Author Topic: Dark Knight (not Batman)  (Read 2356 times)

Offline Unari

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Dark Knight (not Batman)
« on: April 12, 2015, 04:41:13 PM »
Dark Knight


   
"My anger, pain and sadness—shall be your loss."
-—Dark Knight

  A world, an empire, a kingdom, or even small village steeped in chaos requires order.  Many a time, a courageous few will try to right these wrongs with order and balance.  They see the world in black and white.  There are rules to be followed and maintained.  Although these few mean well, often times their actions may lead to a further decline in their surroundings.  Those in power and seek to stay in power look for individuals to place into grueling training and conditioning camps to ensure peak physical performance.
  The souls surviving the process become Dark Knights.  Dark Knights give fealty to their patron and do his bidding.  These individuals justify any means to an end.  They pay no regard to their lives or to any that would accompany them or those who would stand in their way.  The world in their eyes is gray and they mean to paint it with the color of their patron's enemies' blood.

Making a Dark Knight
  Often referred to as Death by those who see a Dark Knight in action, these individuals dabble in the black arts to supplement their physical prowess.  Revered or despised by the local populace, most who see a Dark Knight are in awe of their stoic and indomitable spirit.  However, most do well to keep their distance if ever they survived a chance encounter with a Dark Knight.
Abilities: Constitution is the most important ability since a Dark Knight often puts his or her life in danger whether it be on the front lines of war or in a back alley.  Wisdom is also important as a Dark Knight does receive some knowledge in the divine and arcane arts.

Races: Any race may be able to go through the rigorous process of Dark Knight training.  Half-Orcs and humans are more common among the base races to try and acquire the mantle of Dark Knight.  Dwarves, with their xenophobic nature, may also enter the training in order to better protect the underground homes.

Alignment: A Dark Knight must swear fealty to a ruling body.  A ruling body includes but is not limited to: a crown, an organization, a religious figure, or an entity.  Therefore, a Dark Knight must be Lawful.  A Dark Knight may be good, neutral, or evil.  However, the skills and spells a Dark Knight employs often have people thinking he or she is evil.
Starting Gold: 6d4x10(150 gp)
Starting Age: As Fighter.

Class Skills
The Dark Knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Int) (Royalty and Nobility), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Dice: d12



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+2Caster Level, Darkness, Painless Death
2nd+2+3+0+3Somatic Weaponry, Aura of Resolve
3rd+3+3+1+3Blindness/Deafness 3/Day
4th+4+4+1+4Proof
5th+5+4+1+4Confuse 3/Day
6th+6/+1+5+2+5Knighthood
7th+7/+2+5+2+5Poison 3/Day
8th+8/+3+6+2+6Enlarged Darkness
9th+9/+4+6+3+6Doom 3/Day
10th+10/+5+7+3+7Charon, Vampiric Touch (Accursed Soul path), Bio (Accursed Soul path)
11th11/+6/+1+7+3+7Break 3/Day
12th+12/+7/+2+8+4+8Empowered Darkness
13th+13/+8/+3+8+4+8Death 3/Day
14th+14/+9/+4+9+4+9
15th+15/+10/+5+9+5+9Demi 3/Day
16th+16/+11/+6/+1+10+5+10Black Sky
17th+17/+12/+7/+2+10+5+10Pain Suppression
18th+18/+13/+8/+3+11+6+11
19th+19/+14/+9/+4+11+6+11Bonus Feat
20th+20/+15/+10/+5+12+6+12Improved Charon
Weapon and Armor Proficiencies: The Dark Knight can use all types of armor and all types of simple and martial weapons. However, Dark Knights usually use 2-handed weapons.  In addition, a Dark Knight's armor is black or a similarly dark color and his or her helm is designed to hide his or her face.

