Warrior of Darkness

The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic.
==== Requirements ====
Base Attack Bonus: +5
Alignment: Any evil
Skills: Craft (Alchemy) 1 ranks , Knowledge (arcana) 1 ranks Speak Language (Abyssal) or Speak Language (Infernal) , Spellcraft 1 ranks
Feats: Iron Will
Special: the character must endure a week of painful and scarring black magic rituals performed in solitude, the secrets of which take months to study and research successfully.
==== Hit die ====
d10
==== Skill points ====
4 + Int
==== Class Features ====
All the following are class features of the warrior of darkness prestige class.
Weapon and Armor Proficiency: A warrior of darkness is proficient with all simple and martial weapons, with all types of armor, and with shields.
Black Magic Oil (Su): A warrior of darkness can use his forbidden arcane arts to create a magic oil that he anoints himself with. An individual warrior of darkness makes oil that works only on him, and he can only make one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level).
Class Level + Cha Modifier	Ability/Effect
2 or lower 	Dweller in darkness; character gains the Blind-Fight feat
3-4 	Demonic celerity; character gains the Combat Reflexes feat.
5-6 	Ensorcelled flesh; character's natural armor bonus improves by +1.
7-8 	Hellpower; character gains +1 inherent bonus to Str, Con, or Dex.
9 	Rapid step; character gains inherent +10 ft. bonus to speed.
10 	Unholy strike; character gains the ability to deal +2d6 damage against good creatures 3/day.
11 or higher 	Malign fury; character can take a full attack action in conjunction with a move or move-equivalent action, usable 3 rounds per day
When he attains an appropriate level, the warrior of darkness creates a new black magic oil and anoints himself with it. He then chooses from the above list of supernatural abilities to imbue within himself permanently, picking a choice available to him based on his class level and Charisma modifier (the highest-numbered choice possible, or any lower one). A warrior of darkness cannot choose an ability more than once.
Darkling Weapon (Su): With 3 rounds of preparation (involving rituals and alchemical substances that cost 50 gp), a warrior of darkness can imbue any weapon with a +1 enhancement bonus on attack and damage rolls. If the weapon already has an enhancement bonus, the warrior of darkness can instead imbue the weapon with any magical special quality that is the equivalent of a +1 bonus (see Chapter 8 of the Dungeon Master's Guide for a list of weapon qualities). The bonus or special quality only functions when the weapon is in the hands of the warrior of darkness, and it lasts 1 hour per warrior of darkness level. The warrior can imbue only one special quality in a weapon at a time.
Black Magic Elixir (Su): At 3rd level, a warrior of darkness can use his knowledge of black magic and alchemy to create a magical elixir that he then imbibes. An individual warrior of darkness makes elixir that works only on him, and he can only make one dose of the elixir each time this class feature is gained (at 3rd, 6th, and 9th level).
When he creates an elixir, the warrior of darkness chooses from the following list of supernatural abilities to imbue within himself permanently, picking a choice available to him based on his class level and Charisma modifier. No ability other than violent knowledge may be chosen more than once.
Class Level + Cha Modifier	Ability/Effect
3 or lower 	Violent knowledge; character gains bonus feat from list below.
4-6 	Aura of evil; character gains +1 deflection bonus to Armor Class.
7-8 	Inner hellpower; character gains +1 inherent bonus to Int, Wis, or Cha.
9 	Dark senses; character gains the tremorsense ability (can sense location of anything within 60 feet that is incontact with the ground).
10 or higher 	Demonic wings; character can use the spell demon wings 1/day cast at the character's warrior of darkness level
Violent Knowledge Feat List: Ambidexterity, Bull Rush, Cleave, Deflect Arrows, Dodge, Exotic Weapon Proficiency, Expertise, Far Shot, Great Cleave, Improved Critical , Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Shot on the Run, Spirited Charge, Spring Attack, Stunning Fist, Sunder, Trample, Two-Weapon Fighting, Weapon Finesse, Weapon Focus *, Weapon Specialization *, Whirlwind Attack.
A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability scores and base attack bonus (see Chapter 5 of the Player's Handbook for descriptions of feats and their prerequisites).
Scarred Flesh (Su): Through ritual scarification, a 5th- level warrior of darkness gains damage reduction 5/+3.
Repellent Flesh (Su): Through ritual, obscene tattooing, an 8th-level warrior of darkness gains spell resistance 20.
=== Advancement ===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+0 	+2 	Black magic oil
2nd 	+2 	+3 	+0 	+3 	Darkling weapon
3rd 	+3 	+3 	+1 	+3 	Black magic elixir
4th 	+4 	+4 	+1 	+4 	Black magic oil
5th 	+5 	+4 	+1 	+4 	Scarred flesh
6th 	+6 	+5 	+2 	+5 	Black magic elixir
7th 	+7 	+5 	+2 	+5 	Black magic oil
8th 	+8 	+6 	+2 	+6 	Repellent flesh
9th 	+9 	+6 	+3 	+6 	Black magic elixir
10th 	+10	+7 	+3 	+7 	Black magic oil
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Alchemy 	Int 	 	
Bluff 	CHA 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (the planes)	INT 	 	
Move Silently 	DEX 	 	
Ride 	DEX 	 	
Scry 	Int 	 	
Spellcraft 	INT