In some ways, this class is the polar opposite of the Paladin. Dark Paladins are Fighters who specialize in offense, but who also use some limited mystical abilities. A Dark Paladin's most important power is the control of supernatural beings who, once they submit to his will, are used to his own benefit. Dark Paladins have a real gift for command, but they employ intimidation and fear to bend others to their wishes. If that doesn't work, they will use persuasion to get what they want.
- Archetype - Fighter
- Life Point Multiple : 15
- Life Points : +15 per level
- Initiative : +5 per level
- Martial Knowledge : +20 per level (See Ki Dominion)
- Innate Psychic Points : +1 per 3 levels (See Psychic Disciplines)
Primary Abilities
- Combat Ability (Limit 60 %) (See Combat Modules and Ki Dominion)
- +1 Attack : 2
- +1 Block : 2
- +1 Dodge : 2
- +1 Wear Armor : 2
- +1 Ki : 2
- Accumulation Multiple : 20
- Supernatural Ability (Limit 50 %) (See Magic and Summoning)
- +5 Zeon : 2
- MA Multiple : 60
- +1 Magic Projection : 3
- +1 Summon : 3
- +1 Control : 1
- +1 Bind : 3
- +1 Banish : 3
- Psychic Ability (Limit 50 %) (See Psychic Disciplines)
- Psychic Point : 20
- +1 Psychic Projection : 3
Secondary Abilities
- +1 Athletics : 2
- +1 Social : 1
- +1 Perceptive : 2
- +1 Intellectual : 2
- +1 Vigor : 2
- +1 Subterfuge : 2
- +1 Creative : 2
Reduced Costs
- +1 Composure : 1
Innate Bonuses
- Primary
- +5 Attack per level (maximum +50)
- +5 Wear Armor per level (maximum +50)
- +10 Control per level
- +20 Zeon per level
- Secondary
- +10 Intimidate per level
- +10 Composure per level
- +5 Style per level
- +5 Persuasion per level
Special
- If the Dark Paladin doesn't want to develop any supernatural ability, he can exchange the +10 Control and +20 Zeon inate bonuses for a +10 Withstand Pain Innate Bonus.