Latest NewsKefka Icon

Home > Classes > Base Classes > Dark Knight >

Abyssal Arts

At 2nd level, while under the effect of Darkside, the dark knight draws on the power of the abyss to utilize a new form of power. The dark knight gains an abyssal art ability at 2nd level and every two dark knight levels thereafter. The dark knight can use abyssal art abilities a number of times per day equal to 3 plus his Charisma modifier.

Table: Abyssal Arts

Abyssal ArtsBenefits
Abyssal Drain (Su)As a standard action, the dark knight causes an area to explode with the power of the Abyss dealing 1d6 points of shadow damage plus an additional 1d6 points of shadow damage per four dark knight levels to those within a 20-ft.-radius. Enemies in the area of effect must make a Fortitude save (DC 10 + half of the dark knight's level + his Charisma modifier) to reduce the damage by half. The dark knight is healed half the damage dealt of the total to all effected. This ability has a range of 50 feet.
Blood Price (Su)The dark knight can erupt blood from the ground, calling forth the abyss to pierce through, ripping his enemies and protecting the dark knight from harm from his foes. Enemies within 30 feet take 1d6 shadow damage per two dark knight levels, a Reflex save (DC 10 + half of the dark knight's level + his Charisma modifier) can half this damage. Those who fail the save, take a -4 penalty on attack rolls against the dark knight and his allies in the radius for 1 round.
Bloodspiller (Su)As a full round action, the dark knight makes a melee touch attack as he leaps in the air bringing his weapon down with the power of the abyss, causing a column of darkness to envelope his enemy. If the attack hits, it is an auto confirmed critical hit with the critical multiplier increased by 1 for this attack. If the target dies by this attack, all foes who see the attack within 60 feet must make a Will save (DC 10 + half of dark knight's level + his Charisma modifier) or be Panicked for 1 round. The status effect is a mind-affecting effect.
Carve and Spit (Su)As a swift action, the dark knight infuses his weapon with the abyss, causing his blade to deal an extra 2d6 points of shadow damage for a number of rounds equal to his Charisma modifier. While under this effect the dark knight cannot be disarmed and the weapon ignores all damage reduction an enemy may possess.
Dark Mind (Su)The dark knight can, as a swift or an immediate action, gain a bonus to Spell Resistance granted by Darkside equal to his Charisma modifier. This lasts until the beginning of the dark knight's next turn.
Darkness Unleash (Su)As a standard action, the dark knight unleashes a pool of darkness from him that covers the ground releasing black swords to impale all creatures who stand within it that does not provoke attacks of opportunity. To use this ability, the dark knight sacrifices hit points equal to 1/4th of his current HP. Those within a 15-ft.-radius from the dark knight takes damage equal to the hit points sacrificed. A successful Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) halves this damage.
Dark Passenger (Su)As a standard action, the dark knight may send a 30-ft.-line of darkness to consume his foes in its wake. Those effected take 1d6 shadow damage per two dark knight levels and enemies affected are Blinded for a number of rounds equal to the dark knight’s Charisma modifier. A Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) can halve the damage and negate the blind status effect.
Delirium (Su)As a move action, the dark knight surges power from the abyss, granting himself 1d6 temporary hit points plus an additional 1d6 per four dark knight levels. These temporary hit points disappear when Darkside ends.
Plunge (Su)The dark knight may jump at an enemy as part of a charge within his movement speed and plunge his sword into his enemy. This attack deals an additional 1d6 points of shadow damage plus an additional 1d6 per three dark knight levels to the target. The movement from this ability does not provoke attacks of opportunity.
Quietus(Su)The dark knight pools the abyss into his sword and swings it around him, leaving traces of darkness encircled around him that explodes moments after. The dark knight makes a melee attack against all enemies adjacent to him. If successful, he deals normal damage and enemies must make a Fortitude save (DC 10 + half of the dark knight's level + his Charisma modifier) or be Silenced for 1 round.
Salted Earth (Su)As a standard action, the dark knight causes an area to be consumed by a consuming red malice that eats his enemies’ life and corrupting the earth within. Enemies within a 30-ft.-radius take 1d6 shadow damage per four dark knight levels each round while in the radius and move at half speed while in it. A Fortitude save (DC 10 + half of the dark knight’s level + his Charisma modifier) can negate the damage and the movement penalty, but must make the same save each round they are in the effect. This ability has a range of 50 feet and lasts for a number of rounds equal to the dark knight’s Charisma modifier.
Sole Survivor (Su)As a swift action, the dark knight marks an enemy at his choosing within 20 feet. If this enemy dies, whether by the dark knight’s hands or another, the dark knight heals 1d6 hit points per two dark knight levels and gains MP equal to his Charisma modifier. If the enemy does not die within a number of rounds equal to the dark knight’s Charisma modifier, the effect ends.
Syphon Strike (Su)As a swift action, the dark knight’s blade is infused with draining power causing his next first successful attack to restore HP equal to half the damage dealt.
The Blackest Night (Su)As a standard action, the dark knight is surrounded by a barrier of darkness, granting attacks against him 50% concealment and 2 temporary hit points per dark knight level. The concealment ends and the temporary hit points disappear after a number of rounds equal to the dark knight's Charisma modifier or until Darkside ends. This ability cannot be dispelled by light spells or similar effects.