SHADOW KNIGHT
Shadow Knights are mercenaries who seek only
power and care little for how it is gained. Shadow
Knights are warriors who have given themselves over
to the service of the Krovs and their plotting. Shadow
Knights have a special bond with the undead and will
often form alliances with them while Dread Knights
despise undead and seek to dominate or destroy
them.   Shadow and Dread Knights hate each other
and will gladly attack each other.  Shadow Knights do
not care for Templars but will not always attack them.
Shadow Knights can operate in some societies.  
Perhaps the greatest problem for Shadow Knights is
the fact that they are often the target of other knights
who want to advance in power by eliminating rivals
and potential competitors.
  Shadow Knights are
taught by proxies from their
Master, so they do not have to pay for training.  This
does come with a price, the Master expects to be
obeyed and defiance is usually met with death.   
Shadow Knights are also warped by the powers they
serve and their appearance and attributes change as
they advance more in their skill.  At ranks 3, 5, 8 and
10 they must roll on the corruptions table to determine
the effect of the corruption.
For each rank a Shadow Knight adds 2% to his/her chance to strike with their primary weapon.   Knights adds 4%
to magic resistance per rank through rank 5 and then 2% every rank after 5.  A Shadow Knight adds +1 to the
damage he/she does with primary weapon at ranks 1 - 3 - 7 & 9.

Rank 1: Immune to infection and the fright table, but can still be affected by the spell of fear. +1 to IV with primary
weapon

Rank 2: Shadow Knights are no longer attacked by lesser undead. If lesser undead are commanded to attack a
Shadow Knight they fail to respond.  

Rank 3: +2 to IV with primary weapon, Shadow Knights are immune to charm and hypnotism.  

Rank 4:  Shadow Knights gain the talent of resist pain and are immune to life draining effects poison and disease.

Rank 5: Deflect thrown weapons at 2/3 % to strike, deflect missile weapons at ½ % to strike. +3 damage with
primary weapon vs. and good creature or creature in service to a power other than krov. +20% MR vs mind
based spells.  Extra attack with primary weapon. +1 IV with Primary Weapon.  Shadow Knights gain a
pet/bodyguard.  This will be an undead of extraordinary ability as determined by the GM.   (The GM should allow
this pet bodyguard to be powerful, but not so powerful that it would have no reason to serve and obey the
Shadow Knight.)  

Rank 6:  Shadow knights gain the ability of Witchsight and Shadow walk as per the spell in Celestial Magics, this
spell will also effect the pet of the Shadow Knight.  

Rank 7: Shadow Knights now drain life whenever they hit an opponent with their hands or a hand held weapon.  
The additional drain is D +2 and may not be resisted, unless resistance is granted by another skill or magical
device.   This drain may heal the Shadow Knight of any damages as well as increases its FT by 50% of starting
FT. Once FT is increased by 50% the TMR of the Shadow Knight is doubled.   This FT & TMR bonus last for 6
hours.  

Rank 9: Extra strike with primary weapon,   Shadow Knights gains the ability of true sight with the same
experience point multiple as Witchsight, and may cast the spell of fog (College of Air) to obscure their
surroundings.  Shadow Knights are immune to spells cast by the undead with the exception of a Lich or Death
Knight (Double resistance vs them and necromantic spells).   Shadow Knights may now have a unique form of
greater Undead as a pet-bodyguard-associate.

Rank 10: Shadow Knights may spend 1 FT to phase out of reality for 12 pulses and move through objects, walls
and doors.  They can still be the target of spells if seen by Witchsight, but otherwise may not be harmed unless a
weapon is designed specifically to hurt incorporeal beings.
                                                          Shadow Knight Corruptions
                                                     Roll D10 to determine corruption
1: Your skin turns grey and become cold to the touch, -3 PB.
2: Emaciation, you look as if you have been starving and your hands and face look weak and feeble.  -3 PB.
3: Animals react with fear to your presence, anytime you come with 25 feet of normal animals they automatically
show signs of fear and will try to run away from you.
4: Plants wilt when pass by them, flowers will loose petals, trees will loose half of their leaves suddenly, and fruit
will spoil and rot.
5: Your skin becomes transparent and shows your skeleton behind it.  PB of 5 automatically.  You now qualify for
the fright table.
6: Chill, the air around is automatically colder and chilly.   Anyone who comes with 25 feet of you will feel a very
deep chill.  Fire based creatures will take 1 point of FT per pulse that they are within your radius of effect.
7: Rotting body, your body will randomly loose part of itself and then regrow those parts almost instantly.   Roll D
10 to determine which part rots off that day.  1-5: Finger 6-7: nose 8: ear 9: lips & teeth 10: all facial skin and
muscles.  This does no damage to the shadow knight, but does cause people witnessing it to roll on the fright
table.
8: Touch of decay, anything you touch that is not magically protected ages.   Wood will automatically dry rot,
clothing will deteriorate, and metal will rust and double its chance of breaking.   This does not apply to personal
items or weapons. The effect will take place immediate after the items if let go or no longer touching you.
9: Aura of darkness, candles will automatic extinguish if you are within 25 feet of them, lanterns will flicker and
grow dim, fires will put out only ½ their normal light.
10: No corruption, you show no signs of corruption.