Knight Commander

Prestige Class

Description:

Knight Commander hell knight comander replacement

Bio:

Class Details

Hit Die: d10.
Requirements

To qualify to become a knight, a character must fulfill all the following criteria.

Base Attack Bonus: +5. Skills: Intimidate 5 ranks, or diplomacy 5ranks Knowledge (planes) 2 ranks. or knowledge nobility 2ranks Armor Proficiency: Must be proficient with heavy armor. Alignment: Any lawful. Special: You must best a opponent in single combat with HD greater than your own.his victory must be witnessed by a knight.

Class Skills

The knight’s class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (local) (Int), Knowledge (Nobility) Perception (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Ranks at Each Level: 2 + Int modifier

level Bab Fort Ref Will Special
1st 1 1 0 0 Aura of law, detect chaos, smite chaos 1/day
2nd 2 1 1 1 Discern lies, knight armor 1
3rd 3 2 1 1 Discipline 1, force of will 1
4th 4 2 1 1 Smite chaos 2/day
5th 5 3 2 2 knight armor 2
6th 6 3 2 2 Discipline 2, force of will 2
7th 7 4 2 2 Lawbringer, smite chaos 3/day
8th 8 4 3 3 knight armor 3
9th 9 5 3 3 Discipline 3, force of will 3, infernal armor
10th 10 5 3 3 knight, smite chaos 4/day

he following are all class features of the knight.

Weapon and Armor Proficiency knights gain no proficiency with any weapon or armor

Aura of Law (Ex)

The power of a knight’s aura of law (see the detect law spell) is equal to his total character level.
Detect Chaos (Sp)
This ability functions like a paladin’s detect evil ability, save that it detects chaos.

Order
A character must choose one knight order to join. The choice of order determines what disciplines the character gains access to. Details for each order are here.
Smite Chaos (Su)

This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations,Dragons, Undead and fey.

Discern Lies (Sp)
At 2nd level, a knight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.

Knight Armor (Ex)

At 2nd level, a Knight earns the right to wear Knight armor (below). While wearing this armor, the Knight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.

At 5th level, these adjustments increase to 2.

At 8th level, these adjustments increase to 3.

Knight Plate
These distinctive suits of armor are a special type of masterwork full plate that, when worn by a character with levels in the Knight prestige class, grants additional effects.

Price 2,000 gp Armor Bonus +9 Max Dex +1 Armor Check Penalty (ACP) –5 Arcane Spell Failure Chance 35% Speed (30 ft.) 20 ft.2 Speed (20 ft.) 15 ft.2 Weight 50 lbs.
When running in heavy armor, you move only triple your speed, not quadruple.

Disciplines

A 3rd-level knight gains access to his first discipline, choosing one that is associated with his specific order.

At 6th level, the knight gains a second discipline, chosen from any listed as being available to “any order.”

At 9th level, the knight gains his third discipline, choosing this one from any of the disciplines listed below, even those not from his own order, with the exception of Pentamic Faith. When applicable, the save DC to resist a discipline’s effect is equal to DC 10 + the knight’s level + the knight’s Charisma modifier. The knight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he may use his discipline once per day. At 6th level, he may use both disciplines twice per day each. At 9th level, he may use all three of his disciplines three times per day.

Knights challenge (6th level) Once per day, a Knight can challenge a foe to combat. As a swift action, the knight chooses one target within sight that only he threatens to challenge. The Knights melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the knights level.Challenging a foe requires much of the Knight’s concentration. The knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends.

Censor (Su; any Order ): When the uses smite chaos on a creature, he can strike the creature mute for 1d4 rounds unless it makes a successful Will save. A mute creature cannot speak, nor can it cast spells that have verbal components or use language-dependent effects.

Fearsomeness (Ex; any order): A knight who uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.

Onslaught (Su; any Order): Once per day as a free action, a knight increases his base speed by +10 feet and gains a +4 bonus to his Strength for 1 round. If the knight is mounted, these bonuses also apply to his mount.

Pentamic Faith (Ex; any Order): This ability allows the knight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, and War. The Hell knight gains all of the granted powers (but not domain spells) of that domain, treating his knight levels as Cleric levels to determine what domain abilities he has access to.

Shackle (Su; any Order): When the knight uses smite chaos on a creature, he can impede its mobility. The creature can negate this effect with a Will save; otherwise, it is affected as if by a slow spell for 1d4 rounds.

Knightly Summoning (Sp; any Order): The knight may use summon monster V Any Creature summoned by this is treated as Lawful

At 6th level, this spell-like ability is replaced by summon monster VI

At 9th level, this spell-like ability is replaced by summon monster VII

Tracker (Sp; any order): The knight can summon a creature to aid him, either in battle or to track an enemy, as if using a summon monster spell, save that the summoned creature lingers for 1 hour before vanishing.

A 6th-level knight can summon either an eagle, a riding dog, a wolf, or a leopard.

A 9th-level knight can instead opt to summon a dire wolf or a hell hound.

Vigilance (Su; any Order): The knight gains low-light vision (this effect is constant). In addition, as a full-round action, the Hell knight can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. Metal or denser barriers block this effect. Each use of this ability lasts as long as the knight concentrates, up to a number of rounds equal to the knight’s level.

Wrack (Su; any order): The knight may make a touch attack as a standard action to cause a creature to suffer incredible pain. The creature touched takes 1d6 points of damage + the knights Charisma modifier, and must make a Will save to avoid being staggered for 1d4 rounds.

Force of Will (Ex)
At 3rd level, a knight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm.

At 6th level, the knight chooses another subschool or descriptor to gain a +2 bonus on his Will save against, and the bonus provided by his first selection increases to +4.

At 9th level, he chooses from the list again, and both previous selections increase by +2, so that he has a +6, a +4, and a +2 bonus, respectively, against the three different effects.
Lawbringer (Ex)

At 7th level, a knight’s attacks are treated as lawful for overcoming damage reduction.

Daunting Armor (Su)
As long as he wears knight armor, a 9th-level knight gains a +2 bonus on all Charisma-related checks made while interacting with lawful creatures. In addition, he gains the ability to see perfectly in darkness of any kind, resistance to fire 30, and resistance to acid 10 and cold 10.

Knight (Su)

At 10th level, a knight can grant a weapon he wields or touches the axiomatic, flaming burst, Holy or unholy weapon quality. This weapon maintains this new quality as long as the knight remains within 100 feet of the weapon—a knight may maintain only a single weapon’s granted quality at a time. The knight also becomes immune to fire while wearing knight armor.

Knight Commander

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