New PrCs: Knight of Hell and Knight of Chaos

Mist and Shadow

First Post
First, hello everybody. I've been browsing on these boards for some time and finally decided to log in. Second, here are two PrCs which are part of
a netbook I'm going to release within some time. Hope you like...

Knight of Hell

The Knights of Hell are merciless mortal warriors who traded their souls to Hell's diabolical masters to become the ultimate fighting machines. While their well-known rivals, the Knights of Chaos, are raging, nearly-unstoppable butchers the Knights of Hell are cold, organized and methodical warriors, adept at using group tactics and mastering arms and armor, spells and supernatural powers bring their foes down. They become utterly unbending, unyielding, unfailing and seemingly undying, and will follow orders to the death- quite literally, they are some of the best the Legions of Hell have to offer.

Most Knights of Hell are former Blackguards of Darkness and Tyranny, although multiclassed Fighter/Clerics and Monks/Clerics are also very likely to enter the class.

Knights of Hell band together in Orders, typically dedicated to the service of a single Archdevil (usually one of the more militant or powerful ones such as
Bel or Mephistopheles). This makes them far more dangerous than the usually solitary Knights of Chaos. Such Orders bide their time in secrecy, until they can raise armies large enough to bend the mortal realms to Hell's tyranny. The Knights of Hell charge at the front of such dark crusades, crushing all opposition beneath their iron heels. Especially powerful Knights of Hell are invited to Hell to serve their masters directly, becoming elite bodyguards and generals of the Blood War.

Hit Dice: d8
Fighter BAB
Good Fort Save

Requirements:
To qualify to become a Knight of Hell (KoH) a character must fulfill all the following criteria.

Alignment: Lawful Evil
Base Attack Bonus- +10
Skills: Knowledge (the Planes) +5 or Knowledge (Outsider Lore) +5, Ride +2,
Speak Language (Infernal)
Feats: Disciple of Darkness, Expertise, Heavy Armor Proficiency,
Power Attack, Weapon Focus
Special: Must have sold his soul to a Devil from the Nine Hells. Must be able to cast 1st level Divine spells.

Class Skills:

The Knight of Hell's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (Outsider Lore) (Int), Knowledge (the Planes) (Int) and Ride (Dex).
See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Knight of Hell.

Armor and Weapon Proficiency: Knights of Hell are proficient with simple and martial weapons, with all armor types and with shields. Note that armor check penalties apply to certain skills.

Detect Chaos (Sp): A 1st level Knight of Hell can use Detect Chaos as a
spell-like ability cast by a Cleric of their level a number of times each day equal to his Cha modifier.

Infernal Unity (Ex): At 1st the Knight of Hell are taught to co-ordinate his attacks with fellow Knights of Hell. For every 6 Knights of Hell within 30 feet or less of each other each individual Knight gets to apply a +3 circumstance bonus to damage when using the Power Attack feat or +3 AC when using Expertise.

Soulless (Su)- The Knight of Hell lacks a soul. This means he is immune to Vile damage, Magic Jar, Trap the Soul and similar spells which specifically target one's mortal soul. However, his lack of self imposes a permanent
-2 penalty to Wisdom and Charisma. In addition, the character's senses are dulled and he experiences life as a shadow of what it was before he sold his soul- this is mostly a role-playing disadvantage which might also give the character +1 Outcast Rating. If slain, the character can only be raised by Wish or Miracle spells.

Unbending (Ex): At 2nd level, the Knight of Hell gets to apply his Knight of Hell levels as a bonus to Will saves against Fear and Horror checks and all Enchantment spells.

Diabolic Strike (Su): Starting at 4th level, the character's natural attacks and any weapon wielded by him count as evil and lawful for the purpose of breaching DR.

Infernal Mount (Ex): A 4th level Knight of Hell gains the service of an Infernal Mount. He gets to pick a mount (if he didn't already have one) from the Blackguard of Darkness and Blackguard of Tyranny lists. Blackguard and Knight of Hell levels stack for the purpose of summoning a mount. It is treated in all aspects as a Blackguard's mount. Most Knights pick a Nightmare or Half-Fiend Warhorse mount.

Greater Dispelling (Sp): A 5th level Knight of Hell can cast Greater Dispelling once per day as a Cleric of his HD.

Unyielding (Ex): At 5th level the Knight of Hell gets to apply his Knight of Hell levels as a bonus to Strength checks made to avoid the effects of a Bull Rush, Trip attempt, grappling or any attempt to move him physically.

See in Magical Darkness (Su): A 6th level Knight of Hell can see in mundane and magical darkness perfectly to a range of up to 60 feet.

