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Dark Swordsman

A ruthless warrior who rules an entire knightly order. It is said that none can match his swordplay. These knights exchange spells for advanced dark sword techniques.

The dark swordsman is an archetype of the dark knight class.

Dark Sword Techs

The dark swordsman employs abilities of dark power, often dealing high damage and weakening enemies. Starting at 1st level and every four levels thereafter, the dark swordsman gains a new dark sword tech ability. The dark swordsman may use any of the currently available dark sword techs a number of times per day equal to half his dark knight level plus his Charisma modifier.

Dark Sword (Su): Using this ability causes a gleaming red sword to pierce through the dark knight’s opponent. This attack deals 1d8 points of shadow damage + an additional 1d8 per two dark knight levels after 1st and inflicts the Blind status for 1 round per level unless the creature makes a Fortitude save (DC 10 + half of the dark knight’s level + his Charisma modifier) for half damage and status effect negation. This ability has range of 30 feet.

Disastrous Sweep (Su): Using this ability causes a blast of dark energies to hurtle at a range of opponents. This attack deals 1d10 points of shadow damage to any living creature, friend or foe, caught in the 30-foot-cone area of effect, plus an additional 1d10 per two dark knight levels after 1st. A Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) for half damage.

Doomsayer’s Slash (Su): Using this ability grants the dark knight’s attack to almost guarantee to strike. The dark knight receives an attack bonus equal to his dark knight level. In addition to the weapon’s damage, this attack deals an extra 2d6 points of shadow damage, plus an additional amount of damage equal to the dark knight level. This attack can only be used against targets within melee range.

Duskblade (Su): Using this ability rains down phantoms of bloody daggers upon dark knight’s target, dealing 1d8 points of shadow damage, plus an additional amount of damage equal to the dark knight’s level. If the target is damaged, the target loses MP equal to half the damage done. This ability has range of 15 feet and requires a ranged touch attack.

Harrowing Slice (Su): Using this ability causes the dark knight’s weapon to begin to take on a dark hue, glowing with evil taint. The dark knight makes a single melee attack, rolling with his highest Base Attack Bonus. If he succeeds the attack, the hit is automatically considered a critical hit, and confirmed. If it fails, the attack proceeds as a normal attack. This attack can only be used against targets within melee range.

Night Sword (Su): Using this ability causes a sword of darkness to erupt from the ground in a 20-foot radius, damaging all in the area of effect for 1d10 points of shadow damage, plus an additional 1d10 per two dark knight levels after 1st unless they make a Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) for half damage. This ability has range of 100 feet.

Shadowblade (Su): Using this ability summons a hellish phantom sword to strike from the underworld, erupting beneath the dark knight’s opponent. This attack deals 1d8 points of shadow damage, plus an additional 1d8 per two dark knight levels after 1st and transfers half the damage done to his hit points. A Fortitude save (DC 10 + half of the dark knight’s level + his Charisma modifier) for half damage. This ability has range of 30 feet.

These abilities replace the spellcasting gained at 4th level and the dark sword techs normally gained 5th level.

Dark Pool (Su)

At 3rd level, the dark swordsman gains a reservoir of dark energy that he can draw upon to fuel his powers and enhance his weapon. This dark pool has a number of points equal to half his dark knight level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the dark swordsman rests for a full 8 hours.

At 3rd level, a dark swordsman can expend 1 point from his dark pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keenshock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the dark pool point is spent and cannot be changed until the next time the dark swordsman uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the dark swordsman.

A dark swordsman can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces defiles.

Dark Sword Talent

As he gains levels, a dark swordsman learns special talents tailored to his specific way of blending martial puissance and dark power. Starting at 4th level, a dark swordsman gains one dark sword talent. He gains an additional dark sword talent for every four levels of dark knight attained after 4th level. Unless specifically noted in a dark sword talent’s description, a dark swordsman cannot select a particular dark sword talent more than once.

Accurate Strike (Ex): The dark swordsman can expend 2 points from his dark pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. Prerequisite: Dark Knight 8

Bane Blade (Su): Whenever the dark swordsman enhances his weapon using his dark pool, he may spend 1 additional point from his dark pool to add the bane special ability to the weapon. Prerequisite: Dark Knight 16

Dark Accuracy (Su): The dark swordsman can expend 1 point from his dark pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Dark Edge (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). Prerequisite: Dark Knight 8

Dark Redoubt (Su): As a swift action, the dark swordsman can expend 1 point from his dark pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

Dark Redoubt, Greater (Su): Whenever the dark swordsman uses his dark redoubt dark sword talent, he may spend an additional point from his dark pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his dark pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion. Prerequisites: Dark Knight 12, dark redoubt dark sword talent

Devoted Blade (Su): Whenever the dark swordsman enhances his weapon using his dark pool, he may spend 1 additional point from his dark pool to add either the anarchic or unholy special ability to the list of available options. A dark swordsman may only add one of these abilities if it matches his own alignment. Prerequisite: Dark Knight 12

Dispelling Strike (Su): The dark swordsman can spend 1 or more points from his dark pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the dark knight’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of dark pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. Prerequisite: Dark Knight 8

Disruptive (Ex): The dark swordsman gains Disruptive as a bonus feat.

Enduring Blade (Su): Whenever the dark swordsman enchants his weapon using his dark pool, he may spend 1 additional point from his dark pool to increase the duration to 1 minute per dark knight level.

Ghost Blade (Su): Whenever the dark swordsman enchants his weapon using his dark pool, he may spend 1 additional point from his dark pool to add the brilliant energy and ghost touch special abilities to the list of available options. Prerequisite: Dark Knight 8

Hasted Assault (Su): The dark swordsman can expend 1 point from his dark pool as a swift action to move more quickly. This functions as haste, but only targets the dark swordsman and lasts for a number of rounds equal to the dark swordsman’s Charisma bonus. Prerequisite: Dark Knight 8

Lingering Pain (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a weapon attack. All damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the dark swordsman’s next turn.

Prescient Attack (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the dark swordsman’s attacks until the end of the dark swordsman’s next turn.

Prescient Defense (Su): The dark swordsman can expend 1 point from his dark pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The dark swordsman gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn. Prerequisite: Dark Knight 8

Spellbreaker (Ex): The dark swordsman gains Spellbreaker as a bonus feat. Prerequisite: Dark Knight 12

This ability replaces nimbus of darkness.