Caster Level (Ex):  The Caster Level for a Dark Knights Spell-Like Abilities is equal to his class levels.  In addition, a Dark Knight adds his class levels to any non-spellcasting base classes he or she gains further and retroactively totaling his effective caster level.  A spellcasting base class is a class which possesses a spell list or acquires invocations.  For example, a level 10 character with 2 levels of Ranger, 4 levels of Fighter and 4 levels of Dark Knight has an effective caster level of 8.  Prestige classes do not count towards caster level. 
  In addition, all Dark Knight Spell-like abilities have a DC equal to 10 + Spell level + Wisdom mod.  Spell levels for Dark Knight spell-like class features receive the lowest spell level regardless of it being arcane or divine.  For example, Bestow Curse is a 3rd level spell for Clerics and 4th level spell for Sorcerers and Wizards.  Therefore, Bestow Curse, or Doom as is the Dark Knight class feature would be treated as a 3rd level spell for determining spell DC.

Darkness (Su): A Dark Knight gains Death’s Call (Complete Mage), usable at will.  The damage cap of 1 per caster level up to 5 maximum is lifted to equal caster level.  For example, a level 6 Dark Knight using Darkness inflicts 6 points of damage to all living creatures instead of the maximum 5.

Painless Death (Sp):  A Dark Knight gains Painless Death (Ghost Walk), as the spell, usable at will.

Somatic Weaponry:  A Dark Knight gains Somatic Weaponry as a bonus feat even if he doesn’t meet the prerequisites (Complete Mage).

Aura of Resolve (Ex):  A Dark Knight is immune to any fear magical, supernatural, or mundane.  Any allies or enemies within 10 feet of the Dark Knight receive a penalty to fear saves, depending on their alignment, when dealing with the Dark Knight.   A lawful character receives a +0, a neutral character receives a -1 penalty, and a chaotic character receives a -2 penalty.

Blindness/Deafness (Sp):  As the spell usable 3 times per day.

Confuse (Sp):  As the spell, Confusion, usable 3 times per day.

Proof (Ex):  A Dark Knight receives immunity to spells he or she can cast as class features.  At level 4, a Dark Knight receives immunity to Blind and Deafness.  At level 6, a Dark Knight receives immunity to Compulsion effects.  At level 8, a Dark Knight receives immunity to poisons of any kind. At level 10, a Dark Knight gains a continuous remove curse aura targeting his or her self.  At level 12, a Dark Knight receives immunity to Petrify effects.   At level 14, a Dark Knight receives immunity to Death effects.

Knighthood (Ex):  A Dark Knight must choose which route to continue on in his or her career.  Two paths exist granting the Dark Knight benefits.  The first path is Blood Oath. 
Blood Oath grants the Dark Knight a single weapon, usually his or her starting weapon of choice, imbued with a continuous Vampiric Touch spell.  This weapon cannot be imbued with any other magical properties aside from enhancement bonuses.  This weapon is used normally as any other weapon would be with the exceptions that Vampiric Touch is the attack and does benefit from additional attacks.  In addition, Vampiric Touch’s range duration is changed from melee touch to melee attack roll and Duration: Instantaneous/Until end of encounter. For example, a level 6 Dark Knight has a base attack bonus of +6/+1 and can use his Blood Oath weapon to deal, on his first attack, Vampiric Touch's 3d6 and again on his second attack assuming each attack hits. The temporary hit points gained from this attack are lost at the end of the encounter.
 
Accursed Soul grants the Dark Knight a weapon imbued with a continuous Cursed Blade (Spell Compendium) spell.   This weapon cannot be imbued with any other magical properties aside from enhancement bonuses.  Unlike the Blood Oath weapon, the Accursed Soul weapon gains an additional benefit, Bio.  At level 10, an Accursed Soul weapon user gains the ability to channel spells in his weapon or Bio.
   Bio (Su):  An Accursed Soul Dark Knight may channel any spell he can cast into his melee weapon and may channel any number of spells into his or her weapon with a limit not to exceed his or her total caster level.  Using this ability requires a move action and the Dark Knight uses up a per day use just as if he had cast the spell. The channeled spell affects the next target that the Dark Knight successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A Dark Knight can channel his spells into his or herAccursed Soul weapon only. Spells channeled into a weapon are lost if not used in 8 hours.  For example, a level 18 Dark Knight may channel his Petrify (6th), Doom (3rd), and Confuse (3rd) abilities into his next melee attack.  The total cost of the spells equal 12 and is lower than his total caster level of 18. The spell DC for spells channeled in the weapon increase by 1 per spell channeled.  The above example would give a +3 to the spell DC for each spell.  Therefore, Petrify would add +3 to its save DC and the other two spells would likewise add +3 to their save DCs if the spells allow for one.

