Here are a large amount of recommended Bane Knight changes, ton of options:
highergroundpoa.proboards.com/index.cgi?action=display&board=buildtalk&thread=20579&page=1#187383In a nutshell:
Here's a full rewrite of the Bane Knight class:
Bane Knights are the odd mixture of Sorceror and Black Guard. Some call this class the Hand of Death the sinister hybrid of offensive caster mixed with the evil machinations of the Black Guard offer this class an interesting mixture of death through disablement. The Bane Knight class allows for the enhancemnt of disabling crowd control effects as well as the ability to execute all spells from range via it's line of enchanced Bigby Spells which is a signature spell for this class and helps to empower all of it's other spells.
The Bane Knight receives the following bonuses:
- To qualify for Bane Knight the character must have 12 levels of Sorcerer, 12 levels of Blackguard, and the Still Spell feat before level 26.
- Bane Knights receive the 3 Epic Auto Still Spell feats for free.
- Bane Knights receive a bonus of
STR mod / 3 to Spell Penetration which does not stack with feats.
Spells
- Spell DCs for certin spells (those listed below) are equal to 10 + spell level + (STR modifierx9/10).
- Caster levels for those same spells are equal to Sorcerer level + Blackguard level.
- All other spells follow standard rules for casterlevel and dc, relying on Sorcerer levels only and using CHA instead of STR to calculate DC.
- A Bane Knight may change their spells once at level 60 using the Spells Pedestal in the docks if their control class is not Sorceror.
- Level 1: Grease, Mage Armor, Shield, True Strike, Protection vs. Alignment
- Level 2: Balagorn's Iron Horn, Bull's Strength, Eagle's Splendor, Endurance, Flame Weapon , Death Armor
- Level 3: Greater Magic Weapon , Keen, Magic Circle vs. Alignment, Vampiric Touch
- Level 4: Bestow Curse, Confusion, Elemental Shield, Minor Globe of Invulnerability, Stoneskin, Phantasmal Killer.
- Level 5: Acid Sheath, Bigby's Interposing Hand, Dismissal, Energy Buffer, Mind Fog, Wrack.
- Level 6: Bigby's Forceful Hand, Greater Stoneskin, Tenser's Transfromation
- Level 7: Banishment, Bigby's Grasping Hand, Power Word Stun, Protection from Spells, Spell Mantle, Shadow Shield
- Level 8: Bigby's Clenched Fist, Mass Blindness/Deafness, Premonition
- Level 9: Energy Drain, Bigby's Crushing Hand, Weird
Premonition
- Bane Knights get a special version of the Premonition spell. They are able to cast it while wearing armor heavier than cloth and/or while using a shield, unlike Sorcerers
Bigby's Extended Reach:The Bane Knight has studied the Bigby spell so much that he has learned to channel attack spells from his current list of spells through their Bigby Hands. Some think that the Bane Knight is the bane of casters and as such have learned to stay as far away from casters as possible and this mechanism allows for that.
At Bane Knight level 35 the Bane Knight is able to channel any spells from their spell list into their Bigby Hands. This allows the all Bigby spells cast after it to reach out and touch the target with the additional spell: (Double Spell effect, the hand first and then the 2nd spell after).
Bigby's Reaching Blast:At Bane Knight 50 the Bane Knight is able to channel an additional spell from their spell list directly through their Bigby hand and from this point the second spell cast will act as an AOE when all Bigby's hands land on a target.
Both of these abilities are controlled through the command - !BKhand1 (cast spell on self this is always single target) and !BKhand2 (cast on self this is always aoe damage)Bigby's Pulsing Hand:Both of the following Bigby's hands will "pulse" with the additional spell that hit for a duration equal to the hand's duration.
Level 6: Bigby's Interposing Hand
Level 7: Bigby's Grasping Hand
This addresses the issue of low damage on the Bigby 8 spell, it now pulses the additional spells from these types of hands. AOE Fear pulse! AOE confusion pulse!Bigby's Siphoning Focus:Baneknights receive an additional +1 spell DC to ALL SPELLS SCHOOLS per hand that stays on the screen that is on a target, to a maximum bonus of +5 DC.
Only these two hands will trigger this effect:
Level 5 Interposing Hand
Level 9 Clenched Fist
This allows the Bane Knight to power themselves up through use of their hands to help with the lack of feats and spell focuses they have.HG Epic Bigby's Empowerment:At CL 40 the Baneknight gains access to the Bigby epic and can be used 2 times per day at character level 60. In addition the epic's regular effects, the Bane Knight receives the full power of Bigby's Siphoning Focus increase their spell DC's to +5 on all spell schools for the duration of the epic spell.
Bane Knights Summon Undead:The Bane Knight summons a unique Bigby hand when they use their Black Guard Summon ability. When used this ability casts Bigby's Interposing Hand on the Bane Knight and gives the Bane Knight the Epic Dodge feat.
(This addresses this issue of what to do with the Summon spell, Bane Knights shouldn't receive anything else for summons)============================
Add the following spells to a Bane Knights list of spells:
Fear
Ghoul Touch
Shocking Grasp
Corrosive Grasp
Geedless Electric Loop
Combust
Detonate
Spell Breach
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Now that looks like a fun class to play.