Commando - Saboteur - Short Range
Skill Bonus: Athletics, Stamina, Strength, Magick, Intimidation Weapons: Axe, Bow, Crossbow, Glove, Greatsword, Grimoire, Hammer, Katana, Knife, Polearm, Rapier, Sword, Whip Armor: Light Armor, Headgear, Heavy Armor, Helmets, Shields Innate Magic: Black (Low)
Steeped in the vespers of the purest Darkness, the Dark Knight is a fearsome sight. Often seen wearing full plate or chain armor, a great weapon, and radiating an aura of dread and miasma they strike fear into the hearts of Walkers and Dwellers alike. The Dark Knight is never more powerful that when causing pain and ailment, often suffering himself to spread woe upon his foes. Dark Knights literally gain power as they are afflicted with everything from poison to deafness. Each ailment gives the Dark Knight a boost and a power boost to one of his abilities as well as generally strengthening him should he decide to forgo resisting the maladies. In addition to this, Dark Knights are known to be able to gobble down the life force of their opponents and replenish themselves with a strike. The mental fortitude and dedication required to follow this path allows the Dark Knight to shrug off with sheer force of will things that would normally have to be evaded. This mental strength also lends itself to the study of Blank Magic though that has never been known to be a Dark Knights focus it does lend them some utility when they would otherwise be hampered by their heavy armor and weapon. There are few figures more terrifying on a battlefield than a fully empowered Dark Knight.
Abilities
Sacrifice
Certain Darkside abilities with the Sacrifice keyword consume HP on use. For each Sacrifice, the character takes True damage equal to 10% of their maximum HP that cannot be prevented or lowered in any way.
Certain abilities can provide Darkside stacks. Each stack of Darkside can be used to pay for one Sacrifice.
Dark Knight Feature Abilities
Blackened Spirit Feature - Support Ability Description: Effect: The Dark Knight has +5 ACC and deals +PA*2 damage against any target with a negative condition.
Dark Retribution
Feature - Support Ability
Effect: When the Dark Knight successfully causes a negative condition with a Darkside ability, the target also gains Black Spot (4) as a Provoke effect. The Dark Knight can have any number of creatures with Black Spot.
Black Spot
Feature - Provoke Trigger
Effect: The Dark Knight gains 2 Darkside, and deals Normal Dark Physical damage to the creature that triggered their Provoke if they are in weapon range (no evade).
Rank 1
Accumulate
Innate - Darkside - Chain 1 - PA - Weapon Range
Description:
Damage: Normal damage.
On Hit: Adds +PA as bonus damage to all further attacks in this chain. This bonus stacks with further uses of Accumulate.
Focus Strike
Innate - Darkside - Chain 1 - PA - Weapon Range
Description:
Damage: Normal damage.
On Hit: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Provoke
Innate - Darkside - Simple Action - Range 3
Description:
Effect: If no other creature has Provoke to the Dark Knight, causes Provoke (4).
Prime: If no other creature has Provoke or Black Spot, causes Black Spot (4) instead.
Contagion Strike
Darkside - Finisher 1 - PA - Melee Range - Sacrifice 1
Description:
Damage: Normal Shadow Physical damage.
On Hit: DEX vs. RES: Poison (-).
Effect: If the target is already Poisoned, Contagion Strike deals additional damage equal to 10% of the target's maximum HP.
Guided by Night
Darkside - Finisher 1 - PA - Melee Range - Sacrifice 1
Description:
Damage: Normal Shadow Physical damage.
On Hit: DEX vs. RES: Blind (4).
Effect: If the target is already Blinded, Guided by Night deals an additional 2*PA damage and is no-evade.
Knightmare
Darkside - Finisher 1 - PA - Melee Range - Sacrifice 1
Description:
Damage: Normal Shadow Physical damage.
On Hit: DEX vs. RES: Sleep (4).
Effect: If the target is already Asleep, Knightmare can be used as a Chain 1 instead, and does not require Sacrifice. Knightmare does not remove Sleep.
Break - Fulminating Darkness
Darkside - Finisher 1 - MA - Line 3 - Sacrifice X - No Evade
Description:
Damage: Normal Shadow Magic damage.
Effect: For each Sacrifice the Dark Knight chooses to spend (up to 3), Fulminating Darkness attacks again. The Dark Knight must choose how much Sacrifice to use before using Fulminating Darkness.
Break - Blood Weapon
Darkside - Static 2 - Self
Description:
Effect: Bestows Blood Weapon (4) on the Dark Knight. Blood Weapon restores half of all damage dealt by the Dark Knight in HP to the Dark Knight. This is not a Drain- effect; as such it does not have any special effect against undead.
Rank 2
Equip: Helmet
Support Ability
Description:
Effect: Allows the character to equip Helmets, regardless of Job.
