Seraph
2006-07-16, 03:29 PM
Hey! Goth-boy!” Brezock the Barbarian shoved a man clad in black full-plate, who sat at the bar. “I hear you’ve got a price on your head, see? Sounds like you killed the entire Town Guard of some town out in the boondocks!”
“the Guard Captain was on the take from some bandits,” Said the Armored Man Coldly, setting his tankard down, “and he did nothing while those bandits murdered my fiancée.”
“Oh? Well, that’s a nice sob-story, but for 10,000 gold pieces, me and my buddies don’t give a Kobold’s Ass!”
“Very well, then,” said the Armored Man, standing up. Rapidly unlimbering a scythe from his back, the man slashed across the Air.
The last thing Brezock ever saw was a roiling wave of Darkness boiling over his body . . .
Many people have suffered a grave disaster, and Risen from it with their beliefs and morals strengthened. Others suffer, and are destroyed. However, Some take a Different way – they become a little tarnished, a little corrupted, but hone themselves into something greater, determined to prevent this from happening to them again –
- And making sure those responsible suffer by their hand.
Such is the Dark Knight, a warrior whom has suffered a tragedy and has risen from their own ashes, determined to seek vengeance and champion a twisted form of their own morals.
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
http://img.photobucket.com/albums/v22/Darkseraph15/darkknight.jpg
Hit Die: d10
Base Attack Bonus: Full
Fortitude save: Good
Reflex Save: Poor
Will Save: Good
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:
Bonus feats: at 1st, 3rd, and 5th level, the Dark Knight gains bonus feats from the Fighter Bonus Feat list.
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.
Dark Strike (Su): The Dark Knight has learned how to convert positive energy into negative energy, 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 negative energy damage. In return, the Dark Knight takes 2d6 untyped damage that cannot be negated in any way, including damage reduction. The Negative Energy bonus increases by 1d8 every odd level, totaling as 6d8 at 10th.
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. 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 consumes 1 HP per round, 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 Negative 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 negative 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.
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.
Dark Burst (Su): the Dark Knight has learned an ultimate form of negative energy manipulation. As a full attack, the Dark Knight may release almost all of their life force in a burst of destructive energy. The Dark Knight is reduced to –9 HP automatically, and all enemies within 50’ of the Dark Knight must make a fortitude save (DC 10 + DK Class Level + CON Mod) or die. Passing the save means permanent loss of one level, which may only be restored via a wish or miracle. The Soul Eater ability does not apply when using Dark Burst.
edit: huh. wonder what I need to chop off that table to keep the page from stretching.
edit 2: fixed.
“the Guard Captain was on the take from some bandits,” Said the Armored Man Coldly, setting his tankard down, “and he did nothing while those bandits murdered my fiancée.”
“Oh? Well, that’s a nice sob-story, but for 10,000 gold pieces, me and my buddies don’t give a Kobold’s Ass!”
“Very well, then,” said the Armored Man, standing up. Rapidly unlimbering a scythe from his back, the man slashed across the Air.
The last thing Brezock ever saw was a roiling wave of Darkness boiling over his body . . .
Many people have suffered a grave disaster, and Risen from it with their beliefs and morals strengthened. Others suffer, and are destroyed. However, Some take a Different way – they become a little tarnished, a little corrupted, but hone themselves into something greater, determined to prevent this from happening to them again –
- And making sure those responsible suffer by their hand.
Such is the Dark Knight, a warrior whom has suffered a tragedy and has risen from their own ashes, determined to seek vengeance and champion a twisted form of their own morals.
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
http://img.photobucket.com/albums/v22/Darkseraph15/darkknight.jpg
Hit Die: d10
Base Attack Bonus: Full
Fortitude save: Good
Reflex Save: Poor
Will Save: Good
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:
Bonus feats: at 1st, 3rd, and 5th level, the Dark Knight gains bonus feats from the Fighter Bonus Feat list.
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.
Dark Strike (Su): The Dark Knight has learned how to convert positive energy into negative energy, 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 negative energy damage. In return, the Dark Knight takes 2d6 untyped damage that cannot be negated in any way, including damage reduction. The Negative Energy bonus increases by 1d8 every odd level, totaling as 6d8 at 10th.
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. 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 consumes 1 HP per round, 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 Negative 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 negative 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.
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.
Dark Burst (Su): the Dark Knight has learned an ultimate form of negative energy manipulation. As a full attack, the Dark Knight may release almost all of their life force in a burst of destructive energy. The Dark Knight is reduced to –9 HP automatically, and all enemies within 50’ of the Dark Knight must make a fortitude save (DC 10 + DK Class Level + CON Mod) or die. Passing the save means permanent loss of one level, which may only be restored via a wish or miracle. The Soul Eater ability does not apply when using Dark Burst.
edit: huh. wonder what I need to chop off that table to keep the page from stretching.
edit 2: fixed.