Final Fantasy Dark Knight [Archive] - Wizards Community

Post/Author/DateTimePost
Knight9910

12-12-06, 03:26 AM
Dark Knight
Dark knights are masters of the Art of the Dark Sword, an ancient style of fighting blending melee combat and dark arcana. Non-good clerics and fighters most often choose to walk to path of the dark knight, and fallen paladins may choose to take up this class, although the path of the blackguard is more common for them. Truely, anyone with the strength of body and mind to conquer the darkness and bend it to his will can become a dark knight.

Most dark knights spend their lives in isolation and training, sometimes living together with other dark knights if they can find them. A dark knight will often go on adventures to further his training or to test himself. The dark knight's power and fearlessness makes him a natural leader and some seek to become commanders or mercenaries, although many people mistake the dark knight's art as evil and shun him because of it.

Hit Dice: d8

Requirements
To qualify to become a dark knight, a character must meet the following conditions.
Base Attack Bonus: +5
Alignment: Any non-good.
Feats: Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword)
Skills: Intimidate, 8 ranks; Knowledge (Arcana), 4 ranks

Table 1-1: The Dark Knight
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Dark Sword
2nd +1 +3 +0 +3 Soul Eater
3rd +2 +3 +1 +3 Darkness Within (+4)
4th +3 +4 +1 +4 Weapon Specialization (Bastard Sword)
5th +3 +4 +1 +4 --
6th +4 +5 +2 +5 Darkness Within (+8)
7th +5 +5 +2 +5 --
8th +6/+1 +6 +2 +6 Negative Sword
9th +6/+1 +6 +3 +6 Darkness Within (+12)
10th +7/+2 +7 +3 +7 Master of the Dark, Drag Into Hell

Class Features
The dark sword, soul eater, and negative sword abilities only work when a dark knight is weilding a bastard sword.

For the purposes of this class, a katana may be substituted for a bastard sword, including the ability to use the dark sword, soul eater, and negative sword abilities, and also for the prerequisite feats and the weapon specialization bonus feat.

Dark Sword (Su)
Any bastard sword weilded by a dark knight becomes imbued with darkness. It is treated as an unholy weapon for the purposes of overcoming damage reduction.

Soul Eater (Su)
At 2nd level the dark knight gains the soul eater attack: a technique that sacrifices one's own life energy to damage enemies in a wide radius. To use this ability, he holds his sword forward, pointed toward the enemy. He then uses a command word to activate the ability. Some of his life force is instantly drawn into the sword, dealing 1d4 points of Con damage to himself. The sword then blasts out a cone of dark matter in the direction pointed, dealing 2d6 damage per dark knight level to every creature within the area of effect.

The dark wave is a cone with size equal to 5 ft per dark knight level, starting at 10 ft when the dark knight first learns this technique and reaching 50 ft at level 10. This is a negative energy effect and so opponents with protection from negative energy effects are unaffected.

Also, the initial constitution drain always occurs, even if the user has abilities which would normally prevent it. Creatures without constitution scores can not use this ability as they have no life force to sacrifice. If the constitution drain would put the dark knight's Con at 0 or lower then the dark wave attack is automatically negated and the character does not lose any Con.

Darkness Within (Ex)
By 3rd level, a dark knight has learned to conquer the darkness within himself. He has faced his demons and come out on top. Because of this very little can faze him. He gains a +4 bonus on will saves vs. fear. This bonus increases to +8 at level 6 and to +12 at level 9.

Weapon Specialization (Bastard Sword)
At 4th level, a dark knight gains weapon specialization with the bastard sword as a bonus feat.

Negative Sword (Su)
At 8th level, the dark knight has better mastered the art of imbuing his weapon with negative energy. He can imbue his sword with negative energy for a single attack, forcing enemies struck to make a will save (DC 10 + 1/2 dark knight's class level + cha modifier) or take one negative level. This can be used a number of times equal to the dark knight's cha modifier.

Master of the Dark (Su)
At 10th level, the dark knight has assumed mastery of negative energy. He becomes immune to negative energy effects. This does not stop the constitution drain from his soul eater ability.

Drag Into Hell (Su)
At 10th level, the dark knight has obtained the power to reach across the planes to strike an enemy with the negative energy released by his own demise. If he is dealt a mortal blow by an enemy (reduced to or below -10 hp) he can choose to attack the enemy with this ability. The enemy must then make a will save (DC 10 + 1/2 dark knight's class level + cha modifier) or be destroyed.

-------

Changes:

- Added darkness within, master of dark.
- Changed alignment requirement to any non-good.
- Changed soul eater (formerly dark wave) to do more damage, due to complaints of it being underpowered.
- Changed negative sword to be a #/day effect instead of a continuous effect.
- Changed Charon to Drag Into Hell.
- Removed spellcasting.

-------

What I want:

Obviously this is a rough version. Hopefully people will help out. A few things I was wondering off hand, though:

1. Should the Dark Knight retain spellcasting or no?
2. Should I change dark sword to deal additional negative energy damage instead of being unholy? Frankly, unholy isn't all that useful.
Tharivol_Nailo

12-12-06, 05:29 PM
First off I think this is a decent presatige class. The unholy sword thing would help bypass the damage reduction of certain creatures. As for spellcasting, a darknight should be able to learn a selected handful of necromancy spells. Ones from the blackguard list or the assasin list would do nicely.
Knight9910

12-12-06, 08:41 PM
Originally he had mainly necromancy and some status effecting spells.
Empyrium

12-13-06, 04:40 AM
:mad: Hello again! Anyway... This is pretty good, a half spell progression like the Spellblade's or a small little spell list like the Blackguards would be a nice bonus. As for Negative damage instead of Unholy, I dont think Negative has its own type of damage rather than it used cold damage in its place or some sort of ability or health draining powers. Maybe the Negative Sword can provide a temporary boost after you use it and your opponent fails his/her save?

Sorry bout earlier :(
Darth Sephiroth

12-13-06, 05:10 AM
Soul Eater seems a bit pathetic for its results. The amount of Con you lose for using it makes it more damaging in the long run due to the extremely slow speed of healing ability scores and the fact that your HP is effected by it, meaning you lose up to 2 HP per level you possess which leaves you in a very painful place. I'd seriously reduce the drain or remove it completely for other types of damage.
Spikes01k

12-13-06, 10:56 AM
Soul Eater seems a bit pathetic for its results. The amount of Con you lose for using it makes it more damaging in the long run due to the extremely slow speed of healing ability scores and the fact that your HP is effected by it, meaning you lose up to 2 HP per level you possess which leaves you in a very painful place. I'd seriously reduce the drain or remove it completely for other types of damage.

Agreed, and area effects from the individual is really bad for parties, unless this is suposed to be a foe. It is a usless ability unless they are in a REALLY bad situation where they are surounded.
Darth Sephiroth

12-13-06, 11:47 AM
Perhaps 1d4 HP damage or 1 point of Con to make it more usable. As it is I really don't think anyone would take it due to the overwelming self-damage you'd take from it.

Another suggestion would be to grant the later feats in the Specialization/Focus chain for the Bastard Sword be taken by the Dark Knight.
Knight9910

12-13-06, 03:24 PM
As in give them Greater Focus/Greater Specialization? Maybe, I don't know.

For Soul Eater, you do have a point. Constitution damage is bad enough when you get it done to you and it can be a long and expensive thing to fix. It's bad enough when it's done to you, you wouldn't do it to yourself....

Okay, how about you lose hp (1d4/dark knight level, maybe?) but not constitution?

For the range, I agree with you. I've often found cones are annoying unless you can strike first. (And especially if you have a nitpicky DM.) But they're okay if you have other spells. Since Soul Eater is the Dark Knight's main special attack it needs to be a bit more versatile... What if it was an explosion within a set area, like the Death Knight's eldritch fire (MM2) or the Fireball spell?

Also, of course there's negative energy damage. Look at Complete Arcane and the feats Black Lore of Moil and Lord of the Uttercold if you don't believe me. The only difference is that since it's not one of the five energy types it's not subject to Resist Energy or similar spells, but it is blocked by protection from negative energy spells.
Archangel62

12-14-06, 12:57 AM
What about some variation on the power attack idea, maybe 2hp to add another point of damage?

As a side note this looks like a really nice PRC for a hexblade. However the weapon proficiency rules seem a smidge odd, just saying.
Darth Sephiroth

12-14-06, 01:30 AM
As in give them Greater Focus/Greater Specialization? Maybe, I don't know.

Not meaning give, perhaps allow them to take them as feats for the Bastard Sword (Or Katana if using that variant) only. I'd also allow the Weapon Master or whatever its called feat from PHBII. It adds more focus on the choice of weapon and makes things a bit more focused on that part of the choice.

For Soul Eater, you do have a point. Constitution damage is bad enough when you get it done to you and it can be a long and expensive thing to fix. It's bad enough when it's done to you, you wouldn't do it to yourself....

Okay, how about you lose hp (1d4/dark knight level, maybe?) but not constitution?

For the range, I agree with you. I've often found cones are annoying unless you can strike first. (And especially if you have a nitpicky DM.) But they're okay if you have other spells. Since Soul Eater is the Dark Knight's main special attack it needs to be a bit more versatile... What if it was an explosion within a set area, like the Death Knight's eldritch fire (MM2) or the Fireball spell?

Also, of course there's negative energy damage. Look at Complete Arcane and the feats Black Lore of Moil and Lord of the Uttercold if you don't believe me. The only difference is that since it's not one of the five energy types it's not subject to Resist Energy or similar spells, but it is blocked by protection from negative energy spells.

How about a slightly different damage progression for Soul Eater.

LVL Damage Range Backlash
-----------------------------------
2 2d6 10 ft 1d4
3 3d6 15 ft 1d4
4 4d6 20 ft 1d6
5 5d6 25 ft 1d6
6 6d6 30 ft 1d8
7 7d6 35 ft 1d8
8 8d6 40 ft 1d10
9 9d6 45 ft 1d10
10 10d6 50 ft 1d12

The Damage can be your negative energy (Though that would make it worthless against Undead and a few other creatures) and the Backlash would be HP damage. It would scale with the damage you deal.
Archangel62

12-14-06, 02:22 AM
Wait, in the spell compendium there is a spell for blackguards and paladins which let them dump HP for extra d6s on an attack so maybe use that?
Empyrium

12-14-06, 04:56 AM
This clas could use a small spell list. Here's one for ideas. You said it had some necromancy and such right? nothing fancy.

