| Post/Author/DateTime | Post |
|---|---|
| #1alana_bloodwrightJan 19, 2012 23:09:58 | I have no idea where I got the thing, but somewhere along the 10 years that I've been gaming I picked up a 1-20 class write up for a FFIV-inspired Dark Knight. I'm being allowed to do "anything goes" in a campaign and was trying to find it again. Unfortunately in this matter my Google-fu is weak, and the thing is so old that it has not made it onto the Pony Express style of transfer of documents from new computer to new computer. That means it's either on a burned CD somewhere, since in Ye Olden Thymes they didn't have DVD burners, or out in there in the misty wilds of the interwebs. I remember it referencing Cecil by name, being a human only class, having a hit die of something higher than 1d12, it might've been 1d12+2 or 2d6 or something like that, and the phrase "Bloody Path," which I've co-opted and worked into some of my own campaigns. The class has really stuck with me, even though I doubt I've laid eyes on it in the better part of a decade. Does someone out there know what I'm talking about, or better yet can deliver unto me the glorious text? My Google-fu is weak, perhaps your mystic homebrewing arts can succeed where I have failed. Help me House Rules forum, you're my only hope. Wait. Wrong genre. |
| #2alana_bloodwrightJan 19, 2012 23:40:59 | Never mind! Found it on the second CD I liberated from the ancient, cobwebbed binders hidden within the dark depths of the space between dresser and wall. |
| #3Mythril_SageJan 20, 2012 16:29:55 | Oh do share...Muahahahaha! |
| #4alana_bloodwrightJan 20, 2012 18:46:24 | Here's the document in its entirity: --- This text document contains the work of the largely unimportant man that some call the Outsider. It is a character class for the 3rd edition of Advanced Dungeons and Dragons. As one will realize just by glancing at the class table at the bottom, this class is incredibly powerful, much more so than the standard character classes. Therefore, any aspiring Dungeon Master glancing upon this little work of mine would do well to keep in mind that this class was made for villains and NPCs. However, if you are running a campaign requiring a character of incredible power, then feel free to let one of your players be a Dark Knight. I designed this class with two major influences in mind.. The main character of Final Fantasy IV, Cecil the Dark Knight, and my own numerous characters, ranging from Lawful Evil fighters to straight out Anti-Paladins. However, I never quite played these characters to the letter. The Dark Knight class is closer to how I portrayed my characters.. He would make a very useful antagonist for your party, especially if given incredibly high Strength, Constitution, and Wisdom scores. Yet if you do use him as a villain, keep in mind that the Dark Knight is not a simple being that lusts for blood uncontrollably. He is a determined, fearless warrior, who has forsaken his very soul for the strength to reach a goal that may well be very noble. THE DARK KNIGHT, aka THE BLACK KNIGHT, aka THE BLOOD KNIGHT ----------------------------------------------------------- Solitude, in body and in soul. Pain, mental and physical. Wrath, transcending all limitations. These are the traits of the Dark Knight, a warrior who knows suffering as if it were a part of himself. In combat, he is feared by any with concern for their lives and those who want to live to see the next day submit to he and his liege, for his exceptional fighting ability is enhanced with a force that is incomprehensible to most beings. Away from battle, he knows nothing but a stoic formality in the face of his King. Adventures: The Dark Knight adventures only on the decree of his King. When he is ordered on a mission, he pursues it with fanatical devotion and will die rather than flee in shame. When his King grants him free time, he may take on whatever quest that would make him better prepared for his next mission from his King, or undertake a quest of vengeance. Characteristics: The Dark Knight is a merciless warrior who does not know fear. He has been trained since birth in the ways of warfare, and equals or excels most other warriors. He is also incredibly resiliant to pain, even more resiliant than the hardiest fighter. His might is enhanced by a special ability unknown to many. The Dark Knight does not fear the sight of his own blood, and he can literally destroy a part of his life for increased strength against his foes. This power takes many forms and increase in magnitude as the Dark Knight grows in experience. Alignment: