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At 2nd level and every two dark knight levels thereafter, a dark knight gains a talent that helps improved his class abilities. Unless specified otherwise, a dark knight cannot select an individual talent more than once.

Table: Dark Knight Talents

Dark Knight TalentPrerequisitesBenefits
Antagonistic Personality (Ex)Threat Control dark knight talent or Antagonize featThis talent allows the dark knight to more quickly gain the attention of his foes. The dark knight may use the Antagonize feat as a move action instead of a standard action.
Armed Maneuver (Ex)Dark Knight 12The dark knight chooses one of the following combat maneuvers: bull rush, dirty trick, grapple, overrun, or steal. He adds his Charisma modifier on all combat maneuver checks he makes with that maneuver. In addition, if the dark knight has the Improved maneuver feat associated with that combat maneuver, he can make use of certain weapons to aid him when attempting such a maneuver. When wielding such a weapon he adds the weapon’s enhancement bonus to attack rolls on the maneuver check. The maneuvers and weapon types are listed in the table below:

• Bull rush or overrun: Any shield the dark knight can shield bash with, two-handed weapons, or one-handed weapons wielded in two hands
• Dirty trick: Light weapons, weapons the dark knight can use with Weapon Finesse, or weapons with the distracting special feature
• Grapple: Weapons with the grapple special feature
• Steal: Weapons with the disarm special feature

The dark knight can choose this option more than once, each time it applies to a new maneuver.
Armor Specialization (Ex)Dark Knight 12The dark knight selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the dark knight adds one-quarter of his dark knight level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the dark knight gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus. A dark knight can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
Armored Confidence (Ex)While wearing armor, the dark knight gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every four dark knight levels thereafter. In addition, the dark knight adds half his armored confidence bonus to the DC of Intimidate checks to demoralize or antagonize.
Athlete (Ex)A dark knight adds half his dark knight levels as a bonus to all Acrobatic skill checks. A dark knight is considered always taking 10 on any Acrobatic skill checks. The dark knight can also take 20 in half the time.
Combat FeatA dark knight may select any Combat feat instead of a talent. A dark knight must still meet all prerequisites for this feat, including ability score and base attack bonus minimums. This talent may be selected only once.
Defensive TrainingA dark knight may take this talent to gain one of the following feats as a bonus feat: Armor Focus, Armor Specialization, Bodyguard, Combat Expertise, Covering Defense, Diehard, Dodge, Endurance, Greater Armor Focus, Greater Armor Specialization, Mobility, and Stand Still. This talent may be taken more than once. Each time, a different feat must be selected. The dark knight must meet all prerequisites for the feat chosen.
Devastating Melee Smash (Ex)Dark Knight 12Once per encounter, before making the dark knight's attack roll, he may choose to add his dark knight levels to damage with a melee weapon. If he misses, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter.
Enhanced Darkside (Ex)Darkside class featureA dark knight reduces the damage he takes from being in Darkside by 1. This talent can be taken multiple times.
Enhanced Harm Touch (Ex)Harm Touch class featureA dark knight with this talent adds his Charisma modifier to his harm touch damage/heal.
Extreme Effort (Ex)Strength 15A dark knight that selects this talent may perform feats of extreme physical effort. When making a Strength check, the dark knight doubles his Strength bonus. At 11th level, triple the Strength bonus, and at 16th level, quadruple the Strength bonus. The dark knight may always take 10 on any Strength checks.
Hardened Fortitude (Ex)A dark knight only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. In addition, the dark knight gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold his breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. And the dark knight may sleep in medium or heavy armor without becoming fatigued. This talent counts as the Endurance feat for feat/talent requirements.
Improved Threat ControlThreat Control dark knight talent or Antagonize featThe dark knight gains Improved Antagonize as a bonus feat.
Melee Defense (Ex)When wielding a melee weapon, a dark knight gains a +1 shield bonus to his AC. This shield bonus stacks with that granted by any shield he wields. If fighting with two weapons and no shields, he gains a +2 shield bonus to his AC instead.
Melee Power (Ex)A dark knight with this talent adds +2 to damage with all melee weapons he wields.
Melee Tenacity (Ex)A dark knight with this talent may reroll 1s for damage with all weapon dice with all melee weapons he wields.
Offensive Verbiage (Ex)Threat Control dark knight talent or Antagonize featThis talent allows the dark knight to make all around him feel anger towards him. When using the Antagonize feat, use the same check against all enemies within a 30-ft.-radius of the dark knight.
Provoke (Ex)A dark knight that selects this talent adds half his dark knight levels as a bonus to all Intimidate checks to antagonize. This also reduces the DC check by 2.
Quick Insult (Ex)Threat Control dark knight talent or Antagonize feat and Antagonistic Personality dark knight talentThis talent allows the dark knight to find the best words to use against his targets. The dark knight may use the Antagonize feat as a swift action instead of a standard or move action.
Staredown (Ex)Dark Knight 12, Provoke dark knight talentThe dark knight may attempt the Demoralize action on all opponents within 30 ft. as a movement action.
Steel Headbutt (Ex)While wearing medium or heavy armor, a dark knight can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the dark knight’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the dark knight is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to half the dark knight’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Tempered Will (Ex)The dark knight may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The dark knight must take the second result, even if it is worse. This power can only be used once per encounter.
Threat Control (Ex)The dark knight gains the Antagonize feat as a bonus feat. Additionally, for every 5 the dark knight beats the DC, he antagonizes the target for 1 additional round. The antagonize condition does not end after 1 attack, only ends when the duration ends.
Unexpected Strike (Ex)The dark knight can make an attack of opportunity against a foe that moves into any square threatened by the dark knight, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per encounter.