the damage of an incoming attack.
Runeweapon
By spending 1 hour of meditation with a chosen weapon, you forge a special bond with the weapon. When using your bonded runeweapon, you gain a +1 bonus to attack rolls.
……….You can forge a bond with a different weapon using the same meditation process (for instance, if you acquire a new weapon that has magical abilities). If you forge a bond with a different weapon, the old bond dissipates.
……….If your bonded runeweapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.)
SHADOW KNIGHT POWERS
Your powers are also known as mysteries. You use your weapon as your implement, employing it both as a melee weapon and as a conduit for your shadow power. Some shadow knight powers include a line titled “Challenging Curse” or “Necrosis Curse.” You gain this extra benefit only if you selected the Challenging Curse or Necrosis Curse power, respectively.
Class Features
Every shadow knight has two class features that work like powers. The two varieties of Fell Curse, challenging curse and necrosis curse, and the multiple powers encompassed by the Channel Shadow Power class feature, are presented below.
Challenging Curse -- Shadow Knight Feature
You curse a nearby enemy with an intimidating challenge, harming them with cold necrotic darkness.
At-Will * Cold, Necrotic, Shadow
Minor Action -- Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
……….While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, it takes cold and necrotic damage equal to 3 + your Charisma modifier. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
Channel Shadow: Strength -- Shadow Knight Feature
You tap into the strength of the energies of the shadowfell.
Encounter * Shadow
Minor Action -- Personal
Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Channel Shadow: Wound Transfer -- Shadow Knight Feature
You use necrotic energy of shadow to transfer healing energy.
Encounter (special) * Healing, Shadow
Special: You can use this power a number of times per day equal to your Constitution modifier (minimum 1), but only once per encounter.
Minor Action – Melee touch
Target: One willing creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. Alternatively, the target may spend a healing surge but regain no hit points. Instead, you regain hit points as if you had spent a healing surge. You or the target spending a healing surge must have one healing surge remaining to use this power.
Necrosis Curse -- Shadow Knight Feature
You create a necrotic bond between your enemy you and your enemy, creating a necrotic feedback that harms the foe for attacking your allies.
At-Will * Necrotic, Shadow
Minor Action – Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
……….While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. In addition, whenever a marked enemy’s attack hits a target other than you, and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 3 + your Constitution modifier and the marked creature takes the same amount of damage as necrotic damage. At 11th level, reduce the damage dealt by 5 + your Constitution modifier and deal the same to the marked creature. At 21st level, reduce the damage dealt by 7 + your Constitution modifier and deal the same to the marked creature.
LEVEL 1 AT-WILL MYSTERIES
Draining Strike -- Shadow Knight Attack 1
Your shadow empowered strikes drain life from your foes.
At-Will * Necrotic, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Constitution modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.
Necrotic Strike -- Shadow Knight Attack 1
A sliver of necrotic energy punished your enemy.
At-Will * Necrotic, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Charisma modifier necrotic damage.
Shadowchill Blade -- Shadow Knight Attack 1
Each blow radiates deadly chilling shadows.
At-Will * Cold, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and you deal cold damage equal to your Charisma modifier to all enemies adjacent to the target.
Increase damage to 2[W] + Strength modifier at 21st level.
Weakening Strike -- Shadow Knight Attack 1
Your shadow empowered attack leaves your foe enfeebled.
At-Will * Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.
LEVEL 1 ENCOUNTER MYSTERIES
Blurring Shadow -- Shadow Knight Attack 1
A blurring shadow forms over a nearby ally as you attack.
Encounter * Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Charisma modifier.
Freezing Strike -- Shadow Knight Attack 1
You cut into your foe and the chill of the shadows freezes them in place.
Encounter * Cold, Shadow, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier cold damage, and the target is immobilized until the end of your next turn.
Special: You can use this power in place of a melee basic attack when charging.
Shadowy Smite -- Shadow Knight Attack 1
Your weapon drips purple shadows.
Encounter * Necrotic, Shadow, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage + Charisma modifier necrotic damage.
Whirling Shadows -- Shadow Knight Attack 1
Shadows swirl around your blade an outward toward your enemies.
Encounter * Cold, Necrotic, Shadow, Weapon
Standard Action -- Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier cold and necrotic damage, and the target takes a penalty to attack rolls until the end of your next turn equal to your 2 + your Constitution modifier.
LEVEL 1 DAILY MYSTERIES
Shadow Bolt -- Shadow Knight Attack 1
You blast a foe with a bolt of raw shadow wracking them with pain.
Daily * Shadow, Weapon
Standard Action -- Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
Shadow Push -- Shadow Knight Attack 1
You strike a target and force them through the barrier of the shadowfell.
Daily * Shadow, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
Shadowed Blade -- Shadow Knight Attack 1
Your weapon is engulfed in freezing necrotic energy.
Daily * Cold, Necrotic, Shadow, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold and necrotic damage.
Effect: Until the end of the encounter, your melee attacks deal extra cold and necrotic damage equal to your Charisma modifier.
HEROIC TIER FEATS
FORCEFUL RUNEMASTER [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When using your bonded runeweapon, you may use your Charisma modifier instead of your Strength modifier when making a basic attack with that weapon.
IMPROVED NECROSIS [Shadow Knight]
Prerequisites: Shadow knight with necrosis curse
Benefit: When your necrosis curse reduces damage to an ally and deals damage to a foe, it reduces and deals an additional +2 bonus damage.
