PDA

View Full Version : Tome of Heroic Darkness pt. 2 - The Dark Knight (3.5e) [PEACH]



Sho
2013-02-26, 07:01 PM
I made the Rebalanced Blackguard as the first of four classes which will be pooled into a resource which I will name "The Tome of Heroic Darkness". A long time ago, perhaps two to three years ago, I came to this board and posted the Dark Knight, a homebrew class based upon the its cousin within the Final Fantasy JRPG series. After a long time, I have fleshed it out completely and honed my thoughts on this piece. So, here it is.




DARK KNIGHT
Version 0.9.0
Created by Sho (MWC)

http://img.photobucket.com/albums/v257/Shokaider/darkknightsmandf.gif

"Few understand the torment through which we all go. Fewer understand the sacrifice we some commit for the sake of others."
~ Cain Finney, years after his initiation as a Dark Knight ~

MAKING A DARK KNIGHT
As a dark knight, you benefit from a diverse study and training that allows you to utilize dark techniques and spells to be rid your enemies in combat. While not sturdy at first glance, your abilities speak for themselves, allowing you to maintain as a front-line warrior that can stand alone in adversity or support his allies. Your training in the arts of magic allow you to fall back on a possibly less direct approach should the situation not warrant a sword.
Abilities: As a combatant class, both Strength and Constitution are stipends necessary to excel. Charisma, too, is important for it allows the dark knight to function as a spellcaster and expands upon his supernatural abilities.
Races: Dark knights can come in all shapes and sizes, but they are especially prevalent in societies or cultures that behold a dark nature unto its own or pride their very heritage of magic. Humans, though a young race, bear many a dark knight to the world when touched by magics most forlorn.
Alignment: Any.
Starting Gold: 5d4x10 gp (120 gp).
Starting Age: As Sorcerer.
Base Attack Bonus: As Fighter.
Saving Throws: Good Fortitude, Poor Reflex, Poor Will.
Hit Dice: d10 + Constitution modifier.


Class Skills
The dark knight's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skills Points at 1st Level: (4 + Intelligence Modifier) x 4
Skills Points at Each Additional Level: 4 + Intelligence Modifier

{TABLE=HEAD]Class Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Aura, Darkness
2nd|
+2|
+3|
+0|
+0|Arcane Resistance, Darkside
3rd|
+3|
+3|
+1|
+1|Darkness
4th|
+4|
+4|
+1|
+1|Black Magic, Invoke Sword
5th|
+5|
+4|
+1|
+1|Darkness
6th|
+6|
+5|
+2|
+2|Swift Cast 1/Day
7th|
+7|
+5|
+2|
+2|Darkness
8th|
+8|
+6|
+2|
+2|Swift Cast 2/Day
9th|
+9|
+6|
+3|
+3|Darkness
10th|
+10|
+7|
+3|
+3|Soul Eater
11th|
+11|
+7|
+3|
+3|Mettle, True Darkness
12th|
+12|
+8|
+4|
+4|Swift Cast 3/Day
13th|
+13|
+8|
+4|
+4|True Darkness
14th|
+14|
+9|
+4|
+4|Invoke Ruin
15th|
+15|
+9|
+5|
+5|True Darkness
16th|
+16|
+10|
+5|
+5|Swift Cast 4/Day
17th|
+17|
+10|
+5|
+5|True Darkness
18th|
+18|
+11|
+6|
+6|Dark Seal
19th|
+19|
+11|
+6|
+6|True Darkness
20th|
+20|
+12|
+6|
+6|Lord of the Dark Sword, Swift Cast 5/Day[/TABLE]

WEAPON AND ARMOR PROFICIENCY
Dark knights are proficient with all simple and martial weapons and with all light and medium armors and all shields, except tower shields.

