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TenchiSD
2013-08-01, 10:59 PM
To answer your first question... Yes, this is a Final Fantasy based class. Yes, I am a huge Final Fantasy fan. However, I did not do this out of fan boy-ism. The reason was mostly a challenge that a friend of mine made when I started playing D&D. He had said, at the time, that there was no way a Dark Knight class could exist. Heck, not even anything remotely similar. This little project stems out from mostly that challenge/insinuation that it couldn't be done.

To answer your other question... No, I do not in anyway way or form own Final Fantasy. This work is based off mostly inspiration drawn from various Final Fantasy games and the wiki (http://finalfantasy.wikia.com/wiki/Dark_Knight) which served as a great tool to research further into the topic at hand. Also, I do not own D&D. I do believe that's Wizards of the Coast or whoever has the license.

Now that the legal stuff has been taken care of... Enjoy!

Notes: I have begun editing/polishing the class to reflect the input I have received along with some personal testing. Thank you for your time.

Edits:
Aug. 13, 2014:
Souleater: Recoil damage is only taken upon a successfully striking an enemy.
Dark Aura: Counter-Strike: Fixed some wording. Damage is dealt per attack.
Dark Aura: Pain: Damage lowered from Class Level + STR to 1/2*Class Levels + STR.
Dark Aura: Disruption: Changed from a Caster Level Check to a Concetration Check.
Tainted Blade: It can now be suppressed by an Anti-Magic Field or dispelled, but gets a Concentration check to resist the effects.
Dead To Rights: Added immunity to energy drain and reworded the effect.
Tainted Blade: Added the description of Greater Vicious (which for some reason I thought existed in the books...) and reworded the ability a little.
Arcana Arts: Bio: Fixed some wording.
Arcana Arts: Breakga: Lowered the backlash damage taken.
Arcana Arts: Poison: Damage taken is now non-lethal like Bio was.
Arcana Arts: Dark Aura (Form): Fixed the wording so that there is less confusion.

Aug. 17, 2014
Dark Aura: Counter-Strike: Damage is now limited per enemy per round.
Arcana Arts: Scourge: Was listed but had no description.

Aug. 20, 2014
Bonus Feats: Added a missing bonus feat to the list of bonus feats.
Descriptions for 3 new Bonus Feats have been added.

Aug. 25, 2014
Arcana Arts: Cleaned up some wording.

TenchiSD
2013-08-01, 11:01 PM
http://drkitachi.files.wordpress.com/2010/05/cecil-dark-knight.jpg
“Darkness is my ally. Those who cross me shall know its wrath.”
-Paine from Final Fantasy X-2

Abilities: A high constitution score is essential for a dark knight which he needs for hit points both for melee combat and with each use of souleater. Constitution is also used to determine the saving DC of his arcana arts, forms, and channelings. Strength improves the dark knight's melee attack and damage rolls, as well and determining the strength of their auras. Dexterity is also helpful in counteracting the lack of shield proficiency

Alignment: Any non Chaotic

Why non chaotic? Why not any Evil? Well the answer is simple. As a point of reference, this incarnation of the dark knight is mostly based on their counterparts in FF4. Yes the one with Cecil Harvey. In that game, the dark sword techniques have been known to drive knights insane from the lack of mental discipline.

As for not being evil, that's a little more complex. Most people associate dark with evil. That is not always true. A dark knight only learns to use his dark powers to suit his own needs. Some become a questing champion, defending the weak and eradicating evil. Others become tyrants and rule entire nations with an iron fist.

Hit Die: d12

Class Skills
The dark knight class skills (and the key ability for each skill) are: Craft (Int), Hide (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

Starting Age: As Paladin.
Starting Gold: As Paladin.

The Dark Knight

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialArcana Forms/ChannelingsArcana Arts
1st+1+2+0+2Souleater (+1d6), Combat Style, Arcana (least)21
2nd+2+3+0+3Endurance, Bonus Feat31
3rd+3+3+1+3Souleater (+2d6), Dark Aura32
4th+4+4+1+4Mettle42
5th+5+4+1+4Souleater (+3d6), Diehard43
6th+6/+1+5+2+5Improved Combat Style, Arcana (lesser)53
7th+7/+2+5+2+5Souleater (+4d6, 2 Attacks), Bonus Feat54
8th+8/+3+6+2+6Arcane Resistance64
9th+9/+4+6+3+6Souleater (+5d6), Dark Aura65
10th+10/+5+7+3+7Tainted Blade, SOS Regen75
11th+11/+6/+1+7+3+7Souleater (+6d6), Combat Style Mastery, Arcana (greater)76
12th+12/+7/+2+8+4+8Improved Mettle, Bonus Feat86
13th+13/+8/+3+8+4+8Souleater (+7d6, 3 Attacks)87
14th+14/+9/+4+9+4+9Emissary of Death97
15th+15/+10/+5+9+5+9Souleater (+8d6), Dark Aura98
16th+16/+11/+6/+1+10+5+10Combat Style Supremacy, Arcana (dark)108
17th+17/+12/+7/+2+10+5+10Souleater (+9d6), Bonus Feat109
18th+18/+13/+8/+3+11+6+11Dead to Rights119
19th+19/+14/+9/+4+11+6+11Souleater (+10d6, 4 Attacks)1110
20th+20/+15/+10/+5+12+6+12Dark Blade, Auto-Regen1210

Class Features
All of the following are class features of the Dark Knight.

Weapon and Armor Proficiency: Dark Knights are proficient with all simple and martial weapons and with all kinds of armor (light, medium and heavy). A Dark Knight is not proficient with any type of shield.

What?!? No shield proficiency?!? This is an offensive class, not a defensive one. If you find the lack of shields disturbing, this is not the class for you.

Souleater (Su): Often referred to as Darkness, it is the first technique that a Dark Knight learns and masters. By drawing upon the latent aggression, what some would call the inner darkness, of the weapon’s wielder and channeling it into his attacks a dark knight is able to deal a heavy blow to his enemies but at a cost to himself. Souleater manifests as waves and discharges of negative energy that radiate from the weapon the knight chooses. The path of the dark sword is dangerous, but the dark knight has developed a rigid discipline to resist falling into the urges of mindless bloodlust, with the pain of the attacks serving as a constant reminder of the self-control needed to master the technique.

As part of an attack action, a dark knight may call upon his inner darkness to deal extra damage to the enemy. If the attack is successful, the dark knight deals an additional 1d6 to the target but takes half the extra damage as backlash. The damage taken as backlash is untyped and cannot be reduced due DR. The extra damage delivered by a souleater is negative energy damage for all intents and purposes of bypassing DR. If a dark knight uses souleater as part of a full attack, he may only use it in one attack. If the dark knight initiates an attack action while wielding two weapons, he may only add souleater to his main hand attack and not to his offhand attack.

At 3rd level, and every two levels thereafter, the dark knight deals an extra d6 worth of damage per use of souleater.

At 7th level the dark knight becomes able to use his souleater an additional time as part of a full attack. When using a souleater in this manner, a dark knight may apply a channeling to souleater; however it must be the same channeling to both attacks. At level 13th and 19th, a dark knight can apply souleater to an additional attack during a full attack.

At 8th level the dark knight becomes accustomed to summoning the power of souleater and withstanding the backlash of the attack. The amount of damage the dark knight receives when he uses souleater is lowered to a fourth (¼) of the damage dealt with souleater.

At 16th level the amount of damage the dark knight receives from every use of souleater is further lowered to an eighth (1/8).

When souleater is used on a creature that is immune, resistant or is even healed by the damage dealt by the attack, the dark knight still takes damage accordingly as if the attack had hit in its entirety.

Additionally, since souleater derives its power from the very life force of the dark knight it cannot be dispelled nor suppressed by effects such as anti-magic field or dispel magic. Souleater is also not subject to Spell Resistance.

The iconic ability of class. The general idea is that at lower levels, a dark knight has barely learned how to access these abilities and as such it requires a good deal of physical effort to manifest them. At higher levels, the toll taken on the dark knight's body lessens which allows for more uses of souleater in longer battles.

At the end, you may notice that it does say that souleater can be used inside an anti-magic field or in circumstances that would normally not allow the use of a supernatural abilities. As explained up above, I compare the source of magical abilities as the manipulation of ambient magical energies to achieve a specific effect. Thus, since the dark knight "burns" his life force this allows him to bypass those normal limitations.

Combat Style (Ex): At 1st level, the dark knight may choose from one of the following combat styles. Each combat style grants a set of benefits related to the weapons or tactics used:

Vanguard: A dark knight that follows this combat style puts an emphasis on power above all else. Using all of his strength, the dark knight attempts to take down his enemies in a single decisive blow. He gains Power Attack as a bonus feat even if he doesn’t meet the prerequisites.

Duelist: A dark knight that follows this combat style prefers to shred through his opponents with two weapons at once. He gains Two-Weapon Fighting as a bonus feat even if he doesn’t meet the prerequisites.

Battle Master: A dark knight that follows this combat style has leaned to employ his abilities not only to destroy his opponents but also to dictate the flow of the battle. He gains Improved Trip as a bonus feat even if he doesn’t meet the prerequisites and he gains the Exotic Weapon Proficiency feat for any one melee reach weapon of his choice.

