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Dark Knight; (Not Batman)
Topic Started: Wed Mar 21, 2018 10:41 pm (873 Views)
Asti
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Dark arts can be better than that!

edit: Just imagine if you were playing against this PrC as a mage character - would this ability make you miserable? If you think "yes", then it needs adjusting.
Edited by Asti, Wed Apr 11, 2018 11:48 pm.
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Leofrick
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I think this is a balance between the two. Archmage and Aetherist are pinnacles of magic so they would naturally be too strong for it, and serious spellcasters use meta-feats (i.e. Combat Casting).


Level 5:
Dark Arts: Your aura saturates your armor. For 2 rounds you take half damage from magical sources. Doesn't affect augmented spells (meta-feat spells), Archmage, or Aetherist abilities. This ability causes moderate physical fatigue and can only be used once per combat.
Edited by Leofrick, Thu Apr 12, 2018 1:22 am.
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Leyanni[Adm]
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It can affect archmage, archmage is functionally replaced and no longer supported.

Put the changes into the main PrC and repost the main PrC so I can look at the whole PrC with all changes again.
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Leofrick
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Prerequisites Checklist:

  • Who am I? Leofrick
  • Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
  • Do I have at least 150 gold sitting on this character's account? Yes


Why should you accept this custom PrC concept?
The Dark knight is a protector forsaken by the ones that rule. They are the ones who must do what a man of virtue and morals cannot, with great personal cost. They must protect those who are forgotten and cast aside. This cPrC will allow Leofrick and any others to have a class to embody the knight willing to sacrifice his own well-being or even life to be the shield for the people who need them. Not every knight can be a beacon of hope nor can every protector follow the law to save a life.



Dark Knight
Custom PrC: Leofrick

Every light must cast a shadow. For every shining Paladin championing virtue, there is a Knight of Darkness willing to do whatever it takes to protect the meek and the innocent. These knights are willing to welcome death itself if it means they save a life.

This is a Martial PrC. Abilities are non-magical unless otherwise stated.

Prerequisites

  • Adept Defense
  • Adept Blade
  • Cannot have another Martial PrC


<This is where your pricing table will go.>

Level One

  • Inner Demons: Your attunement to the darkness of your own mind produces a visible aura around you. This aura provides protection from mind magic and effects. You receive a slight resistance at level 1, minor at level 3, and moderate at level 5. At level 5 your aura also produces a fear effect on minor NPCs within 15ft.


Level Two

  • Blood Weapon: You cause a bleeding wound on yourself dealing minor damage, soaking your blade. For 2 rounds your weapon moves faster when used to attempt to parry or block incoming strikes.

  • Grit: For 3 rounds you you gain a moderate increase to damage received in exchange for a minor boost to damage dealt to your opponents. You are immune to pain for the duration. Or you may choose for your aura to cover your armor, causing incoming magic attacks to drain mana before damaging your health. You receive a minor resistance against magic damage received in exchange for a moderate debuff to damage dealt to opponents. Either choose incurs moderate fatigue.


Level Three

  • Salt the Earth: You mark a 30ft area around you. The area is marked visibly with a ring of magical darkness. For 2 rounds you take half the damage meant for allies, physical and magical, in the area while you are in it too. While inside the marked area half the magic damage you take is converted to fatigue. Enemies inside take minor unholy damage each post they are in the area. The area does not move once set.


Level Four

  • Fatal Attraction: Your aura has become so powerful you attract the enmity of those around you. During combat, those within 15ft who do not consider you an ally feel a compulsion to direct their efforts at you instead of those you are protecting. This effect can be negated if opponent's concentration is higher than yours or they may take minor mental damage instead. Does not affect PCs or major NPCs, and cannot affect opponents who negate it the rest of combat.


Level Five

  • Dark Arts: Your aura saturates your armor. For 2 rounds you take half damage from magical sources. Doesn't affect augmented spells (meta-feat spells) or Aetherist abilities. This ability causes moderate physical fatigue and can only be used once per combat.

  • Shadow's Embrace: For 4 rounds you create a 15ft cone behind you with wings of magical darkness. Allies inside that cone are immune to magic damage and receive half physical damage. This ability requires you to remain stationary and can be dispelled by spells that remove magical darkness. This ability can be used once per combat.
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