AURA (Su)
The dark knight is a being possessed by eldritch and abominable power. Whenever he uses any of the class features described or casts a spell from the dark knight spell list, he radiates an aura with a power equal to his class level and an alignment matching his own. For example, if the dark knight is both Chaotic and Evil when he performs a technique from the Darkness tree, then he radiates both an Aura of Chaos and an Aura of Evil.

DARKNESS (Su)
At 1st level, and again at 3rd, 5th, 7th, and 9th levels, the dark knight can choose one of the techniques available to him from the Darkness technique tree. These techniques can only be performed times per day equal to 2 plus the dark knight's Charisma modifier (minimum 1). All the following techniques may only be used during an encounter; some techniques will require that multiple uses per day be expended.

. . . (1.) "Night Saber"
The dark knight summons a malefic vision which bleeds crimson ichor. This red substance forms into a crimson blade that impales the target opponent. The dark knight makes a ranged touch attack against the target, and if the attack is successful, it deals 1d8 eldritch damage. This damage increases by 1d8 for each two levels past 1st the dark knight gains. If the attack deals damage, then the dark knight gains hit points equal to the damage dealt to the opponent with any points gained going over his maximum hit points becoming temporary hit points. Temporary hit points gained with this technique last for 1 minute or until expended. If the target has fewer hit points than the damage this technique inflicts, then it cannot grant the dark knight any hit points greater than the remaining hit points of the target creature.

This technique is a standard action, and it has Close Range (25 Ft. + 5 Ft. per 2 Class Levels).

. . . (2.) "Dusk Saber"
The dark knight strikes out with an ethereal blade that pierces at the veil of the opponent. The dark knight makes a ranged touch attack against the target, and if the attack is successful, it deals 1d6 eldritch damage. This damage increases by 1d6 for each two levels past 1st the dark knight gains. If the attack deals damage and the opponent has spell-casting or the use of spell-like abilities, then it must make a Will saving throw (Difficulty Class = 10 + half the dark knight's class level + the dark knight's Charisma modifier) or become Impeded for 5 rounds.

* : As a note, the Difficulty Class for the Concentration skill check is 10 + half the dark knight's class level + the dark knight's Charisma modifier + the spell's level.

This technique is a standard action, and it has Close Range (25 Ft. + 5 Ft. per 2 Class Levels).

. . . (3.) "Strife Shield"
The dark knight unleashes his dark power in the form of an ephemeral shield that absorbs his pain and returns it to his opponents. The dark knight expends a daily use of his Darkness ability and gains temporary hit points equal to twice his dark knight class level plus his Charisma modifier. Each time the dark knight is struck and damaged by an opponent creature, this creature takes damage equal to twice the dark knight's Charisma modifier. This shield lasts for 2 plus the dark knight's class level in rounds. Temporary hit points gained with this ability last until expended or until the duration of the shield ends.

This technique is a swift action. In order to acquire this technique, you must know at least one other technique from the Darkness tree.

. . . (4.) "Culling Blow"
The dark knight makes a ranged touch attack against the target, and if the attack is successful, it deals 1d6 eldritch damage. This damage increases by 1d6 for each two levels past 1st the dark knight gains. If the attack deals damage, then the opponent must succeed a Fortitude saving throw (Difficulty Class = 10 + half the dark knight's class level + the dark knight's Charisma modifier) or become Immobilized and under the effects of the Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm) spell for 1 round.

This technique is a standard action, and it has Close Range (25 Ft. + 5 Ft. per 2 Class Levels).

In order to acquire this technique, you must know at least one other technique from the Darkness tree.

. . . (5.) "Aura of Perdition"
The dark knight expends a daily use of his Darkness ability, creating a field around him which extends 10 feet. This aura lasts for rounds equal to the dark knight's class level, and all creatures within the range of the aura, including the dark knight himself, take a -2 penalty to their Armor Class and Saving Throws.

This technique is a swift action. The dark knight can choose to end the duration of this technique as a swift action, but it cannot be dismissed in the same round that it was activated. In order to acquire this technique, you must know at least two other techniques from the Darkness tree.