Spells

1- Blade of Blood (PHB2), Black Karma Curse (PHB2), Burning Rage (PHB2), Cause Fear, Chill Touch, Divine Sacrifice (CD), Doom, Inflict Light Wounds, Magic Weapon, Ray of Enfeeblement

2- Darkness, Darkvision, Death Knell, Desecrate, False Life, Ghoul Touch, Hold Person, Inflict Moderate Wounds, Mark of Doom (PHB2), Scare, Stretch Weapon (PHB2), Sure Strike (PHB2), Touch of Idiocy, Wave of Grief (BoVD), Zeal (CD)

3- Crown of Smiting (PHB2), Deeper Darkness, Devil's Eye (BoVD), Halt (PHB2), Haste, Hold Person, Inflict Serious Wounds, Keen Edge, Magic Weapon Greater, Masochism (BoVD), Ray of Exhaustion, Spikes (CD), Vampiric Touch

4- Bestow Curse, Crushing Despair, Death Ward, Dimension Door, Doomtide (CD), Enervate, Inflict Critical Wounds, Revenance (CD), Undead Bane weapon (LM)

5- Chasing Perfection (PHB2), Feeble Mind, Inflict Light wounds Mass, Incorporal Nova (LM), Slay Living, Waves of
Fatigue

Spells per Day
/ 1st / 2nd / 3rd / 4th / 5th

1- / 0 /
2- / 1 /
3- / 1 / 0 /
4- / 1 / 1 /
5- / 2 / 1 / 0 /
6- / 2 / 1 / 1 /
7- / 2 / 2 / 1 / 0 /
8- / 3 / 2 / 1 / 1 /
9- / 3 / 2 / 2 / 1 / 0
10- / 3 / 3 / 2 / 2 / 1
--------------------------------------------------------


Course you could always have a minor spell progression that could connect to the Hexblade's stuff. Just add some of the enchantments and trasmutations in there from this list.
Knight9910

12-14-06, 08:46 AM
I'll have to check those spells. I don't have Book of Vile Darkness or Libris Mortis. I don't have Complete Divine either, but as near as I can tell all of the CD and LM spells are in the Spell Compendium. I do have a PHB2, though.

At first glance I only see a few problems.

- Undead bane weapon. This is a non-good only class. Why would they have a spell devoted to slaying undead?
- What class has 5 spell levels? It's always either 9 or 4.

What do other people think about it?
Archangel62

12-14-06, 02:33 PM
I'll have to check those spells. I don't have Book of Vile Darkness or Libris Mortis. I don't have Complete Divine either, but as near as I can tell all of the CD and LM spells are in the Spell Compendium. I do have a PHB2, though.

At first glance I only see a few problems.

- Undead bane weapon. This is a non-good only class. Why would they have a spell devoted to slaying undead?
- What class has 5 spell levels? It's always either 9 or 4.

What do other people think about it?

You could give them a list similar to the blackguards, I have a few ideas myself but don't have all my stuff on hand right now to work this one out.
DarkRhystar

12-16-06, 02:53 AM
Seems sub-par as-is.

Soul Eater is the only truly worthwhile-looking ability in the class and that requires more levels in the class to be effective and hurts you at the same time. Even worse, it's not even on par with Fireball until level 10 (5/5).

Drag Into Hell is cute, but what PC wants an ability like that? I don't want my PrC abilities to take effect when I die, I want them to keep me from dying!

The class doesn't even get full BAB and when it comes down to it, fighting is all the class will be doing since its abilities don't give it much else to work with.

There is no mechanical incentive for a warrior-type character to take this class. If the player really wants negative energy fun, he could take 10 levels of Cleric starting with level 6 along with the Practiced Spellcaster feat. Same BAB, Saves, HD, with fewer feat requirements and way better abilities.

Beyond the flavor, this class is really sub-par.
Knight9910

12-17-06, 05:32 AM
You know, I seem to be getting a lot of "I don't like it"s and "it's underpowered"s but I don't seem to be getting a whole lot of advice on how to fix it.

Saying "this and this and this are broken" doesn't tell me how to fix them.
Empyrium

12-17-06, 10:59 AM
You haven't really adjusted anything yet, but if you want some direction then ...

Let's start by organizing how you want Soul Eater to work, right now, it has a pretty weak start and high pay later on. We can try out a set progression like Darth Sephiroth's example, but you probably want a higher damage rate huh? How bout this,
The damage is multiplied by your CHR modifier, and you may change your line of attack from either a cone or a line.

Lvl Damage Cone Line Backlash
2 1d10 15ft 30ft 1d6
4 2d6 20ft 40ft 1d8
6 2d8 25ft 50ft 1d10
8 2d10 30ft 60ft 2d6
10 3d8 40ft 80ft 2d8

Negative Sword should be your lvl 10 ability, it should also deal 1d4 negative lvls to the opponent with no save (The ability depends on whther your attack roll hits), as if affected by the spell Enervate. And as an added bonus, everything your opponent lost due to negative levels, you gain as a single buff (All the lost HP, penalties to Attack rolls, saves, and skills except for ability checks are passed on to you as a bonus) This effect would last for 10 minutes, if you strike and drain multiple opponents, the drain buff effect would stack, but each drain has its own duration.

You could always give the class Melee Weapon Mastery from PHB2 as Darth Sephiroth suggested.

Drag into hell is a bit too much trouble, people dont like dying first of all, but it was a neat idea. If anything this should be an ability you get early on, for those dire moments in case things just go wrong, and theirs nothing left. (Also the Dc should be 10 + your Dark Knight Lvl + CHR mod)

What you need to think about is the focus of the class a little. You can give it a full Bab with a spell list of its own with 4 levels worth, or 5 lvls of spell progression to continue from something else. Or just leave it the way it is in order to give it 8 levels of spell progression from another class. Edit the class a little and we can all go from there.
Sorry, my vocab is kinda crappy XD
Knight9910

01-13-07, 05:05 PM
Hmm...I've decided to pick this idea up again. Thanks for the help. Also, I was thinking maybe give them Infernal Wound (like what bearded devils have) somewhere in there?
SilverXXX

01-14-07, 04:03 AM
I think it needs full BAB and d10 hd. I mean, he's a melee in the end. Even if you give him e blackguard-like spell progression.
Leress

01-20-07, 12:54 AM
Just one question before I give my critique, exactly which final fantasy "Dark Knight" are you basing this off of? Cecil, FFX-2, FFXI...
Spikes01k

01-20-07, 08:38 PM
Just one question before I give my critique, exactly which final fantasy "Dark Knight" are you basing this off of? Cecil, FFX-2, FFXI...

Good Question... FFXI should be a Great Sword rather than a bastard sword.
Spikes01k

01-20-07, 08:40 PM
I think it needs full BAB and d10 hd. I mean, he's a melee in the end. Even if you give him e blackguard-like spell progression.

If your talking about the FFXI game play with them then the way it is is correct, you hit hard, but not a lot and you cant take hits the best. However for this game I would say D10 HD or Full BAB, not both.
Aryxbez

01-20-07, 11:20 PM
I like this prestige class since it seems to be based off FF4
My favorite FF Game ever

I think they should have a D10 Hit die since they are warrior types

Also think they should have a full base attack

I think Soul Eater's damage sounds fine since it ends up being 20d6, seems
right for level 15 at the end
Also the backlash should be 2 hp per HD since losing con is too hurtful

The Infernal Wound ability is a good idea make a good filler for 5th level
I don't think they should have a spellcasting progression, just seems to go
against the way they are

Also at 9th level, why not just make them immune to fear?
or even 6th level doesn't seem to overly powerful

Weapon Specialization (Bastard Sword)
Also how about for extra benefit that if you already have the feat
that you gain an additional plus 2 to damage?

Also The 10th level ability is not all that useful, but I can't really think
of any alternate abilities

Also didn't dark knights lose their emotions slowly? since cecil was saying
how he would eventually would lose all emotion
Leress

01-30-07, 06:09 PM
Dark Knight
Dark knights are masters of the Art of the Dark Sword, an ancient style of fighting blending melee combat and dark arcana. Non-good clerics and fighters most often choose to walk to path of the dark knight, and fallen paladins may choose to take up this class, although the path of the blackguard is more common for them. Truely, anyone with the strength of body and mind to conquer the darkness and bend it to his will can become a dark knight.

Most dark knights spend their lives in isolation and training, sometimes living together with other dark knights if they can find them. A dark knight will often go on adventures to further his training or to test himself. The dark knight's power and fearlessness makes him a natural leader and some seek to become commanders or mercenaries, although many people mistake the dark knight's art as evil and shun him because of it.

I will keep this in mind

Hit Dice: d8
Kinda low for someone who uses their life force as a way to boost their attack.

Requirements
To qualify to become a dark knight, a character must meet the following conditions.
Base Attack Bonus: +5
Alignment: Any non-good.
Feats: Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword)
Skills: Intimidate, 8 ranks; Knowledge (Arcana), 4 ranks

Okay, why only bastard sword??? Dark Knights can use any sword.

Table 1-1: The Dark Knight
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Dark Sword
2nd +1 +3 +0 +3 Soul Eater
3rd +2 +3 +1 +3 Darkness Within (+4)
4th +3 +4 +1 +4 Weapon Specialization (Bastard Sword)
5th +3 +4 +1 +4 --
6th +4 +5 +2 +5 Darkness Within (+8)
7th +5 +5 +2 +5 --
8th +6/+1 +6 +2 +6 Negative Sword
9th +6/+1 +6 +3 +6 Darkness Within (+12)
10th +7/+2 +7 +3 +7 Master of the Dark, Drag Into Hell

Class Features
The dark sword, soul eater, and negative sword abilities only work when a dark knight is weilding a bastard sword.

For the purposes of this class, a katana may be substituted for a bastard sword, including the ability to use the dark sword, soul eater, and negative sword abilities, and also for the prerequisite feats and the weapon specialization bonus feat.
Why only bastard sword? What about longswords and others.

Dark Sword (Su)
Any bastard sword weilded by a dark knight becomes imbued with darkness. It is treated as an unholy weapon for the purposes of overcoming damage reduction.
Okay

Soul Eater (Su)
At 2nd level the dark knight gains the soul eater attack: a technique that sacrifices one's own life energy to damage enemies in a wide radius. To use this ability, he holds his sword forward, pointed toward the enemy. He then uses a command word to activate the ability. Some of his life force is instantly drawn into the sword, dealing 1d4 points of Con damage to himself. The sword then blasts out a cone of dark matter in the direction pointed, dealing 2d6 damage per dark knight level to every creature within the area of effect.

The dark wave is a cone with size equal to 5 ft per dark knight level, starting at 10 ft when the dark knight first learns this technique and reaching 50 ft at level 10. This is a negative energy effect and so opponents with protection from negative energy effects are unaffected.

Also, the initial constitution drain always occurs, even if the user has abilities which would normally prevent it. Creatures without constitution scores can not use this ability as they have no life force to sacrifice. If the constitution drain would put the dark knight's Con at 0 or lower then the dark wave attack is automatically negated and the character does not lose any Con.
Why Con drain?? Why not just use hp drain?

