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Tuesday May 04, 2004 |
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Thousands of years ago, farther back than anyone’s records go, there were twelve men dedicated to preserving a dying heritage of honor, loyalty, valor and prestige. These twelve men committed their lives to this preservation, and through self-sacrifice and extreme discipline, formed an organization known simply as The Order of the Twelve. Each adopted a color guard for his own—maroon, gray, black, white, forest, navy, violet, auburn, silver, gold, maize & sienna—and through their union established a community of close-knit fellowship and watch care. Through dedicated training and a strict adherence to all things lawful and orderly, these twelve men were able to develop unique extraordinary and supernatural abilities. They called themselves Darknights, and began what has become the longest-lived tradition of the rarest of monkish orders, the most feared and respected order of men and women who ever walked the Prime Material. There are only twelve darknights in existence at any given time, and there are always twelve, one from each Order. Each darknight possesses from first level onward an heirloom katana, passed down through the generations from the original darknight of old. Each of these twelve katanas was fashioned by the forefathers (with the aid of an arch-wizard, it is rumored), and each of them is very different. No method is known whereby they may be reproduced, for they are artifacts that increase with power as its runes activate according to the personal strength or accomplishments of its wielder. They are closely guarded by the spirits of the forefathers; should anyone find such a sword, he can be certain that a darknight is closely on his heels to destroy him for bearing the blade unworthily. When a darknight dies, whether from normal combat or from old age, his soul departs to his ancestral mountain within the cogs of Mechanus, adding his strength to the family line, further empowering the descendents of darknights to follow. His calling is then passed to another of the same lineage and order who has proven himself worthy to bear the mantle. Should a darknight ever despise the Code of his Order, one or more of his fellow darknights will soon confront him in the mighty and fearsome Ancestral Battle. In these extremely rare battles, the entire lineage of the darknights in combat stakes its existence on a victory. The winner stands and the loser is erased from history and memory entirely, he and all his ancestry up to but not including the original forefather. The entire line is wiped out, their mountain crumbles and the katana is immediately passed to another. The twelve darknights are scattered across the globe, involving themselves in intrigues of every stripe, always setting chaos in order. They are sometimes called upon to help each other in a particular monumental cause, and sometimes their paths will cross “coincidentally.” The darknight acts independently of the others, according to his understanding of his Order. They may be found in the courts of kings, serving as bodyguards; accompanying dignitaries on cross-country excursions; ruling lesser towns as mayor. Some are never actively seen during their lifetime. Sometimes they will interact with adventurers to lend support to their travels, gaining experience and wealth while serving his ancestors. To be approached by a darknight is always an omen, either for good or for ill. Adventures: A darknight adventures because he is called to; he goes where he is sent, seeking to set chaos aright wherever he finds it. He travels not until he is called to move, and sometimes that means he never travels, but more often it means he travels farther than his allies are willing to go. No darknight seeks adventure for excitement or for personal glory or riches. Each sees himself as a servant, not only of his ancestry, but also of the world, and pursues only those goals that enrich the order of the world while furthering the cause of his Order. Characteristics: By combining the strength and battle prowess of warriors (with specialization in martial arts), the agility and disciplined dedication of monks, and the cunning craftiness and infiltration skills of rogues, the darknight is a skilled opponent in nearly every situation. Dressed in traditional matte black linens with only his sword and a few small decorations to indicate of which color guard he belongs, a darknight is an imposing figure. Stealth, grace and agility are natural, along with a well-honed physique. Their words are few, their eyes ever searching, their feet silent and their hands are deadly, whether with weapon or not. Alignment: All darknights are lawful, each following to the letter the Code of his