Seraph
2007-02-03, 12:19 PM
Not all of life is happy. many people suffer tragedies. Some are shattered. Some come out of it sronger than before. Others take the hate and anger resulting from the tragedy and channel it to hurt those who stand for all that hurt them. such are Dark Knights, masters of combat who have foxcused cold rage into combat and magical prowess.
Prerequisites:
Alignment: Any Non-good
BAB: +8
Feats: Weapon Specialization in any two-handed Weapon, Power Attack
Skills: Knowledge (Arcana) 6 Ranks, Spellcraft 6 ranks
Special: Must have suffered a personal crisis and subsequently shifted one step towards Evil
Dark Knight
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+2|Darksider|0
2nd|
+2|
+3|
+0|
+3|Reckless Assault|1
3rd|
+3|
+3|
+1|
+3|Aura of Fear|2|0
4th|
+4|
+4|
+1|
+4|Quivering Weapon|3|1
5th|
+5|
+4|
+1|
+4|Dark Wave|3|2|0
6th|
+6|
+5|
+2|
+5|Drain 1/Day|3|3|1
7th|
+7|
+5|
+2|
+5|Dark Burst|3|3|2|0
8th|
+8|
+6|
+2|
+6|Drain 2/day|3|3|3|1
9th|
+9|
+6|
+3|
+6|Soul Eater|3|3|3|2
10th|
+10|
+7|
+3|
+7|Drain 3/day, Feedback|3|3|3|3[/table]
Hit Die: D10
Class Skills
skill points per level: 2 + Int modifier
Class Skills: Spellcraft (Int), Knowledge (Arcana) (Int), Climb (Str), Craft (Int), Intimidate (Cha), Concentration (Con), Decipher Script (int)
Class Features:
Spellcasting: a Dark Knight studies the Arcane, and learns to cast arcane spells at 2nd level. The Dark Knight uses Intelligence as his dependent skill for spellcasting, and learns and prepares spells in the manner of a wizard. However, they may only learn and cast spells from the Evocation and Necromancy schools.
Darksider (Su): The Dark Knight has learned how to turn their own life energy into entropic power, and can use their own life force to power a melee attack. As a Standard Action, the Dark Knight may make a single Melee attack against an enemy. This does damage as normal, plus 2d8+con Entropic damage. In return, the Dark Knight takes 2d6 untyped damage that cannot be negated in any way, including damage reduction. The Entropic damage bonus increases by 1d8+ 1/2 Con bonus (rounded down) every odd level, totaling as 6d8+3x Con bonus at 10th. at 5th level, the Dark Knight may add Dark Strike damage to a Power Attack.
Reckless Assault (Ex): a Dark Knight sometimes cares less for their own safety as they do for the death of the enemy. A Dark Knight may sacrifice AC for a bonus to attack rolls. The attack bonus is equal to the sacrificed AC, but cannot exceed the Dark Knight’s Class Levels.
Aura of Fear (Su): a Dark Knight exudes a kind of unsettling intensity that unbalances foes. Enemies with HD lower than the Dark Knight must make a Will Save (DC 10 + DK Class Level + CHA Mod) to attack the Dark Knight, though they may attack allies normally, as well as a Penalty to will saves equal to Half the Dark Knight's level. While Aura of Fear is active, the Dark Knight gains a +5 Morale Bonus to Intimidate Checks. Activating the Aura is a standard action, and it may be dispelled as a free action on the Dark Knight’s turn.
Quivering Weapon (Ex): the Dark Knight is familiar with the heft and balance of their chosen weapon to the point that they may make extremely delicate motions with it. Whenever the Dark Knight has their weapon in their hands, they do not suffer ASF when using spells they have learned as a Dark Knight. However, if the Dark Knight loses their weapon or it is destroyed, they must familiarize themselves with a new weapon before they may use this ability again. Adjusting to a weapon takes 1d4 days.
Dark Wave (Su): the Dark Knight gains even greater knowledge of Entropic energy as they gain power, and the Dark Wave is a perfect example. As a Full Round Action, the Dark Knight generates a 40’ cone of Entropic energy that deals Dark Strike damage to all enemies in the area. In return, the Dark Knight takes 4d6 unblockable damage.