A combat style helps to balance out the dark knight. Not only is the dark knight capable of inflicting damage with his souleater, he is also a more than capable combatant with a focus on melee. The various styles are based on the three main offensive strategies that most melee combatants focus on. This combined with bonus feats, allows a dark knight a balance between melee combat and special abilities or specialize to best suit the player's style.

Arcana Arts (Sp): The dark knight is not a practitioner of magic in the normal sense. Instead, they use a modified version of their souleater to imitate a spell or spell-like abilities that provide them with additional offense, defense and support options to which supplement his already impressive repertoire. A dark knight can use any arcana he knows at-will as long as he follows the following limitations:

A dark knight’s arcana “arts” are supernatural abilities; thus, unless indicated in the description, using an arcana is a standard action that does not provoke an attack of opportunity. A dark knight’s caster level with his arcana is equal to his level in the dark knight class.

The save DC for an arcana (if it allows a save) is equal to 10 + the equivalent spell level of the arcana (stated on its description) + the dark knight’s Constitution modifier. Since supernatural abilities are not actually spells, a dark knight cannot benefit from any metamagic feat or the Spell Focus feat when using arcana arts; he can, however, benefit from the feats the simulate effects of metamagic feats or other effects on supernatural abilities.

The four grades of arcana, in order of their relative power, are least, lesser, greater and dark. A dark knight begins play with knowledge of one least-grade arcana spell and two least-grade arcana forms or channelings, as mentioned on the table above. As a dark knight gains levels, he learns new arcana arts, as shown on the table above. At any level when a dark knight learns a new arcana art, he may also replace an arcana art he already knows with another arcana art of the same or a lower grade. At 6th level, a dark knight gains access to lesser arcanas, at 11th level, a dark knight gains access to greater arcanas and at 16th level the dark knight gains access to dark arcanas.

Arcana arts are essentially supernatural abilities that help to balance out the dark knight. The different abilities allow for the knight to give him/herself a boost to better withstand enemy onslaughts or cripple in preparation for the killing blow. The wide assortment is sure to provide a good amount of options for builds. Not to mention the fact that some are based on commonly used spells in Final Fantasy which makes them more familiar, and fun, for the player.

Arcana Forms and Arcana Channelings Arts: Some arcanas do not cause direct effects, but rather serve to modify a dark knight’s souleater ability. Arcana forms affect the range, target or area of effect of a souleater, while channelings modify the damage or provide additional effects aside from damage. Using a form or channeling is part of the same action as using souleater. A dark knight may only apply one form and/or one channeling as part of the same souleater. When a dark knight uses a form or channeling, the effective spell level of the souleater is equal to the effective spell level of the arcana; if using both, the effective spell level is the highest between the two arcana, plus 1 (thus, a dark knight that uses a channeling of effective spell level 3th and a form of effective spell level 1rd has an effective spell level for its souleater of 4th level).

A dark knight learns a number of form or channeling arcana as mentioned on the table above. If he so decides, a dark knight may choose one of his regular arcana arts slots to learn a form or channeling if he so desires, but he may not choose an arcane form or channeling slot to learn an arcana art. Arcana forms and channeling arts, much like arcana arts, have four grades of power; thus, if a dark knight cannot choose a lesser-grade arcana art, it may not choose any lesser-grade arcana form or channeling as well.

Arcana Forms: These arts affect the range, target or area of effect of a souleater. Unless noted otherwise, a souleater subject to an arcana form deals damage normally in addition to applying the effect of a channeling or any other ability that modifies souleater. Additionally, using a form requires the use of a standard action unless otherwise stated in its description.

Arcana Channeling: These arts modify the damage dealt by a souleater or cause a variety of effects. If the dark knight targets a creature with a souleater modified by a channeling to which it has immunity, the creature still takes effect from the attack normally (provided the creature isn’t immune to the souleater itself). When a dark knight gains the ability to use souleater as part of a full attack (see souleater description above), he may apply the same channeling to all attacks modified.

Another form of giving options for builds. With plenty of options open, the dark knight is capable of adapting to various opponents by bypassing their resistances and even crippling the enemy with every attack. This only allows the dark knight to further ensure his usefulness in various combat situations and also more than simply deal damage every turn.

Endurance: At 2nd level a dark knight gains Endurance as a bonus feat.

As far as defenses go, the dark knight has very little. But what he lacks in things like AC and Reflex saves, he makes up for in sheer physical resistance. Even more so when you consider that by this point he's used souleater a few times and withstood the backlash. This begins to toughen up the knight's body and make him resistant to more mundane, and some not so mundane, dangers.

Bonus Feat: At 2nd level, and every five levels after that, a dark knight gains a bonus feat in addition to those she obtains by means of improving levels. These bonus feats must be drawn from the feats noted as fighter bonus feats or these additional feats drawn from the Tome of Magic supplement: Defense against the Supernatural, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability*, Sudden Ability Focus, Supernatural Reservoir* and Widen Supernatural Ability. A dark knight must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a dark knight is considered to have a fighter level equal to her dark knight level -4.

*New feats described below.

Another way to further expand builds. Bonus feats provide the little kick necessary for the dark knight excel in combat or enhance his/her supernatural repertoire. Beginning at 2nd level, allows for builds to be started early and worked on as they progress through the levels.

Dark Aura (Su): Beginning at 3rd level, a dark knight learns to channels the power of his souleater through his own body. This manifests as an aura that originally affects only the dark knight, but that slowly increases in size as the knight progresses.

Projecting an aura is a swift action, and the dark knight can only project one aura at a time. An aura remains in effect until the dark knight uses a free action to dismiss it or he activates another aura in its place. A dark knight can have a dark aura active continually; thus, an aura can be in effect at the start of an encounter even before she takes his first turn.

A dark knight that acquires this ability must choose from one of the auras presented below. Unless otherwise noted, the range of the aura is of 30 feet. As a dark knight progresses in levels, he learns to manifest more auras and the size of her auras increase; at 9th level, he gains the ability to manifest one more aura from the list and his aura increases to 45 feet; at 15th level, a dark knight gains the ability to manifest another aura and his area of effect increases to 60 feet. Allies within the area of effect of the aura must have line of effect to the dark knight in order to be affected by it. The dark knight’s aura is dismissed if he becomes unconscious or slain, but otherwise it remains in effect even if he is incapable of acting.

Unless stated otherwise, the bonus or penalty granted by the dark knight’s aura is equal to his strength modifier.

Counter-Strike: Whenever a dark knight is struck by a melee attack, he may return an amount of damage equal to the damage dealt or five times his Strength modifier, whichever is lower, to the offending creature. The damage returned per round is on a per-enemy basis. The damage is considered negative energy damage for the purposes of bypassing damage reduction.

Debilitating: A dark knight focuses more on offence than defense, but it still remains a knight at heart. As such, his first priority is to protect his allies by weakening his enemies resolve. An enemy creature within the range of this aura suffers a penalty to attack, weapon damage and saves.

Pain: At the beginning of the dark knight’s turn, the knight releases a pulse of negative energy that deals damage to all enemies within the aura’s range equal to his Strength modifier plus half his levels in the dark knight class.

Spell Disruption: Whenever an enemy attempts to cast a spell in the aura’s area of effect must pass a Concentration check or be unable to cast the spell. The difficulty check for this Concentration check is equal to 10 plus the dark knight’s strength modifier plus his levels in the dark knight class. Additionally when the spell caster fails this Concentration check, then the spell slot is used up as if the spell had been used up.

Terror: A dark knight makes it a habit to bathe himself with the blood of his enemies. After so much bloodshed, the dark knight’s very soul begins to be tainted. When an enemy enters the aura’s range, it must succeed on a will save equal to 10 plus the dark knight’s Strength modifier plus half his levels in the dark knight class or become shaken as long as it remains within the aura.

Aura's for the most part are considered pretty cut and dry. Specially when you take into consideration that they are for the most part considered as defensive measures. Of course, the best defense is a good offense sometimes.

Mettle (Ex): Beginning at 4th level, if a Dark Knight makes a successful Will or Fortitude save that would normally reduce the save’s effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

Mettle at times seems a little underused, and under-appreciated ability. Considering that it is the Will and Fortitude version of Evasion, I don't really understand its lack of use. Still, its a perfect fit for the dark knight considering the discipline that he need follow for his chosen profession.

Diehard: At 5th level a dark knight gains Diehard as a bonus feat.

The natural progression to Endurance. A dark knight that falls over just cause he hits negative hit points doesn't really inspire much fear.

Improved Combat Style (Ex): At 6th level, the dark knight’s aptitude in his chosen combat style improves:

Vanguard: A dark knight that chose this specialization has learned to maximize the power behind his attacks. Whenever he adds his strength on any melee attack, he adds 1.5 times his strength modifier when using a one handed weapon, as if he were holding it in two hands, and 2 times his strength modifier when using a two-handed weapon or a one handed weapon in two hands.

Duelist: A dark knight that has specialized in fighting with two weapons relies on power over grace. He now uses his strength stat instead of dexterity when determining his eligibility for any two-weapon fighting feats. In addition, the dark knight now adds his full strength modifier to his off-hand attacks.