Darkness Within (Ex)
By 3rd level, a dark knight has learned to conquer the darkness within himself. He has faced his demons and come out on top. Because of this very little can faze him. He gains a +4 bonus on will saves vs. fear. This bonus increases to +8 at level 6 and to +12 at level 9.

Why not make the class immune to fear? If I use my very life to hurt people I doubt I would fear anything.

Weapon Specialization (Bastard Sword)
At 4th level, a dark knight gains weapon specialization with the bastard sword as a bonus feat.
That's just wrong...+2 damage at 4th level(ECL 9)

Negative Sword (Su)
At 8th level, the dark knight has better mastered the art of imbuing his weapon with negative energy. He can imbue his sword with negative energy for a single attack, forcing enemies struck to make a will save (DC 10 + 1/2 dark knight's class level + cha modifier) or take one negative level. This can be used a number of times equal to the dark knight's cha modifier.
A negative level? Why do this, most enemies will be able to make the save by this level (ECL 13 at DC 14+cha)

Master of the Dark (Su)
At 10th level, the dark knight has assumed mastery of negative energy. He becomes immune to negative energy effects. This does not stop the constitution drain from his soul eater ability.
Okay, I just don't like the constitution drain from soul eater

Drag Into Hell (Su)
At 10th level, the dark knight has obtained the power to reach across the planes to strike an enemy with the negative energy released by his own demise. If he is dealt a mortal blow by an enemy (reduced to or below -10 hp) he can choose to attack the enemy with this ability. The enemy must then make a will save (DC 10 + 1/2 dark knight's class level + cha modifier) or be destroyed.
Wow this ability is pretty useless. First it only activates if you die. Second the DC to save is too low (DC 15+cha at ECL 15) Usually things that kill you at this level can easily make this will save. Third most enemies stop attacking you after you drop (less than 0 hp) and move on to the next person, you would more likely bleed to death before being hit to negative -10 hp
-------
Aryxbez

01-30-07, 06:42 PM
So Leress, do you have any proposed changes?

seeing how Knight9910, can't really change something unless
you give ideas.

Otherwise I agree with you everything
NobodyRemembersThis

01-31-07, 11:24 PM
How about this for the Souleater ability:

Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)

Effect: Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's Melee attack + 3/hp sacrificed. A Dark Knight may sacrifice HP = 2hp/Dark Knight level + Con Modifier.

Souleater and Power Attack can not be used together.


So, the Dark Knight gains the ability, at first Level, to sacrifice A Minimum of 2 HP and deal melee +6 damage to all creatures in a 10 foot wide by 15' long line. At level 10 that rises to 20 hp sacrificed for +60 damage to melee. And a DC 20+con Fort save might be doable for a warrior/CoDzilla, but is lethal for arcane spellcasters and rogues.

And at level 10:

Blade of Night: The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.

....How's that for some corrections? I'll give it a bt more of a think on the other abilities.
NobodyRemembersThis

02-01-07, 06:02 PM
Ok. How about skills?

And Darkness within I just don't Like. How about instead:

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will savingthrow bonus (at level 8, it is +4 damage, +4 will save).

How about this for a set of class abilities:

1. Dark Blade, Souleater
2. Darkness Within (+1)
3. Immunity (Fear)
4. Darkness within (+2)
5. ??
6. Darkness Within (+3)
7. Negative Blade
8. Darkness Within (+4)
9. ??
10. Blade of Night
sword_war444

02-01-07, 07:15 PM
I think that it is good but need a better soul eater effext and change the Hd to D10
Turaj

02-01-07, 07:24 PM
Like the class. I agree with most of the advized corrections. Good luck, can't wait to see the final version. And as to the spell list, use the assassin list. With all of the complete books, and many others, the spells seem to fit the Dark Knights ideals. (hurting, maiming, killing, etc.)
NobodyRemembersThis

02-02-07, 12:13 AM
Ah, but the classic Dark Knight NEVER had magic - that was only added in later.
Aryxbez

02-02-07, 05:14 PM
I like your souleater idea NobodyRemembersThis
damage is consistent and seems much more balanced.

I had an idea for a 5th level ability
how about they are unaffected by alignment effects that
associates with evil or chaotic alignments
so a thus a Dark Knight could wield a souleater axe or whatever
also wield unholy weapons, and lawful weapons since they affect
chaotic. Also means holy weapons don't work on them or
protection from evil or chaos.

What do you think?
NobodyRemembersThis

02-02-07, 10:55 PM
I don't really like it, as the classic DK was hurt MORE by Holy attacks. I did have an idea. Why not mimic he titular Dark Knight weapon the Blood Sword? :plotting:

Blood Drinker - At level 5, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.

This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

...How does this look for an ability? It is a way of healing himself that is actually relatively easy to defend against.
Mindolin

02-02-07, 11:13 PM
I agree with what has been said about the Soul Eater ability being weak in how it deals Con damage to the user. What I might suggest, if that ability is based off of Cecil's Dark Wave from FF4, is to have it deal damage to the user equal to the number of dice of damage rolled, so if they use Soul Eater for 4d6, they take 4 damage
NobodyRemembersThis

02-03-07, 12:30 PM
Mindolin, that's too little loss for the amount of power gained. That means, with his original progression, that at level 10 the DK would deal 20d6 damage and only suffer 20 HP.

Any infinite use (ie, doesn't have an x/day limit like spells) attack that deals 20-120 points of damage with no save (original version) needs a decent penalty. After all, your averae cure serious wounds will lamost sompletely recover that damage.

That's kinda broken without a larger cost.
Aryxbez

02-03-07, 12:45 PM
Blood drinker is a little weak, and I whenever I played FF4
I never saw Cecil actually take more from holy or in fact
take any holy damage of any sort. there is little hp he would
get back from it. Then again it is good that he doesn't get
whole bunch of hp, so he doesn't end up healing himself.



Also the point of the 5th level ability I made was so they
could wield evil/chaotic items without having to be evil
So actually I believe they would be unaffected by wielding
Unholy weapons,souldrinkers level loss and protection from
evil spell?

Also don't have the souleater give a save, that way it is still
powerful without being totally useless. compared to martial
adepts it would be somewhat on par. Also at high levels
creatures will make the Fortsaves easily thus making the
damage always weak.
NobodyRemembersThis

02-03-07, 01:16 PM
Here's the thing though - ye can't forget the melee damage. So here is the actual calculation for he Souleater:

Base Weapon Damage + Strength Mod + enhancement (+1 to +5) + specialization (optional) + bonus damage (energy add ons) + 3hp/1hp sacrifieced.

So say we have a Fighter 4, Dark Knight 10. Stength 16, con 16, specialization, wielding a +2 flaming bastard sword two handed. The damage would be as follows:

1d10 + 5 + 2 + 2 + 1d6 + 69 (23hp sacrificed). That's between 80 and 94 damage with a DC 23 save for half. Of non-elemental [FORCE] damage. So on a successful save thats 40-47 damage.

Not bad for an ability that (with a cleric's assitance) can be used every round.
Aryxbez

02-04-07, 08:46 PM
I can see making souleater be treated as an melee attack
roll, but for damage why would you add strength, specilization
feats and what not to it? I can see the +1-+5 of a weapon
or maybe unholy, but not something like flaming or the weapon
itself.

Since it is a wave of dark energy being shot out in a cool
stance, not an actual slash to the enemy.
NobodyRemembersThis

02-05-07, 10:21 PM
I can see that. Maybe base melee damage? (Strength mod + weapon damage). Hmm..... That would significantly lower the damage threshold though. Then it would be x + strength mod + 60+ damage where x=weapon damage.

Hell, if we did simply weapon damage + 60 and allowed no save it would work.

hmmmm....
Aryxbez

02-05-07, 11:08 PM
I say the souleater damage system should stay, because
like I said, it deals actually good damage over the course of
levels in the prestige class.

the base damage I think it should be is as follows:

X(amount of damage from souleater)+Magcal enhancement
bonus +1-+5 and beyond at epic, +Unholy

Otherwise cannot be modfied by feats or weapons, which then
means a Dark knight could use a dagger, unless it is ruled
that you can only use your souleater ability with that type
of *Weapon you have weapon focus in.

* means that I might use variant type of weapons such
as Axes for dwarves, bows for Elves.

which then made me come up with this idea
that elves with a bow have the area upped by +10ft
so the line would be 20ft wide

then the Manyshot feat could be used with those penalties
to increase the range by another 10ft up to a max of
40ft (4 arrows)

OR if that is too cheap then can instead use the bows range
and the area effect is 10ft as normal

Also I thought this ability might be balanced since elves
have lower con, or could make them take additional backlash
damage to compensate
Insane Pixie

02-05-07, 11:13 PM
Good Question... FFXI should be a Great Sword rather than a bastard sword.

Actually, FFXI Dark Knight would be the Scythe.
Spikes01k

02-05-07, 11:19 PM
Actually, FFXI Dark Knight would be the Scythe.

Well Actually it would be Great Sword and/or Scyth. Depends on the mob and sub job.
NobodyRemembersThis

02-05-07, 11:23 PM
The damage should only be with melee damage. How about the following instead:

Weapon + Str Mod + Darkness Within + 3hp/1hp sacrificed. Unholy weapons add their bonus damage to Souleater.

That provides a decent amount of damage without taking the weapon into effect, unless the weapon is particularly attued to the class.

Does that work?
Kain Darkwind

02-05-07, 11:32 PM
Dark Knight Cache (http://72.14.203.104/search?q=cache:9UcGPsMgkUsJ:boards1.wiza rds.com/archive/index.php/t-91326.html+kain+darkwind,+dark+knight&hl=en&ct=clnk&cd=1&gl=us&client=firefox-a)


A long time ago, me and another member of these boards worked on this very same thing. A cache of our work can be found above. Hopefully it provides some inspiration for you.
Aryxbez

02-06-07, 12:25 AM
The damage should only be with melee damage. How about the following instead:

Weapon + Str Mod + Darkness Within + 3hp/1hp sacrificed. Unholy weapons add their bonus damage to Souleater.

That provides a decent amount of damage without taking the weapon into effect, unless the weapon is particularly attued to the class.

Does that work?

Yes you are right, the bow was a dumb idea.

I still just wonder is how the strength bonus and weapon damage actually
hurt the enemy?

Seeing that it is just a blast of dark energy and nothing more.
Unless you meant the enhancements on the weapon

Other wise, I think that works perfectly
NobodyRemembersThis

02-06-07, 11:29 PM
Weapon damage + strength mod is the base damage - it give it a variable as well. I have always thought of the souleater/dark wave as using the inherent darkness of a DK combined with a melee swing - but that's just me.

