Shadow Knight
(Source: Hand of Shadow)
RequirementsRace: Human. |
|
Hit Die: d10.
Class Skills: Climb (Str), Concentration (Con)), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Shadow) (Int),
Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Shadow Knights gain no additional proficiency with weapons or armor.
Blade of Shadow (Su): A 1st-level shadow knight can channel the dark god's shadowy power into his chosen weapon; this is most often a longsword, but can also be any melee weapon for which the shadow knight has the Weapon Specialization feat.
Using this power, which requires the expenditure of a daily turn attempt as a free action, causes the weapon to take on a shadowy, indistinct shape. The weapon ignores all armor and shield bonuses to AC, passing through it as if it did not exist, though magical armor of any kind negates this effect. In addition, while blade of shadow is affecting the weapon, all damage that it inflicts is considered to be cold damage. Once invoked, blade of shadow lasts for a number of rounds equal to the shadow knight's Charisma bonus (minimum 1).
Smite Fey (Su): This ability, gained at 2nd level, functions just like the paladin's smite evil ability, except that it only affects members of the fey races (dwarves, elves, gnomes, and halflings, as well as half-breed fey, such as dwarrow, dworgs, and elflings). The shadow knight adds his Charisma bonus (if any) to his attack roll, and deals one extra point of damage per shadow knight level. If he should accidentally smite a creature that is not one of the fey races, the smite has no effect, but the ability is still used up for that day. The shadow knight gains an additional daily use of this ability at 6th level, and again at 10th level.
Bonus Feat(Ex): At 3rd, 6th, and 9th levels, the shadow knight gains a bonus feat. This bonus feat must be chosen from the list of feats noted as fighter bonus feats. The shadow knight must still meet all prerequisites for a bonus feat
Low-light Vision (Su): At 4th level a shadow knight gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions. If he already possesses low-light vision, either as a racial trait or from another prestige class, the range of this ability is doubled, allowing him to see four times as far as a human in starlight, moonlight, etc.
Armor of Shadow (Su): A 5th-level shadow knight is gifted with the ability to imbue his armor with the essence of the Shadow. Using this power, which requires an expenditure of a daily turning attempt as a free action, surrounds the shadow knight with a haze of shadow and darkness that grants him partial concealment (20% miss chance) against attacks. Once invoked, armor of shadow lasts for a number of rounds equal to the shadow knight's Charisma bonus (minimum 1).
Aura of Shadow (Su): Starting at 7th level, a shadow knight begins to exude a shadowy aura fueled by negative energy that causes nearby sources of illumination to flicker erratically and grow dim. This aura also causes enemies to weaken in his presence. Any good-aligned creature that ventures within 10 feet of the shadow knight must succeed at a Fortitude save (DC 10 + 1/2 shadow knight level + Charisma modifier) or take 1d6 points of Strength damage. Whether this saving throw succeeds or fails, a creature is immune to subsequent exposures to this ability for the next 24 hours.
Darkvision (Su): At 8th level the shadow knight no longer requires light to see clearly, as he is blessed by the dark god with the ability to see in complete darkness out to a range of 60 feet. If he already possesses darkvision, either as a racial trait or from another prestige class, the range of this ability is increased by +30 feet.
Body of Shadow(Su): At 10th level, at the height of a shadow knight's power, he can adopt the form of a living shadow, becoming that much closer to the dark god. Using this power, which requires an expenditure of a daily turning attempt as a free action, causes the shadow knight and all of his equipment up to a heavy load to become incorporeal, gaining all the benefits and restrictions thereof. The shadow knight's physical attacks deal cold damage when in this form. Body of shadow lasts for a number of rounds equal to the shadow knight's Charisma modifier.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Divine Spellcasting Class |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Blade of shadow | +1 level |
| 2nd | +2 | +3 | +0 | +3 | Smite fey 1/day | |
| 3rd | +3 | +3 | +1 | +3 | Bonus feat | |
| 4th | +4 | +4 | +1 | +4 | Low-light vision | +1 level |
| 5th | +5 | +4 | +1 | +4 | Armor of shadow | |
| 6th | +6 | +5 | +2 | +2 | Bonus feat, smite fey 2/day | |
| 7th | +7 | +5 | +2 | +5 | Aura of shadow | +1 level |
| 8th | +8 | +6 | +2 | +6 | Darkvision | |
| 9th | +9 | +6 | +3 | +6 | Bonus feat | |
| 10th | +10 | +7 | +3 | +7 | Body of shadow, smite fey 3/day | +1 level |
