Axisknight

The Axisknight is the same idea as the hellknight but instead of coming from the law of hell they were created by an Axiomite from Axis.

Axisknight- (aka Hellknight)

Hit Die: d10.
Requirements
Base Attack Bonus: +5.
Skills: Intimidate 5 ranks, Knowledge (planes) 2 ranks.
Armor Proficiency: Must be proficient with heavy armor.
Alignment: Any lawful.
Class Skills
The Axisknight’s class skills (and the key ability for each skill) are Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

Lvl BAB Fort Ref Will Special
1st +1 +1 0 0 Aura of Law, Detect Chaos, Smite Chaos1/day
2nd +2 +1 +1 +1 Discern Lies, Knight’s 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’s 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’s Armor 3
9th +9 +5 +3 +3 Discipline 3, Force of Will 3 Lawful Armor
10th +10 +5 +3 +3 Axis’s Knight, Smite Chaos 4/day

Class Features
The 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.
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, and fey.
Discern Lies (Sp)
At 2nd level, a Hellknight 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.
Axisknight 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.
Axisknight Plate Armor
These distinctive suits of armor are a special type of masterwork full plate that, when worn by a character with levels in the Axisknight 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.
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 Faithful. 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.

  • Brand: The knight can use mark of justice as a spell-like ability.
  • Censor: When the knight 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-dependant effects.
  • Fearsomeness: 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: 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.
  • Faithful: 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 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: 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.
  • Summon Invitable
    At 6th level, this spell-like ability is replaced by summon monster VI, allowing him to summon Zelekhuts
    At 9th level, this spell-like ability is replaced by summon monster VII, allowing him to summon 1d3 Zelekhuts, or a Kolyaruts
  • Tracker: 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 dire eagle or a Arbiter
    Vigilance: The knight gains low-light vision (this effect is constant). In addition, as a full-round action, the 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: 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 knight’s Charisma modifier, and must make a Will save to avoid being staggered for 1d4 rounds.
    Lawbringer (Ex)
    At 7th level, a knight’s attacks are treated as lawful for overcoming damage reduction.
    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.
    Lawful 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 electricity 30, and resistance to fire 10 and cold 10.
    Axis’s Knight (Su)
    At 10th level, a knight can grant a weapon he wields or touches the axiomatic or shocking burst 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 electricity while wearing knight armor.

Prestige Classes

Axisknight

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