Special | |||||
Improved Mount (1 extra trick), Sneak Attack (+1d6), Fallen Knight | |||||
Improved Mount (1 extra trick, +1 hit die), Burden of Armor, Improved Fast Mount | |||||
Improved Mount (2 extra tricks, +1 hit die), Merciless (+2) | |||||
Improved Mount (2 extra tricks, +2 hit die), Trample | |||||
Improved Mount (3 extra tricks, +2 hit die), Sneak Attack (+2d6) | |||||
Improved Mount (3 extra tricks, +3 hit die), Improved Feint | |||||
Improved Mount (4 extra tricks, +3 hit die), Merciless (+4) | |||||
Improved Mount (4 extra tricks, +4 hit die), Invoke Fear | |||||
Improved Mount (5 extra tricks, +4 hit die), Sneak Attack (+3d6) | |||||
Improved Mount (5 extra tricks, +5 hit die), Mow down the Line |
Weapon and Armor Proficiency: simple weapons, martial weapons, light armor, medium armor, heavy armor, shields, tower shields Sneak Attack (EX) - If a black knight can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The black knight's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the black knight flanks his target. This extra damage is 1d6 at 1st level, 2d6 at 4th level, and 3d6 at 9th level. Should the black knight score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a black knight can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A black knight can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The black knight must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A black knight cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. If the black knight has other classes that grant the sneak attack ability then they stack. Fallen Knight - A knight who meets the requirements to become a black knight can trade all of his knight level for black knight levels. For example, a fighter 10/knight 5 could become a fighter 10/black knight 5. Improved Mount (EX) - A mount that spends time training with the black knight becomes bonded to him. A black knight can only have one improved mount at a time. Only an animal large enough to carry the black knight can become his improved mount (magical beasts, dragons, and other creature types cannot become improved mounts). The animal, usually a horse, must spend one week with the black knight, both doing nothing but training. An improved mount gains the listed extra tricks and bonus hit die. Note that extra hit die also increase the animal's base attack bonus and saving throws. As the black knight gains levels, the improved mount gains these benefits automatically. Only new mounts need to be trained to gain the benefits. Burden of Armor (EX) - While wearing armor, the black knight's Maximum Dexterity bonus improves by +1, and the black knight's armor check penalty is reduced by 1. This ability applies only to armor, not to shields. Improved Fast Mount (EX) - The black knight can mount his steed as a free action. The black knight no longer needs to use the Ride skill to attempt a fast mount and can do so even if he can’t perform a move action (see the Ride skill, page 80 core rulebook I). This ability has no effect on a fast dismount. Merciless (EX) - The black knight gains the listed bonus to attack rolls against creatures that are dazed, dazzled, disabled, entangled, frightened, helpless, nauseated, panicked, prone, shaken, sickened, staggered, or denied their Dexterity bonus to Armor Class. Trample - The black knight gains the Trample feat. Improved Feint - The black knight is treated as having the Improved Feint feat, even if he does not have the normal prerequisites for that feat. Invoke Fear (EX) - Once per day, as a standard action, the black knight can present a menacing stance. This extraordinary ability has the same effect as the Fear spell. The DC is equal to the result of an Intimidate skill check. For caster level variables, use the black knight’s class level. Mow down the Line (EX) - As a full-round action, a mounted black knight can move a distance up to his mount's speed and can use his full iterative of attacks against opponents as he moves. Each attack must be against a different opponent and any extra attacks left over are lost. The black knight must move in a straight line and cannot cleave while performing this maneuver. Moving in this way provokes attacks of opportunity. |