"The path of the blood knight is not an easy one. It's filled with unavoidable and unnecessary violence." -- Reichman a Blood Knight Commander training his students. Blood Knights are the scions of violence and killing. Sparing only his allies, and those who they aren't fighting to begin with. Though outsiders deem them mad, his ideology stems from the idea that every threat will try to kill you in the end, no matter how much they surrender. Role: Blood Knights can fill most martial roles, being able to utilize some magical abilities to enhance his fighting ability though trying to stick mostly to martial combat completely. Alignment: Any Chaos Hit Die: d10 Class SkillsThe class name's class skills are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Local, Nobility, and Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 2 + Int modifier.
Class FeaturesAll of the following are class features of the blood knight. Weapon and Armor ProficiencyBlood knights are proficient with all simple and martial weapons. They are also proficient with light, medium, and heavy armor but not shields. Trained in the Arts (Ex)A blood knight uses his versatility to his advantage. Decide one of the following mental stats to be his "trained score", which is the mental stat used for abilities such as blood powers. In addition to this, they gain an adjustment as listed below.
Give 'em Hell! (Ex)The blood knight has absolutely no remorse for his enemy. At 1st level, they can choose an enemy which is within his line of sight, and as a swift action they 'mark' this enemy. They gain a +1 bonus to attack rolls and damage rolls against this enemy, and this bonus lasts for 1 minute. This bonus increases by +1 at every 4 levels thereafter, and is usable a number of times per day equal to 3 + his trained score's modifier. When the blood knight reaches 5th level, he can choose another enemy to place the mark upon, gaining 1/2 the bonus (rounded down) instead of the full bonus. At every 4 levels thereafter, they can target another enemy along with the original target (maximum of 5 targets). Targeting another enemy costs no action but still costs additional uses per day. Blood PowerAt 2nd level and every even level thereafter a blood knight gains a blood power. These abilities are listed on the blood power page. The DC of any blood power is 10 + 1/2 blood knight level + trained score's modifier (as listed above). Blood Casting (Sp)Picking up on some minor arcane tricks, the blood knight is able to use this magic upon themselves. At 3rd level they gain 3 spells from the Blood Casting I list. At each new tier of Blood Casting gained, they gain 3 spells from the new list. Caster level is equal to his blood knight levels, and the spell DCs and other variables are modified by his trained score's modifier. Though his spell selection is incredibly limited, they can use these spells indefinitely so long as they are conscious and in battle. These spells cannot be used outside of battle. Spells listed here only affect the blood knight even if they say they can affect allies, however spells that are listed are attacks function normally. Blood Casting I: Ant Haul, Body Capacitance, Bouncy Body, Blood Money, Enlarge Person, Expeditious Retreat, Gravity Bow, Lead Blades, Long Arm, Magic Weapon, Mirror Strike, Reduce Person, Stone Fist, Touch of Gracelessness, Touch of the Sea, Vocal Alteration, Windy Escape, Youthful Appearance Blood Casting II: Adhesive Blood, Air Step, Alter Self, Badger's Ferocity, Bear's Endurance, Blood Armor, Blood Blaze, Boiling Blood, Bull's Strength, Cat's Grace, Darkvision, Disfiguring Touch, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Spider Climb, Steal Size, Twisted Space Blood Casting III: Ancestral Regression, Beast Shape I, Blink, Blood Scent, Burrow, Countless Eyes, Excruciating Deformation, Fly, Fractions of Heal and Harm, Gaseous Form, Haste, Monstrous Physique I, Paragon Surge, Slow, Undead Anatomy I Blood Casting IV: Adjustable Polymorph, Age Resistance, Lesser, Beast Shape II, Calcific Touch, Darkvision, Greater, Elemental Body I, Eyes of the Void, Firefall, Hellmouth Lash, Miasmatic Form, Monstrous Physique II, Ride the Waves, Vermin Shape I Blood Casting V: Baleful Polymorph, Beast Shape III, Caustic Blood, Echolocation, Elemental Body II, Geniekind, Half-blood Extraction, Monstrous Physique III, Overland Flight, Planar Adaptation, Plant Shape I, Polymorph, Undead Anatomy II, Vermin Shape II Bloody Champion (Ex)Blood knights, once reaching 20th level, become true scions of war and violence. They gain a competence bonus on attack rolls and damage rolls equal to his trained score's modifier, and can do a final strike. Final Strike This can be used a number of times per day equal to his trained score's modifier. As a full-round action, the blood knight can count an enemy with at least half HP as helpless for the sake of a coup de grace. If their HP is above half, they instead resolve the attack as an automatic critical hit. Code of ConductA blood knight must be of any chaotic alignment and loses his class features if they cease being chaotic. Blood knights must kill every enemy that they engage in combat, and those which his allies have fought. Prisoners are allowed only if the allies were the ones who took them. Nonlethal damage is for the weak, and is not to be used unless the law deems that you must use it (as in the case of a duel). To become a blood knight, the trainees must go through three steps:
Once these steps are fulfilled, they are knighted as a blood knight and can start taking levels in the class.
Archetypes & Alternate Class FeaturesWhen a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of his new class features replace the same core class feature. Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements. Table: Blood Knight Archetypes / Alternate Class Features
|