. . . (6.) "Waves of Ruin"
With a wave of his sword, the dark knight conjures a cloak of darkness around his weapon and unleashes it as a swath of harrowing energy over a wide area before him. The dark knight casts the darkness ahead as a Cone attack which extends 30 feet long and 30 wide. The attack deals 1d6 per two class levels in eldritch damage, and targets caught in the area of effect can perform a Reflex saving throw (Difficulty Class = 10 + half the dark knight's class level + the dark knight's Charisma modifier) in order to halve the damage. Those that fail their Reflex saving throw are also Slowed for 1 round.

This technique is a full-round action and costs two daily uses for the dark knight to perform. In order to acquire this technique, the dark knight must know at least three other techniques from the Darkness tree.

. . . (7.) "Conflagration"
The dark knight raises his sword up-high and then sinks it into the earth, a cascade and torrent of blackened energy erupting around him and turning all else to ash. The dark knight creates a fountain of darkness which chars and rends everything as a Burst attack extending 10 Ft. around him. The attack deals 1d6 per class level in eldritch damage, and targets caught in the area of effect can perform a Reflex saving throw (Difficulty Class = 10 + half the dark knight's class level + the dark knight's Charisma modifier) in order to halve the damage. Targets also struck, whether or not they succeed the previous Reflex saving throw, by this attack are subject to an immediate Bull Rush attempt by the dark knight. The dark knight's Bull Rush attempt is 1d20 plus his Charisma modifier plus half the damage dealt by this ability to the target(s). Targets who fail to succeed this attempt are successfully pushed back 10 feet for each 10 damage this ability inflicted to them. If a target should hit a barrier or wall before completing the distance to be pushed, then treat it as if the target had fallen the distance against the barrier or wall, taking an additional 1d6 bludgeoning damage for each 10 feet not yet traveled.

This technique is a full-round action and costs two daily uses for the dark knight to perform. In order to acquire this technique, the dark knight must know at least three other techniques from the Darkness tree.

ARCANE RESISTANCE (Su)
At 2nd level, the dark knight gains a bonus equal to his Charisma modifier (if any) on saving throws made against spells and spell-like effects (with a maximum bonus equal to his dark knight class level).

DARKSIDE (Su)
The dark knight can burn his own life essence in order to instill himself with further power and strength. He inflicts damage to himself equal to his Charisma modifier and then gains this amount as a bonus to all damage rolls for 1 round. The damage inflicted cannot be greater than the dark knight's class level.

BLACK MAGIC (Ex)
At 4th level, the dark knight acquires his first few arcane arts and learns how to use his martial prowess to empower them. Whenever the dark knight successfully hits a creature with a melee attack and deals damage, the next spell from his dark knight spell list that he casts on this creature gains a +2 bonus to its difficulty class and a +4 bonus to the caster level in order to penetrate Spell Resistance. This spell has to be cast by the end of the next round to keep the bonus.

If the dark knight hits a creature(s) and deals damage with a technique from the Darkness tree, then it adds the bonus to his next dark knight spell as well.

INVOKE SWORD (Ex)
At 4th level, the dark knight sows his deceptive and destructive magics into the art of the sword. Whenever a creature fails its saving throw against a spell from the dark knight spell list cast by the dark knight, he gains an insight bonus to his attack roll equal to his Charisma modifier and an insight bonus to his damage roll equal to his dark knight class level on his next attack against that creature. This attack must be done by the end of the next round to keep the bonus.

If a creature sustains damage or fails a saving throw against a technique from the Darkness tree, then the dark knight receives the bonus to his attack and damage rolls against that creature as well.

SWIFT CAST (Ex)
At 6th level, once per day, the dark knight can cast a spell from the dark knight spell list as though it had been altered by the Quicken Spell Metamagic feat without increasing its spell level.

At 8th, 12th, 16th, and then 20th levels, the dark knight gains an additional use per day of this ability.

