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  1. #1
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    Class Idea: Dark Knight

    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)

  2. #2
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    Re: Class Idea: Dark Knight

    looks pretty interesting other than the blood magic thing it could possibly work. now is that a prestige class or a starting class?

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    Re: Class Idea: Dark Knight

    Starting Class

    I decided on the blood magic because it 'fit' with the whole concept very well. What do you suggest as an alternative? Wizard or Sorcerer type spellcasting? Or maybe do point system like FFXI or psionics (thus keeping the same rules in general but taking out the life drain)? I want to keep the spell list away from things that are potent vs undead and massive amounts of enemies. If I take the HP drain out of the magic the caster level should also be halved, I think

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    Re: Class Idea: Dark Knight

    What kind of caster level does the Dark Knight use to cast his spells? Is it his DRK level? Half that? I would guess from the rest of the class that his casting stat is INT. Also you might want to elaborate on what spell level each of his spells are, are they the same as the Sorc/Wiz version?

    Other than that, maybe tweak the HP cost of the spells a bit higher, since with a good CON score and magic items it's not too hard to get 200+ HP at 20th level, and with healers throwing around gigantic heals at that level, the HP cost barely seems like a cost, but more like "free spells."

    Maybe cut Souleater down to half the DRK's level, because otherwise it could be REALLY powerful with Power Attack. A level 10 DRK burns 10 HP (a Cure Light Wounds, oh well) to get +10 to hit and damage, then sinks his BAB into Power Attack, ending up with +3 to hit over usual, and +24 to damage. On possibly every hit.

    Otherwise, it's pretty good. No dead levels, good bonuses for dealing damage, certainly has nice parallels to the FFXI DRK.

  5. #5
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    Re: Class Idea: Dark Knight

    Quote Originally Posted by Parshias
    What kind of caster level does the Dark Knight use to cast his spells? Is it his DRK level? Half that? I would guess from the rest of the class that his casting stat is INT. Also you might want to elaborate on what spell level each of his spells are, are they the same as the Sorc/Wiz version?
    I'm thinking just DRK level works despite having good melee ability considering you are paying a cost that other casters don't have to (HP). His casting stat is INT, yes, I'll add that in. As far as what level they are, the Wiz/Sorc level is what I was thinking.

    Of course I might just scrap Blood Magic altogether or change it significantly.

    Other than that, maybe tweak the HP cost of the spells a bit higher, since with a good CON score and magic items it's not too hard to get 200+ HP at 20th level, and with healers throwing around gigantic heals at that level, the HP cost barely seems like a cost, but more like "free spells."
    Good point on this, I'll severely up the costs (and up the points per day as well accordingly.)

    Maybe cut Souleater down to half the DRK's level, because otherwise it could be REALLY powerful with Power Attack. A level 10 DRK burns 10 HP (a Cure Light Wounds, oh well) to get +10 to hit and damage, then sinks his BAB into Power Attack, ending up with +3 to hit over usual, and +24 to damage. On possibly every hit.
    1stly, not on every hit unless you do no AoOs and no full attacks. Souleater can only work on one hit per round.

    Good point here as well and I have two solutions.
    A) Keep the cap but reduce the attack gained to be 1/2 HP paid.
    B) I could make it so that it doesn't drain unless you hit, take out the attack bonus, and give true strike as a spell the DRK can cast. This won't be terribly imbalanced since it will take 2 turns to use both and get your 'surefire' hit using souleater.

    Otherwise, it's pretty good. No dead levels, good bonuses for dealing damage, certainly has nice parallels to the FFXI DRK.
    thanks I made blood magic the way it is to make up for possible dead levels.

  6. #6
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    Re: Class Idea: Dark Knight

    Ah, well if Souleater is on one attack only, having it be up to level amount of HP probably wouldn't be too overpowering. Then at level 20 you'd be giving up two attacks (or more, depending on what buffs and things you've got) for +20 to hit and damage. A pretty good boost, but there are worse things out there, although I could see a DRK spamming this every round for essentially a sure hit. Of course, in a world where people can make crazy full charges for a gazillion damage and have Clerics which are better at everything than everyone, that's not too bad.