Battle Master: A dark knight that chose this specialization has learned to use his power to dictate the flow of battle. He gains the Combat Reflexes as a bonus feat, but uses his strength modifier instead of his dexterity modifier to determine the number of extra attacks of opportunity per turn. Additionally, the dark knight may make a trip attempt following a successful melee attack as a wolf could.

At this point you really start to see how dangerous the dark knight can be in melee combat. With the proper feats, a dark knight can prove very deadly to his enemies even when not using souleater.

Arcane Resistance (Ex): At 8th level, the body of the dark knight has begun to adapt to the dark power that it draws upon for its Souleater and becomes more resistant to outside influences and toxins. The dark knight adds his constitution modifier (if any) to his Fortitude and Will saves.

Any person who knows what a dark knight is, knows that most of the times they are portrayed with immunity to multiple status ailments. That wasn't the case this time. Instead of simply giving him immunities, and possibly overpower the class, increasing his Fortitude and Will saves seems a little more reasonable.

Tainted Blade (Su): At 10th level, a dark knight has learned to recreate the power of souleater on a smaller scale. As a swift action, a dark knight may use his powers to enhance his weapon, natural or manufactured, with the Vampiric or Vicious property as long as the weapon remains in his hands or he dismisses the effect with another swift action. This ability can be suppressed while inside an Anti-Magic Field or dispelled. The dark knight may maintain the effect in place by passing a Concentration check with a DC of 19 or 16 plus the caster's spell-casting ability modifier, whichever is higher, in the case of an Anti-Magic Field or a Concentration versus Caster Level check.

Finally we reach the midway point for the class. This ability essentially provides the dark knight with a way to add more damage when using souleater or even when not. Plus, the versatility of having a second way to regain hit points, even if its only a few, is always welcomed.

SOS Regen (Ex): At 10th level, a dark knight whose current hit points have fallen to less than 50% of his maximum amount, gains Fast Healing equal to his constitution modifier. This effect continues until the dark knight’s current hit points reach half or more than half of his total hit points.

If you can't see the benefits of having a dark knight with Fast Healing, there's something wrong with you. Any self respecting meat shield would kill for it.

Combat Style Mastery (Ex): At 11th level, the dark knight’s aptitude in his chosen combat style improves again:

Vanguard: A dark knight that chose vanguard as his specialization has learned to deal more damage when he uses Power Attack. From this point forward, the dark knight gains a +3 bonus to melee damage for every -2 penalty he takes on his melee attack rolls when using Power Attack instead of +1 to damage for every -1 penalty taken. If using a two-handed weapon, then the dark knight gets a +3 for every -1 penalty.

Duelist: A dark knight duelist further advances his philosophy of power over grace. His physical training has allowed him to partially overcome the physical penalties when fighting with two weapons. As such the dark knight reduces the penalties when fighting with two weapons by 2. Additionally, the dark knight may add 1.5 times his strength modifier to the damage dealt by his main hand weapon.

Battle Master: A dark knight battle master begins to use his supernatural abilities in a way that is uncommon even among dark knights. Whenever the dark knight enhances his weapon due to Tainted Blade (or Dark Blade), he also grants a 5 ft increase to reach of his weapon as long as he maintains the ability active.

Another boost for melee combat.

Improved Mettle (Ex): At 12th level, a dark knight’s mettle ability improves. He still takes no effect on a successful Will or Fortitude save that has the “partial” or “half” descriptor, but henceforth he takes only the partial effect or half the damage on a failed save.

Mettle's older brother. Enough said.

Emissary of Death (Ex): At 14th level, a dark knight becomes capable of fighting even when his forces start to fail him, beyond where others would fall. A dark knight is never considered disabled or staggered, even if he has less than 0 hit points or his nonlethal damage exceeds his current hit point total. Furthermore, he may continue to fight even if he has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus half his character level plus his Constitution modifier. Instant death effects and attacks that destroy the body still affect the dark knight if successful.

Diehard's final progression. Taking a beating and still continuing to fight is something that any true warrior would enjoy and look forward to. At least they do in my book.

Combat Style Supremacy (Ex): At 16th level, the dark knight’s aptitude in his chosen combat style reaches its maximum potential:

Vanguard: A dark knight that chose vanguard as his specialization has learned to maximize the damage when he uses Power Attack. The dark knight now gains a +2 bonus to melee damage for every -1 penalty he takes on his melee attack rolls when using Power Attack instead of +1 to damage for every -1 penalty taken. If using a two-handed weapon, then the dark knight gets a +4 for every -1 penalty.

Duelist: A dark knight that chose duelist as his specialization has learned to channel his souleater into both of his weapons at once. Whenever the dark knight attacks with two weapons, he may add the damage from souleater to his offhand attacks.

Battle Master: A dark knight battle master is now a true “Master of Combat”. Whenever the dark knight enhances his weapon due to Tainted Blade (or Dark Blade), all attacks made with the weapon are considered touch attacks as long as he maintains the ability active. This is considered a supernatural ability.

The dark knight officially gains supremacy in his field of expertise... or at least close enough. While I do feel Vanguard and Duelist are okay, Battle Master may seem a tad too much. Do tell if you agree.

Dead to Rights (Ex): At 18th level, a dark knight becomes immune to all energy drain and any negative energy effects as if under the effects of the death ward spell. He is not immune to death effect, magical or otherwise, unless it's a negative energy effect.

Now we are getting somewhere. By this time, we are facing things that imbue negative levels just for kicks, among other negative energy effects, on a regular basis so it's nice to immune to such things.

Dark Blade (Su): At level 20, a dark knight has learned to recreate the power of souleater with greater ease. This ability functions exactly as Tainted Blade except that as a swift action a dark knight can enhance his weapon, natural or manufactured, with the Greater Vampiric or Greater Vicious property as long as the weapon remains in his hands. This ability replaces Tainted Blade.

Note: Greater Vampiric works as Vampiric but instead deals 2d6 worth of damage and heals just as much damage and Greater Vicious deals 4d6 damage extra damage but takes 2d6 of damage.

The final version of Dark Blade. Not much else to say.

Auto-Regen (Ex): At level 20, the dark knight gains Fast Healing equal to his constitution modifier. This ability replaces SOS Regen and is active at all times.

I've never seen a base class with Fast Healing as a class ability, and never did think about it. By this point, I find the ability reasonable for the level acquired and totally worth taking 20 levels in the class. I mean, who wouldn't enjoy fast healing?

TenchiSD
2013-08-01, 11:02 PM
DARK KNIGHT ARCANA ARTS

The following is a list of arcana arts available to the dark knight.

LEAST ARCANAS
Baracid: Use resist energy as the spell, but limited only to acid.
Barcold: Use resist energy as the spell, but limited only to cold.
Barfire: Use resist energy as the spell, but limited only to fire.
Barlightning: Use resist energy as the spell, but limited only to electricity.
Barsonic: Use resist energy as the spell, but limited only to sonic.
Berserk: Use mindless rage as the spell.
Blind: Use blind/deafness as the spell, but limited only to blindness.
Clumsiness: Channeling Souleater deals damage and the target must succeed on a Fortitude save or take dexterity damage.
Dark Stalker: Gain low-light vision and bonuses to Spot and Listen.
Dark Wave: Form Souleater takes the form of a cone.
Disgusting: Channeling Souleater deals damage and the target must succeed on a Will save or take charisma damage.
Doom: Use death knell as the spell.
Dumbfounded: Channeling Souleater deals damage and the target must succeed on a Will save or take intelligence damage.
Enfeebling: Channeling Souleater deals damage and the target must succeed on Fortitude save or take strength damage.
Fear: Use cause fear as the spell.
Frog: Use baleful polymorph as the spell, except its limited only to the form of a toad.
Listlessness: Channeling Souleater deals damage and the target must succeed on a Will save or take wisdom damage.
Mini: Use reduce person as the spell, except not limited only to humanoids.
Poison: Use poison as the spell.
Sap: Target must make Fortitude save or suffer damage over time.
Shadow Glaive: Form Use souleater as a melee attack with a reach of 10 ft.
Sickening: Channeling Souleater deals damage and the target must make a Fortitude save or becomes sickened.
Silence: Use silence as the spell, except limited to a single target.
Weakening: Channeling Souleater deals damage and the target must succeed on a Will save or take constitution damage.
LESSER ARCANAS
Confusion: Use confusion as the spell.
Curse: Use bestow curse as the spell.
Dark Cannon: Form Souleater becomes a barrage of projectiles that automatically hit.
Dark Orb: Form Use souleater as a ranged touch attack.
Dispel: Use dispel magic as the spell, but deal damage for each dispelled spell.
Drain: Use vampire touch as the spell, except you heal all damage.
Draining: Channeling Souleater deals damage, and heals the user instead of taking damage.
Force: Channeling Souleater deals force damage.
Freeze: Channeling Souleater deals cold damage and target must succeed on Reflex save or take penalty to all movement speeds.
Level-Down: Use enervation as the spell.
Meltdown: Channeling Souleater deals fire damage and target must succeed on Fortitude or take penalty to AC.
Protect: Caster gains DR/-.
Rasp: Target spellcaster must make Fortitude save or lose a spell slot.
Shadow Form: Use shadow form as the spell, but with some limitations.
Shock: Channeling Souleater deals electric damage and target must succeed on Fortitude save or become stunned for 1 turn.
Slow: Use slow as the spell.
GREATER ARCANAS
Bio: Use poison as the spell, except it targets an area and deals some damage.
Break: Use flesh to stone as the spell.
Charon: Form Use souleater as a ranged burst effect.
Dark Burst: Form Use Souleater as a burst effect centered on yourself.
Death: Use slay living as the spell.
Demi: Channeling Souleater deals damage and target must succeed on a Fortitude save or become immobile.
Dispelga: Use greater dispel magic as the spell, but deal damage for each dispelled spell.
Dissolving: Channeling Souleater deals acid damage and target takes additional 2d6 of acid damage over time.
NulAcid: Use energy immunity as the spell, but limited only to acid.
NulBlaze: Use energy immunity as the spell, but limited only to fire.
NulFrost: Use energy immunity as the spell, but limited only to cold.
NulShock: Use energy immunity as the spell, but limited only to electricity.
Nulthunder: Use energy immunity as the spell, but limited only to sonic.
Scathe: Use disintegrate as the spell.
Scourge: Targeted creatures take damage and must make Fortitude save or take additional damage over time.
Shell: Caster gains SR.
Sonic Boom: Channeling Souleater deals sonic damage and target must make Fortitude save or become deafened.
DARK ARCANAS
Black Sky: Form As dark cannon, but deals additional damage.
Breakga: Use flesh to stone as the spell but as an area effect.
Cha-Down: Channeling Souleater deals damage and must succeed on a Will save or suffer charisma drain.
Con-Down: Channeling Souleater deals damage and must succeed on a Fortitude save or suffer constitution drain.
Confusion, Greater: Use insanity as the spell.
Dark Aura: Form Souleater becomes an emanation.
Dex-Down: Channeling Souleater deals damage and must succeed on a Fortitude save or suffer dexterity drain.
Downgrade: Use energy drain as the spell.
Int-Down: Channeling Souleater deals damage and must succeed on Will save or suffer intelligence drain.
Osmose: As rasp arcana art, but targets loses two spell slots.
Paralysis: Channeling Souleater inflicts damage and target must succeed on Fortitude save or become paralyzed.
Str-Down: Channeling Souleater deals damage and must succeed on a Fortitude save or suffer dexterity drain.
X-Zone: Use gate as the spell, but limited only to the Negative Energy Plane.
Wall: Grants the benefits of the protect and shell arcana arts.
Wis-Down: Channeling Souleater deals damage and must succeed on a Will save or suffer wisdom drain.

