Black Knight (3.5e Class)
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A Black Knight is a leader of the forces of evil. Leading masses of armies tactically with a mastery like no other he can usually be found at the rear of the group. Rarely are they found off of the battle field, even more rarely are they found amongst a party of adventurers. Much like a paladin, they are an order of knights who fight for a purpose. When they are found in small groups of adventurers though, they are almost always at the head of the group making sure that their knight's code is being upheld by the entire party.
Making a Black Knight
Abilities: The class's primary abilities are Str, Con and Wis.
Races: Any race.
Starting Gold: 6d4× 10 gp (120 gp)
Starting Item(s): The Black knight starts with a large Elvaren greatsword, and full plate armor made with adamantine and mithral. He can not use anything other than his starting gear.
Starting Age: Moderate
|1st||+1||+2||+0||+2||Dark Strike, Life on the Battlefield|
|3rd||+3||+3||+1||+3||Bonus Feat, Master Tactician|
|5th||+5||+4||+2||+4||Dark Burst, Killing Intent|
|6th||+6/+1||+4||+2||+4||Bonus Feat, Plate Specialization|
|11th||+11/+6/+1||+7||+5||+7||Become One With Your Equipment|
|12th||+12/+7/+2||+7||+5||+7||Bonus Feat, Greater Swordsman|
|15th||+15/+10/+5||+9||+7||+9||Dark Wave, Bonus Feat|
|18th||+18/+13/+8/+3||+10||+8||+10||Bonus Feat, Dark Warp|
Class Skills 8 + Int modifier per level, ×4 at 1st level) Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Weapon and Armor Proficiency: The Black Knight is proficient with all armor (heavy, medium, and light). The Black Knight can never be proficient with shields. He is also proficient with all simple and martial weapons.
Life on the Battlefield: The Black Knight is experienced on the battlefield that it may add is Wis modifier to its ac as a miscellaneous bonus that applies even when flat-footed.
Bonus feat When the Black Knight reaches his 3rd level, he gains a single combat-oriented feat. He gains an additional feat every third level thereafter (6th, 9th, 12th, 15th, 18th, and so fourth). These feats are gained as a fighter, and must be taken from the feats noted as fighter bonus feats. The Black Knight must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Also can not get Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, with these feats.
Dark Strike (Sp) The Black Knight as dark energies at his disposal. Any melee weapon or improvised weapon that is wielded by a Black Knight may be charged with negative energy. (noted in the following list). If a weapon that would normally cause non-lethal damage is used, the corresponding bonus damage is also counted as non-lethal.(note to use dark strike or any of the others you must make a full round attack).
- Dark Strike Additional 1d6 per 5 levels of the black knight of negative energy damage when making a melee attack (5, 10, 15, 20 and so forth).
- Dark Burst Additional 1d8 per 5 levels of the black knight negative energy damage doing a radial 10ft burst (10, 15, 20, and so forth).
- Dark Blast Additional 1d10 per 5 levels of the black knight negative energy damage in a line of 15ft (15, 20, and so forth).
- Dark Wave Additional 1d12 per 5 levels of the black knight negative energy damage in a cone of 20ft (20 and so forth).
- Dark Quintessentail Additional 1d20 per 5 levels of the black knight negative energy damage that strikes all enemies with in a 30ft radius (any 5 levels after 20, 25,30, 35, and so forth.).
Great General (Sp) The Black Knight's strategies are well known and gain the respect of others. At level two any creature that willing follows a black knight's command gains a moral bonus of +2 on all attack rolls, including the black knight. This bonus also increases +1 bonus to damage rolls. Both bonuses increase +2 every 4th level after (6th, 10th, 14th, 18th, and so forth).
Masterful Tacticain (Sp) The Black Knight has full range and movement of the battle field. Starting at level three you may use a free action and the Black Knight can move 10ft. When attacked by an enemy whether dealt damage or not, he may make an immediate action to move 10ft after attack resolves.
Dark Aura (Su) When the Black Knight reaches his 4th level, he gains the ability to maintain a 5ft radius aura of dark energy. All creatures in this area must make a fortitude save (DC 10 + Con mod + Half Black Knight level) to resist taking 1d8 + Half Black Knight's level of damage. The Black Knight may turn this aura either on or off as a free action. The area affected by this aura is increased by 5ft every 4th level (8th, 12th, 16th and 20th).
Killing Intent (Sp) When the Black knight is in combat it's killing intent is made manifest. All things within a 15ft radius of the black knight must make a (DC 10 + Wis mod + the Black knights level) will save. If an enemy fails it gets a (-2) to all rolls made against the black knight. If an ally succeeds he/she gains a (+2) to all attacks within this radius. Killing intent also provides a (+2) to the Black knights AC and all bonuses are doubled every five levels after (10, 15, 20 and so forth).
Plate Specialization (Sp) While most people find full plate to be restrictive and cumbersome, the black knight is more than willing to sacrifice speed for the added protection. While in full plate, a black knight gains damage reduction 2/- and +2 AC. These bonuses double ever 6 levels (12, 18, and so forth). Furthermore, the black knight no longer takes any armor check penalties.
Aggressive Defense (Sp) Being heavily armored and master tactician while being a feared warrior. The Black Knight is always considered fighting defensively furthermore and bonuses from fighting defensively is doubled. Furthermore, the Black Knight takes no penalties from fighting defensively.
Dark Protection (Sp) Some black knights specialize more towards pure martial skill, but some actively seek out the added power the darkness grants. A black knight with Dark Protection gains an aura of evil detectable by anyone with the ability to see such auras. This aura cannot be hidden or suppressed by the black knight. Furthermore, the black knight gains +5 AC, damage reduction 5/-, and a +5 bonus on all saving throws. This ability increases by 5 every 5 levels after (12, 17, and so forth).
Become One With Your Equipment (Sp) Every level your armor seems lighter and lighter. Reaching level eleven the Black Knight does not notice the weight of his sword or armor anymore. The Black Knight can now use his two handed blade with one hand and gains a +10 to strength.
Greater Swordsman (Sp) Now that the Black Knight can swing his great sword with ease he can strike faster and harder. Add a +5 to your initiative roll. Further more your great sword does 1d10 more damage with a critical multiplier of 3x.
Tactical Advantage (Sp) The Black Knight has gained much tactical knowledge and is hardly ever bested in battle. If an ally follows a command and attacks the same creature as the Black Knight they can add the Black Knights Int modifier to their attack roll and damage dealt.
Life of Battle (Sp) As the Black Knight gets more experience in battle, the dark energy that fills him works in different ways. The Black Knight can now also add his Wis modifier to his attack rolls, damage and saving throws.
Dark Condition (Sp) The Black Knights dark powers are close to final manifestation. The Black Knights HD now becomes a d20.
Impenetrable (Sp) The Black Knight's armor is the best in the land. The Black Knight gains +1 to his AC for each enemy within 20ft, 10/- damage reduction.
Dark Warp (Ex) Reaching level 18 the black knight can make a full round action once a week to warp in or out of a battle, that he either finds favorable or unfavorable. When warping out of a battle he can only warp to a location designated prior, this location must be somewhere he has been with in the last 3 days.
Dark Divinity (Ex) The Black Knight's dark powers have manifested to perfection imbuing into his armor and weapon. The Black Knight can use once per week for 1 day and gets +10 to all ability scores. Furthermore the Black Knight gets +5 to all saving throws. He also gaines +20 to AC, and +5 to his attack rolls and damage. He also gets 20/- damage reduction. Dark Divinity also now makes the Black Knight's armor and sword permanently unbreakable.
Playing a Black Knight
Religion: Any deity