SOUL EATER (Su)
At 10th level, whenever the dark knight inflicts the killing blow on an opponent creature during an encounter, he regains 1 use per day of his Darkness ability which can be used during the encounter. Darkness gained with this ability that is not used by the end of the encounter is lost.

TRUE DARKNESS (Su)
At 11th level, and again at 13th, 15th, 17th, and 19th levels, the dark knight can choose one of the techniques available to him from the True Darkness tree. These techniques can often add more effects to previous Darkness techniques.

. . . (1.) "Dark Reach"
The dark knight chooses one Darkness technique he has known. This Darkness technique's range doubles. This ability can be chosen multiple times. Each time it is chosen, it can be applied to another Darkness technique.

. . . (2.) "Devastate"
The dark knight chooses one Darkness technique he has known. This Darkness technique increases its damage dice by four more, and if it has a Difficulty Class, it increases by 2. This ability can be chosen multiple times. Its effects stack.

. . . (3.) "Catastrophe"
The dark knight chooses one Darkness technique has has known which targets one creature. When the dark knight targets a creature with this technique, she can choose to target one other adjacent creature. The dark knight rolls to hit this creature too, and it takes damage as if it had been the first target of the Darkness technique. This ability can be chosen multiple times. Each time it is chosen, it can be applied to another Darkness technique.

In order to acquire this technique, you must know at least one other technique from the True Darkness tree.

. . . (4.) "Penance"
The dark knight can choose to expend one more daily use of his Darkness ability when he performs a technique from his Darkness tree. The dark knight places a mark on one target damaged by his Darkness technique. This target creature starts deteriorating while under the mark, sustaining damage equal to half the dark knight's class level plus his Charisma modifier at the end of its turn(s). Any Healing sub-school spell which targets the marked creature must make a caster level check (Difficulty Class = 15 + the dark knight's class level), or it fails. This mark lasts for 5 rounds.

. . . (5.) "Rending Strike"
The dark knight can choose to expend one more daily use of his Darkness ability when he performs a technique from his Darkness tree. Targets damaged by the dark knight's Darkness technique are affected as though by a single target Greater Dispel Magic spell.

In order to acquire this technique, you must know at least one other technique from the True Darkness tree.

. . . (6.) "Ephemeralness"
The dark knight can choose to expend one more daily use of his Darkness ability when he performs a technique from his Darkness tree. The dark knight gains the effects of the Ethereal Jaunt spell for 1 round. He however can move at his normal land speed during the effect of this ability. The dark knight can choose to otherwise perform this ability separate of a Darkness technique, but it requires that he expend two daily uses of his Darkness ability.

In order to acquire this technique, you must know at least two other techniques from the True Darkness tree.

. . . (7.) "Final Strike"
This technique causes the dark knight's powers to utterly consume his opponents. When the dark knight performs a Darkness technique and inflicts damage to an opponent creature, he can choose to expend two more daily uses of his Darkness ability. Then, the creature rolls a Fortitude saving throw (Difficulty Class = 10 + half the dark knight's class level + the dark knight's Charisma modifier) or instantly is slain. If the dark knight inflicts damage to more than one target, then he has to expend two daily uses for each target he wants to attempt to Final Strike.

In order to acquire this technique, you must know at least two other techniques from the True Darkness tree.

INVOKE RUIN (Ex)
At 14th level, the dark knight can expend a daily use from his Darkness pool while his attack gains the bonus from his Invoke Sword ability to further imbue his strike. His attack ignores Damage Reduction (except Epic Damage Reduction).

DARK SEAL (Ex)
At 18th level, the dark knight can expend two daily uses from his Darkness pool while a spell he casts can gain the bonus from his Black Magic ability. The spell cast is further enhanced, ignoring the target's Spell Resistance.