ARCANA DESCRIPTIONS

A to F
BARACID
Least; 1st
You generate a dark protective aura that grants resistance to acid damage. This arcana art functions exactly as the resist energy spell, except that it’s limited only to acid. It lasts for 24 hours and is dismissible.

BARCOLD
Least; 1st
You generate a dark protective aura that grants resistance to cold damage. This arcana art functions exactly as the resist energy spell, except that it’s limited only to cold energy. It lasts for 24 hours and is dismissible.

BARFIRE
Least; 1st
You generate a dark protective aura that grants resistance to fire damage. This arcana art functions exactly as the resist energy spell, except that it’s limited only to fire. It lasts for 24 hours and is dismissible.

BARLIGHTNING
Least; 1st
You generate a dark protective aura that grants resistance to electricity damage. This arcana art functions exactly as the resist energy spell, except that it’s limited only to electricity. It lasts for 24 hours and is dismissible.

BARSONIC
Least; 1st
You generate a dark protective aura that grants resistance to sonic damage. This arcana art functions exactly as the resist energy spell, except that it’s limited only to sonic. It lasts for 24 hours and is dismissible.

BERSERK
Least; 2nd
This arcana art functions exactly as the mindless rage spell from the Complete Adventurer supplement.
The target must make a Will save or be overcome with the desire to engage you in personal physical combat. The target remains in this state of mind till 1 round per caster level has gone by or the target no longer has line of sight with you. He cannot willingly break line of sight with you, cast spells, make ranged attacks, activate magic items, or attack any other creature other than you for the duration of the spell. He may however use any melee combat skills, abilities or feats against you as normal. If the affected creature has the rage class feature, it activates automatically and counts as one of the character’s uses of rage for that day.

BIO
Greater; 5th
This arcana art functions just like the poison arcana art, but the target suffers 1d6 non lethal damage instead of 1d4 for a number of rounds equal to your caster level (maximum 15). Additionally, the range of this arcana becomes 25 ft + 5 ft per every two caster levels and affects a 20 ft burst area.

BLACK SKY
Dark; 8th (Form)
This arcana form allows you to turn your souleater into small barrage of dark orbs that act as projectiles. You may create one projectile per souleater damage dice (up to 10 projectiles at level 19). You may divide these projectiles upon multiple creatures or concentrate them on a single creature. These projectiles automatically strike the enemy (like magic missles, provided you have line of sight at the enemy) and deal 1d6 plus an additional point of damage per every four levels in dark knight. If the black sky is also altered by an arcana channeling , each missile benefits from the alteration, but any effect that forces a saving throw is done only once; a successful save negates the effect of the remaining souleater missiles on the same target (but not on other targets).

BLIND
Least; 1st
This arcana art functions just like the blind/deafness spell, but with the following limitations. The target can only be rendered blind by use of this arcana. Additionally, this arcana lasts a number of rounds equal to 1 plus your constitution modifier instead of being permanent.

BREAK
Greater; 6th
Infusing an enemy with dark energies, you seek to permanently stop your opponent .This arcana art functions just like the flesh to stone spell except as follows. Whenever an enemy fails his Fortitude save, you take backlash damage equal to 2 per HD of the target creature.

BREAKGA
Greater; 8th
This arcana functions like the break arcana art, except as follows. The arcana now affects a number of people equal to the dark knight’s caster level, of which no two may be more than 30 ft apart. Whenever an enemy fails it's Fortitude save, you take backlash damage equal to 1 per HD of the target creature.

CHA-DOWN
Dark; 7th (Channeling)
This arcana channeling allows the souleater to induce charisma drain along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Will save or suffer charisma drain equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability drain.
Note: A creature immune to ability drain suffers no adverse effects from this channeling, though you still take the damage for having used it.

CHARON
Greater; 6th (Form)
This form allows you to shoot a small dark orb of about an inch across. Upon reaching a pre determined range (distance and height), the orb expands into a mass of negative energy and deals damage equal to the damage dealt by souleater. Any creature caught in the blast must succeed on a Reflex save for half damage. Should the small orb impact a material body or solid barrier prior to attaining the prescribed range, results in an early “detonation”. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the orb strikes the barrier and detonates prematurely. The orb has a range of 400 ft + 40 ft per caster level.

CON-DOWN
Dark; 7th (Channeling)
This arcana channeling allows the souleater to induce constitution drain along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer constitution drain equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability drain.
Note: A creature immune to ability drain suffers no adverse effects from this channeling, though you still take the damage for having used it.

CONFUSION
Lesser; 4th
Using your dark abilities, you attempt to cause chaos within the enemy ranks. This arcana art functions just like the confusion spell.

CONFUSION, GREATER
Dark; 7th
By tapping into even darker abilities, you seek to rob the enemy of his very sanity. This arcana art functions just like the insanity spell but with the following limitations. When an enemy fails his saving throw for this arcana, you suffer backlash damage equal to 3 times the creature’s HD.

CLUMSINESS
Least; 1st (Channeling)
This arcana channeling allows the souleater to induce dexterity damage along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer dexterity damage equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability damage.
Note: A creature immune to ability damage suffers no adverse effects from this channeling, though you still take the damage for having used it.

CURSE
Lesser; 3rd
You use your dark abilities to curse your opponent. This arcana art functions just like the bestow curse spell.

DARK AURA
Dark; 7th (Form)
This arcana form allows you to turn souleater into a debilitating aura that continues to affect any enemies in the area. This aura affects an area equal to 10 ft per caster level to all targets within the area and deals negative energy damage equal to 2 points of damage per souleater damage dice at the beginning of the dark knight’s turn (a Dark Knight that would normally deal 8d6 of damage with souleater, would instead deal 16 damage to any enemy within the area of the aura). If any channeling is applied to this arcana form, any enemy that takes damage must succeed on any saving throw required to resist the added effects. This form is initiated as a standard action and must be maintained as a swift action every turn afterwards. As long as this form is active, the dark knight takes backlash damage from souleater as usual at the beginning of his turn and may not use souleater as part of any other action. The use of souleater in any other action, results in the immediate end of this arcana form. As a standard action, the dark knight may change the current channeling in effect.

DARK BURST
Greater; 5th (Form)
This arcana form turns the souleater into a burst effect centered on you. Any creature within 10 ft of you, must succeed on a Reflex save or take full souleater damage. A successful Reflex save results in only taking half damage.

DARK CANNON
Lesser; 3nd (Form)
This arcana form functions like the black sky form, except that it deals only 1d4+1 points of damage per missle.

DARK ORB
Lesser; 4th (Form)
This arcana form allows you to turn souleater into an orb of negative energy of about 6 inches across. The orb deals damage equal to the damage dealt by souleater. You must succeed on a ranged touch attack to hit your target. The orb has a range of 100 ft + 10 ft/2 caster levels.

