
"I give my soul to the dark lord Grapha and surrender my light to the goddess of chaos. May Tethys be blind and darkness lead the way. Chaos shall guide me, and death shall set me free." Introducing the Dark Knight The Dark Knight , also known as Corrupt Knights of Light , is the embodiment of human anger and sorrow funneled into the form of a warrior of darkness. Dark Knights were originally rightful Paladins who had lost their faith in Tethys, the goddess of light. As minions of Cichol, Macha and Morgant (The first Dark Knight), they desire chaos and destroy everything and everyone who gets in their way. Morgant claims that Dark Knights were organized to "correct" humanity's faults. The characters are described in the book Dark Knights and the Armor of Blackness . Dark Knights are new to the world since the rise of Grapha, God of Death. In an effort to stop his primary enemy Tethys, Goddess of Light, Grapha sought after her prized possessions: Paladins, warriors of the light. After studying them from the prison in the dark world, he noticed one of them, the paladin Morgant, was arrogant and reckless, an easy mind for the dark lord to seize and control. After the loss of his family in a bandit raid, he soon fell to the hate that rotted his mind. After whispering to him in his dreams, Grapha sent off the Paladin to find the bandits that killed his family. When he found them, he was convinced to slay them with not only just his sword... but the light. On the final blow, his sword grew black and his armor felt heavy. A twist of dark magic fell upon him... and the light was banished within. The first of many that will fall into the dark lord's hands... and draw the first blood of the war. Playing a Dark Knight Characters that are Dark Knights started somewhere as a Paladin and achieved being a paladin. Though their will is predominantly controlled by the God of Death, some knights can break free from from his control and go off on their own. Even though they can break free of his will, their favor for anger and bloodshed over peace and control dominates their state of mind. Dark Knights on their free will are often found alone or in pairs, living life in secrecy or as a criminal/vigilante. Players can decide to start level 1 as a Paladin and slowly turn into a Dark Knight but if you're starting out as a level 3+, it's perfectly fine to begin as a Dark Knight. Class Stats Dark Knights can wear Heavy Armor and Shields as well as Medium Armor. Dark Knights gain +3 to Physical. Dark Knights have the ability to transform into their Dark Knight form, granting them a twisted version of their weapon(s) and a temporary set of Dark Knight Armor once per day . Dark Knight Armor: +8 bonus. +1 to HP/level. Weapon Transformation: +1 on attack rolls per every 3 levels. If this skill is sustained for longer than 1 1/2 minutes or 6 combat rounds, the power of darkness will become unbearable and start applying negative pressure to the body. Once this happens, every round, the Dark Knight will take 20% total HP damage per round until it's canceled, requiring the Dark Knight to sacrifice their turn to stop the transformation and recuperate from the stress. This leaves the Dark Knight in a helpless state for one round. Once the transformation has ended, the Dark Knight loses all his/her buffs from the transformation and returns to normal. Dark Knight Abilities Though Dark Knights cannot use divine abilities, they can use abilities when they're in their Dark Knight form. Active Abilities Soul of Chaos: What allows the Dark Knight to transform. This will have it's own section below. Control of Darkness: The Dark Knight can control animals or evil entities within 10 feet. for 1 minute/level. The mana cost scales with your level. (lvl 3 dark knight would cost spell lvl 3 in mana). The Dark Knight can control a target less than his/her level. If he/she attempts to control a target equal to or above, a [DC of 16 + levels above the Dark Knight] check is needed. Meaning anything 4+ levels above need a natural 20 to succeed. Passive Abilities Body of Chaos: This skill strengthens the body by drawing powers from inner darkness. This skill allows one to become a Dark Knight with immense strength and high level of balance. +1 to Physical per every 3 levels. Hands of Chaos: This skill strengthens the techniques and skills by drawing powers from inner darkness within one's hands. This skill allows one to become a Dark Knight with immense dexterity and destructive level of injury rate on others. +1 to DEX and Subterfuge per every 3 levels. Mind of Chaos: This skill increases the level of intelligence by drawing powers from inner darkness lodged in one's head. This skill allows one to become a Dark Knight with immense intelligence and destructive level of critical hit. +1 to knowledge per every 3 levels. Now critical hits on a natural 19 or 20. Dark Heavy Standard: The true power of Dark Knight stems from utilizing the armor that protects his/her body with the aid of one's will. Dark Knight receive -3 to melee damage per every 3 levels. When hit by a melee attack, the Dark Knight can roll 1d10. On a result of 9 or 10, negate all damage. Dark Natural Shield: The true power of Dark Knight stems from utilizing the armor that protects his/her body with the aid of one's will. Dark Knight receives -3 to ranged damage per every 3 levels. (This excludes magic attacks) Dark Mana Deflector: The true power of Dark Knight stems from utilizing the armor that protects his/her body with the aid of one's will. The Dark Knight takes 50% (rounded down) less damage from spells (Cannot defend against spells equal to or higher than your level in spell level). The 50% of damage subtracted is instead removed from your mana pool rather than your HP. Soul of Chaos The Soul of Chaos is what gives the ability of transformation for Dark Knights. At the start of level 3, a Paladin, if is mentally ready, can become a Dark Knight. As soon as this happens, they obtain the Soul of Chaos. Each Dark Knight goes through ranks in power: Level 3: Dark Knight Level 6: Black Knight Level 9: Chaos Knight Level 12: Demise Knight Each 3rd level, as marked in the abilities that a Black Knight has, increase in power until lvl 12. Soul of Chaos has no mana cost to use! Upon reaching lvl 6 with the Soul of Chaos, the Dark Knight can choose 1 passive per 6 levels (up to 2 at a time) to have even while not in transformation. Death Death works differently for Dark Knights than it does for any other class. When a Dark Knight dies, they have the chance to take revenge on his/her killer as a gift of service from Grapha. When a Dark Knight dies, they enter Final Demise. Final Demise Final Demise grants the Dark Knight full HP and full mana. Also, every stat AND skill is boosted by +10. Dark Knights also gain +20 to attack rolls and +10 to all damage. Dark Knights also gain 1 more active ability: Armageddon. After 2 minutes or 8 combat rounds have passed, the Dark Knight succumbs to the overwhelming darkness and rage, destroying his/her body completely leaving nothing left. Armageddon: In a furry of rage and desperation, the Dark Knight releases every ounce of dark power and rage into one final attack. The target can ONLY be the creature/being that killed you. This spell cannot be dodged and can hit allies. In a straight line up to 30 feet in front of the knight, deal 10d100 in damage. After, the Dark Knight perishes and fades from existence.