Dark Knight

The Dark Knight is an anomaly among blackguards. While most blackguards are villainous and wicked individuals, dark knights are honorable and chivalrous individuals, that use brutal and unrelenting methods to hunt and slay the wicked. Unlike blackguards, dark knights take the role of anti-heroes rather than villains.

Alignment: Lawful Evil
Deity: Breana

Class Features

Aura of Law (Ex)

The power of a dark knight’s aura of law (see the detect law spell) is equal to his blackguard level.

This ability replaces aura of evil.

Detect Evil (Sp)

At will, a dark knight can use detect evil, as the spell. A dark knight can, as a move action, concentrate on a single item or individual within 60 ft. and determine if it is good, learning the strength of its aura as if having studied the object for 3 rounds. While focusing on one individual or object, the dark knight does not detect evil in any other object or individual within range.

This ability replaces detect good.

Smite Evil (Su)

Once per day, a dark knight can call out to the dark powers to crush the forces of evil. As a swift action, the dark knight chooses one target within sight to smite. If this target is evil, the dark knight adds his Charisma bonus (if any) on his attack rolls and adds his dark knight level on all damage rolls made against the target of his smite. If the target is an outsider with the evil subtype, an evil-aligned dragon, or an evil creature with levels of champion, cleric, inquisitor, or blackguard, the bonus damage on the first successful attack increases to 2 points of damage per level the dark knight possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the dark knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the dark knight targets a creature that is not good, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the dark knight rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the dark knight may smite evil one additional time per day. To a maximum of seven times per day at 19th level.

This ability replaces smite good.

Spells

The dark knight gets spells against evil rather than against good.

Axiomatic Boon (Su)

If the the dark knight chooses a weapon boon, she loses access to the unholy property and can instead add the holy property.

If the dark knight chooses the mount boon, at 11th level, it gains the resolute creature simple template instead of the fiendish creature simple template. This ability alters fiendish boon.

Bringer of Justice (Su)

At 8th level, the dark knight is treated as lawful neutral when determining how he is affected by spells and abilities (such as protection from evil or smite evil). Additionally, the dark knight takes no penalties from wielding holy or good-aligned weapons.

This replaces aura of depravity.

Aura of Vengeance (Su)

At 11th level, a dark knight can expend two of his smite evil uses to grant the ability to smite evil to all allies within 10 ft., using his bonuses. Allies must use this smite evil ability by the start of the blackguard’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability, unless they worship Breana.

This alters Aura of Vengeance.

Aura of Faith (Su)

This ability functions as the Templar ability of the same name.

This ability replaces aura of sin.

Aura of Poetic Justice (Su)

At 17th level, the dark knight gains DR 5/evil. Each enemy within 10 ft. takes a -2 penalty on all saving throws. This ability only functions while the dark knight is conscious, not if he is unconscious or dead.

This ability replaces aura of despair.

Champion of Poetic Justice (Su)

At 20th level, a dark knight becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses his smite evil and successfully strikes a evil outsider, the outsider is also subject to a banishment, using his dark knight level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount of damage.

The ability replace unholy champion.

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