DARK STALKER
Least; 2nd
Your senses become sharper, allowing you to pick up thing that you could not before. You gain a +2 to Listen and Spot checks, plus an additional +2 for every 5 caster levels. As well, you gain low-light vision out to 30ft. At caster level 6, you gain dark vision out to 30 ft and low-light vision improves to 60 ft. This arcana art lasts for 24 hours and is dismissible.

DARK WAVE
Least; 1st (Form)
This arcana form allows you to invoke your souleater as a 30 ft cone. The dark wave deals normal souleater damage to all targets within the area. Any creature in the area of the cone can attempt a Reflex save for have damage.

DEATH
Greater; 5th
Drawing upon deeper reserves of negative energies, you infuse your target with energies so damaging that they may claim their very life. This arcana art functions exactly like the slay living spell.

DEMI
Greater; 6th (Channeling)
This arcana channeling infuses souleater with the power to increase the gravity affecting its targets. Any creature struck by souleater, must succeed on a Will save or lose movement rate at a rate of 5ft per damage dice. This reduction applies to all of the creature’s modes of movement. If the target is flying and fails the save, the creature plummets to the ground at a rate of 10 ft per damage dice in addition to the penalty to speeds. If the creature strikes the ground due to this channeling, it takes falling damage as normal for the distance fallen.

DEX-DOWN
Dark; 7th (Channeling)
This arcana channeling allows the souleater to induce dexterity drain along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer dexterity drain equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability drain.
Note: A creature immune to ability drain suffers no adverse effects from this channeling, though you still take the damage for having used it.

DISGUSTING
Least; 1st (Channeling)
This arcana channeling allows the souleater to induce charisma damage along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer charisma damage equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability damage.
Note: A creature immune to ability damage suffers no adverse effects from this channeling, though you still take the damage for having used it.

DISPEL
Lesser; 3rd
This arcana art functions exactly like the dispel magic spell, except as follows. When a spell is dispelled by counterspell, the enemy spell caster takes 2 points of damage per level of spell dispelled.

DISPELGA
Greater; 6th
This arcana art functions exactly like the greater dispel magic spell, except as follows. When a spell is dispelled by counterspell, the enemy spell caster takes 2 points of damage per level of spell dispelled.

DISSOLVING
Greater; 5th (Channeling)
This channeling allows your souleater to deal acid damage instead of negative energy damage. Additionally, any creature affected by this channeling must succeed a Reflex save or suffer an additional 2d6 of acid damage at the beginning of each of their turns for every 4 caster levels.
Note: A creature immune to acid damage is also immune to the penalty to the additional damage.

DOOM
Least; 2nd
You use your dark abilities to take away a dying creatures pain in his last few moments of life, by draining away what little remains of his life force and using it yourself. This arcana art fuctions exactly like the death knell spell but the bonus to effective caster level applies only to your arcana arts.

DOWNGRADE
Dark; 9th
Your dark powers can now reach deeper into the souls of any enemy and rip it apart. This arcana art functions exactly as the energy drain spell.

DRAIN
Lesser; 4th
Using your dark abilities, you seem to reach into the enemy’s very soul and drain away his or her life force. This arcana art fuctions exactly like the vampiric touch spell except as follows. You heal damage equal to the damage inflicted upon the enemy. Any excess hit points gained in this manner are then gained as temporary hit points.

DRAINING
Lesser; 4th (Channeling)
This channeling serves to fuel the dark knight instead of draining him. By establishing a connection between himself and the target, the dark knight attempts to steal the very life force of his enemies. A creature struck by this channeling must succeed on a Will save or suffer negative energy damage as usual for a souleater. Instead of suffering backlash damage, the dark knight heals half the damage dealt to his opponent/s.
Note: Should this channeling be used on an undead, or any other creature that is cured by negative energy, he instead suffers negative energy damage equal to half the damage healed.

DUMBFOUNDED
Least; 1st (Channeling)
This channeling allows the souleater to induce intelligence damage along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer intelligence damage equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability damage.
Note: A creature immune to ability damage suffers no adverse effects from this channeling, though you still take the damage for having used it.

ENFEEBLING
Least; 1st (Channeling)
This channeling allows the souleater to induce strength damage along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer strength damage equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability damage.
Note: A creature immune to ability damage suffers no adverse effects from this channeling, though you still take the damage for having used it.

FEAR
Least; 2nd
You induce great fear unto your opponent in order to weaken his resolve and combat effectiveness. This arcana art functions exactly like the cause fear spell, except it affects creatures of any amount of Hit Dice and lasts a number of rounds equal to your constitution modifier.

FORCE
Lesser; 3rd (Channeling)
This channeling allows your souleater to deal force damage instead of negative energy damage, thus bypassing the usual limitations of negative energy. Additionally, a souleater affected by this channeling may be used to affect incorporeal creatures and other objects made of force.

FREEZE
Lesser; 3rd (Channeling)
This channeling allows the souleater to deal cold damage instead of negative energy damage. Additionally, any creature affected by this channeling must succeed a Reflex save or suffer a penalty to his movement rate equal to 5 ft per two damage dice of souleater. The penalty to movement rate lasts for a number of rounds equal to the caster level.
Note: A creature immune to cold damage is also immune to the speed penalty.

FROG
Least; 2nd
This arcana art functions exactly like the baleful polymorph spell, except as follows. The target must make a Fortitude save or take on the form of a toad. If successful, the target must make a Will save or the target loses its extraordinary, supernatural, and spell-like abilities and cannot cast spells for as long as it remains in that form. This arcana art lasts a number of rounds equal to your constitution modifier.

I to W
INT-DOWN
Dark; 7th (Channeling)
This arcana channeling allows the souleater to induce intelligence drain along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Will save or suffer intelligence drain equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability drain.
Note: A creature immune to ability drain suffers no adverse effects from this channeling, though you still take the damage for having used it.

LEVEL-DOWN
Lesser; 4th
Your dark powers not only work to weaken the enemy’s body, but their very soul. This arcana art functions exactly as the enervation spell.

LISTLESSNESS
Least; 1st (Channeling)
This channeling allows your souleater to induce wisdom damage along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer wisdom damage equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability damage.
Note: A creature immune to ability damage suffers no adverse effects from this channeling, though you still take the damage for having used it.

MELTDOWN
Lesser; 3rd (Channeling)
This channeling allows your souleater to deal fire damage instead of negative energy damage. Additionally, any creature affected by this channeling must succeed a Fortitude save or suffer a penalty to AC equal to the number of damage dice of souleater for a number of rounds equal to the caster level.
Note: A creature immune to fire damage is also immune to the penalty to AC.

MINI
Least; 2nd
This arcana art functions exactly like the reduce person spell, except it affects any type of creature and not only humanoids.

NULACID
Greater; 6th
You generate a dark protective aura that grants immunity to acid damage. This arcana art functions exactly as the energy immunity spell from the Complete Arcane supplement, except that it’s limited only to acid energy. It lasts for 24 hours and is dismissible.
This arcana grants a creature and its equipment complete protection against damage from acid. Energy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice.
Note: Energy immunity overlaps protection from energy and resist energy. So long as energy immunity is in effect, the other spells absorb no damage.

NULBLAZE
Greater; 6th
You generate a dark protective aura that grants immunity to fire damage. This arcana art functions exactly as the nulacid arcana art, except that it’s limited only to fire energy. It lasts for 24 hours and is dismissible.

NULFROST
Greater; 6th
You generate a dark protective aura that grants immunity to cold damage. This arcana art functions exactly as the nulacid arcana art, except that it’s limited only to cold energy. It lasts for 24 hours and is dismissible.

NULSHOCK
Greater; 6th
You generate a dark protective aura that grants immunity to electric damage. This arcana art functions exactly as the nulacid arcana art, except that it’s limited only to electric energy. It lasts for 24 hours and is dismissible.

NULTHUNDER
Greater; 6th
You generate a dark protective aura that grants immunity to sonic damage. This arcana art functions exactly as the nulacid arcana art, except that it’s limited only to sonic energy. It lasts for 24 hours and is dismissible.

OSMOSE
Dark; 8th
This arcana fuctions like the rasp arcana art, except as follows. A target that fails the Fortitude save loses two spell slots or prepared spells instead of one.

PARALYSIS
Dark; 8th (Channeling)
There are times where its best to bring your enemy to a stop than simply destroying them. A creature struck by a souleater affected by this channeling must succeed on a Fortitude save or become paralyzed for a number of rounds equal to the dark knight’s constitution modifier. This arcana has a range of 25 ft + 5ft per caster level.
Note: A creature immune to paralysis is immune to this channeling.

POISON
Least; 2nd
With a simple touch, you infuse an enemy with a debilitating poison that weakens his body. This arcana art functions exactly like the poison spell except as following. The target takes 1d6 points of temporary constitution damage instead of 1d10. Additionally, the target takes 1d4 non lethal damage at the beginning of his turn for a number of turns equal to your caster level (maximum 5 turns at caster level 5)

PROTECT
Lesser; 3rd
There are times where it is easier to empower oneself rather than weaken one’s foes. This arcana art allows you to infuse your very body with dark energies that grant additional protection from enemy attacks. You gain DR X/- for a number of minutes equal to your caster level, where X equals your constitution modifier.