Order. All twelve Orders avoid the messy ethos of a good cause versus an evil one, and strive for neutrality between the two. However, the Black, Forest, and Maize Orders admittedly have a bent toward establishing good, while the White and Violet Orders lean sometimes a little too closely toward evil for the others’ comfort. Religion: No darknight worships a god of the pantheon, though some give tacit acknowledgement of his existence and power, especially when spending long months with a cleric. The religion of the darknights is a strict adherence to ancestry, drawing inspiration, direction, and even raw power from his lineage. The darknight’s ancestors are not actually worshipped; they are only revered as the creators of the Orders, and each darknight aspires to join his ancestors atop the Ancestral Mountain on the ever-turning cogs of Mechanus in time. Background: Darknights are chosen to carry their lineage. They show a propensity for handling the calling before being chosen, but are given the right to reject that call. The one who accepts has his life altered forever, as he is given the heirloom katana and is commissioned to continue the ancestral line with sincerity. Races: Only humans may be darknights, for the Orders were begun by humans, and there has been no cross-breeding or extensions of privileges to other races (though the Maize order has come close to admitting dwarves a few times). Other Classes: The darknight freely associates with any other class. He lends his undying support to whatever cause the party may be on, so long as it also supports his mandate. Quite naturally, most other classes stand in awe of the prowess and abilities of the darknight. This might lead some to fear, envy or hatred, but generally most other classes are eager to cooperate, sensing that the darknight is strong enough to take care of himself and a few others besides. Rogues especially like to befriend a darknight in hopes of learning how he does those amazing things that he does. Fighters equally like to have a darknight fighting alongside them. Abilities: None of the darknight’s abilities can be underestimated. Each is equally important. Strength for the battle, Dexterity for accuracy and avoiding damage, Constitution for taking the damage dealt and resisting poisons, Intelligence for maximizing his many skills, Wisdom for knowing when to duck under the flailing sword and for discerning the weighty matters of the world, and Charisma for dealing well with men. Hit Die: d10 Restrictions/Requirements: At least two abilities must be 16+. Cannot multi-class with any other class; MUST stand alone. Skill Points/Level: At first level: (6+INT mod) x4 (+4). Thereafter: 6+INT mod (+1) per level. Skills: Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, and Use Rope. Starting Gold: 5d4. Armor & Weapon Proficiencies: The darknight is proficient with all simple and martial weapons and all light armor (but not shields). Further, he proficient with the katana, the exotic weapon he receives at 1st level, and the bodysuit, an exotic set of light armor he receives at a later level. Like a monk, the darknight receives his WIS bonus (if any) to his Armor Class score, but this bonus is halved when wearing the bodysuit and negated entirely if wearing other armor.
The Darknight’s Table
The Katana: The darknight’s katana begins with a new owner as a masterwork weapon with select special abilities, which depend on the katana’s origin. All katanas begin with no enhancement bonuses (except the normal +1 bonus to hit from being masterwork), but as the darknight gains levels, the katana gains enhancement bonuses at the rate of +1 per four experience levels, becoming a +1 weapon at 4th level, +2 at 8th level, etc. This progression occurs regardless of the darknight’s lineage or any other functions that may manifest during the darknight’s career, unless the manifestation is a particular enhancement bonus (“…becomes a +3 weapon…”). In-born Trait: One of the abiding characteristics of a darknight is a unique ability he possesses from birth. This often distinguishes him as a potential choice for continuing the line of darknights of his order, though this certainly does not guarantee it. Hardly all the posterity of the original Twelve are rightful darknights of their order, but those who are chosen to bear this responsibility are inherently gifted. This in-born ability is chosen at random by rolling a d12, from the following, or one may be adapted for particular use by the DM (and should be comparable in benefit to those given): 1-Aura of the Shadows: becomes difficult to see in shadows…x2 inherent bonus to Hide checks. 