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Dark Knight
Dark Knight
Dark Knight
Serve… Save… Slave… Slay…. I've sins aplenty, aye. But regrets, not so much. I've
accepted my darkness, while you squander abiding by a false light. Pathetic…
KEY ABILITY
HIT POINTS
INITIAL PROFICIENCIES
Constitution 12 plus your Constitution modifier. At 1st level, you gain the listed
proficiency ranks in the following
At 1st level, your class gives you an You increase your maximum number statistics. You are untrained in
ability boost to Constitution of HP by this number at 1st level and anything not listed unless you gain
every level thereafter. a better proficiency rank in some
other way.
DURING COMBAT ENCOUNTERS…
You use your own life force to summon the powers of the darkness within PERCEPTION
you to slay your enemies. Trained in Perception
Trained in Reflex
IN DOWNTIME… SKILLS
Trained in a number of skills equal
You might meek out vigilante justice, or just plain old killing.
to 4 plus your Intelligence modifier
YOU MIGHT…
Have a deep well of hatred to society. ATTACKS
Prefer using less than humane methods. Trained in simple and martial
Say things that would disturb most. weapons
OTHERS PROBABLY…
Think you're a menace to society.
Fear you and your methods. DEFENSES
Believe you won't show mercy to your enemies. Trained in unarmored defense
CLASS DC
Trained in arcane spell attacks
SUDDEN CHARGE FEAT 1 You gain the Shadow Wall focus spell.
DARK KNIGHT FLOURISH OPEN
4th level
With a quick sprint, you dash up to your foe and
DEATH'S GRASP FEAT 4
swing. Stride twice. If you end your movement within
melee reach of at least one enemy, you can make a DARK KNIGHT NECROMANCY NEGATIVE
melee Strike against that enemy. You can use Sudden You gain the Death's Grasp focus spell.
Charge while Burrowing, Climbing, Flying, or
EDGE OF DARKNESS FEAT 4
Swimming instead of Striding if you have the
corresponding movement type. DARK KNIGHT NECROMANCY NEGATIVE
DARK KNIGHT
Prerequisites Attack of Opportunity
You use your foes’ openings to expose even greater
Trigger A creature within your reach uses a
weaknesses. When you hit a creature as part of an
manipulate action or a move action, makes a ranged
Attack of Opportunity, that creature becomes flat-
attack, or leaves a square during a move action it’s
footed until the start of your next turn.
using.
You lash out at a foe that leaves an opening. Make a IMPROVED SYPHON STRIKE FEAT 8
melee Strike against the triggering creature. If your DARK KNIGHT NECROMANCY NEGATIVE
attack is a critical hit and the trigger was a manipulate
The hit points lost is equal to your level - your
action, you disrupt that action. This Strike doesn’t
Constitution modifier (to a minimum of 1). Additionally,
count toward your multiple attack penalty, and your
whenever you deal damage to a creature, you gain a
multiple attack penalty doesn’t apply to this Strike.
focus point.
BLACKBLOOD FEAT 6
SENSE DEATH FEAT 8
DARK KNIGHT
DARK KNIGHT
Increase your focus pool size by 1.
You can 4th level detect magic at will, but you can
FURIOUS FOCUS FEAT 6 only detect magic from the necromancy school.
DARK KNIGHT
10th level
Prerequisites Power Attack
ABYSSAL DRAIN FEAT 10
You’ve learned to maintain your balance even when
swinging furiously. When you make a Power Attack DARK KNIGHT NECROMANCY NEGATIVE
with a melee weapon you’re wielding in two hands, it You gain the Abyssal Drain focus spell.
counts as one attack toward your multiple attack
CARVE AND SPIT FEAT 10
penalty instead of two.
DARK KNIGHT FLOURISH
SHATTER DEFENSES FEAT 6
You make three Strikes on a single target, you do not
DARK KNIGHT PRESS
add your multiple attack penalty until after the three
Your offense exploits your enemy’s fear. Make a melee Strikes. If all three Strikes are successful, you gain a
Strike against a frightened creature. If you hit and deal focus point. You are fatigued until the start of your
damage, the target becomes flat-footed until its next turn.
frightened condition ends.
frightened value below 1 until the start of your next Prerequisites Blackblood
turn. Increase your focus pool size.
You throw your weight into a powerful attack that You can use Edge of Darkness as a focus cantrip but it
leaves you vulnerable. Make a melee Strike. This is heightened to half your spell level.
counts as three attacks when calculating your multiple
20th level
attack penalty. If this Strike hits, you get a critical hit.
If you roll a critical hit, your attack also gains the ABYSSAL KNIGHT FEAT 20
deadly d12 trait. Whether or not you hit, you become DARK KNIGHT NECROMANCY NEGATIVE
stunned 1 and are flat-footed until the start of your
You are permanently quickened, you can use the extra
next turn.
action to Syphon Strike, or use a focus spell.
SHIELDING DARKNESS FEAT 16
DARK MISSIONARY FEAT 20
DARK KNIGHT
DARK KNIGHT NECROMANCY NEGATIVE
Trigger Your turn begins, you have at least 1 focus
point, and you are at half or fewer Hit Points You gain the Dark Missionary focus spell.
You gain temp hp equal to your level + your TRUE DARKNESS FEAT 20
Constitution modifier. This bonus lasts as long as you DARK KNIGHT NECROMANCY NEGATIVE
have focus points in your focus pool.
Prerequisites Enhanced Delirium, Enhanced
18th level Blackblood
Whenever you use Delirium you can regain 3 focus
DARK ARTS FEAT 18
points instead of 1.
DARK KNIGHT NECROMANCY NEGATIVE
FLOOD OF DARKNESS DARKNESS FOCUS SPELL 1 SALTED EARTH DARKNESS FOCUS SPELL 6
EVOCATION NECROMANCY NEGATIVE NECROMANCY NEGATIVE
You avoid being knocked out and remain at 1 Hit Point, Cast verbal
and your wounded condition increases by 1. Range 30 feet; Targets 1 creature
Heightened (9th) You gain hit points equal to your You create a wall of darkness that protects 1 creature
level + your Constitution modifier. in range. They gain a circumstance bonus to AC and
gain resistance 5 for 1 round.
LIVING SHADOW DARKNESS FOCUS SPELL 9
Heightened (+2) The resistance increases by 5.
CONJURATION NECROMANCY NEGATIVE
SOULEATER DARKNESS FOCUS SPELL 1
Cast somatic, verbal
Range 30 feet ATTACK NECROMANCY NEGATIVE