RASP
Lesser; 4th
Enemy spellcasters should learn to fear your mere presence. By infusing negative energy into the bodies of an enemy, you can take away some of their spellcasting abilities. Any enemy targeted by this arcana art must succeed on a Fortitude save or lose one spell slot or prepared spell as if the spellcaster had succumbed to a negative level. The spell slot lost is of the highest level spell capable of being cast by the spellcaster. Additionally, a spellcaster who loses a spell slot or prepared spell by means of this arcana art and is currently preparing or maintaining a spell must succeed a concentration check equal to the DC of this arcana to maintain his focus or lose it as well. This arcana has a range of 100 ft plus 10 ft per every caster level.

SAP
Least; 1st
With a mere touch, your enemies begin to feel their bodies weakening. Make a melee touch attack against a single target. If successful, the target must succeed on a Fortitude save or take 1d4 points of damage for a number of rounds equal to your constitution modifier.

SCATHE
Greater; 6th
This arcana art functions exactly as the disintegrate spell, except that it may only affect a single creature.

SCOURGE
Greater; 5th
This arcana art functions exactly as the sap arcana art, except as follows. Any enemy affected by this arcana who fails a Fortitude save takes 1d6 points of damage instead of 1d4. Additionally, the range of this arcana becomes 25 ft + 5 ft per every two caster levels and affects any enemies within a 20 ft burst area.

SHADOW FORM
Lesser; 4th
Shadows rise from the ground to envelop you. The shadows easily move with you, guiding your steps and how to hold your body. While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment
is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect.
In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).

SHADOW GLAIVE
Least; 2nd (Form)
Your souleater takes on physical substance, appearing something similar to a glaive. This arcana essentially increases your reach with your weapon by 5 ft, thus allowing to strike enemies normally outside your threat range.
If your base attack bonus is 6 or higher, as part of a full round action you may use shadow glaive to make as many attacks as possible as your base attack bonus allows. You may not use any channelings when using this form in this manner.

SHELL
Greater; 5th
The knight knows that swords aren’t the only thing to worry about on the battlefield. Spells are just as dangerous, and harder to resist. This arcana art allows you to infuse your very body with dark energies that grant additional protection from such attacks. You gain SR X/- for a number of minutes equal to your caster level, where X equals your 10 + class level + Constitution modifier.

SHOCK
Lesser; 3rd (Channeling)
This channeling allows your souleater to deal electric damage instead of negative energy damage. Additionally, any creature affected by this channeling must succeed a Fortitude save or be stunned for a number of rounds equal to damage dice of souleater.
Note: A creature immune to electric damage is also immune to the stunning effect.

SICKENING
Least; 1st (Channeling)
A creature struck by a souleater affected by this channeling must succeed on a Fortitude save or become sickened for a number of rounds equal to your Constitution modifier.

SILENCE
Least; 2nd
This arcana art functions exactly as the silence spell, except that it may only affect a single creature.

SONIC BOOM
Greater; 5th (Channeling)
This channeling allows your souleater to deal sonic damage instead of negative energy damage, thus bypassing the usual limitations of negative energy. Additionally, any creature affected by this channeling must succeed a Fortitude save or become deafened for 1d4 rounds.
Note: A creature immune to sonic damage is also immune to the deafening effect.

STR-DOWN
Dark; 7th (Channeling)
This arcana channeling allows the souleater to induce strength drain along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer strength drain equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability drain.
Note: A creature immune to ability drain suffers no adverse effects from this channeling, though you still take the damage for having used it.

X-ZONE
Dark; 9th
A dark knight’s connection to negative energy is quite strong. So much so, that he now can literally open a portal to a plane of pure negative energy. This arcana art functions exactly as the gate spell, except as follows. The spell may only open to the negative energy plane and material plane, allowing for instant travel to and from.
Additionally, if the arcana is used on the space occupied by a creature, the creature must succeed on a Reflex save or be immediately sucked through the gate and into the negative energy plane. Using the arcana in this manner immediately closes the gate, after sending the target to the other if the save is failed.

WALL
Dark; 7th
This arcana art grants the benefits of the protect and shell arcana arts simultaneously.

WEAKENING
Least; 1st (Channeling)
This channeling allows you to allow your souleater to induce constitution damage along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Fortitude save or suffer constitution damage equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability damage.
Note: A creature immune to ability damage suffers no adverse effects from this channeling, though you still take the damage for having used it.

WIS-DOWN
Dark; 7th (Channeling)
This arcana channeling allows the souleater to induce wisdom drain along with negative energy damage. Any creature struck by a souleater affected by this channeling must succeed on a Will save or suffer wisdom drain equal to 1 plus the number of souleater damage dice. When using this channeling, you suffer one additional point of damage per souleater damage dice whether or not the target succumbs to the ability drain.
Note: A creature immune to ability drain suffers no adverse effects from this channeling, though you still take the damage for having used it.

Read First!
When you start reading through some of the arcanas, you might find names that might be considered unimaginative and probably just plain lazy. Before you make a post about it though, I'd like to point out that there is a reason for the names. If you know a little about the old Final Fantasy games, or at least go peek through a Final Fantasy wiki, you'll find that most of the arcanas are actually in game spells. My intention was just to make the class a little more appealing to fans by giving the class abilities that further tie into its gaming roots.

TenchiSD
2013-08-01, 11:03 PM
NEW FEATS

MAXIMIZE SUPERNATURAL ABILITY [GENERAL]
Prerequisites: 6 HD, supernatural ability
Benefit: Once per day, you can maximize a supernatural ability. When you use a maximized supernatural ability, all variable, numeric effects of the supernatural ability are maximized. A maximized supernatural ability deals maximum damage, cures maximum hit points, affect the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls (such as the one made when you cast dispel magic) and supernatural abilities without random variables are not affected. You must declare use of this feat before you use the ability. A continuous use ability (such as a gaze attack) can be maximized for only 1 round. Maximizing a supernatural ability does not require a separate action.

MIDNIGHT SOUL[GENERAL, INCARNUM]
Prerequisites: Con 13, Souleater class feature
Benefit: Once per day, you can invest essential into this feat. For every point of essentia invested into this feat, you deal an additional 3 points of damage whenever you use souleater. When souleater hits multiple targets, it deals this extra damage to each target. Additionally, should souleater hit the same target multiple times; it only adds the additional damage on the first attack. This extra damage is not taken into account when calculating the backlash damage taken from utilizing souleater. Instead, every time you would take damage from souleater you take one point of damage for every point of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
Note: You gain 1 point of essentia.

SUPERNATURAL RESEVOIR [GENERAL]
Prerequisites: Any two of: Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, Sudden Ability Focus and Widen Supernatural Ability.
Benefit: Whenever a character has already used the Empower, Enlarge, Extend, Maximize, or Widen Supernatural Ability feat/s for that day, he may use them additional times beyond once per day. This feat can be used a number of times per day equal to 1 + 1 once more for every supernatural enhancing feat the character has (min. 2) + 1 more per every four levels. Thus a 8th level character with Enlarge and Extend Supernatural Ability feats, that has used them both already for the day, could use either feat an additional 5 (1+2 for feats+2 for being level 8) times or use them in any combination of additional times that add up to 5.
Normal: A character without this feat can only use Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, Sudden Ability Focus and Widen Supernatural Ability only once per day.

Ex-Dark Knight

~~This area is still under construction!!~~

Feel free to start going through the class and providing your opinions on it. One thing of note I would like to have a little feedback on though. I was thinking of adding the Taint mechanism to the class should a dark knight become Chaotic, mostly due to the Ex-Dark Knight segment I'm currently working on. Your opinions on whether its a good idea or not, will be more than welcomed and appreciated.

The taint mechanism is in the Unearthed Arcana supplement/srd. Feel free to look it up. There is also a more revised version of it in the Heroes of Horror supplement.

Ilorin Lorati
2013-08-01, 11:06 PM
Actually, my first question was going to be if this was Batman.

I like your answer better.

Pramxnim
2013-08-03, 05:50 AM
I have a whole slew of comments, but since the class contains so many features, I'll put this comment up first and update it as I find more things to comment on. I'll spoiler things by Class Feature to make it easier to read.

Souleater

There's a lot to take in here. It's a modified Eldritch Blast (which is a completely fair and balanced ability), and the class definitely feels inspired by the Eldritch Glaive build, especially the Battle Master combat style. You've given it reach for one specific build, added the ability to full attack with it at later levels (which the Glaive build can already do), but limited it to 4 times per full attack. Plus it deals damage to the Dark Knight and is Negative Energy damage, making it a liability vs. Undead. It also doesn't use touch attacks and damage you regardless of whether you hit the enemy :smallfurious:. I imagine it being very infuriating to play with this ability, and many players may not even see the point in using it. Let's go over its weaknesses in comparison with Eldritch Blast in detail.


