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castfromhp

FFd6 Dark Knight redux

Apr 25th, 2013
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  1. Dark Knight
  2.  
  3. HP: 18
  4. MP: 2
  5. ACC: 2
  6. AVD: 4
  7. Skill Points: 20
  8.  
  9. Weapons: Blade, Brawl, Huge
  10. Armor: Heavy
  11. Magic School: Black
  12.  
  13. Spell Rank Levels Obtained
  14. Novice: 1, 2, 3, 4
  15. Intermediate: 5, 6, 7
  16. Expert: 8, 10
  17. Superior: 12, 14
  18. Ancient: 15 (Scathe only)
  19.  
  20. Innate: Darkside
  21.  
  22. The Dark Knight may activate Darkside as an Instant Action and pay 25% of their maximum HP. If they do, their next physical attack deals 200% damage and has the shadow-strike property.
  23.  
  24. ---
  25.  
  26. Bad Blood
  27.  
  28. The Dark Knight gains absorbency to the Shadow element and is immune to instant-death effects.
  29.  
  30. Black Sky
  31.  
  32. The Dark Knight may activate Black Sky as an Instant Action, once per combat. The next time the Dark Knight casts Arise, Berserk, Bio, Blind, Curse, Drain, Melt, Poison, Scathe, Virus, or Zombie, it is treated as a Group spell instead of targeting only a single enemy.
  33.  
  34. Blight Blade
  35.  
  36. When activating Darkside, the Dark Knight may, instead of using Darkside's normal effect, add a [Status]-Touch property to their weapon for the attack, chosen from status effects they can inflict with spells they know. When activating [Status]-Touch with this attack, their attack does not suffer the usual 50% damage penalty. Blight Blade may be used a number of times per session equal to half of the Dark Knight's Force score.
  37.  
  38. Dark Wave
  39.  
  40. When activating Darkside, the Dark Knight may, instead of using Darkside's normal effect, make their next physical attack act as a Group Target attack that has the shadow-strike property. Dark Wave may be used a number of times per session equal to half of the Dark Knight's Force score.
  41.  
  42. Dread Gaze
  43.  
  44. With a single piercing stare, the Dark Knight strikes their target with supernatural fear. By activating Dread Gaze as an Instant action, the Dark Knight gives one target a -3 penalty to all rolls and their AVD score until the beginning of their next turn. Dread Gaze may only be used once per target per combat. Outside of combat, Dread Gaze penalizes the target's next Skill check, though it may have additional effects based on the situation as the GM merits. The Dark Knight may use Dread Gaze a number of times per session equal to half of their Force score. Immunity to the Fear status also protects a target from Dread Gaze.
  45.  
  46. Grand Malus
  47.  
  48. The Dark Knight may activate Grand Malus as an Instant action once per combat. They may then pick one of the following two effects, which becomes active for several (four) rounds. Either they gain the Virulent equipment property or their foes gain a -3 penalty to resist opposed rolls on status effects the Dark Knight attempts to inflict.
  49.  
  50. Last Resort
  51.  
  52. By activating Last Resort as an Instant Action once per combat, the Dark Knight loses all ARM and M. ARM and gains the Piercing and Imperil properties for several (four) rounds. If the Dark Knight had no ARM or M. ARM when activating Last Resort, they instead take 50% more damage from all attacks for the duration of the effect. While Last Resort is active, the Dark Knight may spend their HP as if it were MP.
  53.  
  54. Nether Void
  55.  
  56. The Dark Knight may activate Nether Void as an Instant Action once per session. The next time the Dark Knight casts a damaging spell, they may choose for the spell to deal Shadow damage instead of its normal element. If any targets of the spell were previously dealt damage by a Darkside-activated physical attack by the Dark Knight in the same combat, they take +2 damage steps from the spell and must roll a Force check to resist as if hit by the spell Virus.
  57.  
  58. Night Sword
  59.  
  60. By activating Night Sword as an Instant Action once per combat, the Dark Knight's next attack gains the following properties: Lucky, Zombie-Touch, and the choice of HP or MP Drain and becomes able to target enemies at a Long Range.
  61.  
  62. Souleater
  63.  
  64. By activating Souleater as a Standard Action, the Dark Knight creates an Elemental Field of Shadow that deals recurring Non-Elemental damage to the Dark Knight and all foes based on the chart on page 153. This damage may not be reduced or negated in any way.
  65. If the Dark Knight is at 50% or less HP while Souleater is active, they gain a +2 bonus to ACC and AVD. Souleater ends immediately if the Dark Knight is knocked unconscious or does not suffer the recurring damage. The Dark Knight may end Souleater at any time as an Instant action.
  66. Outside of combat, the Dark Knight gains a bonus at the GM's discretion to all shadow-related intuitive magic that they perform.
  67.  
  68. *Forceful Intentions no longer necessary with either Finesse or Force as skill cap determiner
  69.  
  70. ---
  71.  
  72. Limit Abilities
  73.  
  74. Amok
  75.  
  76. Once a session, the Dark Knight may activate Amok as a standard action to immediately make a consecutive sequence of Darkside-activated physical attacks until they would hit 0% HP. They are instead left at 1 HP and have the status effect slow inflicted on them for their next turn.
  77.  
  78. Dominate
  79.  
  80. Dominate may be activated at medium range as a standard action to make an opposed Force roll against one target. Upon success, the Dark Knight may spend three points of destiny to establish a Mark of Domination on the target. If the target is not familiar with the Dark Sword, they may not be aware of what has happened to them, but establishing the mark causes extreme discomfort and leaves an indelible physical mark - a scar, tattoo-like marking, etc. This allows the Dark Knight to always know the location of his target and grants a +3 bonus to ACC and AVD in combat against the target.
  81. Once per session as an Instant action, the Dark Knight may physically take control of the target's body. The Dark Knight may use the target's senses for this time period. The target is unaware of this control unless they are compelled to act in a way that is severely contradictory to their beliefs or normal behavior. Attempts to compel the target to inflict self-harm automatically fail. This control lasts for one round in combat or several minutes outside of combat.
  82. A Dark Knight may deactive their Mark of Domination at any time and may only have one target marked at a time. Removing a Mark of Domination requires a Paladin or White Mage of equal or higher level than the Dark Knight and a Force, Finesse, or Healing check greater than the original value rolled for the Mark. One attempt to remove the Mark may be done per day per qualified character.
  83.  
  84. Scarlet Delirium
  85.  
  86. Once a session, the Dark Knight may activate Scarlet Delirium as a Instant action. The Dark Knight immediately loses 1/3 of their maximum HP and may not heal this HP loss for the duration of Scarlet Delirium's effect. The Dark Knight adds half the difference between their maximum HP and current HP to the damage of all physical attacks and spells for the duration of Scarlet Delirium and may choose for any damage they deal to be done as Shadow damage. Scarlet Delirium ends if the Dark Knight is knocked unconscious and may be deactivated at any time as an Instant action.
  87.  
  88. ---
  89.  
  90. Legendary Accessory
  91.  
  92. *Undying Rage also prevents self-knockout from Souleater but negates the ACC/AVD for the Dark Knight's next round each time it does so
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