The Dark Knight must be lawful. No other alignment can bear the great sacrifice the Dark Knight makes in combat to make himself unstoppable. Despite the frightening source of his strength, the Dark Knight may be good, neutral, or evil. Of this rare breed of warrior, most of them are evil, relishing in the blood of their fallen foes. Few are neutral (example: Ashram), following the Bloody Path because they were born into it. And then there are good Dark Knights (example: Cecil), so incredibly contradicting they are myth, only whispered, in fear that an evil Dark Knight would smite whomever spoke it. Good Dark Knights sacrifice their lives and souls to protect what they believe is right, and are a powerful, if morbid, force of righteousness. An ancient legend, regarded by almost all to be pure fairytale, states that a Dark Knight once became a Paladin and saved the world from a great evil.. Religion: The Dark Knight usually worships the deity of his King, but if he is not ordered to, he may be impassive to religion altogether or a fervent believer in any lawful deity that places emphasis on war, pain, sacrifice, or vengeance. Background: Becoming a Dark Knight is a horrid, tortuous process. One must either be raised by birth upon the Bloody Path, or have such a miserable existance he can override his natural aversion to pain. The training involves undergoing horrible acts of endurance, and there must always be a master to the training Dark Knight, for no man can willingly put himself through such torture. In his training which may last years, the Dark Knight is subject to torture in any form, for only after enduring this torture may he know the power of sacrificing his body and soul to become the most fearsome warrior of all. Usually, a Dark Knight is raised by a King who wishes to have a terrible force with which to keep his servants at bay. Said Dark Knight is essentially brainwashed by this King to be his ever loyal servant. It is unknown if Dark Knights are brought about any other way, though it is perhaps possible some cursed soul turns upon his own body and becomes a Dark Knight under the teaching of another Dark Knight, so that he may avenge the wrongs that have been made against him. Motivation: The Dark Knight must always have a motivating factor in his life. Otherwise, he could not continue to sacrifice himself. He may be dedicated to violence and death, to vengeance, or even to the establishment of perfect and merciless lawfulness. Usually, most Dark Knights are completely devoted to their Kings and to their duty as dark warriors. Usually, Dark Knights die young, for they use their very mortality as their weapons. However, some live to become more powerful than their Kings, and overthrow them. When such an event takes place, nations weep. Races: Only a being with human blood can walk the Bloody Path of the Dark Knight. The blood of any other race simply lacks a property that gives the Dark Knight's powers true strength. An elf's blood is too everlasting to be spent in such a way, a dwarf's blood too plain, an orc's blood too unrefined, whatever the reasons, only human blood can fully tap the potential of the Path. However, beings that are at least half human may follow the path, so long as there other half is something close to human. Other Classes: The Dark Knight does not play well with others. There is simply an aura about him that repulses others. Neutral good and chaotic good characters feel especially repulsed by him. Lawful good characters feel this aura as well, but there is also something respectable about it to them that they cannot explain. Paladins feel uniquely about the Dark Knight, feeling that he is simultaneously intolerable yet worthy of pity. In the rare case of a Lawful Good Dark Knight, a Paladin who meets him will be confused and almost torn asunder to be confronted with a warrior so much like herself in his mission yet so dark and morbid that she will not quite know what to make of him. Neutral characters quite simply feel nervous as hell around the Dark Knight and are more likely than any other character to be illogically afraid of him, except for lawful neutral characters, who share lawful good's strange respect of him. Neutral and evil characters feel an undeniable charm about him, his repulsive aura like a charming mystique. Lawful Evil characters respect him and even admire him. Anti-Paladins consider him something of a half brother. Despite all of the strange relations they have to other characters, the Dark Knight makes an effective leader. He is inconsiderate of his party