2-Skin of the Dragon: tough (but not scaly) skin…+4 natural armor bonus to AC. 3-Eyes of the Deep: sees even in the darkest of situations…darkvision 90 feet 4-Life of the Celestials: internal flow of positive energy…regenerates 2 HP/round, but cannot re-grow severed limbs 5-Breath of the Ocean: dual method of aspiration…breathe water at will, as per the spell 6-Hands of the North: innate coldness of skin…fire resistance 10 7-Walk of the Clouds: feet always grounded…electricity resistance 10 8-Heart of the Flames: inner heat…cold resistance 10 9-Ears of the Wind: hear the slightest of sounds…x2 inherent bonus to Listen checks 10-Feet of the Spirits: lightest of footfalls…x2 inherent bonus to Move Silently checks 11-Tongue of the Gods: speak any language…must first hear it for 24 hours cumulative before knowing it 12-Mind of the Arcane: magical ability…two at-will spell-like abilities of zero-level, arcane or divine These are the in-born abilities. There is no correlation between these abilities and the twelve darknight orders, and none should be attempted. The DM is free to invent other in-born abilities to include in this list, but no darknight has more than one, nor can he develop others during his lifetime. They are purely inherent traits from birth, untaught, untrained, and unlearned. Sneak Attack: Any time a darknight’s target would be denied his DEX bonus to AC or when the darknight flanks the target, the darknight deals extra damage. This damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the darknight score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attack if the darknight is within 30 feet. Sneak attacks only work on creatures with a discernable anatomy or true “vital spots.” Unarmed Strike: Darknights are highly trained in fighting unarmed, and deal more damage than normal when they do so. A darknight’s unarmed strike does not provoke attacks of opportunity from armed opponents. The attacks may be with either fist interchangeably or even from elbows, knees and feet. There are no penalties for “off-hand” attacks. If fighting with a one-hand weapon, the darknight suffers the standard penalties for two-weapon fighting, but gains an extra attack. NOTE: It is highly recommended that the player make use of the various martial arts maneuvers given in the Oriental Adventures campaign setting, or any other source where these tactics are explained. Stunning Fist: A darknight can stun a creature by his unarmed attack. This ability can be used once per round, but no more than once per level per day. The darknight must declare that he is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the stunning attack must make a Fortitude save (DC 10 + ½ the darknight’s level + WIS modifier) in addition to receiving normal damage. If this save fails, the foe is stunned for 1 round. A stunned creature can’t act and loses any DEX bonus to AC, while attackers get a +2 bonus to attack. Creatures immune to critical hits cannot be stunned. This is a supernatural ability. Weapon Focus, Katana: At 2nd level, the darknight focuses in his katana, gaining a +1 bonus to attack rolls. Uncanny Dodge: Starting at 2nd level, the darknight can react to danger before his senses would normally allow him to do so. He retains his DEX bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his DEX bonus if immobilized. Evasion: Beginning at 2nd level, if the darknight is exposed to any effect that normally allows a Reflex save for half damage, he takes no damage with a successful save. This extraordinary ability can only be used if the darknight is wearing light armor or no armor. Bodysuit: Besides his fearsome katana, the darknight is distinguished by a peculiar type of “armor” that is found mainly amongst the warriors of the Order of the Twelve (darknights are not the only ones who possess this armor). The bodysuit traditionally doled out at 3rd level is given by a fellow darknight of a much higher level in a solemn and private ceremony. This bodysuit grants a d4+1 armor bonus, is light armor, carries no armor check penalty, a maximum DEX bonus of 8, a 10% chance of spell failure (not really an issue), and weighs 15 pounds. Further, the WIS bonus a darknight receives to his AC is halved while wearing the bodysuit. Should a bodysuit ever be found, it fetches a market price of at least 20,000 gp due to it’s amazing qualities and inherent rarity. Should this bodysuit ever be lost or destroyed, it is NOT replaced by the Order, but the darknight must continue without it, possibly wearing some other form of light armor (and negating entirely his WIS bonus to AC). Fast Movement: At 3rd level and higher, a darknight moves faster than normal, as shown in the table. A darknight in any armor (but not his bodysuit) or carrying a medium or heavy load loses this extra speed. From 10th level on this ability is actually a supernatural ability. Slow Fall: At 4th level, a darknight within arm’s reach of a wall (or other suitable climbing surface