LORD OF THE DARK SWORD
At 20th level, the dark knight becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the dark knight’s creature type was) for the purpose of spells and magical effects. Additionally, the dark knight gains damage reduction 10 that can only be surpassed by attacks aligned by his most opposed alignment. Unlike other outsiders, the dark knight can still be brought back from the dead as if he were a member of his previous creature type. Once per day, the dark knight can perform a technique from the Darkness tree as a swift action and maximize the damage it inflicts.

DARK KNIGHT SPELL-CASTING
Beginning at 4th level, a dark knight gains the ability to cast a small number of arcane spells, which are drawn from the Dark Knight spell list. Unlike a wizard or cleric, the dark knight is not required to choose and prepare his spells in advance. To cast a spell, a dark knight must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an dark knight’s spell is 10 + the spell level + the dark knight’s Charisma modifier. Like other spell-casters, a dark knight can cast only a certain number of spells of each spell level per day. His base daily spell slot allotment is given on the table above (see Table: Dark Knight). In addition, he receives bonus spell slots per day if he has a high Charisma score. When "Table: Dark Knight" indicates that the dark knight gets 0 spells per day of a given spell level, he gains only the bonus spell slots he would be entitled to based on his Charisma score for that spell level. The dark knight's caster level is equal to half his class level. At 6th level, and every two levels thereafter, the dark knight can lose a "Known Spell" to learn a new one of any spell level he can cast. The dark knight can cast spells drawn from the dark knight spell list without any arcane spell failure while wearing any armor with which he has proficiency.

SPELLS PER DAY
{TABLE=HEAD]Class Level|1st Level|2nd Level|3rd Level|4th Level
1st|-|-|-|-
2nd|-|-|-|-
3rd|-|-|-|-
4th|0|-|-|-
5th|1|-|-|-
6th|2|-|-|-
7th|2|0|-|-
8th|3|1|-|-
9th|3|2|-|-
10th|3|2|0|-
11th|4|3|1|-
12th|4|3|2|-
13th|4|3|2|0
14th|4|4|3|1
15th|5|4|3|2
16th|5|4|3|2
17th|5|4|4|3
18th|5|5|4|3
19th|5|5|4|3
20th|6|5|4|4[/TABLE]

SPELLS KNOWN
{TABLE=HEAD]Class Level|Cantrips|1st Level|2nd Level|3rd Level|4th Level
1st|2|-|-|-|-
2nd|3|-|-|-|-
3rd|3|-|-|-|-
4th|3|2*|-|-|-
5th|3|3|-|-|-
6th|4|3|-|-|-
7th|4|3|2*|-|-
8th|4|3|3|-|-
9th|4|4|3|-|-
10th|5|4|3|2*|-
11th|5|4|3|3|-
12th|5|4|4|3|-
13th|5|5|4|3|2*
14th|6|5|4|4|3-
15th|6|5|4|4|3
16th|6|5|5|4|3
17th|6|6|5|5|4
18th|6|6|5|5|4
19th|6|6|5|5|4
20th|6|6|6|6|5[/TABLE]

* Spells only usable if the dark knight has sufficient Charisma and bonus spell slots to utilize them.


DARK KNIGHT SPELLS
- Cantrips -
Acid Splash, Arcane Mark, Bleed, Dancing Lights, Detect Magic, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue

- 1st Level -
Alarm, Blade of Blood @, Cause Fear, Charm Person, Critical Strike, Disguise Self, Expeditious Retreat, Identify, Know Greatest Enemy, Lesser Orb of Acid/Cold/Electricity/Fire/Sound #, Magic Weapon, Mount, Nightshield, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Reaving Aura, Sleep, Summon Monster I, Summon Undead I, True Strike, Undetectable Alignment

- 2nd Level -
Alter Self, Bear's Endurance, Blade of Pain and Fear, Blindness/Deafness, Bull's Strength, Curse of Ill Fortune #, Darkness, Darkvision, Dimension Hop @, Eagle's Splendor, Enthrall, False Life, Fell the Greatest Foe, Glitterdust, Invisibility, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Monster II, Summon Swarm, Summon Undead II, Touch of Idiocy, Wave of Grief #, Zeal #

