Taeran Holy Exemplar Prestige Classes

Exemplars of Good-Faction Deities

Avenger
Exalted Jester
Freedom Knight
Holy Cropmaster
Holy Ranger
Master of Inner Light
Paladin
Paramour
Psi-Priest (Good)
Shadowcat Reveller
Sunchild
Swamp Stalker
Windrider
Womb Guardian

Exemplars of Neutral-Faction Deities

Discordian
Enforcer
Forgemaster
Gambler
Holy Bard
Holy Guardian
Holy Sage
Mariner
Psi-Priest (Neutral)
Shifter
Shrouder
Vigilante
Warrior of Fate
Wayfaring Wanderer

Exemplars of Evil-Faction Deities

Antibard
Antipaladin
Blasphemer
Deathstroke
Despoiler
Ice Knight
Knight of Purity
Oozemaster
Psi-Priest (Evil)
Seductress
Serpent Soldier
Sharkmaster
Storm Knight
Terrorist
Trapmaster

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The Antibard

Lyre's greatest nemesis, the insane goddess Tinnabula, the one who broke the mighty artifact Bell of Harmony he created with three other deities of music and the arts, is not without a certain appreciation of art herself.

Hit Die: d6.

Requirements:

Class Skills: The Antibard's class skills (and associated abilities) are Appraise (INT), Autohypnosis (WIS), Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Forgery (INT), Gather Information (CHA), Hide (DEX), Knowledge (any) (INT), Listen (WIS), Lucid Dreaming (WIS), Move Silently (DEX), Profession (WIS), Search (INT), Sense Motive (WIS), Sleight of Hand (DEX), Speak Language (none), Spellcraft (INT), Spot (WIS), Taunt (CHA), Tumble (DEX), Urban Survival (WIS), Use Ancient Device (WIS), Use Magic Device (CHA), and Use Psionic Device (CHA).

Skill Points at each level: 6 + INT modifier.

The Antibard
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day (Spells Known)
1 2 3 4 5
1st +0 +0 +2 +2 Antimusic, Avant-Garde Performance, Push It, Violator -1 0 (2) - - - -
2nd +1 +0 +3 +3 Dark Speech, Enjoy the Silence 1 (3) - - - -
3rd +2 +1 +3 +3 Operation: Mindcrime 1 (3) 0 (2) - - -
4th +3 +1 +4 +4 Master of Puppets, Violator -2 2 (4) 1 (3) - - -
5th +3 +1 +4 +4 Live and Let Die 2 (4) 1 (3) 0 (2) - -
6th +4 +2 +5 +5 Run Like Hell 3 (5) 2 (4) 1 (3) - -
7th +5 +2 +5 +5 The Hand That Feeds, Violator -3 3 (5) 2 (4) 1 (3) 0 (2) -
8th +6 +2 +6 +6 You Could Be Mine 3 (5) 3 (5) 2 (4) 1 (3) -
9th +6 +3 +6 +6 World in My Eyes 3 (5) 3 (5) 2 (4) 1 (3) 0 (2)
10th +7 +3 +7 +7 Brain Damage, Violator -4 3 (5) 3 (5) 3 (5) 2 (4) 1 (3)