  In addition, only one spell may be channeled regardless of the number of uses left for the day.  For example, a level 10 Dark Knight may not channel vampiric touch more than once on a single attack even though it is an at will.  He or she can, however, have it channeled into her next attack, once the first use of vampriric touch is discharged.


These weapons are the focus for a Dark Knight.  Once he or she has chosen any path, any Dark Knight Class feature will cease functioning if the Dark Knight does not have his or her weapon on their person.

Poison (Sp):  As the spell, Poison Needles (Complete Arcane), usable 3 times per day.

Enlarged Darkness (Su):  As Darkness, usable at will. Death’s Call spell changes: Range 20 feet/Area 20 ft radius centered on you.

Doom (Sp):  As the spell, Bestow Curse, usable 3 times per day.

Charon (Ex):  A Dark Knight gains the ability to deal massive damage to a melee target at the expense of his or her own life.  To use Charon, a Dark Knight must sacrifice 30 hit points and can sacrifice up to half his total current hit points as long as its divisible by 30.  The Dark Knight’s Blood Oath or Accursed Soul weapon scores an automatic critical. For each 30 points sacrificed, the weapon receives a critical multiplier increase.   For example, a Greatsword with a threat range of 19-20 and critical multiplier of times 2 would, with 30 hit points sacrificed, would automatically critical and would do damage times 3.  If 90 hit points were sacrificed, then the Greatsword would have a critical multiplier of times 5.  An attack roll must still be rolled to guarantee the attack hits.  A natural 1 is not an automatic miss.  If the attack misses, the sacrificed hit points are still sacrificed, the critical multiplier returns to normal, and the automatic critical is lost.  Also, a Dark Knight must be able to sacrifice 30 hit points to receive this benefit.  However, a Dark Knight can sacrifice less if his or her current hit points won’t allow for a full sacrifice to receive this benefit.  For example, a Dark Knight with 30 hit points left may sacrifice 15 hit points to receive the benefit of Charon.

Vampiric Touch (Sp):  As the spell usable at will by an Accursed Soul Dark Knight.

Break (Sp):  As the spell, Flesh to Stone, usable 3 times per day

Empowered Darkness (Su):  Similar to Enlarged Darkness usable at will.  The maximum damage Death’s Call can deal is increased by caster level x 1.5.  For Example, a level 12 Dark Knight using Empowered Darkness deals 12+(12*1.5=6)=18 points of damage to all living creatures.

Death (Sp):  As the spell, Finger of Death, usable 3 times per day.

Demi (Sp):  New Spell.  Level 8/Components: V/Casting time: Standard/Range: 30 ft/Area: 30 ft radius burst centered on you/Duration: Instantaneous/Saving Throw: No/Spell Resistance: No/
   With a single word, all living creatures surrounding you begin to feel the weight of battle.  Their legs begin to quiver.  Their weapons shake as their grips weaken.  Eyes that once held stoic gazes now elicit doubt and fatigue.

All living creatures take damage, rounded up, equal to a quarter of their current hit points.  For example, a Hill Giant has 110 hit points and a troll has 60 hit points.  They are within range of Demi.  The Hill Giant takes 110/4 hit points in damage, thus 28 points.  The Troll takes 60/4 hit points in damage, thus 15 points.  If either is hit by Demi again, their new current hit point total is used.  The Hill Giant would have 82 hit points and the troll would have 45 hit points.

Black Sky (Su):  As Empowered Darkness usable at will. Death’s Call Range and Area changes to 30 feet and deals damage equal to caster level times 3.  The Dark Knight also receives damage equal to caster level.  Damage reduction of any kind does not mitigate this damage to the Dark Knight.

