A knight who uses the power of darkness at its utmost potential. Using the darkest of arts to decimate his foes on the battlefield. Not caring whether you’re good or evil. Seemingly taking blows left and right, whether he is covered in the blood of his enemies or his own, He never seems to stop. The power of the Abyss sating his life.
The abyssal knight is an archetype of the dark knight class.
Limit Break (Su)
At 1st level, the abyssal knight receives the Limit Break (Living Dead).
Living Dead (Su): This Limit Break allows the abyssal knight’s darkness to consume him and become one with him, not allowing his death to pass. The abyssal knight may not be dropped below 1 HP unless subject to a critical hit. Even then the attack may only drop him to -1, at this point the abyssal knight is treated as having the Diehard feat for as long as Living Dead lasts and cannot be hurt again unless subject to another critical attack, therefore finally killing him if the attack would deal enough damage to do so. If the abyssal knight is not at 1 HP or above when the effect ends, he falls unconscious immediately and must now try to stabilize. This limit break requires a swift action to activate and has a duration of 1 round + 1 round for every four dark knight levels after 1st.
This ability replaces the Limit Break (Blackest Night).
The abyssal knight gains Abyssal as a bonus language at 1st level.
The abyssal knight conjures up the darkness from the abyss to fuel his power covering him with red malice. He gains his Charisma modifier to all attack rolls and his abyssal knight level to all damage rolls. He also gains spell resistance 10 + half his dark knight level. However, while activating Darkside he sacrifices HP equal to his dark knight level, as well as the beginning of each turn he remains in Darkside. While succumbing to Darkside, the abyssal knight is immune to all healing effects other than from his own abilities. Meaning only the abyssal arts and syphon strike may restore his HP while in Darkside, as well as any other character abilities from other classes.
He may activate Darkside as a swift action once at first level and one additional time at 4th level and every three levels thereafter. Darkside lasts until ended, or the abyssal knight is at -1 or less, unless he is under the effect of living dead. This may be ended as a free action.
This ability replaces smite good and sense good.
Abyssal Arts (Su)
While under the effect of Darkside, the abyssal knight draws on the power of the abyss to utilize a new form of power. Below is a list of abilities Abyssal Arts grants at the indicated levels.
Dark Passenger (Su): At 4th level, as a standard action, the abyssal 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</em for a number of rounds equal to the abyssal 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. This ability costs 1 MP per four dark knight levels.
Salted Earth (Su): At 8th level, as a standard action, the abyssal 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 costs 1 MP per four dark knight levels and last for a number of rounds equal to the abyssal knight’s Charisma modifier.
Abyssal Drain (Su): At 12th level, as a standard action, the abyssal knight causes an area to explode with the power of the Abyss dealing 1d6 shadow damage per two dark knight levels to those within a 20-ft.-radius. The abyssal knight is healed half the damage dealt of the total to all effected. He may choose to exclude himself from this art. This ability has a range of 50 feet and costs 2 MP per four dark knight levels.
Sole Survivor (Su): At 16th level, as a swift action, the abyssal knight marks an enemy at his choosing within 20 feet. If this enemy dies, whether by the abyssal knight’s hands or another, the abyssal knight heals 1d6 HP 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 abyssal knight’s Charisma modifier, the effect ends and is wasted. This ability costs 7 MP.
Carve and Spit (Su): At 20th level, as a swift action, the abyssal knight infuses his weapon with the abyss, causing his blade to deal an extra 2d12 points of shadow damage for a number of rounds equal to his Charisma modifier. While under this effect the abyssal knight cannot be disarmed and the weapon ignores all DR an enemy may possess. This ability costs 10 MP.
These abilities replace spellcasting but not MP gained, the abyssal knight may still gain bonus MP from a high Charisma score.
Darkness Unleash (Su)
At 5th level, as a standard action, the abyssal 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 abyssal knight sacrifices HP equal to 1/4th of his current HP. Those within a 15-ft.-radius from the abyssal knight takes damage equal to the HP sacrificed. A successful Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) halves this damage. The abyssal knight may also inflict one of his current defiles at the cost of two harm touch uses for each creature applied to as a free action upon creatures who fail the Reflex save. They still get to make a Fort save against it.
This ability replaces channel negative energy.
Abyssal Slash (Su)
Also at 5th level, when the abyssal knight attacks using the attack action or a charge, he may on a successful attack, make a melee touch attack as a swift action, at a -5 penalty to fire a dark pulse from his hand into the enemy that he struck. This attack functions as a harm touch and costs two harm touch uses to use in this manner.
This ability replaces the dark sword tech gained at 5th level.
Syphon Strike (Su)
At 10th level, the abyssal knight’s blade is infused with draining power causing his next first successful attack to restore HP equal to 3 times his Charisma modifier and MP equal to his Charisma modifier (minimum 1). At 15th level, the HP gained is equal to four times his Charisma modifier, and at 20th level, the HP gained is equal to 5 times his Charisma modifier. This ability can be used up to 3 times a day. This ability can be activated as a swift action. This ability cannot be used with Souleater active.
This ability replaces the dark sword tech gained at 10th level.
At 15th level, the abyssal knight may jump at an enemy as part of a charge within his movement speed and plunge his sword into him. The abyssal knight must make an Acrobatics check (DC 15) and if the attack is successful, the attack is an automatic critical. This ability may be used a number of times per day equal to 3 + the abyssal knight’s Charisma modifier.
This ability replaces the dark sword tech gained at 15th level.
At 20th level, as a standard action, the abyssal knight makes a melee touch attack that deals his Charisma modifier as ability damage to either Intelligence, Wisdom, or Charisma. A Will save (DC 10 + half of the dark knight’s level + his Charisma modifier) to half the ability damage. This damage is restored after a number of rounds equal to three times the abyssal knight’s Charisma modifier.
This ability replaces the dark sword tech gained at 20th level