Class Features: All of the following are class features of the Antibard prestige class.
Weapon and Armor Proficiency: Antibards are proficient with simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. They are also proficient with light armor and shields, except tower shields.
Spells: An Antibard can cast a small number of Divine spells daily, which are drawn from the Antibard spell list. These spells are cast spontaneously, as Favored Souls and Sorcerers do. To learn or cast a spell, the character must have a Charisma score of at least 10 + the spell's level. Antibard bonus spells and saving throw DCs are based on Charisma. An Antibard with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Like other spontaneous spellcasters, an Antibard can replace one spell on his or her known spells list each time the character gains access to a new spell level.
Antimusic: With Tinnabula's direct favor, the Antibard is able to string together nonsense words, discordant musical phrases, disharmonious sounds, and other similar sounds to create weirdly compelling performances that have effects very similar in principle to Bardic Music. Starting an Antimusic effect requires a standard action, and some specific effects require the character to maintain concentration to keep it active. Even while using an Antimusic ability that does not require concentration, the Antibard can't cast spells, or activate magic items requiring command words or spell completion. The character has 2 daily uses of Antimusic per Antibard level per day; thus, a 3rd-level Antibard has 6 daily uses of Antimusic. Antimusic is always either a Spell-Like ability or a Supernatural ability, depending on which specific ability the Antibard uses; individual effects are explained below. Note that the Antibard's Antimusic abilities have no Perform prerequisite, unlike Bardic Music, but they do have an Antibard level prerequisite to use- a character below the required level is unable to use the appropriate effect.
    Antimusic (given who it comes from) is directly opposed to Bardic Music effects. An Antibard can spend a daily use of Antimusic to counter a Bardic Music effect. This works like a Dispel check, in that the Bard's Performing ability is irrelevant; the Antibard need only make a successful check against a DC of 11 + the Bard's level. Unlike a Dispel check, however, the Antibard adds his or her CHA bonus to the check; the check to counter a Bardic Music effect is 1d20 + the Antibard's character level + the Antibard's CHA bonus. In reverse, a Bard can use a Countersong effect to negate the effect of an Antibard's Antimusic, by succeeding on a "Dispel" check (1d20 + the character's Bard level) against a DC of 11 + the Antibard's character level + the Antibard's CHA modifier. This ability to directly counter Bardic Music is specifically a Supernatural ability.
Avant-Garde Performance (Ex): Even without any training in socially-accepted types of performing, an Antibard is nevertheless able to create bizarre and strangely-compelling works of "art" which draw favorable attention from members of the public. Whenever the Antibard would be required to make a Perform check, the character instead makes a check as though his or her number of ranks in Perform were equal to his or her Antibard level. Thus, an Antibard could sing for money in a tavern by making a check of 1d20 + Antibard level + CHA modifier, and the results are treated identically to a standard Perform check. the Antibard may even, if desired, use this check to aid another character's actual Perform check, though very few Antibards find themselves in a position when doing so would be advantageous. Feats which normally improve Perform checks, if the Antibard has any, instead improve this special Avant-Garde check.
Violator (Su): An Antibard can use Antimusic to demoralize opponents, eroding their confidence and combat ability. To be affected, an opponent must be able to hear the Antibard speak or sing; the effect lasts for as long as the Antibard sings and for 5 rounds thereafter. An affected opponent takes a -1 penalty to saving throws against Charm and Fear effects, and -1 on attack and weapon damage rolls. As the Antibard gains levels, this effect increases in strength; at 4th level the penalty becomes -2, at 7th, -3, and finally it becomes -4 at 10th level. Violator does not offer potential victims a saving throw to resist it, but since it is a Mind-Affecting ability there are many methods of countering or becoming immune to it.
Push It (Su): Using Antimusic, the Antibard can cause an opponent within 30 feet to concentrate its efforts on attacking the Antibard to the exclusion of any other targets. To be affected, the creature must have line of sight to the Antibard, must be able to hear the character, and must have an INT score of 3 or higher; this is a Mind-Affecting ability. If the creature can be affected, then when the Antibard uses his or her Antimusic on it the creature must make a Will save (DC 10 + the Antibard's level + the Antibard's CHA bonus). If the save fails, the creature may not use any attacks or offensive abilities that do not target the Antibard, though it may use an attack or effect that targets multiple enemies as long as the Antibard is one of those targets. This effect lasts as long as the Antibard concentrates on keeping up the Push It effect, or until the Antibard becomes unconscious or is killed, whichever comes first.
Dark Speech: At 2nd level, the Antibard gains Dark Speech for free as a bonus feat. Characters who already have Dark Speech upon attaining 2nd level in the Antibard prestige class gain no benefit from this ability. In contrast to the standard rules of the feat, however, a non-Evil Antibard does not lose the use of Dark Speech; Tinnabula's power is enough to allow the character to use the vile language even though he or she does not meet the normal prerequisites of doing so.
Enjoy the Silence (Sp): An Antibard of 2nd level or higher may spend a daily use of Antimusic to create an area of Silence, exactly as if using the spell. The character's Antibard level is used for determining the level-based effects of the spell in this case.
Operation: Mindcrime (Su): At 3rd level, the Antibard can use Antimusic to prevent an opponent from succeeding at various tasks. The Antibard targets an opponent within 30 feet that is able to see and hear the character, and which the Antibard can also see. While the Antibard concentrates on using this ability (to a maximum of 2 minutes), and the opponent continues to hear the character, the opponent suffers a -2 penalty to skill checks. This is a Mind-Affecting ability.
Master of Puppets (Su): At 4th level, the Antibard gains an affinity with Harpies and other creatures which use sound-based attacks to disable, charm, confuse, or otherwise incapacitate their victims. By spending a daily use of Antimusic, the Antibard may Rebuke or Command such creatures as an Evil-aligned Cleric Rebukes/Commands Undead. Spell Resistance does not help a creature negate this ability, but the creature receives a Will save (DC 20 + the Antibard's level + the Antibard's CHA modifier) to negate the effect if it would otherwise be affected. Importantly, however, this is not a Mind-Affecting ability despite the Will save; it results directly from an application of Tinnabula's power as the goddess most directly connected to the abilities of the affected creatures.
Live and Let Die (Su): An Antibard of 5th level or higher can use Antimusic to directly disrupt the fighting capability of an opponent within 30 feet. For every three levels the Antibard attains beyond 5th, he or she may target an additional opponent with this ability. To use Live and Let Die, the Antibard must sing and the target(s) must hear the character sing; the effect lasts for as long as the Antibard sings and for 5 rounds thereafter. While the Antimusic is active, victims gain 2 negative levels, which do not result from an application of negative energy and are therefore not negated by standard effects which negate negative levels. After the effect ends, the penalties associated with the negative levels immediately cease, including (if appropriate) access to the creature's highest-level spells and psionic powers. Live and Let Die is a Mind-Affecting ability.
Run Like Hell (Sp): A 6th-level (or higher) Antibard can spend a daily use of Antimusic to create a Fear effect, as if by the spell, except that it affects a full 30-foot radius around the character rather than just a cone. The character's Antibard level is used for determining the level-based effects of the spell.
The Hand That Feeds (Su): At 7th level the Antibard gains one of the most insidious uses of Antimusic, the ability to turn followers and underlings against their leaders. The Antibard targets up to 1 creature per level with this ability, and each target must be able to see (though not necessarily hear) the character. The Antibard performs for 1 full round, and at the start of his or her next turn, each targeted creature must make a Will save (DC 10 + the Antibard's level + the Antibard's CHA modifier). If the save fails, then the creature's attitude towards an individual it regards as its leader or superior immediately shifts to Hostile, whatever it previously was, and the creature behaves accordingly. Under normal circumstances this means the creature takes orders (or even polite requests) in the worst possible light, and will work to undermine, question, or directly defy the leader's authority whenever possible. This effect lasts for 1 day per Antibard level, and may not be dispelled by Dispel Magic, though a Remove Curse, Break Enchantment, or similar effect can work. The Antibard's level is used in place of caster level when removal effects require it.
You Could Be Mine (Sp): An Antibard of 8th level or higher can use Antimusic to charm an opponent, as if using the Charm Monster spell. The character's Antibard level is used for determining the level-based effects of the spell.
World in My Eyes (Sp): At 9th level, an Antibard may spend a use of Antimusic to increase his or her control over a creature already charmed by use of the You Could Be Mine ability. To use this ability, the Antibard requires 1 minute of uninterrupted concentration and performing; the victim must be able to see and hear the character during this time. After the minute is complete, the creature makes a Will save (DC 18 + the Antibard's CHA modifier). If the save fails, the creature is Dominated, as if by Dominate Monster (and in particular, for 1 day per Antibard level).
Brain Damage (Su): The 10th-level Antibard gains the most powerful directly-offensive use of Antimusic, the ability to shatter nerves with focused sound. The victim of this attack must be within 30 feet of the Antibard, and must be able to hear the character. The character sings for a full round, and at the end of that round, the victim must make a Fortitude save (DC 10 + the Antibard's level + the Antibard's CHA modifier). If the save fails, the victim takes 1d4+1 points of damage to each of three ability scores chosen by the Antibard (CON may not be chosen). If the save succeeds, then the creature takes only 1 point of damage to those scores.
Code of Conduct: An Antibard must always remain Chaotic Neutral, Chaotic Evil, or Neutral Evil in alignment, though the character does not lose the abilities of this prestige class if he or she changes alignment from one of these three to another. Also, the character must never take any ranks in any Perform skill; doing so causes the character to immediately and forever lose all the class features of the Antibard prestige class.
Associates: Antibards may adventure with characters of any alignment, though of course, characters of Lawful or Good alignments will rarely tolerate the Antibard's presence for long. Antibards may hire henchmen or accept followers of any alignment compatible with the character's own, but the character may never hire a Bard or attract one as a follower unless that Bard renounces his or her former profession and devotes himself or herself totally to the Antibard's cause and art. Hiring a Bard or taking one on as a follower or cohort causes loss of Antibard powers until the offending person is removed from the Antibard's employ, and the Antibard receives an Atonement spell from a Cleric or Favored Soul of Tinnabula.
Multiclassing: Tinnabula does not normally concern herself with other pursuits her Antibards involve themselves in, but an Antibard who ever gains even a single level in the Bard class immediately loses all class features of the Antibard prestige class and may never again gain levels in the Antibard class.

