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Chaos Knight[edit]

A chaos knight is most effective at up close combat with some spellcasting abilities.
Abilities: Strength is the most important attribute for this class, as it improves odds of doing
damage. Wisdom is second in that it involves the Spheres.
Races: Any.
Alignment: Any
Starting Gold: 5d610 gp (175 gp).
Starting Age: As fighter
Table: The Chaos Knight
Hit Die: d10

Base Saving
Level Attack Throws Special
Bonus Fort Ref Will

Intimidating Weapon,
1st +0 +0 +0 +0
Summon Mount
Armored
2nd +1 +1 +0 +0 Spherecaster(Medium),
Sphere
Improved Weapon
3rd +1 +2 +0 +0
Damage
4th +2 +3 +1 +1
5th +2 +3 +1 +1 Sphere
Improved Weapon
6th +3 +4 +1 +1
Damage
7th +3 +5 +1 +1
8th +4 +6 +2 +2 Sphere
Improved Weapon
9th +4 +6 +2 +2
Damage
10th +5 +7 +2 +2
Armored
11th +5 +8 +2 +2 Spherecaster(Heavy),
Sphere
Improved Weapon
12th +6/+1 +9 +3 +3
Damage
13th +6/+1 +9 +3 +3
14th +7/+2 +10 +3 +3 Sphere
15th +7/+2 +11 +3 +3 Immortally Young
16th +8/+3 +12 +4 +4
17th +8/+3 +12 +4 +4 Sphere
18th +9/+4 +13 +4 +4
19th +9/+4 +14 +4 +4
True Immortality,
20th +10/+5 +15 +5 +5 Armored
Spherecaster(Shields)

Class Skills (6 + Int modifier per level, 4 at 1st level)


Control Shape (Wis), Craft (Int), Escape Artist (Dex),
Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge
(Religion) (Int), Knowledge (The Planes) (Int), Profession
(Wis), Survival (Wis), Use Rope (Dex).

Class Features[edit]
The class features pertain to gifts by a higher power.. All of the following are class features of
the Chaos Knight.
Weapon and Armor Proficiency: Unarmed attacks, Two Weapons of choice, all armor types,
all shields.
Intimidating Weapon (Ex): A Chaos Knight at 1st level can wield a weapon 1 size category
larger without any penalties or circumstances. This only applies to weapon proficiencies gained
through this class (Except for unarmed attacks). Treat Chaos Knight levels as fighter levels for
determination of feats.
Summon Mount (Sp): At 1st level, the Chaos Knight is capable of summoning a Warhorse (Or
shark for aquatic campaigns) with special additional characteristics (See the table below). Should
the mount be defeated in battle, the steed is simply banished to its demiplane and cannot be
summoned for the rest of that day. Otherwise the steed can be summoned and banished as a full
round action.
Armored Spherecaster (Ex): At 2nd level, a Chaos Knight is able to cast spells from its sphere
while in medium armor without any spell failure chance. At 11th level this improves to heavy
armor. At 20th level a Chaos Knight can also wield a shield and still cast spells without failure.In
settings that do not use ASC,gain an added feat per level of this feature.
Sphere (Su): At 2nd level, the Chaos knight gains their first sphere. Every 3 levels thereafter
(Except for 20th), gain additional spheres as per the rules explained here. The relevant ability
score is Wisdom for this.
Improved Weapon Damage (Ex): At 3rd level, a chaos knight's weapons are more capable of a
damaging impact. In specific the damage done by a weapon improves by one step (Example: 1d4
becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 2d6, and so on). At 6th level,
the relavant damage modifier gains an additional .5 (For example, a melee weapon where you
only add strength modifier improves to 1.5 * strength modifier). At 9th level the weapon
improves by another step. At 12th level, the relavant damage modifier gains an additional .5 one
more time.
Immortally Young (Su): At 15th level, a Chaos Knight no longer ages. Any penalties due to
aging are reversed. The character still dies at the time of death.
True Immortality (Su): At 20th level, a Chaos Knight is now immortal. Should the Chaos
Knight's health reach -10 or an ability score drops to 0, the knight disappears in a cloud of
smoke, all items on the Knight goes with them. 1d6 weeks later, the Chaos Knight reappears at a
random location (Typically where the DM decides) at full health and original ability scores, as if
it had never happened. Since the character didn't necessarily die in the traditional sense, no
penalties associated with death occur. Due to the nature of this class feature, the levels stop at 20
for this base class.
Chaos Knight's Steed[edit]
A Chaos Knights mount is treated as a magical beast, not an animal, for the purpose of all
effects that depend on its type (though it retains an animals HD, base attack bonus, saves, skill
points, and feats).