Pain Suppression (Ex):  A Dark Knight gains immunity to non-lethal damage.

Bonus Feat:  A Dark Knight gain a bonus feat he or she meets the prerequisites for.

Improved Charon (Ex):  A Dark Knight gains the ability to deal massive damage to a melee target at the expense of his or her own life.  To use Improved Charon, a Dark Knight must sacrifice 15 hit points up to half his total current hit points.  The Dark Knight’s Blood Oath or Accursed Soul weapon scores an automatic critical. For each 15 points sacrificed, the weapon receives a critical multiplier increase.   For example, a Greatsword with  a threat range of 19-20 and critical multiplier of times 2 would, with 30 hit points sacrificed, would automatically critical and would do damage times 4.  If 90 hit points were sacrificed, then the Greatsword would have a critical multiplier of times 8.  An attack roll must still be rolled to guarantee the attack hits.  If the attack misses, the sacrificed hit points are still sacrificed and the critical multiplier returns to normal.  Also, a Dark Knight must be able to sacrifice 15 hit points to receive this benefit.  However, a Dark Knight can sacrifice less if his or her current hit points won’t allow for a full sacrifice to receive this benefit.

 
PLAYING A DARK KNIGHT
 A Dark Knight is a brute.   Dark Knights seen on the battlefield are often leading the charge.  Often found surrounded by enemies, the Dark Knight relishes in the idea that he or she will soon become the master of those unfortunate to face him or her.
 Combat: When a Dark Knight is surrounded, he or she will use Darkness or Black Sky to eliminate his numerous enemies.  A neutral or good Dark Knight will/may warn his allies of his or her intention to use Darkness or Black Sky.  An evil Dark Knight may or may not wait until his allies have gotten out of range before releasing his or blissful bloodlust. 
  When faced with a single adversary, usually the target of his or her mission or objective, a Dark Knight has no qualms employing the use of Charon.  The cost of life is nothing when a Dark Knight's mission is to rid the world of his patron's enemies.  After the dust has settle, a Dark Knight will use his spells or normal attacks to finish off stragglers. 
  An Accursed Soul Dark Knight will often channel the spells into his or her weapon before engaging primary targets.  For an Accursed Soul, demoralizing a foe is just a bonus to his or her enemy's inevitable end.

 Advancement: A Dark Knight's path is usually one of pain and sorrow.  Once on the path of a Dark Knight, it is nearly impossible to forgo its pull.  However, those few who do leave the ranks of a Dark Knight retain the class features he or she has learned, but he or she may no longer progress on the Dark Knight's path.  A Dark Knight is a strong individual and can benefit from feats, spells, or prestige classes that further his physical prowess.

DARK KNIGHTS IN THE WORLD
"I've worn this darkened armor for so long now, there's no mote of light left in me. Not even... in my heart."
—Cecil to Rosa
A Dark Knight is not an adventurer by nature.  The Dark Knight's purpose is to serve whoever bestowed upon him or her this great honor.  The duty of the Dark Knight is to preserve his or her patron's rule or ideology.  Sometimes, a Dark Knight may employ adventurers to aid him or her in his or her mission.

 Daily Life: When not on a mission, a Dark Knight is often conditioning his or her body further.  They train with the new recruits and are often times the reason why most recruits fail to advance on.  If no training and granted leave, a Dark Knight may adventure with a group of individuals if it will make him or her stronger.  Other times, a Dark Knight may adventure to find an individual or group of individuals that have slighted him or her or their patron.  The daily chores, jobs, and promises the local populace may have are not found in the life of a Dark Knight.  It is often said life begins each day on the field of battle and ends when the battle is won, only to repeat the next day.

 Notables: Cecil Harvey, a strong and gifted knight, gained the respect and admiration of his men during his captaincy of the Red Wings.  During his captaincy, he was sent on a mission by the King of Baron.  When he was order to take out Mist Village, he became aware of what he allowed to happen.  The decimation of the entire village left Cecil spiraling.  He later ventures to Mount Ordeals to rid himself of his darkness and is reborn into a paladin.  With his new beginning he sets off to save the world from the evil being known as Golbez.  Most recount this story as hearsay, never to acknowledge it as canon.