Dictum (Sp): A 7th level Knight of Hell can cast Dictum once per day as a Cleric of his HD.

Heal (Sp): An 8th level Knight of Hell can cast Heal once every 3 days
as a Cleric of his HD. He can only use this ability on himself.

Telepathy (Su): An 8th level Knight of Hell can communicate telepathically with any sentient being within 100 feet of himself that has a language. Knights of Hell often use this ability to co-operate attacks with allied Knights.

Unfailing (Ex): An 8th level Knight of Hell can go on for 3 successive days without food, water or rest, without becoming fatigued.

Fear Aura (Su): Starting at 9th level, thrice per day, the Knight of Hell can project a powerful aura of supernatural dread within 20 feet from himself as a free action. It works as a Fear spell, cast by a 15th level Sorcerer. Creatures who successfully saved against the aura cannot be affected by it for the next 24 hours. Devils and other Knights of Hell are likewise immune.

DR 5/silver (Su): A 10th level Knight of Hell only takes full damage from silvered weapons.

True Strike (Sp): A 10th level Knight of Hell can cast True Strike six times
per day as a Cleric of his HD.

Undying (Ex): A 10th level Knight of Hell only takes normal damage from good-aligned weapons- he regenerates any other forms of damage, at the rate of 1 HP per round.

Utterdark (Sp): A 10th level Knight of Hell can cast Utterdark once per week as a Cleric of his HD.

Knight of Chaos

Knights of Chaos are wicked warriors who sold their souls to Demons in exchange for supernatural powers. As they progress in the class they forsake their mortality behind, becoming more like the Demons they serve (and at higher levels, command). They are especially known for their ability to temporarily conjure a demonic spirit to fill the void where their souls once was, entering a frenzied state similar to a Barbarian's rage. An important feature of the class is their suit of Abyssal Armor, which binds to their flesh and turns them into demonic creatures.

Unsurprisingly, most Knights of Chaos are Blackguards, typically dedicated to the ideals of Slaughter or Madness. Sometimes especially amoral Barbarians, Fighters and Rangers will enter the class, but other classes lack the martial ability required to become a Knight of Chaos.

Knights of Chaos typically lead hordes of chaotic evil creatures which sweep across the land in orgies of blood and destruction. Higher-level Knights of Chaos might even lead Demonic armies fighting in the infamous Blood War, or subject entire Prime Worlds to the utter vileness that is the Abyss.

Hit Dice: d12
Fighter BAB
Good Fort Save

Requirements:
To qualify to become a Knight of Chaos (KoC) a character must fulfill all the following criteria.

Alignment: Chaotic Evil
Base Attack Bonus- +10
Skills: Knowledge (the Planes) +5 or Knowledge (Outsider Lore) +5, Ride +2,
Speak Language (Abyssal)
Feats: Heavy Armor Proficiency, Great Cleave, Thrall to Demon
Special: Must have sold his soul to a Demon from the Abyss. Must owe
a piece of Abyssal Armor (which is typically gained by killing another Knight of Chaos or as a gift from his demonic patron).

Armor-Bound (Ex): The Knight of Chaos' flesh melds with his suit of Abyssal Armor. He can never remove his Abyssal Armor (until he reaches 8th level)
but has +5 max Dex bonus to AC, no armor check penalty and only has 10% Arcane spell failure chance (for the rare spellcasting Knight of Chaos). His armor weight doesn't count towards his max carrying capacity. Finally, he can consume one quarter of the amount of food and water normally needed to sustain him and needs only 2 hours of rest every day for as long as he's wearing his armor.

Soulless (Su)- The Knight of Chaos lacks a soul. This means he is immune to Vile damage, Magic Jar, Trap the Soul and similar spells which specifically target one's mortal soul. However, his lack of self imposes a permanent
-2 penalty to Wisdom and Charisma. In addition, the character's senses are dulled when not raging and he experiences life as a shadow of what it was before he sold his soul- this is mostly a role-playing disadvantage which might also give the character +1 Outcast Rating. If slain, the character can only be raised by Wish or Miracle spells.