@Kain - wierd to see a cache thread with my old SN in it. o_O
Aryxbez

02-07-07, 12:19 AM
Weapon damage + strength mod is the base damage - it give it a variable as well. I have always thought of the souleater/dark wave as using the inherent darkness of a DK combined with a melee swing - but that's just me.


Seems we both have opposed views, although I have thought
of a idea on the inherent energy and all that .

How about it being Weapon damage + Con Mod?
seeing how you are channeling your life force and all.
That would make sense to me, and the weapon damage is
from the force of the slash of the weapon.


Also another crazy thought, do you think a Dark Knight
class would be possible to create? I mean a 1-20 class.

Damage at 20th level would be great, be about 150 damage
if DK assuming he has 20 con
NobodyRemembersThis

02-07-07, 01:26 AM
It's doable - although you would have to borrow from the FF X-2 Darkn Knight for abilities. That's the only standard FF that has the dark knight with any sort of decent abilities.

Hell, you could change the Souleater to 2hp/HD and make it a 5 level offshoot of the fighter. That might actually be easier. http://www.geocities.com/canamrock/CBTongue.txt

Here is teh breakdown of abilities based on FF:

FF1 - n/a
FF2 - n/a
FF3 - Souleater, Swords, Katana, Select Medium/Heavy Armor, Genji Shield, Medium HP, Weak MD (magic defense)
FF4 - Dark Wave (Souleater), Dark Blades, Dark Armor, Dark Shields, High HP, weak MD.
FFV - as FF3 IIRC.
FFVI - n/a
FFVII - n/a
FFVIII - n/a
FFIX - n/a
FFX - n/a
FFX-2 - whole fscking ton of abilities. I'll list them later when I have my Strategy Guide Handy. :)

FFXI - unkown (to me)
FFXII - n/a
Aryxbez

02-07-07, 06:01 PM
The Souleater ability should remain unchanged, just with
10 more levels, can deal more damage and all that.

I never played FF10-2, Never will

Darkness within would become pretty powerful as well

starting at 2nd level and going all the way to 20th
for a total of +10 is nice, but not overly powerful for
the 5th level ability where they get to heal.

This is what I believe the following progression would be
thus far

I set the abilities at levels I thought were appropiate for level
Only reason I would even want classes is because I plan
to someday have FF4 character themed campaign
with dark knight, Dragoon and a summoner mostly

1st-Souleater
2nd- Darkness Within +1
3rd- Immunity to fear
4th- Darkness Within +2
5th-Blood Drinker
6th-Darkness Within +3
7th-
8th-Darkness Within +4
9th-
10th-Darkness Within +5
11th
12th-Darkness Within +6
13th- Negative Blade
14th-Darkness Within +7
15th
16th-Darkness Within+8
17th
18th-Darkness Within+9
19th
20th-Darkness Within +10

Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)

Souleater
Effect: Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's Melee attack + 3/hp sacrificed. A Dark Knight may sacrifice HP = 2hp/Dark Knight level + Con Modifier.

Special:Souleaters damage cannot be modified through
the use of any feats or magic like powerattack. Unless
it says otherwise for Souleater

Blood Drinker - At level 5, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.

This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will savingthrow bonus (at level 8, it is +4 damage, +4 will save).

Blade of Night: The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.
Kain Darkwind

02-08-07, 10:47 AM
I think the best way to represent the Dark Knight's dark wave is to have him take damage equal to the dice he used, as was suggested. However, then he should have to make a Fort save (DC 10 + Class level + Con mod) or take 1 point of Constitution damage. This is more of a gamebalance thing, rather than something found in the game (obviously the DK's max hp never dropped), but provides the equivilent risk to the ability found in the video game version. In the game, overuse of dark wave would kill you quickly.


Also, while people say he had high hit points, he really didn't. Cecil as a level 30ish DK had less hp than Cecil as a lv 1 paladin.
Aryxbez

02-08-07, 05:35 PM
However sacrificing hp is more balanced. because now
when you are actually dealing lots of damage, also dealing
a good amount to your self

like if you were 5fig 7DK and had 16 con, you would
sacrifice 20Hp to deal 60 damage at 12th level, which is pretty
expected at this level. Average hp would be 106 I believe'

you losing 20 hp would bring you down to 86
which is about 1/5th of your hp.

also if you can make full attacks with this, which I am sure
you can't. then you would probably make your second attack
that would also bring you down another 20hp =66 now
which is alot of Hp loss. Yet worth it for those who like the
class.

Con loss is just way too dumb and mean seeing how other
classes can deal this damage without the loss of con.
NobodyRemembersThis

02-17-07, 05:00 PM
The Souleater ability should remain unchanged, just with
10 more levels, can deal more damage and all that.

I never played FF10-2, Never willThe begining of the game is very girly, but after that gets very, very good.

I set the abilities at levels I thought were appropiate for level
Only reason I would even want classes is because I plan
to someday have FF4 character themed campaign
with dark knight, Dragoon and a summoner mostlyIronically enough, I made a 10 level Dragoon based off of Kain (link later)

Ok, now that I have some good ideas for the Dark Knight, I'll post. The X-2 DK has lots of good abilities (it is one of the better classes). So here is what I came up with

1st-Souleater
2nd-Darkness Within +1
3rd-Fearproof
4th-Darkness Within +2
5th-Poisonproof
6th-Darkness Within +3
7th-Stoneproof
8th-Darkness Within +4
9th-Blood Drinker
10th-Darkness Within +5
11th-Confusionproof
12th-Darkness Within +6
13th-Blade of Night
14th-Darkness Within +7
15th-Deathproof
16th-Darkness Within+8
17th-Charon
18th-Darkness Within+9
19th-Black Sky
20th-Darkness Within +10

Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)

Souleater
Effect: Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's base melee damage + 3/hp sacrificed. A Dark Knight may sacrifice HP = 2hp/Dark Knight level + Con Modifier. Base damae is the DK's strength modifier, base weapon damage, and his Darkness Within ability.

Special:Souleater's damage cannot be modified through
the use of any feats or magic like powerattack. Unless
it says otherwise for Souleater.

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will savingthrow bonus (at level 8, it is +4 damage, +4 will save).

Fearless - At level 3, a DK is immune to fear.

Poisonproof - at level 5 the DK gains a +6 bonus to all saves versus Poison and Ability Damage/Drain.

Stoneproof - At level 7, the DK gains a +6 bonus to saves versus paralysis and Petrification effects.

Blood Drinker - At level 9, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.

This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

Confusionproof - At level 11, the DK gains a +6 bonus to saves versus [Mind Affecting] spells and effects.

Blade of Night: The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.

Deathproof - the DK gains a +6 bonus to all saves versus Death Effects.

Charon - the DK may choose to use the Souleater ability against a single melee target. The target does not get a save.

Black Sky - The DK may change the area of Souleater to a 30' radius busrt centered on himself. Though the DK takes no damage, everyone in the radius does. There is no Save against Black Sky. Black sky may be used a number of times per day equal to 3 + Con Modifier.How does that look? The save bonus abilities are taken almost directly from X-2, as are Charon and Black Sky. What do you think?
Aryxbez

02-17-07, 09:24 PM
I kinda like the class, I find Charon and Black sky fine and
dandy. Considering the levels you get the abilities.

Also the proof abilities are kinda weird, why is it +6 to the
saves? are those +6 really balanced by their level?

Class looks good,but from what I can see, most of his abilities
are nothing but bonuses to saves. Then again Dark Knights
never had much to begin with.

Good to know you made a dragoon class, although I not sure
If will like it, since most of the prestige classes I have seen
are all about ubercharging. Also I am glad you still have interest
in this class.

In fact I would like to hear your ideas of implementing
abilities into a monk to make a monk like Yang
Here is the Thread (http://boards1.wizards.com/showthread.php?t=792822) I made

Also on my way of making an ability like Edward had
Thread (http://boards1.wizards.com/showthread.php?t=789654)

In fact all I really need is a dragoon class, or prestige class
if class is not possible
NobodyRemembersThis

04-12-07, 12:49 PM
Dragoon/Lancer (http://www.geocities.com/unholydragoon/LANCER.htm)

Dropping the "Proof" Abilities (except fear) is fine. You could also add in the following Attacks:

5. Delay Attack 1/day: target struck must make a will save DC (15+dk con mod) or be Dazed for 1 round

7. Poison touch 1/day: Target struck must make a Fort save DC 15+ dk con mod or take 1d10 con poison damage.

11. Delay Attack 2/day

15. Poison Touch 2/day.

How's that look?
Aryxbez

04-12-07, 05:20 PM
Unsure, although to kinda make them even with the martial adepts, I think it would be a good idea to make it per encounter.
also the 5th level ability should probably be called Dazing attack.
and I would progress the abilities at every 4 levels thereafter to give some extra options with attacks. Also here are some questions I have:

1.can you use Souleater with Dazing attack and poison touch?

2.Poisontouch, do you make a touch attack like the Poison spell?

3.Can you make multiple attacks with souleater? Otherwise I think it should be a Full-round action.

Also I am unsure about your dragoon, but nonetheless, my friend and I made a dragoon class 1-20th. so I shall post it some time soon and see if it is balanced and all that.



DARK KNIGHT
1d10 HD 4+int saves:good Fort/Will Bad:Ref

1st-Souleater

2nd-Darkness Within +1

3rd-Fearproof

4th-Darkness Within +2

5th-Dazing Attack 1/encounter

6th-Darkness Within +3

7th-Poison touch 1/encounter

8th-Darkness Within +4

9th-Blood Drinker

10th-Darkness Within +5

11th-Delay attack 2/encounter

12th-Darkness Within +6

13th-Blade of Night

14th-Darkness Within +7

15th-Poison touch 2/encounter

16th-Darkness Within +8

17th-Charon

18th-Darkness Within +9

19th-Black Sky

20th-Darkness Within +10


Souleater
Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)
Effect: Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's base melee damage + 3/hp sacrificed. A Dark Knight may sacrifice HP = 2hp/Dark Knight level + Con Modifier. Base damae is the DK's strength modifier, base weapon damage, and his Darkness Within ability.

Special:Souleater's damage cannot be modified through
the use of any feats or magic like powerattack. Unless
it says otherwise for Souleater.

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will savingthrow bonus (at level 8, it is +4 damage, +4 will save).

Fearless - At level 3, a DK is immune to fear.

Blood Drinker - At level 9, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.

This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

Blade of Night: The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.


Charon - the DK may choose to use the Souleater ability against a single melee target. The target does not get a save.