 Organizations: Churches or communities that revere death and suffering often raise Dark Knights as bodyguards or elite soldiers.  There are rumors of an organization of Dark Knights that have come together for a reason.  No one knows why such individuals would gather, but have referred to this imaginary group as the Decimation.

NPC Reaction
  The Dark Knight does not play well with others. There is simply an aura about him that repulses others. Neutral good and chaotic good characters feel especially repulsed by him. Lawful good characters feel this aura as well, but there is also something respectable about it to them that they cannot explain. Paladins feel uniquely about the Dark Knight, feeling that he is simultaneously intolerable yet worthy of pity. In the rare case of a Lawful Good Dark Knight, a Paladin who meets him will be confused and almost torn asunder to be confronted with a warrior so much like herself in his mission yet so dark and morbid that she will not quite know what to make of him. Neutral characters quite simply feel nervous as hell around the Dark Knight and are more likely than any other character to be illogically afraid of him, except for lawful neutral characters, who share lawful good's strange respect of him. Neutral and evil characters feel an undeniable charm about him, his repulsive aura like a charming mystique. Lawful Evil characters respect him and even admire him. Anti-Paladins consider him something of a half-brother.
Despite all of the strange relations they have to other characters, the Dark Knight makes an effective leader. He is inconsiderate of his party member's desires and seeks only the accomplishment of the quest.  (This section was pulled from the following site http://community.wizards.com/content/forum-topic/3308491)


DARK KNIGHTS IN THE GAME
 The Dark Knight class is for a player that wishes to play a paladin's lawful good aspect without the conduct a paladin must adhere to.  The Dark Knight is first and foremost a melee fighter.  With expertise, the Dark Knight can be a force to reckon with at any range.  Dark Knights have a low EQ or emotional intelligence.  The wants and needs of others, including the Dark Knights own, take a backseat to the Dark Knight's primary mission.
 
 Adaptation: A Dark Knight can be adapted to any campaign with a focus on death, pain, suffering, or crisis.  These are a Dark Knights plaything. A Dark Knight is somewhat of an anti-hero.  He or she will never be the protagonist or the antagonist, however, he or she will be both feared and loved, loathed and praised, and avoided and embraced.

 Encounters: Players may encounter Dark Knights in the employ of a baron, king, or church.  Rarely will players encounter Dark Knights that essentially have free roam.  The possibility of fighting a Dark Knight increases as players oppose the laws of the area, try to right a wrong done to the people by the nobles, or dispose of the current evil or unjust religion in the area as a few examples.
« Last Edit: April 17, 2015, 12:27:31 AM by Unari »

Offline bhu

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Re: Dark Knight (not Batman)
« Reply #1 on: April 13, 2015, 03:48:17 AM »
The first ability is oddly worded.  Is this guy normally a caster without multiclassing, or is the caster level for his SLA's?

Offline Unari

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Re: Dark Knight (not Batman)
« Reply #2 on: April 15, 2015, 03:01:08 PM »
The first ability is in reference to his effective caster level for his SLAs.  Sorry for the misunderstanding and thanks for helping me address it.  I did make a note of it in the first ability line.  If there are any other misunderstandings, let me know.

Offline bhu

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Re: Dark Knight (not Batman)
« Reply #3 on: April 16, 2015, 12:00:16 AM »
A less confusing wording would be "The Caster Level for a Dark Knights Spell-Like Abilities is equal to his Hit Dice."

Offline Unari

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Re: Dark Knight (not Batman)
« Reply #4 on: April 16, 2015, 12:25:41 AM »
I made the change. I do appreciate the help.  Do let me know if it is still confusing and I may have to rewrite the first ability.

Offline bhu

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Re: Dark Knight (not Batman)
« Reply #5 on: April 16, 2015, 01:39:09 AM »
You may also wish to include in parentheses the location of feats and spells not in the phb.