![]() The dark knight’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex). ![]() Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Most of their abilities involve draining health from enemies. Role: In battle, dark knights use magicks to infuse their blades with the powers of darkness to strike down their enemies and defend their allies. Instead, their weapons act as beacons to guide the meek through darkness. Pariahs in their own land, they are known by many as “dark knights.” These sentinels bear no shields declaring their allegiance. Who, then, defends the feeble from the transgressions of those meant to guide and protect them? A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. ![]() None dare to administer justice to these sacrosanct elite residing outside the reach of the law. ![]() Yet even the holiest of men succumb to the darkest of temptations. The pious Ishgardian clergy guide the flock, and the devout knights protect the weak. ![]()
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