Darksong Knight

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Talwyn Aureliano
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Darksong Knight

Postby Talwyn Aureliano » Sat Jul 10, 2010 10:06 am

[blows the dust off an old scroll found at CandleKeep]


Waaaay back in 2004 I posted this bit of Lore over on CK which had originated here, posted by a person named Deimos.


Darksong Knight

The Darksong Knights are an elite order of Eilistraeen crusaders active of late in South beneath the lands of ancient Ilythiir. Composed entirely of crusaders and warrior/priests, each members of this order is expected to devote her life to the furthering of the Dark Maiden's ethos, and in particular, the destruction of the Abyss-spawned yochlol, also known as the handmaidens of Lolth.
Hit Die: d10

Requirements

To qualify to become a Darksong Knight, a character must fulfill the following criteria.
Race: Elf or half-elf.
Base Attack Bonus: +5
Skills: Knowledge (religion) 4 ranks, Perform (dance) 4 ranks.
Feats: Weapon focus (any sword), Combat reflexes.
Spells: Able to cast 1st-level divine spells.
Patron: Eilistraee.

Class Skills

Balance (Dex), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (underdark, local), Perform (Cha), Profession (Wis), Survival (Wis) and Tumble (Dex).

Skill Points Per Level: 2 + Int modifier

Abilities

Lvl BAB Fort Ref Will Special Spells/Day
1 +1 +2 +0 +0 Soul Strike 1/day
2 +2 +3 +0 +0 Eilistraee's blessing
Turn Arachnid Creature*
3 +3 +3 +1 +1 Maiden's favor +1 Divine
4 +4 +4 +1 +1 Eilistraee's fury 1/day
5 +5 +4 +1 +1 Sword dance
Webwalk
6 +6 +5 +2 +2 -- +1 Divine
7 +7 +5 +2 +2 Eilistraee's fury 2/day
8 +8 +6 +2 +2 Moonblade
9 +9 +6 +3 +3 -- +1 Divine
10 +10 +7 +3 +3 Transcendence
Eilistraee's fury 3/day

Class Features

Weapon and Armor Proficiency: Darksong Knight is proficient with all simple and martial weapons, with all types of armor, and with all types of shields except tower shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble.

Spells per Day/Spells Known: At every third Darksong Knight level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a Darksong Knight, the player must decide to which class to add each Darksong Knight level for the purpose of determining spells per day, spells known, and overall caster level.

Soul Strike (Su): Beginning at 1st level, Darksong Knight can attempt a soul strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage in addition to his regular damage. The target may attempt a Fortitude save (DC 10 + Darksong Knight level + Cha modifier) to halve the Constitution damage. This ability is usable once per day, and can be used versus evil aligned creatures only.

Eilistraee's blessing (Su): At 2nd level and above, a Darksong Knight receives a divine bonus on all saving throws equal to his Cha modifier.

Turn Arachnid Creature* (Su): At 2nd level Darksong Knight can turn arachnid creatures. The Darksong Knight can attempt to turn spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of level equal to his Darksong Knight level for the purpose of turning checks and turning damage.

Sword Dance (Su): At 5th level Darksong Knight can attune himself to a particular sword. Once attuned to the sword he may use it as if it had dancing property. He may use this ability a number of times equal to his charisma modifier. The ability itself lasts for four rounds.

Eilistraee's Fury (Su): Beginning at 4th level, a Darksong Knight may attempt to deliver extra damage with one normal melee attack. He adds his Cha bonus to his attack, and deals 1 extra point of damage per Darksong Knight level. For example, an 8th level Darksong Knight armed with a bastard sword, with Cha score of 18 adds +4 to his attack bonus, and deals 1d10+8 points of damage, plus any additional bonuses (for high Strength, magical effects, or the like) that would normally apply. This ability is usable once per day at 4th level, twice per day at 7th level, and three times per day at 10th level, and only versus evil aligned creatures.

Maiden's favor (Su): At 3rd level, Darksong Knight gains this special ability for up to 1 min/KoE lvl. While this ability is active, the character can climb on surfaces as if subjected to a spider climb spell, he is also under affect of nondetection spell, and he receives a +4 insight bonus on Hide and Move Silently checks.

Webwalk (Su): At 5th level Darksong Knight gains ability to ignore all hindrances caused by passing trough arachnid’s webs, or web spell. This ability can be used 1 round/KoE level/day; it activates automatically when needed, and deactivates when not needed.

Moonblade (Sp): At 8th Darksong Knight can choose, as a free action, whether he wants his sword to function as an ordinary sword or as a moonblade spell (as cast by a cleric of his KoE level). This ability can be used a number of rounds equal to KoE level per day, none of which need to be consecutive.