Spell List:

Antibard Epic Progression

The Epic Antibard
Class
Level
Special
11th Bonus feat
12th  
13th  
14th Bonus feat, Violator -5
15th  
16th  
17th Bonus feat
18th Violator -6
19th  
20th Bonus feat

Spells: The Epic Antibard does not gain any more spell slots per day or learn any more spells, but may use feats to gain more as appropriate.
Antimusic: An Epic Antibard gains more daily uses of Antimusic, but only 1 more use per level beyond 10th. Thus, a 13th-level Antibard has 23 daily uses of Antimusic. The Antimusic ability counts as Bardic Music for the purposes of Epic feats and other effects related to Bardic Music, at these levels, even though it is not "music" in the strict sense of the term.
Avant-Garde Performance (Ex): An Antibard's Avant-Garde Performance ability counts as ranks of Perform for the purposes of feats requiring ranks in Perform. The character is considered to have 13 ranks plus one rank per level of Antibard- thus, a 14th-level Antibard is treated as if having 27 ranks in Perform.
Violator (Su): The Epic Antibard's Antimusic ability of Violator becomes more powerful, bestowing a further -1 penalty on victims for every 4th level past 10th. Thus, the penalty becomes -5 at 14th level, -6 at 18th, and so on.
Bonus Feats: The Epic Antibard gains a bonus feat (selected from the following list) at 11th level, and every three levels after that (i.e. 14th, 17th, etc.).
    Epic Antibard Bonus Feat List: Additional Magic Item Space, Deafening Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Group Demoralization, Hindering Song, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Lasting Demoralization, Master Staff, Master Wand, Music of the Gods, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic.