Drain (Su): the Dark Knight can, eventually, harness life force that has recently been released, such as when someone is wounded. Once per day, when the Dark Knight makes a melee attack, the Dark Knight is healed an amount of HP equal to the damage dealt. The Dark Knight gains an additional use of this every other level after 6th, totaling at three uses at 10th.
Dark Burst (Su): the Dark Knight has learned a penultimate form of Life Force manipulation. As a full attack, the Dark Knight may release almost all of their life force in a burst of Entropic energy. The Dark Knight is reduced to 0 HP automatically, and all enemies within 50’ of the Dark Knight must make a fortitude save (DC 20 + DK Class Level + CON Mod) or die. all plantlife within the area of effect immediately withers and dies, and the area is affected as by an Unhallow spell for 24 hours. Passing the save means permanent loss of one level, which may only be restored via a wish or miracle, as well as 6d6 points of Entropic Damage.
Soul Eater (Su): the Dark Knight has become a magnet for the souls of those they have killed. Whenever a Dark Knight kills an enemy, the soul is absorbed by the Dark Knight, healing them 2 points of HP per HD of the slain enemy. Souls taken this way cannot be resurrected unless the Dark Knight frees them or the soul is removed via a wish spell. All collected souls are freed if the Dark Knight is killed. The Dark Knight gains a +1 bonus to damage rolls for every soul absorbed in the last 24 hours. the Soul Eater ability does not apply when using Dark Burst.
Feedback (Su): At the peak of a Dark Knight's power, they learn how to turn a creature's own life force against them. Once a week, as a Full round action, the Dark Knight may make a single melee attack against one opponent. if the attack connects, the foe must make a Will Save(DC=25+Dark Knight class levels+Cha mod). if they fail the save, they take damage as if they had rerolled their Hit Points (HD plus Con Mod for each HD). after this attack, the Dark Knight takes 6d6 Unblockable damage, and is treated as Fatigued for 1d8 rounds.
felt like taking this class out and polishing it up a bit. basically, the idea is to turn a character into a damage-dealing monster that kills anything in its way.
Prerequisites:
Alignment: Any Non-good
BAB: +8
Feats: Weapon Specialization in any two-handed Weapon, Power Attack
Skills: Knowledge (Arcana) 6 Ranks, Spellcraft 6 ranks
Special: Must have suffered a personal crisis and subsequently shifted one step towards Evil
Dark Knight
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+2|Darksider|0
2nd|
+2|
+3|
+0|
+3|Reckless Assault|1
3rd|
+3|
+3|
+1|
+3|Aura of Fear|2|0
4th|
+4|
+4|
+1|
+4|Quivering Weapon|3|1
5th|
+5|
+4|
+1|
+4|Dark Wave|3|2|0
6th|
+6|
+5|
+2|
+5|Drain 1/Day|3|3|1
7th|
+7|
+5|
+2|
+5|Dark Burst|3|3|2|0
8th|
+8|
+6|
+2|
+6|Drain 2/day|3|3|3|1
9th|
+9|
+6|
+3|
+6|Soul Eater|3|3|3|2
10th|
+10|
+7|
+3|
+7|Drain 3/day, Feedback|3|3|3|3[/table]
Hit Die: D10
Class Skills
skill points per level: 2 + Int modifier
Class Skills: Spellcraft (Int), Knowledge (Arcana) (Int), Climb (Str), Craft (Int), Intimidate (Cha), Concentration (Con), Decipher Script (int)
Class Features:
Spellcasting: a Dark Knight studies the Arcane, and learns to cast arcane spells at 2nd level. The Dark Knight uses Intelligence as his dependent skill for spellcasting, and learns and prepares spells in the manner of a wizard. However, they may only learn and cast spells from the Evocation and Necromancy schools.
