Dark Knight Class
Alignment: Any non-lawful
Hit Die: d8
Class Skills: Craft (Weaponmaking) [INT], Craft (Alchemy)[INT], Concentration [CON], Forgery [INT], Intimidate [CHA], Knowledge (Arcana) [INT], Knowledge (Nobility) [INT], Listen [WIS], Climb [STR], Ride [DEX]
Skill Points at 1st Level: (4 + Int Modifier) x4
Skill points at each additional level: 4 + INT mod
Attack Bonus Growth: Moderate
Fort/Ref/Will Save growth: High/Low/High
Class features:
Weapon and Armor Proficiency:
DRKs are proficient with Simple weapons and all two handed weapons.
DRKs are proficient with Light and Medium armor, but not shields.
Feat Choices:
DRKs may choose to gain Weapon Focus, Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization in two handed weapons as if the DRK was a Fighter of the same level.
Bonus Languages: In addition to racial bonus languages, Dark Knights may choose Abyssal and Infernal
Souleater (Extraordinary Ability):
At 2nd level, prior to a two handed attack, a DRk may pay up to its level in HP to add that much Attack Bonus and Damage to its next hit. This bonus does not apply to additional hits made in a single attack round and may not be used on attacks of opportunity.
Drain Life (Spell-Like Ability):
A DRK level 4 or greater may Drain Life as a spell-like ability during combat. Drain Life has a range of 20' and deals xd6 damage where x is a number no greater than half your level (rounded down) while bestowing that amount of temporary hit points onto you. The target gets to make a Fortitude saving throw (DC 10 + 1/2 character level + INT modifier) for half. You may use Drain Life as much as you will between rests as long as the total amount of d6's rolled does not exceed half your level. It requires the normal full round to use however it provokes no attacks of opportunity. This ability is ineffective against Constructs and Undead as they lack the life force necessary to drain.
Construct Killer (Extraordinary Ability):
At 7th level, against monsters of the type Construct, the DRK gains a +2 to its attack and a +4 to its damage.
Resist Paralyze (Extraordinary Ability):
At 10th level the DRK gains +2 to saves against Paralyze and Stun effects.
Blood Magic:
At 6th level, the DRK gains the ability to cast limited amounts of magic by paying its own HP. The DRK cannot cast more than (1/2 his level + his INT modifier)x4 amount of HP paid for spells per day and must pay the specified amount of HP to cast such spells. At each level past 6 the DRK gains more spells. The number in parenthesis after the spell name is the amount of HP that must be paid to cast the spell. The normal spell ingredients need not be used unless they cost 50 gp or more. Blood magic can be cast in light armor, but not medium or heavy armor.
6th level: Ray of Frost (1), Detect Magic (0), Protection from Law (2), Magic Weapon (1)
7th level: Cause Fear (2), Ray of Enfeeblement (2), Darkness (2)
8th level: Hideous Laughter (3), Blindness/Deafness (2)
9th level: Glitterdust (3), Scare (4)
10th level: False Life (8), Locate Creature (8)
11th level: Hold Person (6), Keen Edge (5), Crushing Despair (6)
12th level: Lightning Bolt (7), Fear (8)
13th level: Polymorph (10), Dimension Door (8)
14th level: Phantasmal Killer (10)
15th level: Feeblemind (10), Cone of Cold (12)
16th level: Nightmare (13), Hold Monster (12)
17th level: Repulsion (15)
18th level: Forceful Hand (14)
19th level: Transformation (12) (Disables Souleater and Drain Life)
20th level: Finger of Death (18)
XI Wiki