Black Sky - The DK may change the area of Souleater to a 30' radius busrt centered on himself. Though the DK takes no damage, everyone in the radius does. There is no Save against Black Sky. Black sky may be used a number of times per day equal to 3 + Con Modifier.
NobodyRemembersThis

04-12-07, 11:11 PM
You could balance Dazing Attack and Poisoning Strike better with the following:

Dazing Attack: As a full round acion, the DK may make a single melee attack at his highest attack bonus. If successful, the target must make a will save (DC 15 + DK Con Mod) or be Dazed for 1 round. This attack deals deals damage as normal. Dazing Strike may only be successfully used against a target once.

Poisoning Strike: the DK has lkearned to chanel his aura into a debilitating strike. As a Full round Action, the DK makes a melee attack at his highest Attack bonus. In addition to dealing damage normally, the target must succeed at a Fortitude Save (DC 15 + DK Con Mod) be poisoned for 1d10 Constitution Damage. Poisoning strike may only affect a target once.
--------

Souleater should be a standard action (like a spell) so you can still move.
Aryxbez

04-13-07, 02:09 AM
I guess I will make souleater Standard then.

Also I don't think that really balances it out. seeing how most adepts or spellcasters can probably do something like that without it needing to be a full-round action.

So I think /per encounter, since it they only get it Twice. Also allows something else to be used,other than their Souleater ability. also that poisoning strike and dazing should be in addition to their Normal attacks? Or maybe their Souleater ability?

Unless of course you think it would be better with a every 4 levels progression onward? Sounds like a good idea to me.
Dazing (5,9,13,17)
Poison(7,11,15,19)
Karzach

04-13-07, 09:29 AM
Bout 6 months ago I made the Dark knight into a full class. Looking back at it, it has a distinct lack of class features, but I think the Dark Sword mechanic is ok. I'll post it here.

It also includes a custom spell I made, though there might be a better version of this in later books. I didn't have BoVD or Libris Mortis, or any of the later completes when I wrote this.

The Dark Knight
Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Dark Sword, Blood Lust (1/day)
2nd +1 +3 +0 +0 -
3rd +2 +3 +1 +1 Blood Lust (2/day)
4th +3 +4 +1 +1 Spells
5th +3 +4 +1 +1 -
6th +4 +5 +2 +2 Blood Lust (3/day)
7th +5 +5 +2 +2 Sword of Entropy
8th +6 +6 +2 +2 -
9th +6 +6 +3 +3 Blood Lust (4/day)
10th +7 +7 +3 +3 -
11th +8 +7 +3 +3 -
12th +9 +8 +4 +4 Blood Lust (5/day)
13th +9 +8 +4 +4 -
14th +10 +9 +4 +4 -
15th +11 +9 +5 +5 Blood Lust (6/day), Sword of the Abyss
16th +12 +10 +5 +5 -
17th +12 +10 +5 +5 -
18th +13 +11 +6 +6 Blood Lust (7/day)
19th +14 +11 +6 +6 -
20th +15 +12 +6 +6 -


Spells Per Day
1st 2nd 3rd 4th
- - - -
- - - -
- - - -
0 - - -
1 - - -
2 - - -
3 - - -
4 0 - -
4 1 - -
4 2 - -
4 3 - -
4 4 0 -
4 4 1 -
4 4 2 -
4 4 3 -
4 4 4 0
4 4 4 1
4 4 4 2
4 4 4 3
4 4 4 4


Spells Known
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 2 - - -
5th 3 - - -
6th 3 - - -
7th 4 - - -
8th 4 2 - -
9th 4 3 - -
10th 4 3 - -
11th 4 4 - -
12th 4 4 2 -
13th 4 4 3 -
14th 4 4 3 -
15th 4 4 4 -
16th 5 4 4 2
17th 5 4 4 3
18th 5 4 4 3
19th 5 5 4 4
20th 5 5 5 4


GAME RULE INFORMATION
Dark Knights have the following game statistics:
Abilities: Constitution improves the health of the Dark Knight, allowing safer uses of the Dark Sword ability, as well as increasing Dark Sword’s save DC. Charisma affects many of the Dark Knight’s class skills. A minimum Wisdom score of 14 is needed to cast all of the Dark Knight’s spells. Dexterity and Strength help for connecting spell and melee attacks while in combat.
Alignment: Chaotic Evil, Neutral Evil, Chaotic Neutral
Hit Die: d10
CLASS SKILLS
The Dark Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Int), Sense Motive (Wis), and Swim (Str).
Skill Points at 1st level: (2 + Int modifier) X 4
Skill Points at each Additional Level: 2 + Int modifier
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 types of armor (heavy, medium, and light), but not shields.

Dark Sword: A Dark Knight may choose to use a full round action that does not provoke an attack of opportunity to sacrifice 1d4/Dark Knight Level points of health. For every point of health lost in this manner, the Dark Knight deals twice as much damage to every target within a 10-ft radius of the Dark Knight (Reflex DC 10 + ½ Dark Knight levels + Con Bonus for half).

Blood Lust: Beginning at 1st level, once per day a Dark Knight may, as a free action, imbue a single weapon he wields with vampiric qualities. For one attack, the Dark Knights imbued weapon will heal its wielder for a number of hp equal to the damage dealt by the attack. Blood lust will remain in place until the imbued weapon deals damage. The number of times per day the Dark Knight may use Blood Lust increases by 1 every third level after 1st (3rd, 6th, 9th, 12th, 15th, and 18th)
Spells: Beginning at 4th level, a Dark Knight gains the ability to cast divine spells. He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must (see below).
To learn or cast a spell, a Dark Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Dark Knight spell is 10 + the spell level + the Dark Knight’s Wisdom modifier.
Like other spell casters, a dark knight can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on the table The Dark Knight. In addition, he receives bonus spells per day if he has a high Wisdom score. When the Dark Knight table indicates that the Dark Knight gets 0 spells per day of a given spell level, he gains only bonus spells he would be entitled to based on his Wisdom score for that spell level.
A Dark Knight’s spell selection is extremely limited. At 4th level the Dark Knight can learn 2 1st level spells of your choice. At most new Dark Knight levels, he gains one or more new spells, as indicated on the Dark Knight table. Upon reaching 11th level, and every other level thereafter (13, 15, 17, 19) a dark knight can choose to learn a new spell in place of one he already knows. In effect, the Dark Knight “loses” the spell in exchange for the new one. The new spell’s level must be the same level as that of the spell being exchanged. A Dark Knight may only swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a Dark Knight need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Through 3rd level, a Dark Knight has no caster level. At 4th level and higher, his caster level is ½ his Dark Knight level.

Sword of Entropy: At 7th level, the Dark Knight’s Dark Sword ability improves, increasing the radius to 20-ft.

Sword of the Abyss: At 15th level, the Dark Knight’s Dark Sword reaches the pinnacle of power. The radius of the effect increases to 30-ft, and for every point of health sacrificed, the Dark Knight now deals 2.5 times the damage to all targets within the affected area instead of 2 times the damage.

Spell List:
1st: Blood Sap, Light; Cause Fear; Chill Touch; Corrupt Weapon; Detect Undead; Divine Favor; Magic Weapon; Protection from Law/Good; Read Magic;

2nd: Bear’s Endurance; Blindness/Deafness; Bull’s Strength; Darkvision; Darkness; Death Knell; Owl’s Wisdom; Invisibility; Scare; Shatter; Undetectable Alignment

3rd: Animate Dead; Blood Sap, Moderate; Contagion; Crushing Despair; Deeper Darkness; Dispel Magic; Fear; Magic Circle Against Law; Magic Circle Against Good; Magic Weapon, Greater;

4th: Bestow Curse; Blood Sap, Serious; Death Ward; Dispel Law; Dispel Good; Freedom of Movement; Poison; Summon Monster IV; Unholy Blight; Unholy Sword; Vampiric Touch

Blood Sap, Light
Necromancy
Level: Dark Knight 1
Components: Vocal, Somatic
Casting Time: 1 standard action
Range: 25-ft + 5ft/2 levels
Target: Caster + chosen target
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes and Yes (harmless); see text

Make a ranged touch attack against a chosen target within range. If you succeed, you deal 1d4 + 1/level (max +2) to your target. The caster then has a number of hp restored equal to the amount of damage dealt. The caster may choose to apply his spell resistance or make a saving throw to mitigate the health restored by this ability.

Blood Sap, Moderate
Necromancy
Level: Dark Knight 3

This spell functions like blood sap, light except it deals 2d4 +1/level (max + 5) points of damage.

Blood Sap, Serious
Necromancy
Level: Dark Knight 4

This spell functions like blood sap, light except it deals 3d4 +1/level (max + 7) points of damage.

Blood Sap, Critical
Necromancy
Level:???

This spell functions like blood sap, light except it deals 4d4 + 1/level (max + 10) points of damage.
Aryxbez

04-13-07, 05:02 PM
well unsure if it is nice, but it is not something I am looking for. thanks for posting it though. Also I don't want spells with my Dark Knight because they never had spells in FF4. Also the vampiric sword attack idea is cool, but the class made by NRT and some of my help, already has a healing ability, although is really minor. so I am unsure if it is actually a balanced one.
Flan

04-14-07, 02:01 AM
http://wiki.ffxiclopedia.org/Dark_Knight
FFXI would be:
martial weapon profiency
medium and light armor profiency
spell casting as duskblade or hexblade
d10 hp, full BaB, good will saves

1 Blood Weapon
2 Arcane Circle
3 Dark Knight Weapon Focus I
4 Last Resort
5 Weapon Bash
6 Dark Knight Weapon Specialization I
7 Soul Eater
8 Arcane Killer
10 Strong Stomach (Cityscape feat)
13 Dark Knight Weapon Focus II
15 Dark Knight Resistance
18 Dark Knight Weapon Specialization II


Blood Weapon: once per two days, swift action, 5 rounds, the amount of physical damage dealt by melee attacks the dark knight makes is also added to the dark knight as healing as if a "cure" spell had been used on the dark knight for that amount.

Arcane Circle: once per encounter, swift action, 30 foot burst, up to 5 allies gain +2 moral bonus on AC and saves vs. aberations and constructs.

Dark Knight Weapon Focus: At level 3 The dark knight gains weapon focus: greatsword and weapon focus: scythe. At level 13 the dark knight gains greater weapon focus: greatsword and greater weapon focus: scythe.

Last Resort: once per encounter, swift action, 5 rounds, dismissable, dark knight gets a +level/2 bonus on melee attack damage and a -level/2 penalty on AC (rounding up.)

Weapon Bash: once per encounter, immediate action, only useable while using a two-handed weapon, make a melee touch attack, on a successful hit opponent must make a fort save of 10 + dark knight level/2 or be stunned for 1 round.

