- Category: Classes
- Published on Monday, 22 August 2011 11:28
- Written by Ziggy Stardirt
Upon nearly destroying the world they fought to rule, the gods ceased their open conflict and agreed to allow the races they created to fight their wars for them, spreading their ideals across the realms. The champions were no more. However, their divine martial skills are still remembered and practiced today by mortals of deeply devout convictions and ideals such as the pious Paladin and the malevolent Anti-Paladin.
Yet, there exists another ancient tradition of martial prowess that feeds from the murky shadow of the soul, the Maresyth also known as... the Dark Knight. Using dark rites that draw upon shadowy energies, carnal emotions and physical prowess, the Dark Knight wades into battle fearlessly with little regard for his own safety visiting a path of devastation and ruin upon those who oppose him.
Alignment: Lawful Neutral, Chaotic Neutral, Neutral Evil, Neutral
Hit Die: d10
Class SkillsBluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int) (Planes), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str)
Skill Ranks Per Level: 2 + Int modifier.
|Level||Base Attack||Fort||Ref||Will||Special Abilities|
|1st||+1||+2||+0||+2||Dark Bond, Dark Guise|
|4th||+4||+4||+1||+4||Lesser Dark Pacts|
|6th||+6/+1||+5||+2||+5||Dark Bond +2|
|8th||+8/+3||+6||+2||+6||Dark Seal +3|
|10th||+10/+5||+7||+3||+7||Dark Veil 2/day|
|11th||+11/+6/+1||+7||+3||+7||Dark Bond +3, Dark Seal +4|
|12th||+12/+7/+2||+8||+4||+8||Greater Dark Pacts|
|13th||+13/+8/+3||+8||+4||+8||Dark Seal +5|
|15th||+15/+10/+5||+9||+5||+9||Dark Veil 3/day|
|16th||+16/+11/+6/+1||+10||+5||+10||Dark Bond +4|
|18th||+18/+13/+8/+3||+11||+6||+11||Dark Seal +6|
Class FeaturesWeapon and Armor Proficiency: Dark Knight's are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Dark Bond (Su): At 1st level the Dark Knight can imbue his weapon with a killing edge. Once a day, upon performing a 10 minute ritual, the Dark Knight stains his chosen weapon with his own blood self-inflicting 1 hit point of damage but granting a +1 insight bonus to attacks for 24 hours. At 6th level he can inflict 2 hit points of damage for a +2 bonus, at 11th level 3 hit points of damage for a +3 bonus and at 16th level 4 hit points for a +4 bonus. The self-inflicted damage cannot be healed magically but returns when the Dark Bond ends (temporary hit points cannot be used for this ability).
Dark Guise (Ex): Also at 1st level, the Dark Knight gains a +2 bonus to Bluff and Intimidate skill checks against directly opposed alignments.
Dark Oath (Su): At 2nd level the Dark Knight can declare a bloody pact of carnage and visit ruin upon his foes. During a Dark Bond, as a full-round action, the Dark Knight can trade up to his class level in hit points to grant an equal moral bonus to all damage rolls with his Dark Bond weapon. This bonus lasts a number of rounds equal to the amount of hit points sacrificed. A Dark Oath can be performed a number of times per day equal to ½ Dark Knight level + Cha modifier. The self-inflicted damage cannot be healed magically but returns when the Dark Bond ends (temporary hit points cannot be used for this ability).
Dark Seal (Su): At 3rd level, the Dark Knight gains a +2 bonus to all saving throws. As a swift action this bonus can be switched to the Dark Knight's AC, however this disrupts access to Dark Pacts (see below). This special bonus increases by +1 every 5 levels thereafter.
Lesser Dark Pacts (Su): At 4th level, the Dark Knight is granted access to powerful contracts with the dark forces inside him that allow for devastating acts of slaughter, albeit with the risk of experiencing debilitating Corruption (see below).
Once a round, as a swift action, the Dark Knight can activate a Dark Pact. This ability can be used a number of times per day equal to 1/2 Dark Knight level + Cha modifier and lasts a number of rounds equal to the Dark Knight's Con modifier (if this modifier is 0 or less the Pact cannot be activated). A Pact may not be initiated more than once in its duration, however a different Pact may be activated during that time allowing numerous Pacts to operate simultaneously. Some Pacts require the Dark Knight to have a Dark Bond weapon.
If the Dark Knight uses his Dark Seal ability to enhance his AC he loses access to all Pacts for that duration (see above).