The Antipaladin

Antipaladins are holy warriors who serve Nexus, and as his chosen champions work to defeat goodness and dissent wherever they find them. Few have the devotion and heartlessness to walk this path, but those who do are granted great power (as befits servants of the god of Power). Tyrants and oppressors can rarely find better champions for their causes than Antipaladins, so Nexus and his church hire them out only for the most exorbitant fees.

Hit Die: d10.

Requirements:

Class Skills: The Antipaladin's class skills (and associated abilities) are Bluff (CHA), Concentration (CON), Craft (INT), Disable Device (INT), Handle Animal (CHA), Intimidate (CHA), Knowledge (Nobility & Royalty, Poisons, Politics, Religion, and War) (INT), Listen (WIS), Profession (WIS), Ride (DEX), Sense Motive (WIS), and Spot (WIS).

Skill Points at each level: 2 + INT modifier.

The Antipaladin
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Detect Good, Divine Power, Smite Good 1/day - - - -
2nd +2 +3 +0 +3 Aura of Despair, Divine Health, Hand of Power 0 - - -
3rd +3 +3 +1 +3 Contagion, Rebuke Undead, Smite Good 2/day 1 - - -
4th +4 +4 +1 +4 Special Mount 1 0 - -
5th +5 +4 +1 +4 Contagion 2/week, Smite Good 3/day 1 1 - -
6th +6 +5 +2 +5 Poison Use 2 1 0 -
7th +7 +5 +2 +5 Contagion 3/week, Smite Good 4/day 2 1 1 -
8th +8 +6 +2 +6 Critical Sneak Attack 3 2 1 0
9th +9 +6 +3 +6 Contagion 4/week, Smite Good 5/day 3 2 2 1
10th +10 +7 +3 +7 Aura of Profane Glory 4 3 3 2

Class Features: All of the following are class features of the Antipaladin prestige class.
Weapon and Armor Proficiency: Antipaladins are proficient with simple and martial weapons, all types of armor, and shields.
Detect Good (Sp): At will, an Antipaladin can use Detect Good, as the spell.
Divine Power (Su): An Antipaladin's Charisma modifier (if positive) is added as a bonus to all saving throws.
Smite Good (Su): Once per day, an Antipaladin may attempt to Smite Good with one normal melee attack. The character's CHA modifier, if positive, is added to the attack roll, and if the attack hits, it deals 1 extra point of damage per character level, in addition to bonuses from high Strength or other sources such as magical enhancement. If the attack misses, or is used on a non-good target, the attempt has no effect and is wasted for the day. At 3rd level, and every 2nd level thereafter, the Antipaladin may Smite Good one additional time per day.
Aura of Despair (Su): At 2nd level, an Antipaladin becomes immune to all Fear effects, magical or otherwise. Enemies within 10 feet of the Antipaladin receive a -2 morale penalty on all saves.
Divine Health (Ex): Antipaladins of 2nd level or higher are immune to all diseases, including magical and psionic ones such as mummy rot or lycanthropy. Only an avatar of Nexus himself can get around this ability, and he normally has no desire to harm his chosen champions.
Hand of Power (Su): An Antipaladin of 2nd or higher level with a CHA score of 12 or higher can cause wounds by touch, up to a maximum number of hit points per day. This number is equal to the Antipaladin's character level multiplied by his or her Charisma bonus. For example, a 7th-level Fighter/2nd-level Antipaladin with a CHA score of 14 can inflict a maximum of 18 points of damage per day. The wounding can be spread among multiple recipients, or not, as the Antipaladin chooses, and it doesn't have to be used all at once. These points may be used to heal undead and other creatures cured by Inflict Wounds spells. Using the Hand of Power is a standard action.
Spells: Beginning at 2nd level, an Antipaladin can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Antipaladin bonus spells and saving throws are based on Wisdom. An Antipaladin with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Antipaladins prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Inflict spells (or, for that matter, any other sort).
Contagion (Sp): Beginning at 3rd level, an Antipaladin can inflict Contagion as a spell-like ability (otherwise identical to the spell) once per week. The character gains one additional use per week at every 2nd level thereafter.
Rebuke Undead (Su): Antipaladins of 3rd level or higher can Rebuke Undead as Clerics equal to their character level minus 3. This ability may be used a number of times per day equal to 3 + the character's Charisma modifier. Antipaladins of this level or higher may take the Extra Turning feat, just like Clerics can, as well as Divine feats which require the ability to Rebuke Undead.