- 3rd Level -
Arcane Sight, Bestow Curse, Blacklight #, Charm Monster, Confusion, Contagion, Crown of Might @, Crushing Despair, Deep Slumber, Dispel Magic, Find the Gap, Healing Touch #, Hound of Doom, Nondetection, Phantom Steed, Poison, Protection from Energy, Ray of Exhaustion, Shadow Binding #, Slow, Stinking Cloud, Summon Monster III, Summon Undead III, Unluck, Vampiric Touch

- 4th Level -
Baleful Polymorph, Break Enchantment, Consumptive Field, Contact Other Plane, Cursed Blade, Detect Scrying, Dimension Door, Dismissal, Dominate Person, Draconic Might #, Enervation, Fear, Greater Invisibility, Heart Ripper #, Orb of Acid/Cold/Electricity/Fire/Force/Sound #, Phantasmal Killer, Polymorph, Scrying, Sending, Slashing Dispel @, Solid Fog, Spell Theft, Summon Monster IV, Summon Undead IV, Vulnerability

# Spell Compendium
@ Player's Handbook II



PLAYING A DARK KNIGHT
Dark knights are what their names suggest: knights or warriors whom have willingly, or sometimes unwillingly, succumbed to the darkness that snatches at the hearts of all living things. With this connection, or corruption, the dark knight is granted power, but more often than not, this gain is set-back by some deep brooding pain dwelling inside. The dark knight may not always feel pain, but the attachment made to the "other side" of his conscience can leave him emotionless, cold, or even overbearing at times. The further the dark knight slips into his darkness, he may lose more of his very self, his personality and his senses.

Religion: Dark knights are usually not known to be a very religious few, but those who do take to prayer do so with deities which share their alignment and beliefs. Good or Lawful dark knights who believe that the end result well justifies the means to acquire it in the battle against Evil may very well serve such gods as Helm, St. Cuthbert, or Tyr. Evil dark knights, warriors who steeped into the darkness for power, flock to Erythnul and Hextor to do their bidding.

Other Classes: Dark knights get along with most other typically martial classes, such as Barbarians or Fighters, seeing them as brethren on the battlefield. Dark knights regard sorcerers and wizards as being frail but necessary companions, and clerics are treated quite amiably as they revere them to be a high resource and partner. Paladins never sit well with dark knights and for good reason. There stands a long running rivalry between the two classes for generations upon generations.


DARK KNIGHTS IN THE WORLD
"Yeah, I met a dark knight, once. I thought he was pretty cool until he told me to go suck on a moogle, whatever the hell that is..." ~ Garret Matthews, Commoner

Daily Life: Dark knights go on from day to day in duty much as any other warrior, and if he should serve any god, then he may be as pious as any paladin can be to the beliefs and cause of his chosen deity. Dark knights are mostly described in the same venue as that old play on words: lone wolves. They spend their time in either tranquil meditation or training, combating the darkness within them, or they seek to gratify their more carnal urges, spreading destruction, mayhem, or plight.


DARK KNIGHT LORE
Characters with ranks in Knowledge (History) can research dark knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower Difficulty Classes.
DC 5: There are tales of warriors who have harnessed a swordsmanship and supernatural power.
DC 10: Dark knights are warriors who have acquired the arcane arts and control over the a secret power within them.
DC 20: Dark knights are resilient, able to steal stamina from multiple opponents, and can cast enchanting and necromantic magic. The vast majority of them are able to control a raw eldritch power called 'Darkness' that is born of both their virtues and faults.
DC 25: Information on renown dark knights can be read below.


DARK KNIGHTS IN THE GAME
Dark knights fit well in any campaign in which its states and regions are besieged with war. As the tides constantly change and the body count tolls higher, nations and domains can begin to research the ways of the Dark Sword, selectively choosing their finest warriors and cadets to take up the path to fight for honor, for glory, and for their cause. Dark knights may also find a place in a macabre story as their supernatural powers spring from the well of corruption and darkness within themselves, or even from the surrounding environment, and as the tale turns ever darker, the dark knight himself can gain more strength.