The following Lesser Dark Pacts are available to the Dark Knight:
Bane: A Dark Bond weapon gains the Bane weapon special ability.
Fang: On a successful attack a Dark Bond weapon does an additional 1d6 points of damage. This damage is transferred to the Dark Knight as temporary hit points. The number of temporary hit points gained may not exceed twice his level. These temporary Hit points last for 1 hour.
Cull: The Dark Knight can Cleave foes (as feat). If he already has Cleave he instead gains virtual access to Great Cleave.
Grave: Attacks with a Dark Bond weapon causes foes to become demoralized. Upon a successful attack the Dark Knight's victim must make a Will save DC10 + 1/2 Dark Knight level + Cha modifier or become shaken for 1d4 rounds. A victim currently shaken becomes frightened instead.
Knell: The Dark Knight can perform a Coup De Grace as a standard action.
Maul: A Dark Bond weapon does damage as if one size category larger.
Slay: The Dark Knight gains both Improved Critical and Critical Focus with Dark Bond weapon.
Wound: The Dark Knight's attacks deal bleed damage equal to half his class level. Multiple bleed attacks do not stack.
Wrath: The Dark Knight gains an extra attack at his highest BAB.
Wyrd: Attacks with a Dark Bond weapon do additional 1d6 energy damage (acid, cold, electricity or fire). Energy type is chosen when the Pact is activated.
Dark Veil (Su): At 5th level, the Dark Knight can summon a shroud of slain spirits for protection. As a standard action the Dark Knight can surround himself with a smoky aura that grants concealment 20%. This aura last a number of rounds equal to ½ Dark Knight level + Cha modifier. This ability can be used 1/day at 5th level and one additional time per day at 10th and 15th level.
Dark Assail (Su): At 7th level, a Dark Knight can slip through shadows to swiftly assault his foes. As a move action the Dark Knight can shift through the plane of shadow up to one-half his speed. The Dark Knight must appear adjacent to an opponent at the end of the shift. Every 2 levels beyond 7th, the Dark Knight can shift an additional 5'. This ability can be used a number of times per day equal to the Dark Knight's Con modifier.
Dark Healing (Su): At 8th level, the Dark Knight's connection with his dark power allows him to be healed with negative energy that would ordinarily harm him. Every time the Dark Knight is affected by negative energy he takes no hit point damage but is instead healed ½ the amount (minimum 1). Healing from positive energy works as normal.
Greater Dark Pacts (Su): At 12th level the Dark Knight gains access to even more powerful contracts with the darkness inside him.
The following Greater Dark Pacts are now available:
Mangle: A Dark Knight's attacks become devastatingly ferocious. Once a round, upon a successful hit with a Dark Bond weapon, the target of the attack must make a Reflex save DC10 + 1/2 Dark Knight level + Str modifier or suffer 1d4 points of damage to their Strength and Dexterity and have their speed reduced to 5' for 1d4 rounds.
Phantom: Attacks with a Dark Bond weapon are considered touch attacks and the Dark Knight is capable of damaging incorporeal creatures normally.
Repulse: As a full-round action the Dark Knight initiates an Improved Bull Rush on all adjacent squares. The Dark Knight adds his Con modifier to his CMB for this attack. All targets successfully attacked take 1d6 points of bludgeon damage every 5 feet of forced movement and must make a Fortitude save DC10 + 1/2 Dark Knight level + Con modifier or be stunned
for 1 round.
Ruin: Upon a critical hit with a Dark Bond weapon, the target must make a Fortitude save DC15 + ½ Dark Knight level or be slain.
Spoil: A Dark Knight's attacks curdle his enemies' resolve. Once a round, upon a successful attack with a Dark Bond weapon, the target must make a Fortitude save DC10 + 1/2 Dark Knight level + Con modifier. Failure strikes the target with nauseating sickness for 1d4 rounds.
Dark Sight (Ex): At 14th level, the Dark Knight gains the see in darkness special ability.
Dark Vow (Su): At 17th level, the Dark Knight can initiate 2 Lesser Dark Pacts simultaneously. However, the risk for Corruption increases. Upon committing a Dark Vow the Dark Knight must roll a DC10 Con check each round. Additional Pacts add a +1 to the DC. Only one Dark Vow can be activated at a time.
Dark Path (Ex): At 19th level, the Dark Knight's Dark Guise ability increases to +4. His Dark Healing improves as well allowing him to be healed normally with negative energy that would ordinarily do hit point damage. Positive energy however, harms him doing appropriate hit point damage.