Darksider (Su): The Dark Knight has learned how to turn their own life energy into entropic power, and can use their own life force to power a melee attack. As a Standard Action, the Dark Knight may make a single Melee attack against an enemy. This does damage as normal, plus 2d8+con Entropic damage. In return, the Dark Knight takes 2d6 untyped damage that cannot be negated in any way, including damage reduction. The Entropic damage bonus increases by 1d8+ 1/2 Con bonus (rounded down) every odd level, totaling as 6d8+3x Con bonus at 10th. at 5th level, the Dark Knight may add Dark Strike damage to a Power Attack.
Reckless Assault (Ex): a Dark Knight sometimes cares less for their own safety as they do for the death of the enemy. A Dark Knight may sacrifice AC for a bonus to attack rolls. The attack bonus is equal to the sacrificed AC, but cannot exceed the Dark Knight’s Class Levels.
Aura of Fear (Su): a Dark Knight exudes a kind of unsettling intensity that unbalances foes. Enemies with HD lower than the Dark Knight must make a Will Save (DC 10 + DK Class Level + CHA Mod) to attack the Dark Knight, though they may attack allies normally, as well as a Penalty to will saves equal to Half the Dark Knight's level. While Aura of Fear is active, the Dark Knight gains a +5 Morale Bonus to Intimidate Checks. Activating the Aura is a standard action, and it may be dispelled as a free action on the Dark Knight’s turn.
Quivering Weapon (Ex): the Dark Knight is familiar with the heft and balance of their chosen weapon to the point that they may make extremely delicate motions with it. Whenever the Dark Knight has their weapon in their hands, they do not suffer ASF when using spells they have learned as a Dark Knight. However, if the Dark Knight loses their weapon or it is destroyed, they must familiarize themselves with a new weapon before they may use this ability again. Adjusting to a weapon takes 1d4 days.
Dark Wave (Su): the Dark Knight gains even greater knowledge of Entropic energy as they gain power, and the Dark Wave is a perfect example. As a Full Round Action, the Dark Knight generates a 40’ cone of Entropic energy that deals Dark Strike damage to all enemies in the area. In return, the Dark Knight takes 4d6 unblockable damage.
Drain (Su): the Dark Knight can, eventually, harness life force that has recently been released, such as when someone is wounded. Once per day, when the Dark Knight makes a melee attack, the Dark Knight is healed an amount of HP equal to the damage dealt. The Dark Knight gains an additional use of this every other level after 6th, totaling at three uses at 10th.
Dark Burst (Su): the Dark Knight has learned a penultimate form of Life Force manipulation. As a full attack, the Dark Knight may release almost all of their life force in a burst of Entropic energy. The Dark Knight is reduced to 0 HP automatically, and all enemies within 50’ of the Dark Knight must make a fortitude save (DC 20 + DK Class Level + CON Mod) or die. all plantlife within the area of effect immediately withers and dies, and the area is affected as by an Unhallow spell for 24 hours. Passing the save means permanent loss of one level, which may only be restored via a wish or miracle, as well as 6d6 points of Entropic Damage.
Soul Eater (Su): the Dark Knight has become a magnet for the souls of those they have killed. Whenever a Dark Knight kills an enemy, the soul is absorbed by the Dark Knight, healing them 2 points of HP per HD of the slain enemy. Souls taken this way cannot be resurrected unless the Dark Knight frees them or the soul is removed via a wish spell. All collected souls are freed if the Dark Knight is killed. The Dark Knight gains a +1 bonus to damage rolls for every soul absorbed in the last 24 hours. the Soul Eater ability does not apply when using Dark Burst.
Feedback (Su): At the peak of a Dark Knight's power, they learn how to turn a creature's own life force against them. Once a week, as a Full round action, the Dark Knight may make a single melee attack against one opponent. if the attack connects, the foe must make a Will Save(DC=25+Dark Knight class levels+Cha mod). if they fail the save, they take damage as if they had rerolled their Hit Points (HD plus Con Mod for each HD). after this attack, the Dark Knight takes 6d6 Unblockable damage, and is treated as Fatigued for 1d8 rounds.
felt like taking this class out and polishing it up a bit. basically, the idea is to turn a character into a damage-dealing monster that kills anything in its way.