Dark Knight The Dark Knight is the Paladin of evil. His powers are unmatched in the evil realms. He smites good at any cost. He doesn’t destroy things for pleasure; he does it for his thought of justice. He is the supreme power of law bringing in his kingdom or home. The Dark Knight is a power to behold by those who want to smite him, but few try. Adventures: Like Paladins, Dark Knights take adventures to prove themselves. They see them as quests, not just a chance to find treasure, or to kill good. As a very brave and noble warrior, as he looks for holy paladins, fighters and monks to challenge and fight. It is the best way for the Unholy Warrior to learn new skills and powers to combat with. The Knights are usually equip for the job of destroying good, and will give their life for their land. Characteristics: The power of the Dark Knight is similar to the Paladin in the respects that they fight for justice. But the Dark Knight always tries to go one step further for what they believe in. He usually likes to just good, but can cure diseases caused by certain attacks from goodoers. Even though the Knight is evil, he dislikes undead, because of the supreme aura they have. Still, a dark cannot combat undead well, because of their dark sword. Dark Knights are capable of sensing even the smallest good, and are willing to drop it. The Dark Knight does not obtain a steed for battle, but will receive certain powers. Alignment: Dark Knights worship Lawful Evil, because of their idea of justice, and loyalty. But will always do harm to good, because they are commanded too. They follow their own Code of Conduct, such as the paladin. Religion: All Dark Knights pray to one of three deities. If they are true and strait, they choose Hextor, and will always fight for evil against the paladins. Some half-orcs will worship Gruumsh their usual race deity. But more rebellious Dark Knights will worship Nerull, god of death. They will not worshipErythnul, because of his slaughter. Dark Knights never “slaughter” their enemies. Backround: Usually realized at an early age, Dark Knights are usually seen with good eyes. But, the men and women will usually come to grips with their power, and see evil is their only answer. Some Dark Knights has a trace of wizard blood in them, which gives them a special power. Some were fallen paladins who have nowhere to turn. People see the Dark Knight status a powerful one, even though it is evil. Many neutral and good village elder will tell stories of the dark-claded warrior leading a group of fighters into battle. At a young age, men and women who want to pursue the Dark Knight status will usually join the army, or warrior squad around. They will train, and see they are above the rest, and most of the time, their talent gets seen. The one that don’t get seen, usually turn out to be evil fighters, or paladins. All Dark Knights love to challenge themselves, if there is no good foe to fight. They will never kill each other, but will always try. Many times, these warriors would rather travel with their own kind, instead of other classes. Dark Knight weddings are not too few and far between, but it is hard to raise a child when duty calls, unless you are getting amnesty. Races: Humans are the most prime candidates for the job. Half-elves don’t usually see the point of the job they are handed. Elves usually will stay away from the job, unless he gets a sign from a deity. Half-Orcs are also good candidates, but they will find it hard not to smash everything in sight. Dwarves will almost never become one, unless he was abandoned by his clan, or something else. The smaller humanoids will almost never be Dark Knights, but a few Unholy Half lings have been seen. Gnomes won’t go for the job. Other Classes: Usually, Dark Knights prefer to travel alone unless traveling with other Dark Knights. Because Dark Knights are set apart from other classes, they will usually travel with one or two other Dark Knights, One is always a female. They despise Paladins, and good classes. Dark Knight can join forces with People who will complement their own power. You will see Dark Knight around with Barbarians and Wizards, or Rouges. Game Rule Information Dark Knights have the following statistics. Abilities: Wisdom is what a Dark Knight will base his powerful specials on. Strength will power his weapon with dark energy to attack his enemy. Charisma is more, less important, because then the Dark Knight will be able to gain followers for his evil, and noble cause. Alignment: Lawful Evil Hit Die: 1d10 Class Skills: Concentration (Con), Gather Info (Cha), Knowledge(Religion) (Int), Diplomacy (Cha), Balance (Dex), Innuendo (Wis), Intimidate(Cha), Jump (Str), Listen (Wis), Move Silently(Dex), Speak Language (Int). Skill points at 1st Level: (2+Int mod)x4 Skill Points at Additional Levels: 3+Int mod Class Features Weapon and Armor Proficiency: The Dark Knight is proficient with all simple and martial weapons. He is also may use any kind of armor available. Most of the time, a Dark Knight would rather not take a shield, but they are still proficient with them. Armor check penalties will be acquired if the armor is heavier than leather. Same with the shields. Detect Good and Undead: A Dark Knight can sense good creatures and people, plus the power to sense the undead as a spell-like ability. Power of Thought: The Dark Knight may add his Wisdom modifier to all his/her saving throws. God-like Health: A Dark Knight is immune to all diseases, including magical ones. Weapon Power: The Dark Knight will get a automatic Weapon Focus, and Weapon Specialization for the choice weapon of his or her deity. Intimidated courage: A Dark Knight is Immune to fear, and any allies within Ten feet get a +4 morale bonus on saving throws against fear Dark Wave: Beginning at Level 2, a Dark Knight may use the power of the evil gods to bring wraith apon his enemies. The Dark Knight does 1d8/every 3 levels+(Wisdom