Gloom
Support Ability
Description:
Effect: DEX and MND are increased by 10, but RES and SPR are decreased by 20.
Dark Oath
Darkside - Static 2 - Self - Sacrifice 5
Description:
Effect: The Dark Knight gains 1 Darkside.
Prime: Dark Oath is Sacrifice 3 instead.
Black Sky
Darkside - Static 2 - MA - Range 3 - Area 2 - Sacrifice 4
Description:
Damage: MA*WP Shadow damage.
On Hit: 100%: Jinxed (4).
Sin Eater
Darkside - Static 2 - Range 1
Description:
Damage: An adjacent ally who is under any one of the following conditions is no longer under that condition. The Dark Knight is then inflicted with that condition. If the ally is under multiple conditions, only one may be transferred. The following status conditions can be affected by Sin Eater: Poison, Venom, Toxin, Blind, Curse, Silence, Sleep, Petrify, Stagnant, Disable, Immobilize, Sap, Slow, Mini, Toad, Charm, Confuse, Berserk, Frozen, Heat, Status Down, Status Break, Element Weak, Lock, Meltdown.
Sanguine Sword
Darkside - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal Shadow damage.
Effect: The Dark Knight recovers HP equal to 1/2 of the damage dealt.
Break - Bloodstained Sword: The Dark Knight recovers HP equal to the damage dealt instead.
Soul Pact: Violence
Darkside - Simple Action - Self - Sacrifice 3
Description:
Effect: The Dark Knight gains Brave and Faith (4).
Soul Pact: Athanasia
Darkside - Simple Action - Self - Sacrifice 3
Description:
Effect: The Dark Knight gains Protect and Shell (4).
Soul Pact: Tyranny
Darkside - Simple Action - Self - Sacrifice 3
Description:
Effect: The Dark Knight gains DEX and MND + 10 (4).
Rank 3
Equip: Axe
Support Ability
Description:
Effect: Allows the character to equip Axes, regardless of Job.
Equip: Greatsword
Support Ability
Description:
Effect: Allows the character to equip Greatswords, regardless of Job.
Equip: Greataxe
Support Ability
Description:
Effect: Allows the character to equip Greataxe, regardless of Job.
Retributive Pact
Augment: Black Spot
Description:
Effect: Black Spot no longer deals damage or provides Darkside when triggered. Instead, the Dark Knight uses a Soul Pact ability they know as an Immediate Action.
Shadowskin
Reaction Ability
Description:
Trigger: The character takes Shadow damage.
Effect: Gain 1 Darkside. Shadowskin can only trigger once per turn.
Adversity
Support Ability - SOS
Description:
Effect: Gain Brave and Faith when HP Critical.
Prime: Gain 1 Darkside as well.
Soul Eater I
Darkside - Finisher 1 - PA - Weapon Range - Sacrifice 2
Description:
Damage: Normal Shadow Physical damage, plus an additional 4*PA damage.
Infernal Sword
Darkside - Finisher 1 - Weapon Range - Sacrifice 1
Description:
Damage: Deals PA*2 MP damage.
On Hit: The Dark Knight recovers MP equal to half the MP damage dealt.
Unmend
Darkside - Finisher 1 - PA - Melee Range
Description:
Damage: Normal Shadow Physical damage.
Effect: If the target had HP restored this round, Unmend deals 1.5x damage.
Grave Silence
Darkside - Finisher 1 - PA - Melee Range - Sacrifice 1
Description:
Damage: Normal Shadow Physical damage.
On Hit: DEX vs. RES: Silence (4).
Effect: If the target is already Silenced, Grave Silence deals an additional 2*PA damage and enemies within Range 2 of the target must save DEX vs. RES or Silence (2).
Cursed Blade
Darkside - Finisher 1 - PA - Melee Range - Sacrifice 2
Description:
Damage: Normal Dark Physical damage.
On Hit: MND vs. RES: Curse (4).
Effect: If the target is already Cursed, Cursed Blade deals an additional 2*PA damage and reduces all the target's buff timers by 1 round.
Rank 4
Break - Last Stand
Darkside - Simple Action - Self
Description:
Effect: Bestows Last Stand (-) on the Dark Knight. Each turn at Initiative, the Dark Knight must Sacrifice 2 or be KO'd. While Last Stand is active, the Dark Knight gains the effects of Haste, Brave, Faith, and Clarity 10. During Last Stand, all healing on the Dark Knight is reduced to 0. Last Stand can only be removed by the Dark Knight becoming KO'd.
Break - Blood Weapon
Darkside - Static 2 - Self
Description:
Effect: Bestows Blood Weapon (4) on the Dark Knight. Blood Weapon restores half of all damage dealt by the Dark Knight in HP to the Dark Knight. This is not a Drain- effect; as such it does not have any special effect against undead.