Dark Knight Weapon Specialization: At level 6 the dark knight gains weapon specialization: great sword, and weapon specialization: scythe. At level 18 the dark knight gains Greater Weapon Specialization: Greatsword and Greater Weapon Specialization: Scythe.

Soul Eater: once per encounter, swift action, 10 rounds, dismissable, on each successful melee hit the dark knight loses HP equal to 10% of current maximum HP (round up) and adds that to their damage dealt. The Dark Knight gains a +3 compatence bonus on to-hit. Yes, this can kill you.

Arcane Killer: The dark knight gains favoured enemy construct and favoured enemy aberration.

Dark Knight Resistance: +4 saving throw on effects that would paralyze, nauseate, sicken or curse. If an effect doesn't normally allow a save the dark knight gets a save anyway at DC 15 + character level of opponent/2.
Aryxbez

04-14-07, 03:43 AM
Well I am just trying to make a Dark Knight from FF4. but since I was running out of ideas to make it a 20 level class, NRT gave me ideas through the 10-2 FF game.

Not sure of if any of those abilities would be good ideas to add. Since weapon focus like feats are way too generic.
Karzach

04-15-07, 03:52 AM
Well, the only thing I can really warn about in regards to what you want, is that, as I recall, Cecil in FF4 really didn't get a lot as a Dark Knight. He had Dark Sword, and after that was a watered down fighter.

Essentially that means the closer you try to hold to the base idea, the more of his class features are going to be subtle, be a relatively minor change in combat, and may or may not be worth taking as a martial PrC.
Aryxbez

04-15-07, 11:54 AM
well actually the Dark Knight that is currently being made is actually a 1-20 class.
Yes it is true he wasn't much of the dark knight,but I doubt they would have spells as it really doesn't fit for me, as they seem to just be all warrior and no spells, also then what spells would fit nicely with the Dark Knight.
Karzach

04-16-07, 12:33 PM
Personally, I'd have a hard time calling them "all warrior" when they're swinging something around as obviously magical (or at least not-mundane) as the Dark Sword.

As far as spells are concerned, you could consider it as an anti-paladin, and use the blackguard spell list (or steal the paladin spell list, and replace all of its spells with evil equivalents).

You could try and base it on the Duskblade from PHB2, and focus on spells that work well with melee and the like.

The third option is to give them specialized magic, like the Beguiler or the Warmage, though in this case, I'd run the Dark Knight as a negative energy specialist (the inflict wounds, enervate, harm, stuff like that).

However, spells aren't a must (I just feel they fit well). If no spells, then all of his class features must be melee oriented.
NobodyRemembersThis

04-16-07, 02:29 PM
Depends on the DK ye use, the 10-2 DK DOES have a spell list. ;)
Aryxbez

04-16-07, 05:13 PM
However, spells aren't a must (I just feel they fit well). If no spells, then all of his class features must be melee oriented.

I don't think they have to be all Melee oriented, for example, take a look at the souleater ability. which in my preference I would rather call it by it's original name from FF4, Dark wave.
Which regardless, that ability stays no matter what.

I think I have thought of a decent idea, that by dealing additional damage to himself when using Souleater, that he could do more dark like effects, like inflict disease. pretty much what his dazing attack and poison attack kinda do.

1. Also what is your thoughts by giving the poison and dazing attack these progressions?
they start at the first level listed and go on from there, and can be used that many times per encounter.
so at 9th level Dark Knight could use Dazing attack 2/encounter

Dazing Attack(5,9,13,17)
Poison touch(7,11,15,19)

2.Also making the DC for those attacks 1/2 DK level+Con mod?
Karzach

04-16-07, 06:12 PM
So essentially you mean alternate Dark Sword abilities? AKA I deal damage to myself, but instead of inflicting damage, I dish out a status effect?

Dazed effects typically last for 1 round, so make sure you make it last for more than one round. Maybe a number of rounds equal to your constitution modifier.

Poison/disease effects are ok, but there are a number of creatures that are immune to those effects, so just be careful.

In both cases, the DC should be 10 + 1/2 DK level + Con Modifier.
Aryxbez

04-17-07, 12:35 AM
that is what I was pretty much thinking, now the only thing would be to figure out what status effects, and when they should get them, and then how much should be spent to do so.
as far as the duration, a number of rounds equal to con modifier is perfect.
NobodyRemembersThis

04-17-07, 12:08 PM
Disease is powerful until Remove Disease is available (low levels, 1-7). Poison is powerful until Neutralize Poison is available (Mid levels, 8-14) and Ability Drain or Negative levels is strong until Greater Restoration and Death Ward are available (High levels, 15-20).
Aryxbez

04-17-07, 04:45 PM
so effects that are sickened, and nausea, should be in levels 1-7
Poison damage, 8-14 level probably deal str,dex,wis,int damage?
not all at once of course.
then at 16-20 levels or so, deal like con damage, probably like poison, but probably in combination, and far worse.
Then even instant death, which should be probably be half the damage the Dark knight is dealing with the Souleater.
NobodyRemembersThis

04-18-07, 12:35 PM
You could also give him an ability to force MDS (Massive Damage Saves) - at a static save (15) it is dangerous at low levels and worthless at high levels - but it is a vriation of an instant kill :plotting:
Aryxbez

04-18-07, 05:53 PM
Since this is most likely going to be a High level ability, It should have the Fort save DC (10base+1/2 DK lv+con mod). which means at it's highest, it would probably be 30 which is 20th level and any respective creature of that cr like a balor, has a Fort in the 20+ range.

Also I have placed here the condition abilities that we could use for ideas
I also edited some of them out since they wouldn't probably be appropriate like Dead, since that might be a high level ability later in the form of Massive Damage.



o Ability Damaged
o Ability Drained
o Blinded
o Blown Away
o Checked
o Confused
o Cowering
o Dazed
o Dazzled


o Deafened
o Disabled
o Dying
o Entangled
o Exhausted
o Fascinated
o Fatigued
o Flat-Footed
o Frightened



o Incorporeal
o Nauseated
o Panicked
o Paralyzed



o Prone
o Shaken
o Sickened
o Stable
o Staggered
NobodyRemembersThis

04-19-07, 10:15 AM
It might help to determine which are "evil" or negative energy affects and limit it from there (Nauseated, Sickened, Shaken, Frightened, etc.) That would limit the attacks we need to design.
Aryxbez

04-19-07, 04:49 PM
Mostly dark effects make sense I will Bold the ones you said and any other potential candidates.
Which is about 8 from what I have chosen.

Also from what I have noticed, this class is starting to look almost like a hexblade with these fear stuff going on.
but I perfectly fine with it, just saying.



o Ability Damaged
o Ability Drained
o Blinded
o Blown Away
-I think would be actually somewhat nifty to be able blow enemies back a bit.

o Checked
o Confused
o Cowering
o Dazed
o Dazzled


o Deafened
o Entangled
o Exhausted
o Fascinated
o Fatigued
o Flat-Footed
o Frightened

o Incorporeal-maybe due to it's ghost like nature,
makes the Dark knight temporarily like a ghost?

o Nauseated
o Panicked
o Paralyzed



o Prone
o Shaken
o Sickened
o Stable
o Staggered
Telagaunt

04-20-07, 03:16 AM
I play FFXI and this seems a good D&D draft up of the Dark Knight. Only, I'm not sure if it should be a Prestige Class given D&D (and if so, I would never limit any of the y-axis alignments, only make it Chaotic w/e, rather than LG like a Paladin, or as the original post said any Non-Good, change this to any chaotic IMO). This way there's a strong difference between Blackgauard and Dark Knight. Would be interesting to make it a core class. In FFXI it's essentially the opposite of a Paladin, without the alignment difference. I've made a rundown for D&D purposes, both as a PrC and Core Class, only thing I suggest (strongly) is use of Sorcerer spells, (even if spells per day were less than that of Paladin, which if PrC would probably be even lower), maybe not too many, as so it seperates itself from the Warmage class in Complete Arcane. and make a more generalization in a weapon specialization. Rather than having just a greatsword, add versatility to using large powerful weapons, like a scythe for example :P

Edit: In regards to the Souleater, if one didn't want to change the original description which would drain a lot of HP from the PC, you could add some additional effect vs. undead, or vs. living creatures maybe to spice it up. And or, create some sort of special bonus every 5 levels for the Dark Knight, where they have a small list to choose new abilities from (like a Rogue) and maybe one of them be some enhancement to the Souleater effect, whether it be more powerful in a attack sense, decrease the HP/Con drain or both.
Aryxbez

04-20-07, 04:53 PM
The discussion on the Prestige class ended a Long time ago.
This discussion has moved onward to talking about the Dark Knight as a class now. In other words I guess me and NRT kinda took over this thread.

Giving it spells would make it too much like the Hexblade. Although I am using this class only for one campaign, I still want it made none the less.
DarkSamuraiKyo

04-20-07, 05:00 PM
I agree on the spells will take away that Dark Knight feel but what about Dark Sword art? that way it will still have that FF and Dark Knight feel and still fit in D&D? (just an idea so please DON'T SHOOT ME I'M TO YOUNG:D )
Aryxbez

04-20-07, 09:52 PM
What do you mean Dark Sword Art?

In the class the Souleater ability is the dark wave attack in FF4.
If you are talking about having a particular sword that the Dark Knight wields with a kinda bond, then yes I might do that.
However I would probably allow any weapon, so they could have a dark Axe if they wanted.

Here is the class this thread is pretty much about now.

Also the topic at hand is about souleater attacks causing Status ailments for the price of damage if you check a few posts above, you will see what I mean.


DARK KNIGHT
1d10 HD 4+int saves:good Fort/Will Bad:Ref

1st-Souleater

2nd-Darkness Within +1

3rd-Fearproof

4th-Darkness Within +2

5th-Dazing Attack 1/encounter

6th-Darkness Within +3

7th-Poison touch 1/encounter

8th-Darkness Within +4

9th-Blood Drinker

10th-Darkness Within +5

11th-Delay attack 2/encounter

12th-Darkness Within +6

13th-Blade of Night

14th-Darkness Within +7

15th-Poison touch 2/encounter

16th-Darkness Within +8

17th-Charon

18th-Darkness Within +9

19th-Black Sky

20th-Darkness Within +10


Souleater
Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)
Effect: Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's base melee damage + 3/hp sacrificed. A Dark Knight may sacrifice HP = 2hp/Dark Knight level + Con Modifier. Base damae is the DK's strength modifier, base weapon damage, and his Darkness Within ability.

Special:Souleater's damage cannot be modified through
the use of any feats or magic like powerattack. Unless
it says otherwise for Souleater.

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will savingthrow bonus (at level 8, it is +4 damage, +4 will save).

Fearless - At level 3, a DK is immune to fear.

Blood Drinker - At level 9, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.

This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

Blade of Night: The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.