member's desires and seeks only the accomplishment of the quest. GAME RULE INFORMATION The Dark Knight has the following game statistics. Abilities: Constitution is the Dark Knight's most important ability, because his powers demand his life force to operate properly. Strength is also critical to the Dark Knight, because combat is what he lives for. Wisdom is also crucial, for it aids in controlling his dreadful powers. No normal being may walk the Bloody Path. If a man or woman wishes to don the mantle of the Dark Knight, his or her Constitution and Wisdom scores MUST equal 30, and neither may be below 12. One must be strong of both body and soul to become a Dark Knight. Alignment: Any lawful, rarely neutral and about a 0.00000000000001% of good. Hit dice: 3d4. Class Skills The Dark Knight's class skills are Climb (Str), Craft (Int), Intimidate (Cha, lower is better as far as the Dark Knight is concerned), Ride (Dex), and Swim (Str). Skill points at 1st level: (2 + Int Modifier) x 4 Skill points at each additional level: 2 + Int Modifier. Class Features The Dark Knight can use all types of armor and all types of simple and martial weapons. However, it is an unspoken rule that the Dark Knight must use only the strongest of armor and the strongest of weaponry. You will never see the Dark Knight in anything less than split mail, and you will never see him wield anything less impressive than a long sword. He also usually prefers not to show his face. Chosen Weapon Though he is proficient with all types of weaponry, the Dark Knight must choose a single weapon type for his powers. He must become intimate with the particular feel of but one weapon. It is this weapon he shall use when cutting away his life force to fuel his might, and no other weapon. He may switch weapons, but it must be the same type as his original, and it takes him rougly a week of attuning himself to it to be able to correctly use his powers. He can choose another weapon type altogether, but it will take 1d4+1 weeks to attune himself to it. If the Dark Knight uses any other weapon than one he has attuned himself to for his special powers, it takes all of the damage he has just concentrated to his foe and will most likely be shattered beyond repair. Treat the weapon as if it were the target of a Disintigration spell cast by a sorcerer of equal level to the Dark Knight. Immunity to Fear and Pain The Dark Knight starts at level 1 with the feats Great Fortitude and Iron Will, and can never be frightened by anything, be it mundane, magical, or even divine. Weapon Specialization The Dark Knight may take Weapon Specialization as a Fighter does around level 6, but it can ONLY be ONCE, and for his chosen weapon. If he chooses a new weapon, he still cannot get Weapon Specialization for it. Dark Shatter Here begins the Bloody Path that sets the Dark Knight so far apart from the rest of the world. Note that all references to Wisdom refer only to the Dark Knight's base amount. When he is under the effects of magic, refer still to his base amount. He earns this dreadful power at level 2. Holding his chosen weapon in his hands, the Dark Knight can fill it with his very soul and unleash it upon his foes. The weapon will pulse and glow violently with an ethereal light (though it is unimportant, the color of the light typically fits the Dark Knight well- red for evil, gray for neutral, and blue for good). The Dark Knight must spend Hit Points to use this power. For every 2 HP he spends, he gains a +1 to attack and damage to one particular blow. The maximum amount of extra points he can gain is his level divided by 2. Thus, a level 2 Dark Knight can only add +1 to his attack, yet a level 20 Dark Knight can add as much as +10, though at the cost of 20 HP per slash. There are certain limitations to this power. It is a full round action and the Dark Knight cannot use any of his extra attacks if he wishes to use this ability. Further, besides being limited by the very fact that HP is a limited resource, he can only spend so much of his HP in a week. He can sacrifice 2 HP for every point of Wisdom he has and 2 for every level he has. So, a level 20 Dark Knight with 20 Wisdom can spend 80 HP a week. If he absolutely MUST invoke this ability beyond his normal limitations, he can do so, but for every HP over his limit, there is a 10% chance he will permanantly lose 1 point of Wisdom. Nothing short of divine force can restore this lost point. Should the Dark Knight lose all of his Wisdom, he becomes insane, completely and utterly, and is likely to commit suicide. Damage Reduction The Dark