Custom Base Class - Dark Knight (PEACH) [Archive] - Wizards Community

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Nox_Noctis

12-18-07, 01:34 AM
Dark Knight
Similar to the grey guards, dark knights will stop at nothing to serve their holy causes. However, they have taken this one step further, using powers normally considered “evil” to destroy evil. They channel these dark powers through themselves, sacrificing their health and well-being to do battle. This is most evident in their Darkside technique, which physically drains the dark knight to unleash a wave of dark energy.

Unfortunately, a dark knight can never match a paladin in defeating undead. The powers of darkness are useless against such vile creatures.

“Darkness can never prevail over true evil.” - King of Fabul to Cecil, Final Fantasy IV

Dark knights, through training and exposure to the powers of darkness, gain special immunities to certain powers.

A dark knight's will is diminished in respect to its other 'saves' as a result of its close connection to the powers of darkness.

“Nevertheless, I can't defy him. [...] I will not betray him, I can't. [...] Still, I can't defy the king... I'm a hopeless coward.” - Cecil Harvey, Dark Knight of Baron, Final Fantasy IV

“I am just a Dark Knight with no courage to disobey His Majesty.” - Cecil Harvey, Final Fantasy II(IV)

Dark Knight
Dark knights have the following game statistics.

Alignment - Lawful good.
Hit Die - d10.

Class Skills
The dark knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge(religion) (Int), and Sense Motive (Wis).

Skill Points at 1st Level - (2 + Int modifier) x4.

Skill Points at Each Additional Level - 2 + Int modifier.


Lvl BAB F R W Features
1 1 2 0 0 Darkside, Cursed Existence
2 2 3 0 0 Disaster in Bloom
3 3 3 1 1
4 4 4 1 1
5 5 4 1 1 Dark Weapon 1/day
6 6 5 2 2 Crimson Mind
7 7 5 2 2
8 8 6 2 2
9 9 6 3 3 Crimson Body
10 10 7 3 3 Dark Weapon 2/day
11 11 7 3 3
12 12 8 4 4 Crimson Blood
13 13 8 4 4
14 14 9 4 4
15 15 9 5 5 Dark Weapon 3/day
16 16 10 5 5 Tricks of the Trade
17 17 10 5 5
18 18 11 6 6 Crimson Soul
19 19 11 6 6
20 20 12 6 6 Dark Weapon 4/day
Class Features
All of the following are class features of the dark knight.

Weapon and Armor Proficiency
A dark knight is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Darkside (Su)
As a standard action, a dark knight may sacrifice 1/5 of his or her maximum hp (rounded up) in order to produce a cone of negative energy. This functions as a supernatural ability, and requires a somatic component, producing a cone-shaped burst with a range of 30 ft. This ability inflicts 1d4 negative energy damage, plus 2 negative energy damage per level of dark knight, plus 1d4 negative energy damage at each odd dark knight level after level 1, and 1 extra point of negative energy damage per 1 hp sacrificed, to all creatures caught in its effect. A successful reflex save (against DC 10 + 1/2 Character Level + Charisma Modifier) reduces this damage by half. This ability heals undead.

The range of this effect increases to 60 ft. at level 11.

Cursed Existence (Ex)
A dark knight is treated as emitting an aura of evil with power equal to his or her dark knight level for purposes of a detect evil spell.

Disaster in Bloom (Su)
At 2nd level, a dark knight gains a bonus equal to his or her Charisma modifier (if any) on all saving throws.

Dark Weapon (Su)
At 5th level, a dark knight can imbue his or her weapon with dark energy, once per day. This ability is activated as a swift action and applies to the next attack made. If the attack misses, the use is still expended. If the attack hits, the attack also causes the creature struck to lose a spell use of its highest spell level available. This effect lasts until the creature rests.

At 10th level, and at every five levels thereafter, the dark knight may use dark weapon one additional time per day, as indicated on Table: the Dark Knight, to a maximum of four times per day at 20th level.

Crimson Mind (Ex)
At 6th level, the dark knight gains immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Crimson Body (Ex)
At 9th level, the dark knight gains immunity to petrification effects.

Crimson Blood (Ex)
At 12th level, the dark knight gains immunity to poison and disease effects.

Tricks of the Trade (Ex)
At 16th level, the dark knight may use Darkside as a Swift Action instead of a standard action by paying an additional 5 life. This life is not counted towards the sacrificed life for purposes of dealing damage.

Crimson Soul (Ex)
At 18th level, the dark knight gains immunity to all death spells, magical death effects, energy drain, and any negative energy effects.

Code of Conduct
A dark knight must be of lawful good alignment and loses all class abilities if he or she ever willingly commits an act for the purposes of evil (this does not preclude using the Darkside ability for the purposes of good).

Additionally, a dark knight’s code requires that he or she respect legitimate authority, help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Ex-Dark Knights
A dark knight who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses the Darkside, Disaster in Bloom, Tricks of the Trade, and Dark Weapon abilities. He or she may not progress any farther in levels as a dark knight. He or she regains his or her abilities and advancement potential if he or she atones for his or her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a dark knight may be a multiclass character, but multiclass dark knights face a special restriction. A dark knight who gains a level in any class other than dark knight may never again raise his or her dark knight level, and he or she loses the Darkside, Tricks of the Trade, and Dark Weapon abilities.


The abilities I drew "inspiration" from were:
Darkside/Darkness/Souleater/Soul Eater/Evil Blade/Evil Dead/etc. from many different Final Fantasies, in all of which it performs a similar effect. This became Darkside.

Confuseproof, Stoneproof, Poisonproof, Deathproof from Final Fantasy X-2's Dark Knight class. These became Crimson Mind/Body/Blood/Soul respectively.

Dark Weapon from Final Fantasy Tactics' Dark Knight class. This became the Dark Weapon ability.

**Note: Although this adapts many of the Final Fantasy Dark Knight abilities, it is not a direct translation of the class. The flavor of the class is slightly different, as are its abilities.**