Dark Apotheosis: At 20th level, the Dark Knight has completely embraced his power, gaining more control of it. He can also shake off the feeble blows of his enemies. He receives a +2 to his Con checks to resist Corruption, gains DR 5/- and his Dark Veil ability improves to 50%.
Corruption RulesWhen a Dark Pact is used there is a risk of Corruption. Initiating a Pact forces a Constitution check every round it is in effect (DC8 + 1 per additional Pact).
Corruption is a physically debilitating condition. Upon failing this check the Dark Knight gains 1 point of Corruption for every Dark Pact in effect and is instantly fatigued. If the Dark Knight gains a number of Corruption points equal to 1/2 his Con score (rounded up) he also becomes staggered for as many rounds as he has levels. If the number of Corruption points equals his Con score he gains the above conditions and also gains a penalty to his abilities as if he had gained a number of temporary negative levels equal to his Dark Knight level (Fort DC15 + class level). If the negative level penalties exceed his Con score he begins to suffer 1 point of Con damage per round. Corruption that exceeds the Dark Knight's Con score causes the above conditions and does 1 point of Con damage per round. See examples of these conditions below.
These debilitating conditions may be remedied normally; however Corruption can only be removed by a Penance (see below), Restoration or greater healing spell. Should the Dark Knight be slain with Corruption, he can only be brought back to life with a Resurrection or greater life restoring spell.
Special note: Corruption is the result of the abuse of/or association with dark (evil) energies. It is possible that certain acts or events could also trigger this condition for any character regardless of class or alignment. The DM is free to manipulate this mechanic as he sees fit.
Examples of Corruption: Volgrad, a 5th level Dark Knight with a Con score of 14, initiates a Dark Pact. Each round the Dark Pact is activated he must roll a Con check (DC8). He rolls his check and gets a result of 6. Volgrad gains a point of Corruption and is instantly fatigued. He can rid himself of the fatigue condition normally, but not the point of Corruption. A Penance, Restoration or greater healing spell removes the Corruption.
If Volgrad initiates a Dark Pact and rolls a Con check and gets a result of 16. He is not affected by Corruption that round. If Volgrad initiates a secondary Dark Pact while the first is in effect he must roll a Con check DC9 (DC8 + 1 per additional Pact). He rolls a 7 and gains two points of Corruption (1 per each Pact activated). If he now has 7 points of Corruption he not only becomes fatigued but is also staggered for 5 rounds because the amount of Corruption equals 1/2 his Con score. He can rid himself of the fatigue and staggered conditions normally, but only a Penance, Restoration or greater healing spell removes the Corruption.
If Volgrad gains points of Corruption equal to his Con score, currently 14, he becomes fatigued, is staggered for 5 rounds and gains penalties to his abilities as if he had 5 temporary negative levels. The fatigue, staggered and negative level penalties can be removed normally, however as stated previously, only a Penance, Restoration or greater healing spell removes the Corruption.
If Volgrad gains 15 points of Corruption, he is afflicted with all the previous conditions but also experiences 1 point of Con damage per round until his Corruption is reduced or removed.
School conjuration (healing)
Level cleric 3
Casting Time 1 standard action
Components V, S, DF
Target creature touched
Saving Throw Will half (harmless), see text; SR Yes (harmless)
This spell causes a spring of cleansing energy to wash over the target touched healing 1d4+1 per 4 levels (maximum +5) of Corruption (see above).
Level cleric 3
Casting Time 1 standard action
Components V, S, DF
Target creature touched
Saving Throw Fortitude half; SR Yes
This spell causes a helix of dark energy to wash over the target touched dealing 1d4+1 per 4 levels (maximum +5) of Corruption (see above).
Author's Note: Okay, first, my thanks to Lance Gerfried for being the impetus for my version of his Dark Knight. And yes, this makes, like, the THIRD class named Dark Knight on this site but I just couldn't think of another more fitting name. Really, I tried. Hopefully, Lance won't take offense at my effort. Not to mention, Jon Ting sort of stole my thunder with his own terrific creation. So, I'm throwing a good natured x4 Crit in his direction!
All comments are welcome, especially in regards to the corruption mechanic. Thanks PF for an awesome RPG.
||1 1 1 1 1 1 1 1 1 1 Rating 4.71 (14 Votes)|
||1 1 1 1 1 1 1 1 1 1 Rating 4.83 (12 Votes)|
||1 1 1 1 1 1 1 1 1 1 Rating 4.33 (12 Votes)|