The Antipaladin's Mount

The Antipaladin's mount is superior to a normal mount of its kind and has special powers, as described in the "Paladin's Mount" sidebar on page 45 of the Player's Handbook, except as shown below. The standard mount for a Large Antipaladin is a Tauren Horse, for a Medium Antipaladin, a heavy warhorse, and for a Small one, a warpony. Your DM may work with you to select another kind of mount, such as a riding dog (for a gnome) or shark (for an aquatic character). The mount is creature type Magical Beast, rather than Animal, for any effects which depend on its type (though it retains the features of the Animal type for other purposes, such as hit dice and saves). The mount improves based on the Antipaladin's level, as shown on the table.

Antipaladin
Level
Bonus
HD
Natural
Armor
STR INT Special
4th-5th +2 +4 +1 6 Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
6th-7th +4 +6 +2 7 Improved Speed
8th-9th +6 +8 +3 8 Command creatures of its kind
10th +8 +10 +4 9 Spell Resistance

The mount's Command ability, once gained, may be used once per day per two character levels of its master. The mount's Spell Resistance (SR) is equal to its master's character level + 5, and its Power Resistance (PR) is equal to its master's character level.
Special Mount (Sp): An Antipaladin of 4th level or higher may call a fiendishly intelligent, strong, and loyal steed to serve him or her in the crusade against good. Once per day, as a full-round action, the Antipaladin may magically call his or her mount from the infernal realm in which it normally resides. The mount immediately appears adjacent to the Antipaladin and remains for 2 hours per character level of the Antipaladin; it may be dismissed at any time as a free action. It is the same creature each time it is called, but the character may release a particular mount from service if desired. Each time the mount is called, it arrives in full health, regardless of any damage it may have previously taken, and retains whatever gear it had when it was last dismissed. If the mount is killed, it vanishes immediately, leaving all it was carrying or wearing behind. As punishment for squandering a gift of Nexus, the Antipaladin whose mount dies may not call another for 30 days or until gaining a new Antipaladin level, whichever comes first, even if the original mount is somehow returned from the dead. During this period, the Antipaladin takes a -1 penalty on attack and damage rolls. Summoning a mount is a Conjuration (Calling) effect.
Poison Use (Ex): Beginning at 6th level, an Antipaladin is familiar enough with the ways of corrupt power figures to be skilled in poison use. Characters with this ability never risk accidentally poisoning themselves when applying poison to a blade.
Critical Sneak Attack (Ex): At 8th level, the Antipaladin can take advantage of enemies in a position of weakness, and inflict greater harm upon them. Any time the Antipaladin's opponent would be denied its DEX bonus to AC (whether it has one or not), the Antipaladin's attack is automatically a critical threat, if it hits. The character must still roll to confirm the critical hit as normal. Ranged attacks can only count for this ability if the range is 30 feet or less, due to the precision necessary to take advantage of enemy mistakes this way. Creatures which are immune to critical hits are, of course, immune to this ability as well. If the Antipaladin has a normal Sneak Attack ability (for instance, from having Rogue levels), then the regular Sneak Attack damage is added after any multiplied damage from a confirmed critical hit (as normal for a standard Sneak Attack).
Aura of Profane Glory (Sp): At 10th level, an Antipaladin is so suffused with the terrible power of Nexus that he or she can wrap him/herself in a golden cloak of divine energy once per day. While active, the ability behaves essentially like a simultaneous Shield of Law and Unholy Aura, granting the character a +4 deflection bonus to AC, +4 resistance bonus on all saves, and granting Spell Resistance 25 against all effects coming from a Good-aligned or Chaotic-aligned source. The character is warded against any possession attempts or mental influence, exactly as that effect of the Protection From Good spell, and it creates a backlash against any Chaotic-aligned or Good-aligned creature that strikes the Antipaladin in melee. A Chaotic attacker is Slowed for the remainder of the Aura's duration, or for 1 minute, whichever is greater; A Good attacker takes 1d6 points of STR damage. A Chaotic Good attacker takes both penalties. A Will save (DC 18 + the Antipaladin's CHA modifier) can negate the Slow effect, while a Fortitude save (DC 18 + the Antipaladin's CHA modifier) can negate the STR damage.
    The Aura of Profane Glory has a duration of 1 round per Antipaladin level, plus 1 round per point of CHA bonus the character has (minimum +1). It may be dispelled, but its caster level is 25th for the purpose of spells or effects which attempt to do so, so getting rid of it is often difficult for the Antipaladin's opponents.

Code of Conduct: Antipaladins must always be Lawful Evil in alignment, and lose all class abilities if they ever willingly commit good acts. In addition, Antipaladins are required to uphold authorities, whether legitimate or otherwise, helping those in power stay there (provided they aren't trying to use the help for kindly or goodly ends), and punish those who harm or threaten the authorities. If they can bribe the authorities or corrupt them in some manner by granting such help, so much the better.
Associates: Antipaladins may adventure with characters of any neutral or evil alignment, but are not allowed to knowingly associate with good characters or creatures. Further, Antipaladins are expected to discontinue association with persons who consistently try to uphold a moral code that isn't encoded by law, and should try to bribe lawmakers into getting rid of such laws whenever possible. Antipaladins may only hire henchmen or accept followers of Lawful Evil alignment, and are expected to maintain the dominant role in any relationships they have with such people (even fellow adventurers, if feasible).
Multiclassing: Antipaladins may not advance any class levels after becoming Antipaladins, other than their Antipaladin class levels, until becoming 10th level Antipaladins. The path of Nexus's champions requires a constant heart, and Nexus does not grant power to people with weak convictions (or weak souls for that matter). Antipaladins who break this restriction may never again advance their Antipaladin levels, though they may advance their other classes freely, and still retain their current Antipaladin abilities as long as they maintain the code of conduct detailed above.