Adaptation: This class can fit in any campaign, because every culture has its twist and has been touched upon by the darkness at one point in time or another.

Sho
2013-02-26, 07:03 PM
SPELLS FOR THE DARK KNIGHT


FIRST LEVEL
[ Enchantment ]
Dark Challenge : You hex a chosen creature so that your presence is all the more startling to it; It takes a -4 penalty to attack rolls against your allies (except you) and you gain a +2 bonus to attack rolls against the target creature until the end of the duration.

[ Transmutation ]
Dread Foe : You gain a +4 bonus to Intimidate checks and can perform Intimidate checks as a swift action if you have 5 or more ranks in Intimidate.

SECOND LEVEL
[ Necromancy ]
Blood Oath : You make a bond with a single target creature; When the creature takes damage, you can give up hit points and heal it for the hit point amount given up.

FOURTH LEVEL
[ Evocation ]
Dark Sword : You turn a chosen weapon you wield into a +5 Vampiric weapon; When you strike a critical hit with the weapon, you heal more hit points or gain temporary hit points.

[ Necromancy ]
Siphoning Touch : You touch a target creature and inflict 1d6+1 ability damage to its Strength and then 1d6+1 ability damage to its Constitution; You gain a bonus to your Strength and Constitution equal to the respective ability damage dealt to the target creature.




SPELL DESCRIPTIONS

Sho
2013-02-26, 07:05 PM
FEATS FOR THE DARK KNIGHT


EXTRA DARK POWER [General]
Prerequisite: At least one technique from the Darkness tree.
Benefit: You gain four additional uses per day of the Darkness tree.


More to come.

Sho
2013-06-06, 04:15 PM
Necro-bump to the max.

genericwit
2013-06-06, 05:10 PM
This kicks ass.

One quick question, though: what action type does Darkside use? If it's a move action, it's unusable, and if it's a free action it's obviously way better than a swift action [given that they have quick casting].

I would totally play this 1-2O if a DM allowed it, and in 3.5 that's saying something.

eftexar
2013-06-06, 05:13 PM
This is pretty good. Everything seems fairly balanced.

This, however, makes no sense: "All the following techniques may only be used during an encounter..."
An encounter is too ill defined for this. After all, who's to say I can't have a "social encounter" instead of a "combat encounter." Besides it's kind of unnecessary when they will mostly be used in combat anyway.

[edit]: I would also like to see a larger list for each of the selectable abilities, maybe 12, to allow a wider variety of Dark Knights. 7 just seems like to few.

Sho
2013-06-06, 08:06 PM
One quick question, though: what action type does Darkside use? If it's a move action, it's unusable, and if it's a free action it's obviously way better than a swift action [given that they have quick casting].
Free action.


This, however, makes no sense: "All the following techniques may only be used during an encounter..."
An encounter is too ill defined for this. After all, who's to say I can't have a "social encounter" instead of a "combat encounter." Besides it's kind of unnecessary when they will mostly be used in combat anyway.

[edit]: I would also like to see a larger list for each of the selectable abilities, maybe 12, to allow a wider variety of Dark Knights. 7 just seems like to few.
From memory, I think the "only during an encounter" is used with a few of the maneuvers under the Devoted Spirit discipline. That's where I got it from.

Also, I'm still in the process of thinking up new Darkness techniques and fleshing out the new spells and feats.

eftexar
2013-06-06, 08:35 PM
Looking forward to additional darkness techniques.

It also occurred to me it might be more thematically appropriate for the class to always radiate an aura of evil regardless of alignment. I always thought it would be fun to throw a wrench in detect {alignment}. It makes for great plot points and would kind of make it the Batman/Spawn of the D&D world.