or structure) can use the wall to slow his descent. The darknight takes damage as if the fall were 20 feet shorter than it actually is. His ability to slow his fall (that is, to reduce the effective height of the fall when next to a wall) improves with his level until, at 20th level, the darknight can use a nearby wall to slow his descent and fall any distance without harm. Weapon Specialization, Katana: At 4th level, the darknight specializes in his katana, gaining a +2 bonus to damage. Improved Uncanny Dodge: A darknight of 5th level or higher can no longer be flanked; he can react to foes on either sides of him as easily as he can react to a single attacker. This defense denies a foe the ability to sneak attack the darknight by flanking him, unless the foe is at least four class levels higher in the class with the sneak attack ability. Improved Evasion: At 6th level, the darknight’s evasion ability improves. He still takes no damage on a successful Reflex save against attacks such as dragon’s breath or a fireball, but henceforth he only takes half damage on a failed save. Greater Weapon Focus: At 6th level, the darknight further focuses in his katana, gaining an additional +1 bonus to attacks. Trap Sense: At 8th level, the darknight gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 bonus to AC against attacks made by traps. These bonuses increase by an additional +1 every three levels thereafter. Greater Weapon Specialization, Katana: At 8th level, the darknight’s skill with his heirloom katana improves such that he gains an additional +2 to damage with the weapon. Special Ability: Beginning at 9th level (and then at 13th, 16th, and 19th levels), the darknight’s training manifests in special supernatural or extraordinary abilities, powers imparted partially through rigorous self-discipline and partially through the aid of his ancestral lineage. The darknight may choose from the following abilities: Crippling Strike: A darknight with this extraordinary ability can sneak attack foes with such precision that his blows weaken and hamper them. When the darknight damages a foe with a sneak attack, that foe also takes 1 point of STR damage. Ability points lost to damage return on their own at the rate of 1 point per day. Defensive Roll: The darknight can roll with a potentially lethal blow to take less damage from it. Once per day, when he would be reduced to 0 hit points of less by damage in combat (from a weapon or other blow, not a spell or special ability), the darknight can attempt to roll with it. He makes a Reflex save (DC = damage dealt) and, if successful, takes only half damage from the blow. He must be aware of the attack to react to it in this way. Evasion or Improved Evasion does not apply to a defensive roll. Diamond Body: The darknight is in such control of his own metabolism that he gains immunity to poison of all kinds. This is a supernatural ability. Diamond Soul: The darknight gains spell resistance. His SR score is equal to his level +5. In order to affect the darknight with a spell, a spellcaster must roll the darknight’s spell resistance or higher on a d20 + the spellcaster’s level. Purity of Body: The darknight gains control over his immune system, gaining immunity to all diseases except for magical diseases such as mummy rot and lycanthropy. Self-induced Catalepsy: The darknight can slow his metabolism to the extent that he appears dead. This is often sufficient to make many creatures leave him alone. It effectively halts the progress of diseases and poisons that are in the darknight’s system. It also halts the bleeding of wounds from wounding weapons and stays the need for a Fortitude check against energy drains. The self-induced catalepsy lasts for up to 10 minutes per darknight level, and the length of catalepsy must be determined before slipping into the coma. Nothing short of taking damage can wake the darknight from this slumber; no amount of noise or jostling will cause him to arise. When the pre-determined duration ends, the darknight rises and all on-going effects resume their course, if they have not been dealt with. Shadow Images: As Mirror Image, except that the images are non-magical; they are manifestations of his ancestral spirits. The darknight gains 1 image per 3 levels and may enact this spell-like ability once per day. Skill Mastery: The darknight selects a number of skills equal to 3 + his INT modifier. When making a skill check with one of these skills, the darknight may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use the skill reliably even under adverse conditions. The darknight may gain this extraordinary ability multiple times, selecting additional skills for it to apply to each time. Speak with Mount: The darknight gains the supernatural ability to converse with his mount. This ability