Soulless Rage (Su): By chanting words in Abyssal for 1 full round of Concentration, the character can invite a minor Demonic spirit to temporarily possess him and gain the benefits of a Soulless Rage. He gains +4 Str,
+4 Con, a +2 profane bonus to Will saves but suffers a -2 penalty to AC.
In addition, while raging the Knight of Chaos gains a +4 profane bonus to Intimidate checks, his natural attacks any weapons held by him are treated
as chaotic and evil-aligned for the purpose of breaching damage reduction and he may experience sensations normally. Unlike a Barbarian, the Knight of Chaos doesn't gain temporary hit points while raging besides those granted by his improved Constitution score, for they are used to fuel the Demonic spirit possessing him. The character cannot use spells and certain skills and feats while raging. A fit of Soulless Rage lasts for a number of rounds equal to 3 + the Knight's newly-improved Con score. A Knight of Chaos cannot end his Soulless Rage voluntarily, but it can be ended by a Banishment spell cast on the Knight or any other action which somehow expels his possessor.
At the end of the Soulless Rage the Knight is fatigued (-2 Str and Dex, cannot run or charge) for the duration of the encounter. A 10th level Knight of Chaos is no longer winded after raging. Starting at 5th level, a Knight of Chaos gains +6 Strength and Con while raging and +3 bonus to Will saves (while the -2 AC penalty remains). In addition, his natural attacks and any weapons held by him are treated as magical for the purpose of breaching DR and he gains the benefits of a Sadism spell for as long as he is raging.
A Knight of Chaos can enter Soulless Rage only once per an encounter and a certain number of times every day- once at 1st level, twice at 5th level and 3 times at 10th level.

Former Barbarian Knights of Chaos have their Rage class feature replaced by Soulless Rage.

Armor Enchantment (Ex): At 3rd level, the Knight's Abyssal Armor gains
+1 enchantment bonus to AC. At 6th level this bonus increases to +2, while at 9th level it increases to +3.

Abyssal Mount (Ex): A 4th level Knight of Chaos gains the service of an Abyssal Mount. He gets to pick a mount (if he didn't already have one)
from the Blackguard of Darkness, Blackguard of Slaughter and Blackguard
of Madness lists. Blackguard and Knight of the Abyss levels stack for the purpose of summoning a mount. It is treated in all aspects as a Blackguard's mount. Most Knights pick a Nightmare or Howler mount.

Armor Spikes (Ex): At 4th level, the Knight of Chaos' Abyssal Armor sprouts cruel barbs, allowing him to deal 1d6 points of piercing damage on a successful grapple check with a critical modifier of x2. They can also be used to perform regular melee (or off-hand) attacks- in that case they count as light weapons. The Armor Spikes' effectiveness actually increases together with the Abyssal Armor's enchantment bonus.

Howl of the Abyss (Su): Starting at 6th level, the Knight of Chaos can utter a vicious Demonic howl once per day. It forces any non-chaotic evil sentient living beings within 20 feet of the Knight to make a Will save DC 10 + Knight of Chaos level + Cha modifier or be affected according to the table below:

5 HD or less- Confusion for 6 rounds
Less HD than Knight's- Fear for 6 rounds
Equal or more HD than the Knight's- -1 profane penalty to all attack rolls, damage and Will saves

Lawful or good creatures suffer a -1 penalty to their Will saves against Howl of the Abyss, while lawful good creatures suffer a -2 penalty.
Chaotic evil creatures who hear the Howl of the Abyss (except the Knight himself) gain +1 profane bonus to all attacks rolls, damage and Will saves
for 6 rounds. This is a mind-effecting, chaotic and evil-aligned, sonic-based ability.

Armor Symbiosis (Sp): At 8th level, the Knight of Chaos is no longer bound to his armor. He can freely remove and don it again, although he only gains access to the Armor Enchantment, Armor Spikes and Fast Healing with his armor on. The Knight gains full benefits from the Armor even if he dons it hastily and it takes only 2 rounds for him to don or remove the armor, with
no aid required. For every hour gone without his Abyssal Armor on the Knight of Chaos suffers 2 point of Constitution damage, which can only be restored once the Knight puts the armor back on by killing sentient beings- every sentient being killed by the Knight restores 1 Con point.

Fast Healing 2 (Ex): At 9th level the Knight of Chaos gains Fast Healing 2.

Damage Reduction 5/cold iron (Su): A 10th level Knight of Chaos only takes full damage from cold iron weapons when wearing his Abyssal Armor. His DR doubles when using Soulless Rage.

Abyssal Armor: This suit of demonic-looking masterwork full plate armor grants its wearer +1 AC against all attacks made by good or lawful creatures and +2 against attacks from lawful good creatures. It comes equipped with wicked gauntlets which allow its wearer to inflict lethal damage with
an unarmed strike.

Requirements: Caster level 5th Prerequisites: Craft Magic Arms and Armor, Protection from Good, Protection from Law Market Price: 5000 GP
 

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