modifier) in a 30-foot cone in front of him. You may only use this attack once a day, and it takes one full round to prepare the darkness power. The attack does only ¼ damage against those of evil alignment, and only does your wisdom modifier damage to undead creatures. Remove Disease: Beginning at 3rd level, a Dark Knight may remove disease as a spell, once a week. He/she can use this ability more as their level increases. Every three levels, He/She may be able to use the ability once more per week. Followers: At 4th level, a Dark Knight will start getting followers of the Evil Alignment. They can be anything from Evil Sponges to Nightcrawlers. You are able to get Level + (Charisma modifier)-5 Evil monster(s) challenge rating (See you Monster Guide for challenge ratings, and monsters. It’s the Core Rule Book 3). Become One: Starting at 5th level, a Dark Knight may pray to her Deity to make him/her a more powerful person for a short period of time. You must make a Wisdom check. If you succeed your check, the person’s prayer was answered, and the person becomes more powerful. He/She receives a +2 to her Wisdom, Strength, and Constitution for the duration of the battle. The Dark Knight can also use the Dark Wave ability as if he/she were three levels higher. Become One may be used once a week/every 4 levels. After the battle, the Dark Knight will lose a temporary –1 to her Charisma (last for a day) and is “winded”. “winded” Dark Knights are winded for an hour, and lose –2 to Strength, and -2 to Dexterity. Darkness: Also beginning at the 5th level, once per day, you can attempt to do some major unholy damage against an opponent. You can add your Wisdom modifier to your attack roll. After you calculate your Damage against your opponent, multiply that damage by 1 and ½. This affect does normal damage against players or monsters of the Evil alignment, and only does damage=(Wisdom Modifier) to undead creatures. Fear Factory: Starting at Level 6, a Dark Knight may produce fear. Any Good or Neutral Aligned things must succeed a Will save (DC 25) or be engulfed with fear. The Dark Knight must use a complete round to use this. It may be done (Wisdom Modifier)/a day. Unholy War Cry: Beginning at the 7th level, the Dark Knight may use the War Cry ability. The Cry confounds Spellcasters, and Confuses everyone who is of Good and Neutral alignment. A Spellcaster must make a Fortitude check (DC 20) or they cannot cast spells for 1d4+(Wisdom Modifier) rounds. All characters (except for the Dark Knights) must succeed a Fortitude save (DC 25) or be confused for 1d4+1/five levels. A Dark Knight may use this twice a week. A full round action is taken when doing this. Sap Strength: At the 10th level, the Dark Knight may use Sap Strength. This attack uses the Knight’s Wisdom to sink into its body to rejuvenate him/herself. This power does 2d6+1/3 levels. You must succeed in a Wisdom save, or the attack was useless. The power taken out of the enemy, heals your HP. The effect works opposite on undead, for it does damage to you, and heals the undead. Brilliant: At level 17, the Dark Knight is now fully capable of manipulating his/her dark power. The Dark Knight may use Brilliant Death, with is literally, bright. When the Knight cast the power on her desired weapon, it now becomes a brilliant weapon. (See the DM’s Handbook for Magic Weapons). This little feat of strength uses one full action to do. This power also grants you a +3 magic weapon. This attack can be used (Wisdom Modifier)=A week. Undead dilemma: Dark Knights do not fight undead well. When attacking normally, if the roll hits, the damage done by your weapon+strength is cut in half. This only applies to undead creatures. Code of Conduct: The Dark Knight must always be lawful evil. The Knight will lose all special abilities as a Dark Knight if he willfully commits a act of pure good on purpose. The code requires that the Dark Knight must always respect his friends allies, and enemies, act with the utmost honor, help evil people defeat good, live and die for his kingdom and/or village, punish good, and punish those who violate their code. Associates: Dark Knights usually travel with only evil characters, but have been known to associate with neutral companions. There will never knowingly associate with good, or anyone who violated their code. Lv. Atk. Bonus Fort. Ref. Will Abilites 1 +1 +0 +0 +2 Detect Good, Undead/ God-like Health/Weapon Power/ Intimidate Courage 2 +2 +0 +0 +3 Dark Wave 3 +3 +1 +1 +3 Remove Disease 1/week 4 +4 +1 +1 +4 Followers 5 +5 +1 +1 +4 Dark Wave Upgrade/Become One 6 +6/+1 +2 +2 +5 Fear Factory/ Remove Disease 2/week 7 +7/+2 +2 +2 +5 Unholy Warcry 8 +8/+3 +2 +2 +6 Dark Wave Upgrade 9 +9/+4 +3 +3 +6 Remove Disease 3/week 10 +10/+5 +3 +3 +7 Sap Strength 11 +11/+6/+1 +3 +3 +7 Dark Wave Upgrade 12 +12/+7/+2 +4 +4 +8 Remove Disease 4/week/ Warcry Upgrade 13 +13/+8/+3 +4 +4 +8 Sap Strength Upgrade 14 +14/+9/+4 +4 +4 +9 Dark Wave Upgrade 15 +15/+10/+5 +5 +5 +9 Remove Disease 5/week 16 +16/+11/+6/+1 +5 +5 +10 Sap Strength upgrade 17 +17/+12/+7/+2 +5 +5 +10 Dark Wave Upgrade/ Warcry Upgrade/ Brilliant 18 +18/+13/+8/+3 +6 +6 +11 Remove Disease 5/week 19 +19/+14/+9/+4 +6 +6 +11 Sap Strength Upgrade 20 +19/+15/+10/+5 +6 +6 +12 Dark Wave Upgrade Ex-Dark Knights A Dark Knight who ceases to be lawful evil, loses everything about being a Dark Knight. The Ex-Dark Knight must find a new class within a day, or will become a Fighter without his/her bonus feats. The new class will be at the level the Dark Knight was in. The ExDark Knight may never again become a Dark Knight, unless the Deity commands they could. The Dark Knight may multi-class, but with a special restriction. The person may not level up as a Dark Knight again, but retains all the previous abilities. The path of a Dark Knight is rigged, but cannot be left so easily. Once you turn of the path, you may not return.
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