Chaos
Bonus Natural Str
Knight Int Special
HD Armor Adj. Adj.
Level
1st4th +0 +2 +0 5 Empathic Link, Share Spells, Share Traits
5th8th +2 +4 +1 6 Improved Evasion, Share Saving Throws
9th12th +4 +6 +2 7 Improved Speed
13th16th +6 +8 +3 8 Command Creatures of Its Kind
17th20th +8 +10 +4 9 Spell Resistance
Chaos Knights Mount Basics: Use the base statistics for a creature of the mounts kind, but
make changes to take into account the attributes and characteristics summarized on the table and
described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as
normal. Extra Hit Dice improve the mounts base attack and base save bonuses. A special
mounts base attack bonus is equal to that of a cleric of a level equal to the mounts HD. A
mount has good Fortitude and Reflex saves (treat it as a character whose level equals the
animals HD). The mount gains additional skill points or feats for bonus HD as normal for
advancing a monsters Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mounts existing natural
armor bonus.
Str Adj.: Add this figure to the mounts Strength score.
Int: The mounts Intelligence score.
Empathic Link (Su): The Chaos Knight has an empathic link with his/her mount out to a distance
of up to 1 mile. The Chaos Knight cannot see through the mounts eyes, and they can
communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings
are always possible.
Because of this empathic link, the Chaos Knight has the same connection to an item or place that
his/her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw
for half damage, a mount takes no damage if it makes a successful saving throw and half damage
if the saving throw fails.
Share Spells: At the Chaos Knights option, he/she may have any spell (but not any spell-like
ability) he/she casts on his/herself also affect his/her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect
has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet
away and will not affect the mount again even if it returns to the Chaos Knight before the
duration expires. Additionally, the Chaos Knight may cast a spell with a target of You on
his/her mount (as a touch range spell) instead of on him/herself. A Chaos Knight and his/her
mount can share spells even if the spells normally do not affect creatures of the mounts type
(magical beast).
Share Traits: Due to the innate nature of a Nephilim, and the link between his steed and himself,
the Mount also alters in size and gains the element subtype whenever the Chaos Knight is in its
transformed state.
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or
the Chaos Knights, whichever is higher. The mount applies its own ability modifiers to saves,
and it doesnt share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mounts speed increases by 10 feet.
Command (Sp): Once per day per two Chaos Knight levels of its master, a mount can use this
ability to command other any normal animal of approximately the same kind as itself (for
warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the
target creature has fewer Hit Dice than the mount. This ability functions like the command spell,
but the mount must make a DC 21 Concentration check to succeed if its being ridden at the
time. If the check fails, the ability does not work that time, but it still counts against the mounts
daily uses. Each target may attempt a Will save (DC 10 + 1/2 Chaos Knights level + Chaos
Knights Cha modifier) to negate the effect.
Spell Resistance (Ex): A mounts spell resistance equals its masters Chaos Knight level + 5. To
affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster
level) that equals or exceeds the mounts spell resistance.
Chaos Knight Spells[edit]
Chaos Knights may use paladin spells and rules adapted with appropriate flavor for the Chaos
Knight.
Ex-Chaos Knights[edit]
If the base creature should take on levels in lich or anything that in some way adds the undead
template, the character cannot take levels in Chaos Knight. However, the Chaos Knight retains
their class features.
Epic Chaos Knight[edit]
Due to the limitations implied with true immortality, there are none.
Nephilim Chaos Knight Starting Package[edit]
Weapons: Bastard Sword, Crossbow.
Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Armor
Skill Ranks Ability Check
Penalty
Control Shape 4 Wis
Craft 4 Int
Escape Artist 4 Dex -4
Intimidate 4 Cha
Knowledge (Religion) 4 Int
Knowledge (The Planes) 4 Int
Use Rope 4 Dex -4
Feat: Two Weapon Fighting (If Dex is over 14) or Toughness (If not).
Gear: Scale Mail Armor, Case of bolts, spell component pouch, backpack with waterskin, belt,
clothes, 2 days' trail rations, bedroll.
Gold: 1d4 GP.
Campaign Information[edit]
Playing a Chaos Knight[edit]
Religion: A chaos Knight follows by some core religious belief, whether it be some deity or a
Domain itself (Such as War, Chaos, Etc).
Other Classes: Paladins, Clerics, and Druids are ones to be unfriendly at best, hostile at worst.
Warriors and Barbarians would see them as friendly rivals or a fellow sword to the cause. Mages
and Sorcerers find the limited spell pool a fascination but more look at the Chaos Knight in ways
similar to that of a fighter type class. Chaos Knights and Psions are not familiar with one another
Combat: Chaos Knights tend to be the one right there in the heat of battle, wielding their
powerful weapon against enemies and slaying said enemies to further their ascention towards
immortality.
Advancement: Depending on how members of this class progresses, they could either move on
to a more divine calling or be corrupted into becoming a lich for those that never reach that true
immortality.
Chaos Knights in the World[edit]
I assume you have heard of the four horsemen of the apocalypse. My past is their

past. Few can comprehend the truth of their true origin.

Pyre,
Chaos
Knight
Chaos Knights fit where their base races would be most accepted. Mainly locations not so
religiously devoted are tolerable. Some warmage encampments find such knights a good
competitive type rival.
Daily Life: Their daily life is like that of a Warmage, but with a more religious devotion to their
cause.
Notables: The four horsemen of the apocalypse.
Organizations: The last known congregation of Chaos Knights were only a few that teamed up
to prevent a devastating war (as indiacted in 'Notables'). These knights have since disappeared to
history.
NPC Reactions: Most find Chaos Knights as a sort of Paladin. Given the exclusivity of the race
that can take this class though, there are other associations. Some devout religious types find
these sorts as heratics.
Chaos Knight Lore[edit]
Characters with ranks in Knoweldge (Religion) can research Chaos Knights to learn more about
them. When a character makes a skill check, read or paraphrase the following, including
information from lower DCs.
<-the appropriate skills->

DC Result
5 "Chaos Knights are powerful fighters, similar to Warmages in most respects."

10 "Chaos Knights have access to the very magics that demons also have access to. They also
have the ability to summon a Mount very similar to Paladins. Chaos Knights seem to be
closely related to the fabled four horsemen of the apocalypse."
"The powers of a chaos knight are gifts from a higher power. This seemingly divine mentor
15
is believed to have been around during the time of creation."
20 A particular Chaos Knight and their last known location and latest deed.
"A Chaos Knight's ultimate destiny is to become the high general of their deity, serving as
30
the harbringer of the very belief that drove them to follow the ways of the Chaos Knight."

Chaos Knights in the Game[edit]


The chaos knight would be a powerful figher or even a power oriented warmage.
Adaptation: Possibly use the first 10 levels as a warmage prestige class and levels 11-20 as epic
prestige class levels. Entry requirements to DM's discretion.

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