Skills: Balance, Concentrate, Hide, Intimidate, Jump, Knowledge(Religion), Listen, Move Silently, Ride, Spot, Sense Motive
2 + INT per level
Armor Proficiency: Light, Medium, Heavy armors
Weapon Proficiency: Simple and Martial Weapons + All Shields but Tower Shields
Level |
Base Attack |
Fortitude |
Reflex |
Will |
Special Abilities |
Spells |
|||
| 1 | +1 | +2 | +0 | +0 | Armament of the Desolate | - | - | - | - |
| 2 | +2 | +3 | +0 | +0 | - | - | - | - | |
| 3 | +3 | +3 | +1 | +1 | Strife-Blood, Spells | 0 | - | - | - |
| 4 | +4 | +4 | +1 | +1 | 0 | - | - | - | |
| 5 | +5 | +4 | +1 | +1 | Armament of the Desolate | 0 | - | - | - |
| 6 | +6/+1 | +5 | +2 | +2 | 1 | - | - | - | |
| 7 | +7/+2 | +5 | +2 | +2 | 1 | - | - | - | |
| 8 | +8/+3 | +6 | +2 | +2 | 1 | 0 | - | - | |
| 9 | +9/+4 | +6 | +3 | +3 | 1 | 0 | - | - | |
| 10 | +10/+5 | +7 | +3 | +3 | Armament of the Desolate | 1 | 0 | - | - |
| 11 | +11/+6/+1 | +7 | +3 | +3 | 2 | 1 | - | - | |
| 12 | +12/+7/+2 | +8 | +4 | +4 | 2 | 1 | 0 | - | |
| 13 | +13/+8/+3 | +8 | +4 | +4 | 2 | 1 | 0 | - | |
| 14 | +14/+9/+4 | +9 | +4 | +4 | 2 | 1 | 1 | 0 | |
| 15 | +15/+10/+5 | +9 | +5 | +5 | Armament of the Desolate | 3 | 2 | 1 | 0 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | 3 | 2 | 1 | 0 | |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | 3 | 2 | 1 | 1 | |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | 3 | 2 | 1 | 1 | |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | 3 | 3 | 2 | 1 | |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Armament of the Desolate | 3 | 3 | 2 | 1 |
If it is destroyed, a Knight of Desolation must spend 24 hours to recreate one piece of your Armament, if the player changes alignment to good they lose all benefits to the armament. If anyone else tries to wear a Knight of Desolation's armament, it will bestow one negative level on any creature attempting to use it. The negative level remains as long as the armament is in hand and disappears when the armament is no longer held. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armament is held
At level 12, if you make a successful touch attack, you may bestow a negative level to target unless they make a fortitude save (DC 10 +1/2 Char lv + CHA). You may use this ability 3 times per day.
Wretched Strike - Once per day per level, a Knight of Desolation can channel negative energy through their weapon and deal an additional damage to any living creatue a successful hit. By sacrificing 5 HP, the Knight of Desolation adds their Charisma bonus (if any) to their attack roll and deals 1 extra point of negative energy damage per class level. If you attack a creature that is not living, the attack instead applies a penalty to your target's attack rolls equal to the extra damage dealt. They must make a fortitude save for ½ of this penalty instead. If you have already chosen Desolate Armor, you may gain life equal to ½ of the damage dealt.
At level 3, any opponent flanking you gets a penalty to their flanking bonus equal to the number of Desolate equipment you possess
Wretched Spite - As a full round action, a Knight of Desolation can unleash dark spires that deal 1d8 per class level in damage to all enemies within 10 ft of you. On a successful hit, the opponent must make a Will save or become shaken for 1 minute. By sacrificing 5 HP, the ranged of Wretched Spite can be increased by 10ft. This effect can be repeated multiple times. If you have already chosen the Desolate Gauntlets, then the attack gains a number of additional d8's equal to your CHA modifier
At level 6, you may add your CHA modifier to your AC as a Shield bonus
Wretched Rejuvenation-As a Standard action, a Knight of Desolation can take 1 point of STR damage to gain Fast Healing 2 for 1 hour. This effect does not stack with any other items or abilities that grant fast healing. If you have already chosen the Desolate Helmet, you gain Fast Healing 5 instead.
| Armor Type | Armor Weight | AC bonus | Max DEX |
| Heavy Armor | Medium | +7 | 1 |
| Medium Armor | Light | +5 | 3 |
| Light Armor | Weightless | +3 | 5 |
At level 2, you are continuously under the effects of the spell, Deathwatch. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct)
Wretched Conviction - As a free action, a Knight of Desolation can take 1 point of CHA damage to gain +2 bonus to any saving throw, skill check, or attack roll. If you have already chosen the Desolate Greaves, instead you get a +4 bonus.
(Lv 15) 3/day you can prevent the first attack of opportunity while moving through threatened squares.
Wretched Step-Before you move, you may sacrifice 10 HP to increase your movement speed by 10. If you have already chosen the mantle, increase your movement speed by 20 instead
Level 1
Bane, Blades of Blood, Cause Fear, Chill Touch, Mage Armor, Magic Weapon, Deathwatch, Doom, Entropic Shield, Protection from Good, False Life, Obscure Object
Level 2
Command Undead, Darkness, Darkvision, Death Knell, Spectral Hand, Inflict Moderate Wounds, Align Weapon, Fog Cloud, Shatter, Shield Other, Wraithstrike
Level 3
Arcane Sight, Greater Magic Weapon, Ghoul Touch, Hold Person, Inflict Serious Wounds, Nondetection, Speak with Dead, Slow, Vampiric Touch
Level 4
Bestow Curse, Crushing Despair, Enervation, Disrupting Weapon, Spell Immunity, Death Ward.