grants a +4 bonus to Ride checks and allows the darknight to take his mount into places an animal normally would not go. The mount’s AC increases by 2, and the darknight gains use of the Alertness feat while mounted. Still Mind: The darknight gains a +2 bonus to saves against spells and effects from the Enchantment school, since his meditation and training enable him to better resist mind-influencing effects. Tongue of the Sun and Moon: The darknight can speak the language of any living creature. Wholeness of Body: The darknight can cure his own wounds. He can cure up to twice his current level in hit points each day, and he can spread this healing out among several uses. This is a supernatural ability. Non-detectable: At 10th level, the darknight gains the ability to blend into crowds, affecting creatures’ minds such that they do not notice him. He doesn’t actually change appearance or even disappear, but those who may be looking for him simply pass right over him. This is a mind-affecting spell-like ability. A Willpower save against this effect (DC 10 + ½ the darknight’s level + WIS modifier) negates the effect, and the creature sees the darknight normally. This ability will not work if he is alone in a generally empty area; it is not invisibility. The darknight must be in a crowded area, though the “crowd” need not necessarily be composed of people; it might be trees, shipping crates, furniture, etc. Improved Bodysuit: By 11th level, the darknight’s training as improved such that he gains the use of an improved bodysuit, handed him in a similar method as his first bodysuit. The improved bodysuit has an armor bonus of +(2d4+2), and grants 1-2 spell-like abilities that function once or twice per day, each at the DM’s discretion. Otherwise, it is in all other ways identical to the lesser bodysuit. Market price for such an item is generally around 80,000 gp due to its highly desirable qualities and inherent rarity. Should this bodysuit ever be lost or destroyed, it is NOT replaced by the Order, but the darknight must continue without it, possibly wearing some other form of light armor (and negating entirely his WIS bonus to AC). Quivering Palm: This terrifying attack allow the darknight to set up vibrations within the body of another creature that can then be fatal if the darknight so desires. He can use this attack once per week, and must announce his intent before making the attack roll. Creatures immune to critical hits and those without discernable anatomies or “vital spots” are not affected by the quivering palm attack. The darknight must be of a higher level (or HD) than the target. If he strikes successfully (unarmed strike) and the target takes damage from the blow, the quivering palm succeeds. Thereafter the darknight can choose to attempt to slay the victim at any later time within 1 day/level. He merely wills the target to die (a free action), and unless the target succeeds at a Fortitude save (DC 10 + ½ darknight’s level + WIS modifier), it dies. If the save is successful, the target is no longer in danger from that particular quivering palm attack, but may be affected by another one at a later time. Quivering palm is a supernatural ability. Living Sword: Beginning at 14th level, the darknight may employ once per day the supernatural ability to infuse the essence of himself into his katana, enlivening its attacks. For three rounds, all the darknight’s attacks are made at his highest attack bonus, including any attacks of opportunity or extra attacks granted by feats (like Improved Trip). After this infusion, the darknight becomes exhausted. Breath of the Dragon: At 18th level, the darknight gains the extraordinary ability to enact a flurry of blows (as the monk) with his katana. This effectively grants him an extra attack in the round at his highest bonus, but all attacks are at –2 to hit. This ability may be used once per level per day, but only once per opponent. Perfect Self: At 20th level, the darknight has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. He is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. The darknight gains damage reduction 20/+1. As an outsider, the darknight is subject to spells that repel enchanted creatures, such as Protection from Law. These benefits are as the monk’s Perfect Self ability. At some point within the year of reaching 20th level, the darknight almost certainly seeks “retirement,” acknowledging the potential of another of his order, and becoming a mentor. Sooner rather than later, he will settle down, marry, and carry on the lineage of his forefathers. This is the desire of his heart, to see the furtherance of his line. There may be plenty of adventuring at 20th level, but his desire shifts to things domestic rather quickly.
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