Charon - the DK may choose to use the Souleater ability against a single melee target. The target does not get a save.

Black Sky - The DK may change the area of Souleater to a 30' radius busrt centered on himself. Though the DK takes no damage, everyone in the radius does. There is no Save against Black Sky. Black sky may be used a number of times per day equal to 3 + Con Modifier.
NobodyRemembersThis

04-21-07, 09:06 AM
How about this:

5. Inflict Condition (Sickened, Dazed)

7. Inflict Condition (Deafened, Frightened)

11. Inflict Condition (Blinded, Nauseated)

15. Inflict Condition (Energy Drained, Cowered)

Inflict Condition (Su) - As a standard action the DK may sacrifice HP to inflict temporary status conditions on a target with a successful melee attack. At level 5, a DK may inflict Frightened or Sickened; at level 7 the DK may choose from Dazed, Sickened, Deafened, and Frightened conditons, and so on.
Sickened at a cost of 5 HP; lasts 1 minute
Frightened at a cost of 5 HP; lasts 2 rounds
Deafened at a cost of 10 HP; lasts 1 minute
Dazed at a cost of 10 HP; lasts 1 round
Blinded at a cost of 15 HP; lasts 1 minute
Nauseated at a cost of 15 HP; lasts 2 rounds
Energy Drain (1 temporary negative level) at a cost of 20 HP; lasts 1 minute
Cowered at a cost of 20 HP; lasts 2 rounds
--------

How's that look? I ended up dropping poisoned (sickened/nauseated works well) and brought the attacks more in line with Souleater. Additionally, these are pretty nifty with no save and I think the HP cost balances them nicely.
Aryxbez

04-21-07, 11:56 AM
Dazed is actually better than Nauseated and costs less
as daze allows no actions and nausea allows at least a move action.

So I believe it should have dazed and nausea reversed

5. Inflict Condition (Sickened,Nauseated )

7. Inflict Condition (Deafened, Frightened)

11. Inflict Condition (Blinded, Dazed)

15. Inflict Condition (Energy Drained, Cowered)

Also the hp cost are a little odd, I think it should purely be costs from 10-20 and some even going above, but that's just me. The Durations I think should be equal to con mod maybe with a set bonus like 3+con mod.
Also I thought these were supposed to be able to be used with Souleater? If it is instead used with souleater then can just make it a Fort save DC(1/2 DK lv,+con mod)

Also 11th looks decent enough I guess
15th looks like the abilities are strong enough
Although personally I never liked level drain. but thats personal preference.
NobodyRemembersThis

04-21-07, 12:47 PM
I went with the HP cost base of 5, +5 for each "tier" (4 tiers). That's also why I did the durations as I did - 1 ability (the weaker one) at each tier lasts long enough to make an impact and the powerful ability lasts a very short amount of time.

Cowered is fine if it only lasts 1 round, same with Nausea and Daze. Any longer than that and the abilities are too good.

How about the cost is 5 - Con mod, 10 - con mod, 15 - con mod, 20 - con mod? Would that work better. And, ye are 100%right aboot daze and nausea.

Energ Drain can be switched for this:
Ability Penalty - the target takes a -4 penalty to Stength and Dex for 1 minute.

That work better?
Aryxbez

04-21-07, 01:27 PM
Ones constitution modifier shouldn't make one take more damage for an ability. It should have a set cost. I can't really think of a set method or formula for it. We will just have eye ball it.
5hp per tier could work, but I think it should start at 10
Also you are right on the durations. although it should probably be somewhat consistent to 1-2 rounds and 1 minute.

Also just wondering, wasn't this originally for the Souleater ability?
Otherwise I am guessing it would a little cheap to be dealing some Souleater damage and a effect. although I like the idea.
NobodyRemembersThis

04-21-07, 01:33 PM
We'd need to add a line that this cannot be used with Souleater - I was thinking this is an additional attack option for when closed in melee.
Aryxbez

04-23-07, 05:14 PM
Actually don't have to add an extra line, as it clearly states melee attack. Also why couldn't it be used for Souleater? All one has to do, is just make a damage (50%)cost, something like Nausea, which costs 20 hp, could also cost 30 of the souleater damage. Also another thing of that, is the fact Dark Knights must pay even more HP. so a 6th Dk with 18 con, would deal normally 60 damage, but now gives up 30 of that damage, essentially half
and the damage would normally be 20, which now is 40 hp,
at that level average hp would be 61 for a pc, which that would easily deal half his hp.

Of course this is probably a part of your argument of why it is for melee attacks only. Also most likely to give more versatility with Melee.

Energy drain or ability drain, I am unsure which it should be for 15th level, since It think if ability drain, it should be a little bit stronger, since you know how high levels are, I'm sure.

Also heres an idea: what about an ability that allows you to use Souleater with melee? but it doesn't come till high levels and it costs like 1.5 or x2 the hp sacrificed?
NobodyRemembersThis

04-23-07, 06:18 PM
Mebbe. I thought Charon already did that?

Also, it is an ability penalty, not damage or drain. Kinda like ray of enfeeblement. After the duration, it fades comepletely and returns the stat to normal.
Aryxbez

04-23-07, 10:19 PM
Although I am not sure what you mean, since Charon deals damage to one target with Souleater, and no save to the target.

Also I will stop arguing about the Souleater with condition affects as I do want it a little balanced, and my method for souleater was way too crappy as you could already tell.

Also what I mean by drain, I mean a temporary loss, since I tend to get them both confused, sorry about that.

Since now that they have a melee ability to cause condition affects, do you think it is balanced and is good enough?
What of the Dazing Strike and Poison Touch? are they both now removed? It would seem logical to do so. After I get a response from you, I will repost the Dark Knight and see what we got so far and see if anything else that they need.
NobodyRemembersThis

04-24-07, 07:35 AM
Yeah, I'd remove dazing and poison strike and replace it with the inflict condition ability. A little more versatility, nothing game breaking at the levels you gain it, and the class has nice options for dealing damage, minorly healing itself, and seems mechanically balanced. Plus, the flavor of each ability works well together.
Aryxbez

04-24-07, 06:14 PM
DARK KNIGHT
1d10 HD saves:good Fort/Will Bad:Ref

1st-Souleater

2nd-Darkness Within +1

3rd-Fearproof

4th-Darkness Within +2

5th-Inflict Condition (Sickened,Nauseated )

6th-Darkness Within +3

7th-Inflict Condition (Deafened, Frightened)

8th-Darkness Within +4

9th-Blood Drinker

10th-Darkness Within +5

11th-Inflict Condition (Blinded, Dazed)

12th-Darkness Within +6

13th-Blade of Night

14th-Darkness Within +7

15th-Inflict Condition (Energy Drained, Cowered)

16th-Darkness Within +8

17th-Charon

18th-Darkness Within +9

19th-Black Sky

20th-Darkness Within +10

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

Class Skills:Bluff (Cha), Climb (Str), Craft (Int),Knowledge(religion) Intimidate (Cha), Jump (Str), (Int),Profession, Sense Motive (Wis), and Swim (Str).


Skill points:4+int mod

Weapon and Armor Proficiency:
Proficient with all simple and martial weapons, and all armor and shields (except Tower shields).


Souleater
Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)
Effect:As a Standard Action with a melee weapon,Emit a blast of dark energy from the weapon which Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's base melee damage + 3 x HP sacrificed. A Dark Knight may sacrifice HP =
2 x (Dark Knight level + Con Modifier). Base damage is the DK's strength modifier, base weapon damage, and his Darkness Within ability.
Special:Souleater's damage cannot be modified through
the use of any feats or magic like powerattack. Unless
it says otherwise for Souleater.

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will saving throw bonus equal to half the bonus (at level 8, it is +4 damage, +2 will save).

Fearless - At level 3, a Dark Knight is immune to fear.

Inflict Condition (Su) - As a standard action the DK may sacrifice HP to inflict temporary status conditions on a target with a successful melee attack.
5th: Nauseated at a cost of 15 HP; lasts 2 rounds
Sickened at a cost of 5 HP; lasts 1 minute
7th: Frightened at a cost of 5 HP; lasts 2 rounds
Deafened at a cost of 10 HP; lasts 1 minute
11th: Dazed at a cost of 10 HP; lasts 1 round
Blinded at a cost of 15 HP; lasts 1 minute
15th: Energy Drain (1 temporary negative level) at a cost of 20 HP; lasts 1 minute
Cowered at a cost of 20 HP; lasts 2 rounds

Blood Drinker - At level 9, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.
This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

Blade of Night:At 13th lv, The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.


Charon -At 17th the DK may choose to use the Souleater ability against a single melee target. The target does not get a save.

Black Sky - at 19th lv, The DK may change the area of Souleater to a 30' radius burst centered on himself. Though the DK takes no damage, everyone in the radius does. There is no Save against Black Sky. Black sky may be used a number of times per day equal to 3 + Con Modifier.



So other than the class skills, this class is pretty much done?
Anything that needs update or slight changes?

Also I was going to use the new fancy class format, but when I tried, it didn't work so well for me.

once this class is done, I will post the Dragoon class me and my friend made, In a new thread of course.
Spikes01k

04-25-07, 03:40 PM
DARK KNIGHT
1d10 HD saves:good Fort/Will Bad:Ref

1st-Souleater

2nd-Darkness Within +1

3rd-Fearproof

4th-Darkness Within +2

5th-Inflict Condition (Sickened,Nauseated )

6th-Darkness Within +3

7th-Inflict Condition (Deafened, Frightened)

8th-Darkness Within +4

9th-Blood Drinker

10th-Darkness Within +5

11th-Inflict Condition (Blinded, Dazed)

12th-Darkness Within +6

13th-Blade of Night

14th-Darkness Within +7

15th-Inflict Condition (Energy Drained, Cowered)

16th-Darkness Within +8

17th-Charon

18th-Darkness Within +9

19th-Black Sky

20th-Darkness Within +10

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

Class Skills:???

Skill points:4+int mod

Weapon and Armor Proficiency:
Proficient with all simple and martial weapons, and all armor and shields (except Tower shields).


Souleater
Range: 10', + 5'/level
Area:Line 10' wide
Save: Fort Half (DC 10+DK Level + Con Mod)
Effect:As a Standard Action with a melee weapon,Emit a blast of dark energy from the weapon which Deals Negative Energy Damage by Sacrificing HP. Souleater deals damage as the Dark Knight's base melee damage + 3 x HP sacrificed. A Dark Knight may sacrifice HP =
2 x (Dark Knight level + Con Modifier). Base damage is the DK's strength modifier, base weapon damage, and his Darkness Within ability.
Special:Souleater's damage cannot be modified through
the use of any feats or magic like powerattack. Unless
it says otherwise for Souleater.