Spell List:

Antipaladin Epic Progression

The Epic Antipaladin
Class
Level
Special
11th Contagion 5/week
12th Smite Good 6/day
13th Bonus feat, Contagion 6/week
14th  
15th Contagion 7/week, Smite Good 7/day
16th Bonus feat
17th Contagion 8/week
18th Smite Good 8/day
19th Bonus feat, Contagion 9/week
20th  

Contagion (Sp): An Epic Antipaladin continues to gain more weekly uses of Contagion, at 11th level and every 2nd level thereafter.
Smite Good (Su): The Epic Antipaladin continues to gain more daily uses of the Smite Good power, but at a slower rate than in nonepic levels. The character gains a new daily use of Smite Good at 12th level, and every 3rd level after it.
Special Mount (Sp): The Epic Antipaladin's mount continues to improve at every even-numbered level. Each time it improves, it gains another +2 HD, +2 natural armor, and +1 to both STR and INT. Its SR and PR, as well as its ability to Command others of its kind, continue to keep pace with the Antipaladin's character level.
Bonus Feats: The Epic Antipaladin gains a bonus feat (selected from the following list) at every 3rd level past 10th.
    Epic Antipaladin Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Aura of Despair, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Spectral Strike, Spontaneous Spell, Unholy Strike, Widen Aura of Despair.

The Blasphemer



The Deathstroke

Children (and some adults) the world over know that the darkness hides monsters. The church of Cenob, gods of Darkness and Death (among other things), has reason to know this better than anybody else- for Cenob has an order of dedicated Holy Warriors too. His champions, called Deathstrokes or Deathmasters, are the enforcers of Cenob's will upon his faithful- a secret order of police for the god's wishes. When a priest or adherent of Cenob spouts heresy or turns apostate, the Deathstrokes are there to ensure that the fool receives the Good Death he or she so rightly deserves- and that no secrets of the religion reach outside ears and eyes. Given that Deathstrokes are always considered to have the direct approval of Cenob himself, none within the church question their activities, or at any rate do not live long after they do question them- but of course, Deathstrokes receive direct commands from Cenob about as often as other priests of his faith do (which is to say, hardly at all). Since Deathstrokes are themselves considered priests of Cenob, however, they fall under their own jurisdiction (such as it is), and therefore a Deathstroke who arouses the wrath of other Deathstrokes is usually soon the target of the same sort of "purging" that other faithful of Cenob get from the order.

Hit Die: d8.

Requirements:

Class Skills: The Deathstroke's class skills (and associated abilities) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Forgery (INT), Gather Information (CHA), Hide (DEX), Intimidate (CHA), Knowledge (Religion) (INT), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Profession (WIS), Search (INT), Sense Motive (WIS), Spot (WIS), Survival (WIS), and Urban Survival (WIS).

Skill Points at each level: 4 + INT modifier.

The Deathstroke
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4 5
1st +0 +0 +2 +2 Poison Use, Sneak Attack +1d6 0 - - - -
2nd +1 +0 +3 +3 Sense Heresy, Snatch Weapon 1 - - - -
3rd +2 +1 +3 +3 Smite Heretic 1/day, Darkvision, Sneak Attack +2d6 1 0 - - -
4th +3 +1 +4 +4 Arterial Strike, Shadow Blend 2 1 - - -
5th +4 +1 +4 +4 Death Attack, Shroud of Darkness, Sneak Attack +3d6 2 1 0 - -
6th +5 +2 +5 +5 Chink in the Armor, Smite Heretic 2/day, Weapon Specialization 3 2 1 - -
7th +6 +2 +5 +5 Sneak Attack +4d6 3 2 1 0 -
8th +7 +2 +6 +6 Shadow Walk 3 3 2 1 -
9th +8 +3 +6 +6 Smite Heretic 3/day, Sneak Attack +5d6 3 3 2 1 0
10th +9 +3 +7 +7 Darkest Doom 3 3 3 2 1

