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The Holy swordsman!
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1101176" data-attributes="member: 748"><p><strong><u>The Dark Knight</u></strong></p><p></p><p><strong>HD-d8</strong></p><p></p><p><u>Requisites:</u></p><p><em>BAB:</em> 7+</p><p><em>Skills:</em> Knowledge (Religion) 10 Ranks</p><p><em>Feats:</em> Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)</p><p><em>Special:</em> Must be able to turn or rebuke at least one type of creature.</p><p></p><p><u>Class Skills:</u></p><p>The Dark Knight’s class skills (and the key ability for each skill) are Concentration (Con), Disguise, Intimidate, Knowledge (Religion), Profession (Wis), and Ride (Dex).</p><p><em>Skill Points Per Level: 2+Int Modifier</em></p><p></p><p>[code]Level BAB Fort Ref Will Special</p><p>1 +1 +2 +0 +2 Sword Skill-Night Sword</p><p>2 +2 +3 +0 +3 Sword Skill-Dark Sword</p><p>3 +3 +3 +1 +3 Sword Skill-Sleep Sword</p><p>4 +4 +4 +1 +4 Sword Skill-Dark Wave</p><p>5 +5 +4 +1 +4 Sword Skill-Shadow Flare[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Dark Knight gains no new weapon or armor proficiency.</p><p><strong>Sword Skills (Su):</strong> At every level, the Dark Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Dark Knight level + Dark Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Dark Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Divine Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability. </p><p>The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).</p><p>Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)</p><p></p><p><u>Sword Skills:</u></p><p><strong>Night Sword:</strong> (1 Turning/Rebuking Attempt)</p><p>Does 1d8 per level + Charisma modifier damage (Fortitude half) to a single target upon a successful ranged touch attack. The Dark Knight heals the same amount as the damage taken by the target, up to his maximum number of hit points. Range is 15' per level.</p><p><strong>Dark Sword:</strong> (1 Turning/Rebuking Attempts)</p><p>Causes a single target capable of casting spells to lose 1d4 random memorized spells or spell slots of their highest spell level currently available upon a successful ranged touch attack (Will negates). Furthermore, if the attack is successful, the Dark Knight gains an equal number of temporary Turning or Rebuking attempts (his choice) which he can use normally, equal to the number of spells lost. These extra Turning/Rebuking attempts last for up to 10 minutes, or until used. Note that this does not grant the Dark Knight the ability to Turn or Rebuke if he could not normally do so. This is a mind-affecting effect. Range is 15' per level.</p><p><strong>Sleep Sword:</strong> (2 Turning/Rebuking Attempts)</p><p>Causes a single target to fall into a magical slumber upon a successful ranged touch attack (Will negates). Furthermore, if the target is put to sleep and the Dark Knight is currently fatigued, he is relieved of the effect (Note that this ability does not prevent him from becoming fatigued again). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This ability is a mind-affecting effect, and does not function on unconscious creatures, constructs, or undead creatures. Range is 15' per level.</p><p><strong>Dark Wave:</strong> (2 Turning/Rebuking Attempts)</p><p>Does 1d10 per level + Charisma modifier of unholy damage (Reflex half) to all creatures within a cone shaped area, up to 10' per Knight level starting from the Dark Knight. Furthermore, those who take damage must make a Fortitude save to avoid being blinded for 1d4 hours. Using this ability deals 1d10 points of subdual damage to the Dark Knight for each target affected.</p><p><strong>Shadow Flare</strong> (3 Turning/Rebuking Attempts)</p><p>All targets within a 15’ radius burst gain 1d4 negative levels. Unlike other Sword Skills, this ability takes a full-round action to use. Range is 10’ per level.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1101176, member: 748"] [b][u]The Dark Knight[/u][/b][u][/u] [b]HD-d8[/b] [u]Requisites:[/u] [i]BAB:[/i] 7+ [i]Skills:[/i] Knowledge (Religion) 10 Ranks [i]Feats:[/i] Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword) [i]Special:[/i] Must be able to turn or rebuke at least one type of creature. [u]Class Skills:[/u] The Dark Knight’s class skills (and the key ability for each skill) are Concentration (Con), Disguise, Intimidate, Knowledge (Religion), Profession (Wis), and Ride (Dex). [i]Skill Points Per Level: 2+Int Modifier[/i] [code]Level BAB Fort Ref Will Special 1 +1 +2 +0 +2 Sword Skill-Night Sword 2 +2 +3 +0 +3 Sword Skill-Dark Sword 3 +3 +3 +1 +3 Sword Skill-Sleep Sword 4 +4 +4 +1 +4 Sword Skill-Dark Wave 5 +5 +4 +1 +4 Sword Skill-Shadow Flare[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Dark Knight gains no new weapon or armor proficiency. [b]Sword Skills (Su):[/b] At every level, the Dark Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Dark Knight level + Dark Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Dark Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Divine Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability. The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame). Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword) [u]Sword Skills:[/u] [b]Night Sword:[/b] (1 Turning/Rebuking Attempt) Does 1d8 per level + Charisma modifier damage (Fortitude half) to a single target upon a successful ranged touch attack. The Dark Knight heals the same amount as the damage taken by the target, up to his maximum number of hit points. Range is 15' per level. [b]Dark Sword:[/b] (1 Turning/Rebuking Attempts) Causes a single target capable of casting spells to lose 1d4 random memorized spells or spell slots of their highest spell level currently available upon a successful ranged touch attack (Will negates). Furthermore, if the attack is successful, the Dark Knight gains an equal number of temporary Turning or Rebuking attempts (his choice) which he can use normally, equal to the number of spells lost. These extra Turning/Rebuking attempts last for up to 10 minutes, or until used. Note that this does not grant the Dark Knight the ability to Turn or Rebuke if he could not normally do so. This is a mind-affecting effect. Range is 15' per level. [b]Sleep Sword:[/b] (2 Turning/Rebuking Attempts) Causes a single target to fall into a magical slumber upon a successful ranged touch attack (Will negates). Furthermore, if the target is put to sleep and the Dark Knight is currently fatigued, he is relieved of the effect (Note that this ability does not prevent him from becoming fatigued again). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This ability is a mind-affecting effect, and does not function on unconscious creatures, constructs, or undead creatures. Range is 15' per level. [b]Dark Wave:[/b] (2 Turning/Rebuking Attempts) Does 1d10 per level + Charisma modifier of unholy damage (Reflex half) to all creatures within a cone shaped area, up to 10' per Knight level starting from the Dark Knight. Furthermore, those who take damage must make a Fortitude save to avoid being blinded for 1d4 hours. Using this ability deals 1d10 points of subdual damage to the Dark Knight for each target affected. [b]Shadow Flare[/b] (3 Turning/Rebuking Attempts) All targets within a 15’ radius burst gain 1d4 negative levels. Unlike other Sword Skills, this ability takes a full-round action to use. Range is 10’ per level. [/QUOTE]
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