IMPROVED RUNEWEAPON [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When using your bonded runeweapon, you gain a +1 feat bonus to AC.
SHADOW ASSAULT [Shadow Knight]
Prerequisites: Shadow knight with challenging curse
Benefit: When your challenging curse deals damage to a foe, it deals an additional +2 bonus damage.
Channel Shadow feats:
Feat Name [Shadow]
Prerequisites: Channel Shadow class feature
Benefit: You can invoke your shadow pact to use featname.
Channel Shadow: Bolster Runeweapon -- Feat Power
You deepen your bond with your runeweapon with a sudden infusion of shadow.
Encounter * Shadow
Minor Action -- Personal
Effect: You gain a +2 power bonus to any one attack roll made with your runeweapon until the end of your next turn.
Special: You must take the Bolster Runeweapon feat to use this power.
Channel Shadow: Deflecting Shadow -- Feat Power
You use the illusory power of shadows to alter the outcome of an attack.
Encounter * Shadow
Immediate Interrupt – Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range into a normal hit.
Special: You must take the Deflecting Shadow feat to use this power.
Channel Shadow: Necrotic Burst -- Feat Power
You unleash a blast of raw necrotic energy that harms the living.
Encounter * Necrotic, Shadow, Weapon
Standard Action – Close burst 1
Target: Each living creature in burst
Attack: Constitution vs. Will
Hit: 1d12 + Constitution modifier necrotic damage, and the target is stunned until the end of your next turn.
Increase damage to 2d12 + Constitution modifier at 5th level, 3d12 + Constitution modifier at 11th, 4d12 + Constitution modifier at 15th, 5d12 + Constitution modifier at 21st, and 6d12 + Constitution modifier at 25th.
Miss: Half Damage.
Special: You must take the Necrotic Burst feat to use this power.
Channel Shadow: Necrotic Power -- Feat Power
Your necrotic powers rage with the full fury of the shadowfell.
Encounter * Necrotic, Shadow
Free Action -- Personal
Trigger:[/]b You hit an enemy with a power with the necrotic keyword
Effect: Your power deals an extra 1d10 necrotic damage to all targets hit by the power used.
Special: You must take the Necrotic Power feat to use this power.
Channel Shadow: Necrotic Spirit -- Feat Power
You tap into the mental resistance afforded the undead.
Encounter * Shadow
Minor Action -- Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.
Special: You must take the Necrotic Spirit feat to use this power.
Channel Shadow: Shadow Glide -- Feat Power
You can travel through the edges of the shadowfell.
Encounter * Shadow
Minor Action -- Personal
Effect: You gain a +2 power bonus to speed and ignore difficult terrain until the end of your next turn.
Special: You must take the Shadow glide feat to use this power.
Channel Shadow: Shadow Rebuke -- Feat Power
You use the deceptive nature of shadow to redirect an effect upon your foe.
Encounter * Shadow
No Action -- Ranged 5
Trigger: You roll a natural 20 on a saving throw
Effect: Choose an enemy within range; that creature gains the condition you just saved against.
Special: You must take the Shadow Rebuke feat to use this power.
Channel Shadow: Shadow Transfer -- Feat Power
You use an ally’s shadow to swiftly move them from harm’s way.
Encounter * Shadow
Move Action -- Melee 1
Target: One ally
Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally’s space must be the same size.
Special: You must take the Shadow Transfer feat to use this power.
Channel Shadow: Shadow Vigor -- Feat Power
You use the illusory mirror of the shadowfell to alter the outcome of a debilitating effect.
Encounter * Shadow
Minor Action -- Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Constitution modifier.
Special: You must take the Shadow Vigor feat to use this power.
Channel Shadow: Shadowy Guile -- Feat Power
You invoke the shadow’s power of guile to an ally.
Encounter * Shadow
Immediate Interrupt -- Close burst 10
Target: One ally in burst
Effect: The target rerolls a Bluff or Intimidate check he just rolled, with a +5 power bonus. He uses the new result, even if it is lower than the original result.
Special: You must take the Shadowy Guile feat to use this power.
Channel Shadow: Vampiric Strike -- Feat Power
Critical strikes open a necrotic channel allowing you limited healing.
Encounter * Healing, Shadow
Free Action -- Ranged 5
Trigger: You or an ally within range scores a critical hit with a melee attack
Effect: You or an ally can spend a healing surge.
Special: You must take the Vampiric Strike feat to use this power.
PARAGON TIER FEATS
DUAL CURSE [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When your fell curse class feature, you can choose to also mark a second target within the burst. If both targets attack your allies, you must choose which of the targets to respond to. (You still have only one immediate action per round.)
EPIC TIER FEATS
TRUE CURSE [Shadow Knight]
Prerequisites: Shadow knight
Benefit: When your fell curse class feature, you can choose to mark any number of targets within the burst. If more than one target attacks your allies, you must choose which of the targets to respond to. (You still have only one immediate action per round.)
MULTICLASS FEATS
SHADOW INITIATE [Multiclass, Shadow Knight]
Prerequisites: Strength 13, Charisma 13
Benefit: You gain training in the Arcana skill.
Once per encounter, you can use the shadow knight’s fell curse power. However, at the time of taking this feat you must choose either challenging curse or necrosis curse. In addition, you can use a melee weapon as an implement when using a shadow knight power or a shadow knight paragon path power.