Class Features: All of the following are class features of the Deathstroke prestige class.
Weapon and Armor Proficiency: Deathstrokes are proficient with simple and martial weapons, light armor, and shields. Though their training as holy assassins does not grant them proficiency in heavier armors (the better to stay stealthy), many Deathstrokes take feats to gain such proficiencies, to help disguise themselves.
Poison Use (Ex): Deathstrokes are skilled in poison use. Characters with this ability never risk accidentally poisoning themselves when applying poison to a blade.
Sneak Attack (Ex): If a Deathstroke can catch an opponent when it is unable to defend itself effectively from the character's attack, he or she can strike a vital spot for extra damage. Any time the Deathstroke's target would be denied its DEX bonus to AC (whether it has one or not), the Deathstroke's attack deals +1d6 extra damage. This extra damage increases by +1d6 at every odd level (+2d6 at 3rd, +3d6 at 5th, etc.). Should the Deathstroke score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A Deathstroke cannot make a sneak attack to deal subdual damage. The character must be able to see the target well enough to pick out a vital spot, and must be able to reach a vital spot, so it is not possible to sneak attack a creature with concealment or by striking the limbs of a creature whose vitals are out of reach. A Deathstroke can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, and most plants lack vital areas to attack, and any creature immune to critical hits is not subject to sneak attacks. If a Deathstroke gets a sneak attack bonus from another source (such as Rogue levels), the bonuses to damage stack.
Spells: A Deathstroke can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Deathstroke bonus spells and saving throws are based on Wisdom. A Deathstroke with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Deathstrokes prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Inflict (or, for that matter, any other sort of) spells.
Sense Heresy (Sp): Deathstrokes of 2nd or higher level have the ability to directly sense which creatures Cenob considers heretics or apostates (and are thus targets for watching or assassination). This ability requires no components to use, and may be used at will. It works much like the Detect Evil spell, except that it detects heresy against Cenob (whether by thought or deed is immaterial). Deathstrokes never have the possibilty of becoming stunned by an "overwhelming" aura of heresy (since they do not have that great an emotional connection to the teachings of their faith anyway). For the purposes of this ability, a person who is disguised as a priest or follower of Cenob while in fact being a follower or priest of another god counts as a heretic, so it is rare for anybody- even the most powerful priests of Nexus's "corrupting" sect (for instance)- to be able to significantly penetrate the religion of Cenob. This ability is the equivalent of a 1st-level spell.
Snatch Weapon: At 2nd level, the Deathstroke receives the Snatch Weapon feat for free. Characters who already have Snatch Weapon upon attaining 2nd level in the Deathstroke prestige class gain no benefit from this ability.
Darkvision (Ex): At 3rd level, Cenob grants his secret police the ability to see in darkness. A Deathstroke of this level gains 60-foot Darkvision. If the character already had Darkvision, then the range of the existing ability is extended by 60 feet.
Smite Heretic (Su): Once per day, a Deathstroke of 3rd level or higher may attempt to Smite a creature which shows an aura of Heresy (see the Sense Heresy ability above) with one normal melee attack. The character's CHA modifier, if positive, is added to the attack roll, and if the attack hits, it deals 1 extra point of damage per character level, in addition to bonuses from high Strength or other sources such as magical enhancement. If the attack misses, or is used on a target which is not in fact a Heretic, the attempt has no effect and is wasted for the day. At 6th level, and every 3rd level thereafter, the Deathstroke may Smite Heretic one additional time per day.
Arterial Strike: At 4th level, the Deathstroke receives the Arterial Strike feat for free. Characters who already have Arterial Strike upon attaining 4th level in the Deathstroke prestige class gain no benefit from this ability.
Shadow Blend (Su): In any condition of illumination other than full daylight, a Deathstroke of 4th or higher level can disappear into the shadows, giving the character total concealment. Artifical illumination, even a Light or Continual Flame, does not negate this ability. Daylight, however, does.
Death Attack (Ex): If a Deathstroke of 5th or higher level studies his or her target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the victim (Deathstroke's choice). While studying the victim, the Deathstroke can undertake other actions so long as his or her attention stays focused on the target, and the target does not detect the Deathstroke or recognize the character as an enemy. If the victim of such an attack fails a Fortitude saving throw (DC 10 + the Deathstroke's class level + INT modifier) against the kill effect, it dies. If the save fails against the paralysis effect, the victim's mind and body become enervated, rendering it completely helpless and unable to act for 1d6 rounds plus 1 round per class level of the Deathstroke. If the saving throw succeeds, the attack is just a normal sneak attack. Once the Deathstroke has completed the 3 rounds of study, he or she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (e.g., the save succeeds), or the Deathstroke does not launch the attack within 3 rounds of completing the study, then 3 new rounds of study are required before the Deathstroke can attempt another death attack.
Shroud of Darkness (Su): At 5th level and above, a Deathstroke's mind cannot be detected or probed by any means short of direct intervention by a god. This ability is similar to a Mind Blank spell, except that it is not dispelled or suppressed in Dead Magic, Anti-Magic, or Psionic Static areas, and the character still shows up on scrying attempts (only the Deathstroke's mind is so protected). Among other things, this ability even prevents the Deathstroke from being detected by a Detect Evil spell or effect, but one notable thing it does not protect from is the Sense Heresy ability of other Deathstrokes. Cenob grants both abilities, and is fully capable of getting around his own Shroud of Darkness.
Chink in the Armor: At 6th level, the Deathstroke receives the Chink in the Armor feat for free. Characters who already have Chink in the Armor upon attaining 6th level in the Deathstroke prestige class gain no benefit from this ability.
Weapon Specialization: On achieving 6th level, a Deathstroke gains the Weapon Specialization feat. The Deathstroke must have Weapon Focus with a weapon to gain Weapon Specialization for it. If the character does not have Weapon Focus with any weapons upon attaining 6th level as a Deathstroke, then he or she gains no benefit from this ability (the feat cannot be taken later).
Shadow Walk (Sp): At 8th level, a Deathstroke can use Shadow Walk once per day.
Darkest Doom (Sp): At 10th level, the Deathstroke is so important and powerful within the hierarchy of Cenob's church, that the god grants the character the ability to give life to the darkness itself to devour his or her enemies. Once per week, the Deathstroke with this ability can summon a 10-HD Film of Night as a full-round action. A Film of Night is an incorporeal ooze made of living darkness, which drains the energy of non-plant living creatures- a field of darkness given awareness and hunger. Though a Film of Night is a mindless creature, the Deathstroke that summons one can control it in the same manner that summoned creatures are normally controlled. The Film of Night remains in existence for 1 round per Deathstroke class level before dissipating back into ordinary (non-living) darkness. This ability is the equivalent of a 9th-level spell, and is considered a Conjuration (Summoning) effect. It may be affected by feats which specifically affect spells of that subschool, such as Augment Summoning, but may not have metamagic or effects which raise its effective level applied to it.