Range: For starters, you're limited to melee range unless you're a Battle Master. This is fine for the DK, since it's a melee focused class with full BAB and a d12 hit die. Not a big weakness, but still worth mentioning.
Limit on usage: The current limit is awkward. It generally prevents usage of Souleater in a round, but doesn't account for extra attacks with Cleave or Attacks of Opportunity. Is this intended?
The limit on TWF is also understandable, but still feels clunky. I think the whole limit thing could be worded more elegantly, and I'd like to offer a suggestion at the end of this section.
Accuracy: Souleater is not a touch attack, but does allow you to include your weapon damage to the attack, so it's comparable to Sneak Attack in terms of damage. SA applies on all attacks in a full attack however.
Damage type: Negative Energy can be a liability more often than not, especially against Undead. This limitation could make it frustrating if all the DM is throwing at the player are undead monsters and their ilk. I see Arcana Channeling can help solve this.
Self damage: The payoff for Souleater is not high enough compared to Eldritch Blast to justify the irreducible self-damage that applies even on a miss.


Question: Did you intend for Souleater to be usable with ranged or thrown weapons? There is no limit on melee weaponry in the ability description, although the class does lend itself to being a melee-only class.

Suggestion: I have a lot of issues with Souleater. It feels underwhelming, with what I think are unnecessary gating mechanics built-in, albeit flavourful. I have a few suggestions that might alleviate some of the aforementioned issues.

Souleater: Once per turn, when you hit an enemy with an attack, you may have the attack deal extra negative energy damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
Special: This extra damage is not multiplied on a critical hit.

Special: At 7th, 13th and 19th level, you may apply the extra damage from Souleater one additional time per turn. If you applied a channeling to Souleater in a turn, the same channeling is applied to each instance of Souleater damage that turn.

Special: You take half of the damage that would be dealt by Souleater in a turn. This damage is untyped and cannot be reduced in any way. You take this damage even if the enemy is resistant, immune to, or healed by Souleater.
At 8th level, you take 1/4th of the damage that would be dealt by Souleater in a turn.
At 16th level, you take 1/8th of the damage that would be dealt by Souleater in a turn.

Special: You may apply Souleater damage even in an anti-magic field.
Souleater damage is not subject to Spell Resistance.


Well that's a whole lot of stuff, but Souleater was a wordy ability anyways. Let me clarify my reasoning for these changes:


Limiting the ability to once per turn cuts off Cleave shenanigans, TWF, and full attacks. However, it lets you apply Souleater on Attacks of Opportunity, since those are done on an enemy's turn.

This cuts down a lot of writing, and allows you to concentrate on using wordy sentences to describe fluff instead of bogging down mechanics with long paragraphs.
Letting you apply the damage after seeing if the attack hits circumvents the "feel bad" case of missing with a Souleater attack, and is just more elegant in general. This is one of the things that 4th Edition did extremely well, and I'd love to see it re-applied to 3.5 homebrew.
Extra damage expressed in dice never gets multiplied on critical hits as a rule in 3.5. In 4th edition, you simply maximized the dice value, which you could also do here at your own discretion.
The Special notations take care of progression, and attempts to clarify the ability using as few words as possible.


Please let me know what you think of the new wording.


Dark Aura


Counter-Strike: I'm guessing the intent is to let you damage enemies that strike you in melee, but the total amount of damage reflected is limited by his Strength? I believe you want to dissuade melee attackers from damaging the Dark Knight to make up for Souleater, but you don't want a high hp DK to just walk up and kill everything with Counter-Strike, thus the limitation?

IMO I think the description is a bit unclear, since I'm not sure what melee damage consists of. Is it damage dealt in melee range, regardless of magical or physical? Or only melee physical attacks are involved? Let me use an example to describe my current understanding of this ability, please tell me if I'm wrong.

EXAMPLE: Cecil the Dark Knight has 18 Strength and is attacked by a Bugbear with 2 Claw attacks. They both hit, and the Bugbear deals 12 and 13 damage to Cecil. Cecil's Counter-Strike aura deals 20 damage to the Bugbear, since it is limited by his Str mod (+4).

QUESTION: If Cecil had Damage Reduction, would the aura count the damage post-reduction or pre-reduction? Is the returned damage affected once by the enemy's DR, or once per attack that hit the DK?

SUGGESTION: Might I suggest changing the wording to clear up any misunderstandings that may arise from the ability? Something like the following:
"Counter-Strike: Whenever an enemy hits you with a melee attack, that enemy takes negative energy damage equal to the damage dealt by their attack.
Special: The maximum damage this aura can deal to that enemy in one round cannot exceed five times your Str modifier."

The above wording implies that each separate attack warrants a separate damage reflection, and thus the aura's damage is affected by the enemy's DR once for each time he hit you that round. Note the timing for this ability should be clarified, since one could argue that if it happens immediately after an attack hits, the aura might kill the enemy before they could make further attacks.

Spell Disruption: The first sentence of this aura should be cleaned up to be grammatically correct. Either "Whenever an enemy attempts to cast a spell in the aura’s area of effect, he or she must pass a caster check or be unable to cast the spell" or "An enemy who attempts to cast a spell in the aura’s area of effect must pass a caster check or be unable to cast the spell"

Since only Debilitating doesn't specify the Strength modifier thing, you should just say it applies a penalty equal to the DK's Strength modifier and remove the "Unless stated otherwise" clause at the beginning of the list of auras

Pain is really really good when it's first acquired. 6+ free damage a turn to all enemies within 30ft is devastating to any encounter that isn't a boss fight at lower levels. This is akin to hitting each enemy with a melee attack with a short sword at level 3, and the scaling makes it even better all the way up to mid-game. You should tone it down or make it available only at level 9 and above to avoid trivializing low-level encounters.



Arcana Arts, Forms and Channeling: I can't comment on every single Arcana, but it feels like the Dark Knight is taking a lot of extra damage with each use of their abilities. At this point I feel like a d12 hit die, with free Vampiric and an ok Fast Healing ability just doesn't cut it any more. Making Draining a Channeling ability only makes it an essential ability to take, making it an ability tax. Also, the wording on Draining is confusing. What happens if the enemy makes the save? Do they still take the damage from Souleater? Do you still take the recoil damage?

RoyVG
2013-08-03, 06:17 AM
All this class needs is a PrC that changes him into a Paladin/White Knight, but still retain some of the features of his Dark knight class, like SoulEater but turning it into Positive Energy to hurt undead, who are a real pain to kill if many of your abilities deal Negative damage. That said, if you have a party member that summons lots of undead, this class synergizes pretty well. The Pain Dark Aura could provide some 'fast healing' to these undead. Still considereing you don't necesarily need to be Evil for this class, fighting undead is never out of the option.

Now that I think about it... what if you take Tomb Tainted Soul and hit yourself with a Soul Eater, you would heal of the negative damage and recieve half of it as damage agin after that. if your severely low on health, it would be advantageous (Heal 10, recieve 5 damage). At higher levels you recieve even less damage, making the heal/damage loop even more efficient. I'm just throwing it out there. I always think too far out of the box with stuff like this.

Also Arcane Resistance allows your Constitution modifier to be added twice to your Fortitude save, right, once as normal and once as a bonus? With endurance as a bonsu feat, you are only one feat away from Steadfast Determination, which adds it to Will saves twice as well.


-Snip-

I agree with the comments on Soul Eater, while it is flavorful for the class as it worked in the games, mechanically however in 3.5, healing is much harder to do because of its limited availability (especially at low levels) and being pretty inefficient during combat, even if it is free. 1d6 healing per attack at level 10 will likely not save your life, when you have a d12 and Constitution as a main stat. By that level, you'll easily be walking around with >100 HP assuming average rolls and a +4 Con Mod. Healing 3-4 average will mean nothing to you anymore. It also feels kind of strange to still roll for damage when you miss an attack

Xulin
2013-08-04, 10:25 PM
A proper Souleater should be an AOE, not a single target hit ability.

Another general note is I don't really like how all of these abilities work in an antimagic field - even a monk's ki inspired abilities are supernatural, and will get blocked in antimagic field.

TenchiSD
2013-08-04, 10:32 PM
Yay! Someone actually read my class! :smallbiggrin:

Anyway, now to answer your questions.

Pramxnim

Souleater
In regard to your worries about souleater damage allow me to show the table that I used to evaluate the damage dealt by souleater per level and the damage taken.

{table=head]Level|Souleater Dice|Min Dmg|Ave Dmg|Max Dmg|Min Recoil|Avg Recoil|Max Recoil|Avg HP (no Con)
1st|1d6|1|3.5|6|1|1.75|3|12
2nd|1d6|1|3.5|6|1|1.75|3|18.5
3rd|2d6|2|7|12|1|3|6|25
4th|2d6|2|7|12|1|3|6|31.5
5th|3d6|3|10.5|18|1|5.25|9|38
6th|3d6|3|10.5|18|1|5.25|9|44.5
7th|4d6|4|14|24|2|7|12|51
8th|4d6|4|14|24|2|7|12|57.5
9th|5d6|5|15.5|30|1.25|3.875|7.5|64
10th|5d6|5|15.5|30|1.25|3.875|7.5|70.5
11th|6d6|6|21|36|1.5|5.25|9|77
12th|6d6|6|21|36|1.5|5.25|9|83.5
13th|7d6|7|24.5|42|1.75|6.125|10.5|90
14th|7d6|7|24.5|42|1.75|6.125|10.5|96.5
15th|8d6|8|28|48|2|6|12|103
16th|8d6|8|28|48|2|6|12|109.5
17th|9d6|9|31.5|54|1.125|3.9375|6.75|116
18th|9d6|9|31.5|54|1.125|3.9375|6.75|122.5
19th|10d6|10|35|60|1.25|4.375|7.5|129
20th|10d6|10|35|60|1.25|4.375|7.5|135.5[/table]

As you can see, taking the damage even on a miss isn't really that much of an impact at later levels. On average a 3.23% loss of total hit points doesn't really strike me as a big disadvantage or cause of worry. Taking damage was added more to feel like the ability was a all or nothing kind of thing. The stat reducing/draining arcanas are the only ones that make the dark knight take extra damage from their use but only because of the way its used. They can take up to 10 points of ability drain/damage which I consider a little overpowered.

