Dark Knight

As a Dark Kngiht you utilize your dark negative energies, carnal emotions, and prowess on the battlefield to utterly obliterate your opponents. Constantly on the front line more then any other fighter, and often as much as your nemesis the Paladin, you turn the tides of combat with your Blood Weapon and throwing caution to the wind as you embrace your own life-force and use it to lay paths of destruction.

Alignment: Any

Hit Die: d8

Class Skills

Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Proffesion (Wis), Ride (Dex), Sense Motive (Wis), Spell Craft (Int)

Skill Ranks Per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +2 +0 +0 Blood Weapon (1/day), Dark Heart, Bonus Feat
2nd +2 +3 +0 +0 Arcane Circle, Last Resort
3rd +3 +3 +1 +1 Detect Heart, Weapon Bash
4th +4 +4 +1 +1 Blood Weapon (2/day)
5th +5 +4 +1 +1 Last Resort +2d6, Bonus Feat
6th +6/+1 +5 +2 +2 Diabolic Eye
7th +7/+2 +5 +2 +2 Blood Weapon (3/day)
8th +8/+3 +6 +2 +2 Last Resort +3d6
9th +9/+4 +6 +3 +3 Soul Eater, Bonus Feat
10th +10/+5 +7 +3 +3 Blood Weapon (4/day)
11th +11/+6/+1 +7 +3 +3 Last Resort +4d6
12th +12/+7/+2 +8 +4 +4 Dark Aura
13th +13/+8/+3 +8 +4 +4 Blood Weapon (5/day), Bonus Feat
14th +14/+9/+4 +9 +4 +4 Last Resort +5d6
15th +15/+10/+5 +9 +5 +5 Dark Seal
16th +16/+11/+6/+1 +10 +5 +5 Blood Weapon (6/day)
17th +17/+12/+7/+2 +10 +5 +5 Last Resort +6d6, Bonus Feat
18th +18/+13/+8/+3 +11 +6 +6 Muted Soul
19th +19/+14/+9/+4 +11 +6 +6 Blood Weapon (7/day)
20th +20/+15/+10/+5 +12 +6 +6 Dark Apotheosis, Last Resort +7d6

Class Features

Weapon and Armor Proficiency: Dark Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) but not shields.

Blood Weapon (Su): Starting at first level a Dark Knight can evoke a crimson prowess into his blade, sapping the strength from the living opponents. The Dark Knight's weapon effectivly gains the vampiric enchantment, and this abilitiy lasts rounds equal to 2 + the Dark Knight's constitution modifier. If the weapon already has vampiric enchantment, then his blood weapon and the vampiric enchantment stack.

Dark Heart (Ex): At 1st level the Dark Knight must choose an alignement directly oppisite to his own. Dark Heart allows the Dark Knight to use all weapons, armor, items, equipment, and cast spells of the new alignement while maintaining his base alignment. Example: If he is a Lawful Good Dark Knight, he can use all items of Chaotic, or Evil nature as well.

Arcane Circle (Su): At level 2 a Dark Knight gains a bonus equal to his Charisma Modifier on all saving throws against Spells and Spell-like effects.

Last Resort (Ex): Starting at level 2 a Dark Knight can  disregard his own personal safty to ensure that his enemies are hurt,  and hurt bad. At the start of a Dark Knight's turn he can cast aside his  own defence to deal additional damage to the enemy. Using this ability  causes the Dark Knight to lose his dexterity bonus, and be flatfooted  until his next turn.

Detect Heart: At level 3 a Dark Knight can detect the alignment associated with his Dark Heart abillity, the same as the Detect [Alignment] spell.

Weapon Bash (Ex): At 3rd level, a Dark Knight can preform an attack which will render his opponent stunned. As a standard action a Dark Knight can make a single attack roll at his highest BAB and attempt to stun his opponent. This functions also as a normal attack, and if the attack successfully hits, then the struck target is forced to make a Fortitude Save (DC = 10 + 1/2 Dark Knight level + Dark Knights Strength Mod) or be stunned for 1 round. If the weapon used in the attack has an enchanment bonus, then that enchancment bonus is also added to the save DC. This ability can be used times per day equal to 1/2 the Dark Knight's class level + the Dark Knight's Constitution Mod. Constructions, Oozes, Plants, Undead, Incorpreal Creatures, and Creatures Immune to Critical Hits are all immune to Weapon Bash.

Bonus Feat: At 1st level, and every 4 levels after a Dark Knight can take an additional Combat Feat, as a Fighter would.

Diabolic Eye (Su): When a Dark Knight reaches 6th level, he may now take his own life-force and expend it to ensure his attacks strike his enemies. By paying HP in multiples of 4, he can gain a +1 bonus to his attacks for the rest of the round. Maximum payable HP is 2 x Dark Knight Class Level.

Soul Eater (Su): Upon reaching 9th level a Dark Knight  can now take his  own life-force and expend it to deal damage to nearby  creatures. For every point of HP payed by the Dark Knight, neaby creatures take 1 point of damage. Creatures hit by Soul Eater can make a Will save  (DC = 10 +  1/2 Dark Knights Class Level + Dark Knights Charisma Mod) to  reduce the  damage to half.  Maximum payable HP is 4 x Dark Knight's  Class Level.  After this ability is used a Dark Knight suffer's -4 on  all attack rolls  until the HP payed is returned.

Dark Aura (Su): When a Dark Knight uses his Blood Weapon ability a massive Dark Aura is unleashed on the surrounding area. All enemies of the Dark Knight suffer a penelty on all saving throws and attack rolls made within 30 feet of the Dark Knight. The penelty is equal to -2 - (1/2 Charisma Modifier).

