Dark Knight
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Not all Dark Knights r are hell-bent on destruction on all that is good; instead, they serve as checks to the ideals of power, ambition and passion based on both the individual dark knight and the knighthood/order they may belong to (if they belong to any at all). From defenders of justice to advocates of evil there are many forms that manifest as dark knights. Though all are inherently evil, it is a necessary evil that can serve to create heroes in the eyes of those who benefit from their selfish actions.

Role: The Dark Knight's role in combat is to increase its offensive capabilities through the power of its Dark Sword techniques, where the Dark Knight debuffs its opponents through the use of its various defilements. T

Alignment: Lawful Evil

Hitpoints: 10 Hit points per level

The Dark Knight's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks per Level: 2 + Int modifier.

bla Spells Per day
Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 1 +2 +0 +2 Aura of evil , smite good 1/day
2nd +2 1 +3 +0 +3 Touch of corruption, unholy resilience
3rd +3 1 +3 +1 +3 Aura of cowardice, Cruelty , Profane Health
4th +4 1 +4 +1 +4 Channel negative energy, smite good 2/day 0
5th +5 1 +4 +1 +4 Fiendish boon 1
6th +6 2 +5 +2 +5 Cruelty 1
7th +7 2 +5 +2 +5 smite good 3/day 1 0
8th +8 2 +6 +2 +6 Aura of despair 1 1
9th +9 2 +6 +3 +6 Cruelty 2 1
10th +10 2 +7 +3 +7 smite good 4/day 2 1
11th +11 3 +7 +3 +7 Aura of vengeance 2 1 1
12th +12 3 +8 +4 +8 Cruelty 2 2 1
13th +13 3 +8 +4 +8 smite good 5/day 3 2 1 0
14th +14 3 +9 +4 +9 Aura of sin 3 2 1 1
15th +15 3 +9 +5 +9 Cruelty 3 2 2 1
16th +16 4 +10 +5 +10 smite good 6/day 3 3 2 1
17th +17 4 +10 +5 +10 Aura of depravity 4 3 2 1
18th +18 4 +11 +6 +11 Cruelty 4 3 2 2
19th +19 4 +11 +6 +11 smite good 7/day 4 3 3 2
20th +20 4 +12 +6 +12 Unholy champion 4 4 3 3

Weapon and Armor Proficiency

Dark Knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex)

The power of a Dark Knight’s aura of evil (see the detect evil spell) is equal to his Dark Knight level. A paladin who uses smite evil on an Dark Knight deals 2 points of damage per paladin level on his first successful attack.

Smite Good (Su)

Once per day, a Dark Knight can call out to the dark powers to crush the forces of good. As a swift action, the Dark Knight chooses one target within sight to smite. If this target is good, the Dark Knight adds his Charisma bonus (if any) on his attack rolls and adds his Dark Knight level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the Dark Knight possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the Dark Knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the Dark Knight targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the Dark Knight rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the Dark Knight may smite good one additional time per day, as indicated on Table: Dark Knight , to a maximum of seven times per day at 19th level.

Unholy Resilience (Su)

At 2nd level, a Dark Knight gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su)

Beginning at 2nd level, a Dark Knight surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his Dark Knight level + his Charisma modifier. As a touch attack, a Dark Knight can cause 1d6 points of damage for every two Dark Knight levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an Dark Knight can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the Dark Knight possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an Dark Knight 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su)

At 3rd level, an Dark Knight radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an Dark Knight with this ability. This ability functions only while the Dark Knight remains conscious, not if he is unconscious or dead.

Profane Health (Ex)

At 3rd level, a Dark Knight is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Cruelty (Su)

At 3rd level, and every three levels thereafter, a Dark Knight can select one cruelty. Each cruelty adds an effect to the Dark Knight's touch of corruption ability. Whenever the Dark Knight uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the Dark Knight. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the Dark Knight’s level + the Dark Knight’s Charisma modifier.

At 3rd level, the Dark Knight can select from the following initial cruelties.

Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the Dark Knight.
Sickened: The target is sickened for 1 round per level of the Dark Knight.

At 6th level, an Dark Knight adds the following cruelties to the list of those that can be selected.
Dazed: The target is dazed for 1 round.
Diseased: The target contracts a disease, as if the Dark Knight had cast contagion, using his Dark Knight level as his caster level.
Staggered: The target is staggered for 1 round per two levels of the Dark Knight.

At 9th level, an anti-paladin adds the following cruelties to the list of those that can be selected.

Cursed: The target is cursed, as if the Dark Knight had cast bestow curse, using his Dark Knight level as his caster level.
Exhausted: The target is exhausted. The Dark Knight must have the fatigue cruelty before selecting this cruelty.
Frightened: The target is frightened for 1 round per two levels of the Dark Knight. The Dark Knight must have the shaken cruelty before selecting this cruelty.
Nauseated: The target is nauseated for 1 round per three levels of the Dark Knight. The Dark Knight must have the sickened cruelty before selecting this cruelty.
Poisoned: The target is poisoned, as if the Dark Knight had cast poison, using the Dark Knight’s level as the caster level.

