
Mauril |
1 person marked this as a favorite. |

I know it's not an original name, but I'm working within some established fluff. Basically some of my group's established history refers to an ancient evil character known as the "Shadow King" who had minions known as the "Shadow Knights". They were worshipers of a powerful evil deity, knights of an unholy order, and (obviously) did vague shadow-related things. So here is my attempt at making a prestige class for them.
It's designed for an antipaladin. It feels a bit strong to me - as in there is little reason to play an antipaladin and not take this prestige class - but I wanted to get the concepts down and then scale as necessary.
For a better formatted version, check the Google document. It will be updated if/when critiques arrive. Otherwise, it is as below:
Shadow Knight
Hit Die: d10
BAB: Good
Saves: Good Fort/Poor Ref/Good Will
Casting Progression: 10/10
Requirements
Weapon Proficiency: Must be proficient in all Martial Weapons
Touch of Corruption class feature
Alignment: Any Evil
Base Attack Bonus: +5
A shadow knight must have pledged loyalty to an evil divine being.
Class Skills
The Shadow Knight’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Class Features
Weapon and Armor Proficiency: Shadow Knights are proficient with all simple and martial weapons as well as the favored weapon of their deity, with all types of armor (heavy, medium, and light), and with
shields (except tower shields).
Smite Good (Su): The shadow knight’s class level stacks with levels in any other class that grants the smite good ability.
Spells per Day: At the indicated levels, a shadow knight gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a shadow knight, he must decide to which class he adds the new level for the purpose of determining spells per day.
Channel Negative Energy (Su): The shadow knight’s class level stacks with levels in any other class that grants the channel negative energy ability.
Spells: A shadow knight adds the following spells to his spell list at the corresponding levels: shadow weapon (UM) (lvl 1), shadow anchor (ARG) (lvl 2), shadow conjuration (lvl 3), shadow step (UM) (lvl 3), shadow evocation (lvl 4), symbol of striking (UC) (lvl 4).
Shadow Gear (Su): Once per day, a shadow knight may imbue his armor with the qualities of shadowstuff. For one minute per level, all of the shadow knights armor and carried gear become weightless, removing any armor check or encumbrance penalties. If his gear shed any light, the shadow knight may choose to suppress this light for the duration of the effect. The shadow knight gains an additional use of this ability at level 4 and at level 8.
At level 4, the shadow knight may choose to add ghost touch or light fortification to his armor. At level 8, he may instead choose moderate fortification.
Darkvision (Ex): At 2nd level, a shadow knight gains darkvision out to a range of 60 feet. If he already has darkvision, the range increases by 30 feet.
Dark Channeling (Sp): At level 2, whenever a shadow knight channels negative energy to harm living or heal undead, darkness envelops the area around him. A 30 foot radius area, centered on the shadow knight, is veiled in darkness as the spell for a number of rounds equal to the shadow knight’s level.
Summon Shadow (Su): At 3rd level, a shadow knight can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadow knight, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadow knight and can communicate intelligibly with the shadow knight. This shadow has a number of hit points equal to one quarter of the shadow knight’s total. The shadow uses half the shadow knight’s base attack bonus and full base save bonuses.
If a shadow companion is destroyed, or the shadow knight chooses to dismiss it, the shadow knight must attempt a DC 15 Fortitude save. If the saving throw fails, the shadow knight gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Shadow Walk (Sp): At level 5, a shadow knight may use shadow walk as a spell-like ability once per day with a caster level equal to his character level. The save DC is equal to 10 + ½ character level + Cha
modifier.
Strike from Darkness (Ex): At level 6, whenever attacking from darkness, a shadow knight causes bleeding damage with his attacks. A successful attack with a melee or ranged weapon deals 1d6 bleed damage.
Shadowed Casting (Su): At level 7, when casting a spell from concealment caused by darkness, the save DC of a shadow knight’s spells and channel energy increase by +2.
Shadow Blade (Su): At level 9, the shadow knight gains the ability to turn his weapon into shadow. The effect is like brilliant energy except instead of shedding light, it emanates deeper darkness as the spell.
The shadow knight can activate this ability as a swift action and it lasts a number of rounds per day equal to his shadow knight level + his Charisma bonus. These rounds do not need to be consecutive.
Sapping Strike (Su): At level 10, whenever a shadow knight confirms a critical hit, he deals an additional 1d6 strength damage to his target. If the target dies as a result of the attack, the shadow knight gains a
+2 morale bonus to strength for one minute.

Ambrosia Slaad |

As a heads up, you might also look at Sir Hexen Ineptus's Shadow Knight PrC on the Kobold Quarterly site: part 1 and part 2

Mauril |

It works better for clerics/oracles than paladins thanks to 10/10 casting.
You are probably better off making it an archetype instead.
Clerics/oracles would need to take a three level dip in Antipaladin to get Touch of Corruption though, so if they want to take the 3 level hit to their casting, I don't mind them getting 10/10 casting from this PrC.

Mauril |

I prefer archetypes too, but there is definitely a place in the game for PrCs. Becoming a Shadow Knight was one of those things. It isn't decided at first level, you had to be selected by the Shadow King to join the ranks, and only after you had proved your worth in combat and in devotion to Gathal.
@Ambrosia Slaad: I like some of the things that Sir Hexen Ineptus did with his Shadow Knight, but I really don't see the Shadow Knights of my world investing ranks in Perform (Dance) and taking Dodge and Mobility. And, as this is intended to be a knightly order, I'd have to tweak Evasion to work in heavier armor (as you still gain Evasion at level 2 but can't use it in non-light armor until level 5).
Again, it's a very cool class and I rather like the abilities, but they don't work for the class I'm envisioning. I might drop Shadow Gear and Summon Shadow in favor of his Shadow Bound Armor (or something rather similar) as that is a cooler way to achieve the kinds of effects I was wanting.
Is anyone else seeing anything that needs to be tweaked? I think the class's capstone might be a little weak, but the other abilities a little strong.