Knight's natural toughness increases to the point where he feels pain less and less. Starting at level 4 and every 4 levels afterward, his damage reduction increases by 1. Absorb Pain Starting at level 6, the Dark Knight, during a battle, can state that he wishes to absorb all the blows directed at him and absorb them. Whatever Dexterity bonus he has drops to 0, and he takes damage normally, also ignoring his Damage Reduction, however every point of damage he takes he can use for the Dark Shatter freely. If, say, the Dark Knight absorbs 20 HP of damage, that is 20 HP he can use for the Dark Shatter without having to actually use any of his remaining HP. It also doesn't count towards his weekly HP limit on the Dark Shatter. However, he can only absorb an amount of damage equal to his Wisdom score plus his level. So, a level 10 Dark Knight with 16 Wisdom can absorb 26 points of damage. Supernatural Endurance Starting at level 10, the Dark Knight has twice the stamina he normally has. On all checks for stamina and fatiuge, act as if the Dark Knight's already large bonuses are doubled. He also begins to naturally heal much more quickly. The Dark Knight, at the end of a day, gains an extra amount of HP equal to a fourth of his Wisdom. Defy Death Starting at level 15, the Dark Knight can remain fighting long after he should have fallen. He continues to fight beyond -10 HP. In fact, he does not die at -10 HP. He continues to fight on until a negative amount of HP equal to his Wisdom score plus a third of his levels. Thus, a level 16 Dark Knight with 15 Wisdom fights to -20 HP. Note that when at negative HP, the Dark Knight may still use the Dark Shatter. However, after doing so, he instantly dies after his last single attack. Deluge of Pain At level 20, the Dark Knight has so mastered his own suffering he can channel it into pure energy and fire it off in great waves. This is known by other names, such as the Soul Burn, or the Dark Wave. This fearsome, forbidden power, once invoked, leaves nothing but pain and devastation in its path. It reduces its victim to absolutely nothing, not even a soul left to drift to the skies above, and the surrounding land becomes desolate as if it were a wasteland. The Dark Knight may use this a number of times equal to a fourth of his Wisdom score every year. Using it even once more results instantly in death. For every HP the Dark Knight sacrifices, he can unleash a number of damage points equal to his Wisdom bonus. A Dark Knight with 20 Wisdom unleashes 5 points of damage for every HP. Further, he can only sacrifice an amount of HP equal to his Wisdom multipled by 10 in one burst. He can disperse the damage however he wishes. If he wishes to disperse it over a large crowd of individually weak rioters and destroy them all in one burst, so be it. Or if wishes to concentrate it directly at one target, so be it. A Dark Knight with 200 HP and 20 Wisdom can indeed deal 1000 damage in a single attack, though all taking damage may halve the damage by succeeding at a Will saving throw. The DC is the Dark Knight's Wisdom plus half his level. However, this great power comes with staggering costs. For every use of it, the Dark Knight loses 1 Wisdom and 1 level immediately, no matter what. These lost points cannot be restored by anything short of divine force. Further, it breaks his weapon into pieces unless it is the most divine of artifacts. Ex Dark Knights Once the Dark Knight has turned away from his Path, he can never walk it again. While he retains his superhuman resistance to pain, he can no longer use his very life force as a weapon. If he deviates from lawful alignment, even his Iron Will and Great Fortitude feats disappear, for he has lost the discipline that was the foundation of his strength. The Dark Knight's Table:<br /> Base Fort Ref Will Special<br />Level Attack Bonus Save Save Save<br />1 +1 +4 +0 +1 Iron Will, Great Fortitude, Courage<br />2 +2 +5 +0 +1 Dark Shatter<br />3 +3 +5 +1 +2<br />4 +4 +6 +1 +2 Damage Reduction 1<br />5 +5 +6 +1 +2<br />6 +6/+1 +7 +2 +3 Absorb Pain<br />7 +7/+2 +7 +2 +3<br />8 +8/+3 +8 +2 +3 Damage Reduction 2<br />9 +9/+4 +8 +3 +4<br />10 +10/+5 +9 +3 +4 Supernatural Endurance<br />11 +11/+6/+1 +9 +3 +4<br />12 +12/+7/+2 +11 +4 +5 Damage Reduction 3<br />13 +13/+8/+3 +11 +4 +5<br />14 +14/+9/+4 +12 +4 +5<br />15 +15/+10/+5 +12 +5 +6 Defy Death<br />16 +16/+11/+6/+1 +13 +5 +6 Damage Reduction 4<br />17 +17/+12/+7/+2 +14 +5 +6<br />18 +18/+13/+8/+3 +15 +6 +7<br />19 +19/+14/+9/+4 +15 +6 +7<br />20 +20/+15/+10/+5 +16 +6 +7 Deluge of Pain, Damage Reduction 5<br /> |