The pious Ishgardian clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations. None dare to administer justice to these sacrosanct elite residing outside the reach of the law. 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. Pariahs in their own land, they are known by many as “dark knights.” These sentinels bear no shields declaring their allegiance. Instead, their weapons act as beacons to guide the meek through darkness.
Class Traits
Role: Defender.
Power Source: Martial, Limit Break.
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 10 + Constitution modifier
Trained Skills: Intimidate. From the class skills list below, choose three more trained skills at 1st level: Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Religion (Int).
Class Features: Darkside, harm touch.
Class Features
All of the following are class features of the dark knight.
Harm Touch
Using the harm touch power, dark knights can hurt and weaken an enemy with a simple touch.