At 12th level, an Dark Knight adds the following cruelties to the list of those that can be selected.
Blinded: The target is blinded for 1 round per level of the Dark Knight.
Deafened: The target is deafened for 1 round per level of the Dark Knight.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the Dark Knight.

These abilities are not cumulative. For example, a 12th-level Dark Knight’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.

Channel Negative Energy (Su)

When a Dark Knight reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. A Dark Knight uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Spells

Beginning at 4th level, a Dark Knight gains the ability to cast a small number of divine spells which are drawn from the Dark Knight spell list. A Dark Knight must choose and prepare his spells in advance.

To prepare or cast a spell, a Dark Knight must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Dark Knight’s spell is 10 + the spell level + the Dark Knight’s Charisma modifier.

Like other spellcasters, a Dark Knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Dark Knight. In addition, he receives bonus spells per day if he has a high Charisma score. (see Table: Ability Modifiers and Bonus Spells). When Table: Dark Knight indicates that the Dark Knight gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A Dark Knight must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A Dark Knight may prepare and cast any spell on the Dark Knight spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an Dark Knight has no caster level. At 4th level and higher, his caster level is equal to his Dark Knight level –3.

Dark Knight spells can be found here Dark Knight spell list

Fiendish Boon (Sp)

Upon reaching 5th level, an Dark Knight receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the Dark Knight to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per Dark Knight level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:

+1: flaming, keen, vicious

+2: axiomatic, flaming burst, unholy, wounding

+3: speed

+4 Brilliant energy

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the Dark Knight but resumes giving bonuses if returned to the Dark Knight. These bonuses apply to only one end of a double weapon. A Dark Knight can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the Dark Knight loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the Dark Knight takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a Dark Knight to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the Dark Knight can only gain the service of a single creature and that creature must either have the Lawful and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the Dark Knight gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, a Dark Knight may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the Dark Knight’s level. The servant immediately appears adjacent to the Dark Knight. A Dark Knight can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the servant gains the advanced template. At 15th level, a Dark Knight’s servant gains spell resistance equal to the Dark Knight’s level + 11.

Should the Dark Knight’s fiendish servant die or be banished, the Dark Knight may not summon another servant for 30 days or until he gains a Dark Knight level, whichever comes first. During this 30-day period, the Dark Knight takes a –1 penalty on attack and weapon damage rolls.

Aura of Despair (Su)

At 8th level, enemies within 10 feet of an Dark Knight take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.

This ability functions only while the Dark Knight is conscious, not if he is unconscious or dead.

Aura of Vengeance (Su)

At 11th level, an Dark Knight can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the Dark Knight’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.

Aura of Sin (Su)

At 14th level, a Dark Knight’s weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while the Dark Knight is conscious, not if he is unconscious or dead.

Aura of Depravity (Su)

At 17th level, a Dark Knight gains DR 5/good. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while the Dark Knight is conscious, not if he is unconscious or dead.

Unholy Champion (Su)

At 20th level, a Dark Knight becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his Dark Knight level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.

Code of Conduct

A Dark Knight must be of lawful Evil alignment and loses all class features except proficiencies if she ever willingly commits a act that is against his patrons or gods dogma.

Additionally, a Dark Knight's code requires that she respect legitimate authority and act in a civil fashion, however, this does not mean that they can't find a way to exploit existing authority or bend the laws as long as they meet their goals.

A dark knight is alright with violence but will not condone extremities or savagery (such as a riot, killing for no reason, or acting in the most crude of manners).

Associates: While she may adventure with good or neutral allies, a Dark Knight avoids working with good characters or with anyone who consistently offends her moral code (Example acting too chaotic for the liking of the dark knight, or too good to the point of losing sight of their main goal). Under exceptional circumstances, a Dark Knight can ally with good associates, but only to defeat what she believes to be greater enemy. A Dark Knight does not need an atonement spell during such an unusual alliance as long as his goals are met in the end. A Dark Knight may accept only henchmen, followers, or cohorts who are lawful Evil.

Need help with Gods

A Dark Knight must select a god to follow, below are the different gods to follow along with their individual codes of conduct (at the very bottom of each god page )if the god isn't here then you can't select them, remember its not always about alignment.

Name AL Domains Subdomains Favored weapon Description
Nemyth NE Charm, Death, Evil, Knowledge, Trickery Daemon, Deception, Memory, Murder, Thievery, Thought Short sword God of greed, murder, secrets, and poison
Rajuk LE Darkness, Death, Destruction, Evil, Law Catastrophe, Devil, Loss, Murder, Night, Undead Spiked chain God of darkness, envy, loss, and pain
Yarnos LE Evil, Fire, Law, Magic, Trickery Arcane, Ash, Deception, Devil, Divine, Smoke Mace God of contracts, pride, slavery, and tyranny
Zephyra NE Death, Evil, Magic, Strength, War Blood,Daemon, Divine, Ferocity, Murder, Undead Scythe Goddess of disease, gluttony, and undeath
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