Darkness Within: At levels 2, 4, 6, and 8, the Dark Knight can drawn on his inner darkness more, and learns to both resist it and use it for his own purposes. He deals +1 [UNHOLY] damage with his melee attacks and gains a +1 will saving throw bonus equal to half the bonus (at level 8, it is +4 damage, +2 will save).

Fearless - At level 3, a Dark Knight is immune to fear.

Inflict Condition (Su) - As a standard action the DK may sacrifice HP to inflict temporary status conditions on a target with a successful melee attack.
5th: Nauseated at a cost of 15 HP; lasts 2 rounds
Sickened at a cost of 5 HP; lasts 1 minute
7th: Frightened at a cost of 5 HP; lasts 2 rounds
Deafened at a cost of 10 HP; lasts 1 minute
11th: Dazed at a cost of 10 HP; lasts 1 round
Blinded at a cost of 15 HP; lasts 1 minute
15th: Energy Drain (1 temporary negative level) at a cost of 20 HP; lasts 1 minute
Cowered at a cost of 20 HP; lasts 2 rounds

Blood Drinker - At level 9, the DK's Attunement to the darkness within allows him to heal himself when wounding others. Whenever the Dark Knight successfully strikes in melee, instead of dealing [UNHOLY] damage with his Darkness Within ability he way instead absorb HP equal to his Darkness Within bonus to heal himself.
This is a negative energy attack. Attacks against targets immune to negative energy do not heal the DK. Attacks against creatures that are healed by negative energy will instead deal the DK damage equal to his Darkness Within bonus.

Blade of Night:At 13th lv, The Souleater ability now deals [FORCE] damage instead of [NEGATIVE] energy damage.


Charon -At 17th the DK may choose to use the Souleater ability against a single melee target. The target does not get a save.

Black Sky - at 19th lv, The DK may change the area of Souleater to a 30' radius burst centered on himself. Though the DK takes no damage, everyone in the radius does. There is no Save against Black Sky. Black sky may be used a number of times per day equal to 3 + Con Modifier.



So other than the class skills, this class is pretty much done?
Anything that needs update or slight changes?

Also I was going to use the new fancy class format, but when I tried, it didn't work so well for me.

once this class is done, I will post the Dragoon class me and my friend made, In a new thread of course.


Again I would like to know which DRK version this is? FFT, FFXI? what????

If this is XI, I think you forgot the spells
Aryxbez

04-25-07, 04:42 PM
Neither of what you said, in fact it is a Hybrid of FF4 's
Dark Knight, which I think has to be the best FF game ever.
NobodyRemembersThis

04-25-07, 09:20 PM
This is a mix of the FF IV Dark Knight and the FF X-2 Dark Knight - insead of spells, I modified the X-2 spells as attacks. :)
Aryxbez

04-25-07, 11:29 PM
So to finally finish this class, what should the class skills be?

Also will hope to hear your comments on the dragoon class that me and my friend made that I will post once this Dark Knight is done.
NobodyRemembersThis

04-26-07, 01:36 PM
I think Climb, Jump, Spot, Listen, Swim, Knowledge [Religion], Intimidate, Sense Motive, heal. 2 SP/level.
Aryxbez

04-26-07, 04:51 PM
I think Climb, Jump, Spot, Listen, Swim, Knowledge [Religion], Intimidate, Sense Motive, heal. 2 SP/level.

Why Religion? doesn't really seem to be much religion in the Dark Knight, if anything, it would be arcana, maybe
Also The +2 to Skill points thing is going to be obsolete in my future games, and in this one (except for the spellcasters)
so I would make it +4, as that is at least a decent minimum.

So how about these skills?

Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), (Int), Sense Motive (Wis), and Swim (Str).
NobodyRemembersThis

04-26-07, 06:00 PM
I chose KN[religion] for the negative energy/unholy knowledge route. ;) Iffin yer giving him craft, also give him profession.
Aryxbez

04-26-07, 06:29 PM
Bluff (Cha), Climb (Str), Craft (Int),Knowledge(religion) Intimidate (Cha), Jump (Str), (Int),Profession, Sense Motive (Wis), and Swim (Str).

Have now been added to the class. The class is now Finished
It Nice working with you sir, hope to see you in the thread with the dragoon, once I post it.
NobodyRemembersThis

04-27-07, 07:43 AM
I look forward to it. :)
Drakken_Wolff

04-28-07, 07:51 AM
It seems the PrC has been stolen from Knight9910. But I can understand why, I have a few ideas of my own for a PrC progression for a spelless dark knight. And here goes. *WARNING* I'm going to use a lot of what Knight9910 wrote, mostly because I'm to lazy to add my own flavor text.


http://www.jaestudio.com/DarkKnight.jpg
Curtosy of google.
Dark Knight
Dark knights are masters of the Art of the Dark Sword, an ancient style of fighting blending melee combat and dark arcana. Non-good clerics and fighters most often choose to walk to path of the dark knight, and fallen paladins may choose to take up this class, although the path of the blackguard is more common for them. Truely, anyone with the strength of body and mind to conquer the darkness and bend it to his will can become a dark knight.

Most dark knights spend their lives in isolation and training, sometimes living together with other dark knights if they can find them. A dark knight will often go on adventures to further his training or to test himself. The dark knight's power and fearlessness makes him a natural leader and some seek to become commanders or mercenaries, although many people mistake the dark knight's art as evil and shun him because of it.

Hit Dice: d10

Requirements
To qualify to become a dark knight, a character must meet the following conditions.
Base Attack Bonus: +5
Alignment: Any non-good.
Feats: Weapon Focus (any bladed weapon), Weapon Specialization (same weapon as weapon focus).
Skills: Intimidate, 8 ranks; Knowledge (Arcana), 4 ranks

Class Skills
The dark knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Profession (Wis), and Ride (Dex). See Chapter 4: Skills in the Player's Handbook for descriptions.
Skill Points at Each Level: 2 + Int modifier.

Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Dark Blade
2nd +2 +3 +0 +3 Soul Eater
3rd +3 +3 +1 +3 Darkness Within
4th +4 +4 +1 +4 Greater Weapon Focus (Dark Blade)
5th +5 +4 +1 +4 Dark Blood
6th +6/+1 +5 +2 +5 --
7th +7/+2 +5 +2 +5 Greater Weapon Specialization (Dark Blade)
8th +8/+3 +6 +2 +6 Negative Blade
9th +9/+4 +6 +3 +6 --
10th +10/+5 +7 +3 +7 Blade of the Night

Class Features

Dark Blade (Su): Any weapon the dark knight has both the weapon focus and weapon specialization feats with is considered a dark blade. It is treated as an evil weapon for over coming damage reduction.

Soul Eater (Su): At 2nd level the dark knight gains the soul eater attack: a technique that sacrifices one's own life energy to damage enemies in a wide radius. To use this ability, as a full round action he holds his dark blade forward, pointed toward the enemy. He then uses a command word to activate the ability. After speaking the command word of beam of dark energy bursts towards the enemy at subsonic speed. See table below for damage dealt and backlash taken. The damage that is dealt to the opponent and to himself is negative energy damage.

Soul Eater Area of Backlash
Level Damage Effect Damage
1st - - -
2nd 2d6 Line 15'/5' 1d6
3rd 3d6 Line 20'/5' 1d6
4th 4d6 Line 25'/5' 2d6
5th 5d6 Line 30'/5' 2d6
6th 6d6 Line 35'/10' 3d6
7th 7d6 Line 40'/10' 3d6
8th 8d6 Line 45'/10' 4d6
9th 9d6 Line 50'/10' 4d6
10th 10d6 Line 60'/15' 5d6

Creatures struck by the soul eater are subject to a Fort save DC (10 + the dark knights level + the dark knights Charisma modifier) to reduce the damage by half. Creatures that are immune to affects that require a fortitude save, such as undead or constructs are immune to the damage dealt by soul eater.

Darkness Within (Ex): Upon attaining 3rd level, a dark knight has mastered his demons to such an extent that not even outword force can shock him. He is now immune to any fear affect, magical or otherwise.

Greater Weapon Focus (Dark Blade): At 4th level, a dark knight gains the greater weapon focus feat with his dark blade.

Dark Blood (Su): Dark energy suffuses the dark knight, he has learned to drain the energy from an opponent into himself. A dark knight must declare that he is using this ability before making an attack roll, on a failed attack a use of dark blood is lost. On a succssful hit, the dark knight heals an amount of health equal to the amount damage dealt. This ability cannot raise his hit point total higher then his current maximum hit points. On a successful critical hit he becomes energized, he gains health equal to the critical hit, and he also gains a bonus to his charisma schore equal to one half his dark knight level rounded down. A dark knight cannot use the dark blood ability in conjuction with the soul eater ability in the hopes of regaining his lost hit points. A dark knight can use this ability 3 + his Charisma modifier times per day.

Greater Weapon Specialization (Dark Blade): At 7th level, the dark knight gains the greater weapon specialization feat with his dark blade.

Negative Blade (Su): At 8th level, the dark knight has better mastered the art of imbuing his weapon with negative energy. He can imbue his dark blade with negative energy for a single attack. Enemies struck be his weapon when it empowerd in such a maner take 1d4 points of negative energy. A dark knight can use this ability once ever other round. A characters struck by the dark blades negative blade who gets their level reduced to 0 or lower is utterly destroyed. Only a wish, maricle, or true resurection spell can bring a character back to life after it has been killed in this fashion.

Blade of Night (Su): At 10th level, the dark knight has assumed mastery of negative energy. He gains an assortment of special abilities listed below:


The damage the dark knight deals with his soul eater ability, both to himself and his opponent is force damage, and as such is no longer susceptible to protection from negative energy.
Undead and constructs can now be damaged by the dark knights soul eater ability, they are still alloud the Fort save to reduce the damage by half.
The dark knights dark blade is know treated as being unholy, +2d6 damage to anything with a good alignment (this ability does not stack with a magical affect of similar effect, such as a weapon with the unholy special ability on it).
The dark knights connection to the negative plain his also granted him additional melee capabilites, he gains an additional +2 on attack rolls and +4 on damage rolls when he is using his dark blade (these bonuses stack with the ones granted by greater weapon focus, greater weapon specialization, weapon focus, and weapon specialization).

Like I said, this is just what I think. Not to powerful, but not underpowered either.
Ultima0071

06-15-07, 12:34 PM
Dark Sword (Su)
Any bastard sword weilded by a dark knight becomes imbued with darkness. It is treated as an unholy weapon for the purposes of overcoming damage reduction.


The bastard sword should gain negative energy instead of simply gainning the "unholy weapon" status. There should also be a downside to this gain (i.e. Loose a level in another class, loose permanent hit points, obtain at a higher level)