Knight of the Dark (3.5e Prestige Class)

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Knight of the Dark
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Knight of the Dark[edit]

'You get used to the pain. If you're one of us. Otherwise...
—Klayn Stoneater, Earth Dwarf, Knight of the Dark, TauRek D'Uerr
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A Knight of the Dark is very bonded to the negative energy of the world. They focus the negative energy through their body and into their opponent. It is the purest form of negative energy, and has devastating power. However, it takes a toll on the Knight's body. Therefore, they perfect their bodies as negative energy focus lenses. They are very tough, due to the pain their strikes of the dark.

Becoming a Knight of the Dark[edit]

Most Knights of the dark have emotional burdens, and are angry at people, the world, themselves, etc. Most are barbarians past there prime, some fallen paladins, soldiers, and more. Elves are uncommon, as are other weaker races. Few chose the path, but have it thrust upon them. Those who chose it are young, and unready for the pain, and it kills them.

Entry Requirements
Alignment: Non-Lawful.
Skills: 10 Heal(Wis), 10 Concentration(Con).
Special: 115+ HP, 20+ Con, 11+ Fort.

Table: The Knight of the Dark

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Dark Strike, Cleans 3/day
2nd +2 +3 +0 +3 Mystic enforcement
3rd +3 +3 +1 +3 Dance of Dark, Cleanse 5/day(1d12)
4th +4 +4 +1 +4 Bolt, Cleansing Touch
5th +5 +4 +1 +4 Dread, Death Cloak
6th +6/+1 +5 +2 +5 Conflagration, +10HP, Cleanse 6/day
7th +7/+2 +5 +2 +5 Cleanse7/day(2d10)
8th +8/+3 +6 +2 +6 Death Stance
9th +9/+4 +6 +3 +6 Cleanse 8/day (2d12)
10th +10/+5 +7 +3 +7 Meditation of the Reaper

Class Skills (2 + Int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the Knight of the Dark.

Dark Strike (Su): The Knight of the Dark focuses her knowledge of Death into a powerful strike. As a standard action, she can make a touch attack which, if successful, allows her to sacrifice life up to her Constitution score + Hit Dice + Wisdom modifier. The target takes half that much cold damage.

Cleanse (Sp): The Knight of the Dark uses her body's bond to negative energy to restore health. As a move action, 3/days, she may heal for 1d10+Wis mod hit-points.

Mystic Reinforcement (Su): The Knight of the Dark has perfected her body as a negative energy focus lens. She receives a bonus to total HP equal to her class level*Wis mod.

Dance of Dark (Su): The Knight of the Dark has trained in a more efficient method to focus for a Dark Strike, and may perform one as a move action.

Bolt (Su): A Knight of the Dark focuses additional Death Magic to create a bolt of energy at an opponent. By losing 10 more health, her Dark Strike has a range of a number of squares equal to her Wisdom modifier.

Cleansing Touch (Su): The Knight of the Dark can perform a Cleansing as a standard action on an ally for 1d12+1/2Wis score hit-points.

Dread (Sp): A Knight of the Dark may choose to sacrifice 2 hit-points per turn, and cause all opponents within 10 feet of her to receive a -2 to hit and take an additional 1 damage for every 6 damage they take from her allies (but not from her).

Death Cloak (Ex): The Knight of the Dark's toughness has improved her skin toughness. She gains a natural armor +1 bonus to AC.

Conflagration (Sp): By focusing a large excess of energy, a Knight of the Dark can make an explosion of negative energy from her body. By losing an additional 30 life, a Knight of the Dark's Dark strike is made against every one within 10 feet of her.

Death Stance (Ex): If a Knight of the Dark remains in the same spot for 2 rounds or more, she gains DR 5/holy until she moves again.

Meditation of the Reaper (Sp): The Knight of the Dark begins a meditation. By losing 20 health, you enter a 3 round meditation. You get Dr 5/- and DR 5/adamantine, and on your turn you get 50 temporary hit points. If you still have temporary hit-points from the previous round, you do not lose them; instead, you simply gain another 50. At the end, all enemies take damage equal to all remaining temporary hit points + Con score + Wis score.

Ex-<-pluralized class name->[edit]

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