About the multiple attacks. The limitation on attacks was intended only for full attacks. The general idea was for Cleave to have souleater added to it if the attack that killed the previous enemy had it. To my understanding that was how the feat worked considering that when you "cleave" something you essentially cut/rip it in half and hit someone else withing range. This would basically make it a second attack with identical modifiers, both attack and damage, as the previous one. Rewording is probably needed to better explain it. The original idea was to allow the Dark Knight to add it to any attack with no limitations as to how many it could do. Of course, the only true limitation is to how much damage the knight can take from using so many.

I might consider changing it to the new mechanic for Darkness which is found in Final Fantasy 4 DS which basically turns Darkness into an activated mode which affects all normal attacks for the turn and taking damage on a successful hit. This would also include ranged attacks given that most ranged weapons, by this I mean bows and crossbows, bestow any special property like flaming on to their weapon.

I like hitting for max damage on a critical hit. That is almost certainly a guaranteed addition.

Auras
Counter-Strike: The general idea was to do just that. I did not want the dark knight to kill things just cause he took a step. Would be nice though. I might consider opening to any physical attack within the range of the aura so that archers don't feel safe either.

As per your example: DR would apply first and both attacks would activate the aura. Meaning that if Cecil had DR 5/- from the Protect arcana, he would take 7 and 8 points of damage and deal back 7 and 8 points of negative energy damage to the Bugbear.

Debilitating and Spell-Disruption: I'll take your suggestions into consideration when I start cleaning up the class.

Pain: I see your point, however its 3+str if acquired first. I assume that the 6+ came from a 16 for strength and 3 dark knight level. I'll take your suggestion into consideration and look into it.
Other
I'll need to go through Draining and reevaluate it a little. I seem to recall adding that it was will save for half damage. The idea was that if it was successful then you don't take souleater damage as usual, you just drain hp from the enemy. Essentially use the enemies life force to trigger the souleater.

RoyVG

First of all... SHHHHH!! The PrC is already on the drawing board. Love the positive energy damage souleater though.

Secondly, yes those builds are totally possible. I had considered giving the dark knight the ability to actually create undead somehow, or at least summon them, but I dropped the idea. Still, I think there's a feat that allows you to attract undead cohorts.

Third, yes that was the idea. High Will save and high Fortitude saves fit the dark knight like a glove due to how they are portrayed. It was either that or give them straight out immunities to things like being turned to stone, curses, poison, and so on. Since most of those saves are based on Will/Fortitude it was an easy choice.

If I were to add the Ex-Dark knight segment, or rather finish it, you could see how this would become a liability. Taint reduces Constitution and Wisdom by one per every taint point. Of course, a PrC that takes advantage of a dark knight such as that would be another interesting PrC.

As for the worries about souleater, look at Pramxnim's spoiler. Specifically under the table, it might give you a better understanding of what was going through my mind.

Xulin

Look in the arcanas. You'll find an area effecting souleater of your liking in there. Look for Dark Burst, Dark Wave or Charon. Heck, you might even like Dark Aura.

Sho
2013-08-05, 05:40 AM
The first other dark knight I've come to like.

Good work, man.

Morph Bark
2013-08-06, 06:35 AM
SOS Regen is good, but Auto-Regen I'd make a bit stronger. Like having it be Regeneration if he's below 50% health, as Fast Healing isn't that strong anymore at that level. Haven't checked out the Arcana Arts yet though, so maybe the class is plenty strong already at that level, but it looks more like it has two half-capstones rather than one real one.

TenchiSD
2013-08-14, 10:45 AM
Regeneration might be doable. I would like some further feedback before deciding on this. However, it'd have to be bypassed only by positive energy damage since it would prove to the antithesis of the class.

Also, thank you for rating my class. I'm actually pretty surprised that it managed to rank Tier 3. I was actually thinking that it'd rank a little lower than that.

ThatOneGuy79
2013-08-15, 01:24 PM
I haven't read through *all* of the Arcanas, but I think the class is fairly balanced as is. Maybe you could add more to the capstone, but it seems good otherwise. Perhaps you could have it where the Dark Knight is immune to *all* death/negative energy effects (the touch of a Wraith, or a Shadow Dragon's bw, for instance).

eftexar
2013-08-15, 01:56 PM
Looks like a lot of fun to play. I don't see anything too unbalancing, but I haven't looked through all of the arts yet. My only criticism is the incomplete table.

Sho
2013-08-15, 07:14 PM
DARK AURA
Dark; 7th (Form)
This arcana form allows you to turn souleater into a debilitating aura that continues to affect any enemies in the area. This aura affects an area equal to 10 ft per caster level to all targets within the area and deals negative energy damage equal to twice the amount of souleater damage dice at the beginning of the dark knight’s turn. If any channeling is applied to this arcana form, any enemy that takes damage must succeed on any saving throw required. This form is initiated as a standard action and must be maintained as a swift action every turn afterwards. As long as this form is active, the dark knight may not use souleater as part of any other action. The use of souleater, results in the immediate end of this arcana form. As a standard action, the dark knight may change the current channeling in effect.
It's potentially 20d6 reaching 200 feet. This needs a tone down on the range, since it prohibits the use of souleater while it is active. Make it Close Range (25 feet + 5 feet / 2 class levels).

TenchiSD
2013-08-15, 09:30 PM
ThatOneGuy79


Level 18. It's there.

eftexar


What table?

Sho


Gonna have to reword that arcana. The point was to deal 2 points of damage per souleater damage dice. Thus a maximum of 40 points to all enemies in range.

eftexar
2013-08-16, 03:04 AM
Don't mind me. My adblocker is glitching out. It blocks the last 17 levels of everyone's tables for some bizarre reason.

[edit]: fixed it, filter was set incorrectly for something else; Anyways great class!

Plaguemask
2014-08-09, 06:42 PM
http://drkitachi.files.wordpress.com/2010/05/cecil-dark-knight.jpg
“Darkness is my ally. Those who cross me shall know its wrath.”
-Paine from Final Fantasy X-2

Abilities: A high constitution score is essential for a dark knight which he needs for hit points both for melee combat and with each use of souleater. Constitution is also used to determine the saving DC of his arcana arts, forms, and channelings. Strength improves the dark knight's melee attack and damage rolls, as well and determining the strength of their auras. Dexterity is also helpful in counteracting the lack of shield proficiency
Can I ask what starting money would be or starting age?

DiBastet
2014-08-09, 08:26 PM
Probably "as paladin"

But anyway, I like the class. Atually I wanted to introduce a class like this in game for a long time but never figured out how to do it. But eldritch blast and invocations seems really nice.

Now, of course, i'll have to convert it to 5e, maybe an archetype of fighter or warlock of something.

TenchiSD
2014-08-13, 01:40 AM
Yes. The starting age/gold is as Paladin.

Just to keep everybody interested informed, I've made a few corrections/edits to the class. This is in an effort to smooth out the rough edges here and there of the class. Feedback on the changed made will be appreciated. Changes made can be viewed in a spoiler in the first post.

Enjoy!! :smallbiggrin:

Plaguemask
2014-08-24, 08:27 AM
Yes. The starting age/gold is as Paladin.
Another quick question, how does Arcanas work? Do you get them as Sorcerer gains their spells (Pick a few and stuck with them.) or as Wizard gets them? ( Prepare a set number each morning.) or as Dread Necromancer (Whole list available at all times?)

DiBastet
2014-08-24, 02:44 PM
Well, with the phb out, i'll say it first:

5E VERSION
...please?

I even got the Subclasses for you
-FF dark knight
-WoW death knight
-Hexblade / witcher

No, really, it would be awesome...

TenchiSD
2014-08-25, 09:27 PM
Plaguemask

Think Warlock. You learn a certain arcana and you can change it later when you would learn a new arcana art or form.

DiBastet

Since the Fighter got the Eldritch Knight I'm considering making it one of his Subclasses. There is also the option of making a subclass of the Warlock. Let me work a little more on the system and get a feel for it before trying to go into it. Most likely Fighter though, it is my favorite class after all. :)

If nothing else, I can try and do a full conversion into 5E but again, it'll take some time. Mostly due to the fact that I'm in the middle of classes and I'm trying to work on the Dark Knight/Paladin PrC as well.

Plaguemask
2014-09-03, 11:32 AM
MAXIMIZE SUPERNATURAL ABILITY
Maximizing SCATHE intensifies.