Transcendence: At 10th level Darksong Knight becomes a creature blessed by Eilistraee, transcending his mortal body and becoming a divine creature (i.e. native outsider). His type changes to “outsider (native)”, which means he is forevermore treated as an outsider rather than humanoid. For instance charm person does not affect him, but he can be affected by spells such as banishment.

*Arachnid creatures Darksong Knight can turn:

Drider Vampire
Wraith Spider
Chwidencha
Aranea
Bebilith
Drider
Ettercap
Phase Spider
Monstrous Spider
Retriever
Spider Swarm
Neogi
Shadow Spider
Spellgaunt
Chitine
Cholndrith
Myrolochar
Subterranean Spider (Hairy and Sword)
Yochlol



Here is a NWN friendly version of the Darksong Knight:

Darksong Knight
The Darksong Knights are an elite order of Eilistraeen crusaders active of late in South beneath the lands of ancient Ilythiir. Composed entirely of crusaders and warrior/priests, each members of this order is expected to devote her life to the furthering of the Dark Maiden's ethos, and in particular, the destruction of the Abyss-spawned yochlol, also known as the handmaidens of Lolth.

Requirements: Lore: 4 ranks, Perform: 4 Ranks; Weapon Focus: (any sword), Lightning Reflexes; Must have a Base Attack Bonus of +5 or higher; Must be able to cast 1st level Divine Spells; Must be an Elf or Half-Elf

Hit Dice: D8
Class Skills: (all Bard skills)

Skill points at each level: 2 + Int modifier
Lvl BAB Fort Ref Will Special
1 +1 +0 +2 +1 Soul Strike
2 +2 +0 +3 +1 Eilistraee’s Blessing
Turn Vermin
3 +3 +1 +3 +1 Maiden’s Favor
+1 Divine caster level
4 +4 +1 +4 +2 Eilistraee’s Fury 1/Day
5 +5 +1 +4 +2 Webwalk
Favored Enemy: Vermin
6 +6 +2 +5 +2 +1 Divine Caster Level
7 +7 +2 +5 +3 Eilistraee’s Fury 2/Day
8 +8 +2 +6 +3 Moonblade
9 +9 +3 +6 +3 +1 Divine Caster Level
10 +10 +3 +7 +4 Transcendance
Eilistraee’s Fury 3/Day

Class Features
All of the following are class features of the Darksong Knight prestige class.

Weapon and Armor Proficiencies: A Darksong Knight is proficient with all simple and martial weapons, with all types of armor, and with all types of shields.

Bonus Feats: Bonus feats can be from any standard (available to all) feats

Divine Caster Level: At levels 3, 6, and 9, a Darksong Knight gets a +1 bonus to his Divine Spellcasting level

Soul Strike: A Darksong Knight can attempt a soul strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage in addition to his regular damage. The target may attempt a Fortitude save (DC 10 + Darksong Knight level + Cha modifier) to halve the Constitution damage (1d6). This ability is usable once per day, and can be used versus evil aligned creatures only.

Eilistraee’s Blessing: A Darksong Knight receives a divine saving throw bonus equal to his Charisma modifier.

Turn Vermin: A Darksong Knight may spend one of his Turn Undead attempts and use it to Turn Vermin, the turn attempt is treated as a cleric of level equal to his Darksong Knight levels for the purpose of turning checks and turning damage.

Maiden's favor: A Darksong Knight gains this special ability for up to 1 min/DK lvl. While this ability is active, he is under affect of the Sanctuary spell, and he receives a +4 insight bonus on Hide and Move Silently checks.

Eilistraee's Fury: A Darksong Knight may attempt to deliver extra damage with one normal melee attack. He adds his Cha bonus to his attack, and deals 1 extra point of damage per Darksong Knight level. For example, an 8th level Darksong Knight armed with a bastard sword, with Cha score of 18 adds +4 to his attack bonus, and deals 1d10+8 points of damage, plus any additional bonuses (for high Strength, magical effects, or the like) that would normally apply. This ability is usable once per day at 4th level, twice per day at 7th level, and three times per day at 10th level, and only versus evil aligned creatures.

Webwalk: A Darksong Knight gains ability to ignore all hindrances caused by passing trough arachnid’s webs, or web spell. (I.E, Spell Immunity: Web)

Favored Enemy: Vermin: As NWN Feat

Moonblade: A Darksong Knight can choose, as a free action, whether he wants his sword to function as an ordinary sword or as a moonblade spell (as cast by a cleric of his Darksong Knight level). This ability can be used a number of rounds equal to Darksong Knight level per day, none of which need to be consecutive. (note: I have no idea what the Moonblade Spell is or what it does, so I do not know if it is applicable/usable in NWN)

Transcendence: A Darksong Knight becomes a creature blessed by Eilistraee, transcending his mortal body and becoming a divine creature (i.e. Outsider). His race changes to Outsider which means he is forevermore treated as an outsider rather than humanoid. For instance charm person does not affect him, but he can be affected by spells such as banishment.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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