Black Knight

Requirements

Base Attack Bonus: +6.

Alignment: Any evil.

Skills: Intimidate 8 ranks.

Feats: Power Attack, Cleave.

Special: Must have been a knight and violated the knight’s code.

Class statistics

Hit die: d12

Class skills: As knight class.

Skill points/level: 4 + Int modifier.

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save


Special

1

+1

+2

+0

+0

Frenzy 2/day

2

+2

+3

+0

+0

Smite hero

3

+3

+3

+1

+1

Evasion

4

+4

+4

+1

+1

Frenzy 3/day

5

+5

+4

+1

+1

Aura of fear

6

+6

+5

+2

+2

Damage reduction 2/–

7

+7

+5

+2

+2

Frenzy 4/day

8

+8

+6

+2

+2

Greater frenzy

9

+9

+6

+3

+3

Damage reduction 4/–

10

+10

+7

+3

+3

Frenzy 5/day

Special abilities

Weapon and armour proficiency: As a former knight, the black knight is proficient with simple and martial weapons, shields, and all types of armour.

Frenzy (Ex): When he needs to, a black knight can fly into a murderous frenzy, gaining terrifying strength and stamina but becoming reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution and a +2 morale bonus to Will saves, but suffers a –2 penalty to AC. The increase in Constitution increases the black knight’s hit points by 2 per level, but these hit points go away at the end of the frenzy when his Constitution score drops back to normal. Starting at 8th level, the bonuses to Strength and Constitution increase to +6 each, and the morale bonus to Will saves increases to +3.

When in a frenzy, the black knight cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He can use any feat he has except for Expertise, item creation and metamagic feats, and Skill Focus (if it’s tied to a skill requiring patience or concentration). The frenzy lasts for 3 rounds plus his (newly improved) Constitution modifier. The black knight can prematurely end the frenzy voluntarily. At the end of the frenzy, the black knight is fatigued (–2 to Strength, –2 to Constitution, can’t charge or run) for the duration of that encounter. He can only fly into a frenzy once per encounter, and only a certain number of times per day, determined by level — twice per day initially, increasing to three times per day from 4th level, four times from 7th level, and five times at 10th level. Entering the frenzy takes no time in itself, but the black knight can only do it during his action, not in response to somebody else’s action.

Smite Hero (Ex): Starting at 2nd level, the black knight can make a single melee attack against an enemy knight at a +4 attack bonus and a damage bonus equal to his black knight level (if he hits). This ability is usable once per day. If he accidentally smites an enemy who is not a knight (ie is fallen or does not have any knight class levels), the smite has no effect but is still used up for the day.

Evasion (Ex): At 3rd level, the black knight gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex save for half damage (such as a fireball), he takes no damage with a successful saving throw. Unlike a rogue’s evasion, this ability functions even if the black knight is wearing heavy armour or carrying a heavy load.

Aura of Fear (Su): From 5th level, the black knight radiates a malign aura that can terrify his enemies and cause them to flee from the battlefield. The aura potentially affects all creatures within 15 feet who have less than 5 HD and have hostile intent towards him. Such creatures must succeed at a Will save (DC 10 + the black knight’s class level + his Charisma modifier) or be frightened for 2d4 rounds.

A frightened creature suffers a –2 morale penalty on attack and damage rolls and saving throws, and flees from the black knight as well as it can. If unable to flee, the creature may fight. Creatures that make their save are immune to the black knight’s aura of fear for one day. This is a mind-affecting, compulsion, fear-based effect.

Damage Reduction (Ex): At 6th level, the black knight gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the black knight is dealt each time he is dealt damage. At 9th level, his DR rises to 4.


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