Dark Seal (Su): At 15th level a Dark Knight can pay 10% of his Maximum life to reroll a saving throw against spells, or spell like abilities. Dark Sea! l can on ly be used once per round.

Mute Soul (Ex): Starting at 18th level a Dark Knight gains the ability to completely Mute on enemy's soul and body. An enemy is forced to make a will saving throw (DC = 10 + 1/2 Dark Knight Level + Dark Knight Charisma Mod) or they're no longer able to speak or cast spells requiring Verbal components for rounds equal to the Dark Knight Charisma Modifier.

Dark Apotheosis: At the 20th level a Dark Knight's alignment is changed to that of the alignment choosen by his Dark Heart ability. He also becomes immune to all spells, and spell-like abilities that require the Dark Knight to be the chosen alignement such as Detect Evil, or Smite Evil.

Additional Ratings
Balance:
( 25 Votes )
Utility:
( 26 Votes )
Clarity:
( 26 Votes )


Martial Weapon Proficiency<br /><br />Light Armor Proficiency<br /> <br />Medium Armor Proficiency<br /> <br />Heavy Armor Proficiency<br /> <br />Blood Weapon (Su): Starting at first level a Dark Knight can evoke a  crimson prowess into his blade, sapping the strength from the living  opponents. The Dark Knight's weapon effectivly gains the vampiric  enchantment, and this abilitiy lasts rounds equal to 2 + the Dark  Knight's constitution modifier. If the weapon already has vampiric  enchantment, then his blood weapon and the vampiric enchantment stack.<br /> <br />Dark Heart (Ex): At 1st level the Dark Knight must choose an alignement  directly oppisite to his own. Dark Heart allows the Dark Knight to use  all weapons, armor, items, equipment, and cast spells of the new  alignement while maintaining his base alignment. Example: If he is a  Lawful Good Dark Knight, he can use all items of Chaotic, or Evil nature  as well.<br /> <br />Arcane Circle (Su): At level 2 a Dark Knight gains a bonus equal to his  Charisma Modifier on all saving throws against Spells and Spell-like  effects.<br /> <br />Last Resort (Ex): Starting at level 2 a Dark Knight can disregard his own personal safty to ensure that his enemies are hurt, and hurt bad. At the start of a Dark Knight's turn he can cast aside his own defence to deal additional damage to the enemy. Using this ability causes the Dark Knight to lose his dexterity bonus, and be flatfooted until his next turn as well as dealing half the additonal damage done, back to himself. Example, he does 6d7 damage, rolls 21 damage, he would suffer 10 damage. <br /><br />Detect Heart: At level 3 a Dark Knight can detect the alignment  associated with his Dark Heart abillity, the same as the Detect  [Alignment] spell.<br /> <br />Weapon Bash (Ex): At 3rd level, a Dark Knight can preform an attack  which will render his opponent stunned. As a standard action a Dark  Knight can make a single attack roll at his highest BAB and attempt to  stun his opponent. This functions also as a!
normal
attack, and if the  attack successfully hits, then the struck target is forced to make a  Fortitude Save (DC = 10 + 1/2 Dark Knight level + Dark Knights Strength  Mod) or be stunned for 1 round. If the weapon used in the attack has an  enchanment bonus, then that enchancment bonus is also added to the save  DC. This ability can be used times per day equal to 1/2 the Dark  Knight's class level + the Dark Knight's Constitution Mod.  Constructions, Oozes, Plants, Undead, Incorpreal Creatures, and  Creatures Immune to Critical Hits are all immune to Weapon Bash.<br /> <br />Bonus Feat: At 1st level, and every 4 levels after a Dark Knight can take an additional Combat Feat, as a Fighter would. <br /> <br />Diabolic Eye (Su): When a Dark Knight reaches 6th level, he may now take  his own life-force and expend it to ensure his attacks strike his  enemies. By paying HP in multiples of 4, he can gain a +1 bonus to his  attacks for the rest of the round.  Maximum payable HP is 2 x Dark  Knight Class Level.<br /> <br />Soul Eater (Su): Upon reaching 9th level a Dark Knight can now take his  own life-force and expend it to deal damage to nearby creatures. By  paying multiples of 2 he can deal 1 point of damage to all nearby  creatures. Creatures hit by Soul Eater can make a Will save (DC = 10 +  1/2 Dark Knights Class Level + Dark Knights Charisma Mod) to reduce the  damage to half..  Maximum payable HP is 3 x Dark Knight's Class Level.  After this ability is used a Dark Knight suffer's -4 on all attack rolls  until the HP payed is returned.<br /> <br />Dark Aura (Su): When a Dark Knight uses his Blood Weapon ability a  massive Dark Aura is unleashed on the surrounding area. All enemies of  the Dark Knight suffer a penelty on all saving throws and attack rolls  made within 30 feet of the Dark Knight. The penelty is equal to -2 -  (1/2 Charisma Modifier).<br /> <br />Dark Seal (Su): At 15th level a Dark Knight can pay 10% of his Maximum life to reroll a saving throw against spells, or spell like abilities. Dark Sea!
l can on
ly be used once per round.<br /> <br />Mute Soul (Ex): Starting at 18th level a Dark Knight gains the ability  to completely Mute on enemy's soul and body. An enemy is forced to make a  will saving throw (DC = 10 + 1/2 Dark Knight Level + Dark Knight  Charisma Mod) or they're no longer able to speak or cast spells  requiring Verbal components for rounds equal to the Dark Knight Charisma  Modifier.<br /> <br />Dark Apotheosis: At the 20th level a Dark Knight's alignment is changed  to that of the alignment choosen by his Dark Heart ability. He also  becomes immune to all spells, and spell-like abilities that require the  Dark Knight to be the choosen alignement such as Detect Evil, or Smite  Evil.

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