Code of Conduct: A Deathstroke must always be Neutral Evil in alignment, and loses all class abilities if he or she ever willingly commits an act of pity or mercy. In addition, a Deathstroke is required to constantly watch other faithful of Cenob for signs of heresy or turning against the church, and strike down those who show such signs. Finally, though it is not strictly required of them, most Deathstrokes keep their status as members of the holy order secret, and do not reveal it except to those about to become their next victims. Generally, only the most powerful Deathstrokes can safely reveal their status to others without calling down attacks from other Deathstrokes- and Cenob trusts them to police their own.
Associates: Deathstrokes may adventure with characters of any alignment, but are expected to spread the word of Cenob wherever they go just like other priests (and of course, characters of good alignments will rarely tolerate the Deathstroke's presence for long). Further, Deathstrokes are expected to watch persons known to be followers or adherents of Cenob for signs of thought or action against the church, and when such is found, to eliminate them by any means necessary- even if the targets were once friends or allies. Deathstrokes may only hire henchmen or accept followers of Neutral Evil alignment, though the followers or henchmen need not be faithful of Cenob (in fact, it is often easier to keep long-term ones who are not).
Multiclassing: Deathstrokes may not advance any class levels after becoming a Deathstroke, other than Assassin, Spy, or Ninja classes of some sort (DM's perogative), and of course Deathstroke. Upon reaching 10th level, the restriction is lifted, and Deathstrokes may once again multiclass normally. The path of Cenob's holy warriors requires unswerving dedication to rooting out lack of faith, and Cenob does not grant powers to his followers unless they can give him something in return. Deathstrokes who break this restriction may never again advance their Deathstroke levels, though they may advance their other classes freely, and still retain their current Deathstroke abilities as long as they maintain the code of conduct detailed above. Of course, such Deathstrokes usually become the target of other Deathstrokes soon after breaking the restriction, so very few Deathstrokes ever actually do so.

Spell List:

Deathstroke Epic Progression

The Epic Deathstroke
Class
Level
Special
11th Sneak Attack +6d6
12th Smite Heretic 4/day
13th Shadow Walk 2/day, Sneak Attack +7d6
14th Bonus feat
15th Darkest Doom 2/week, Smite Heretic 5/day, Sneak Attack +8d6
16th  
17th Sneak Attack +9d6
18th Bonus feat, Shadow Walk 3/day, Smite Heretic 6/day
19th Sneak Attack +10d6
20th Darkest Doom 3/week

Death Attack (Ex): A Deathstroke counts only half his or her levels past 10th for the purpose of determining the save DC to resist this attack.
Sneak Attack (Ex): An Epic Deathstroke's Sneak Attack damage increases by +1d6 every two levels after 9th.
Smite Heretic (Su): The Epic Deathstroke continues to gain more daily uses of the Smite Heretic power, at 12th level and every 3rd level thereafter.
Shadow Walk (Sp): The Epic Deathstroke gains a second daily use of Shadow Walk at 13th level, and gains a new daily use at every 5th level after that.
Darkest Doom (Sp): The Epic Deathstroke may summon an additional Film of Night per week at 15th level, and gains another weekly use of the power every 5th level thereafter.
Bonus Feats: The Epic Deathstroke gains a bonus feat (selected from the following list) at every 4th level past 10th (i.e. 14th, 18th, 22nd, etc.).
    Epic Deathstroke Bonus Feat List: Devastating Critical, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity, Legendary Tracker, Lingering Damage, Overwhelming Critical, Permanent Emanation, Sneak Attack of Opportunity, Spectral Strike, Spell Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny Accuracy.

The Despoiler



The Ice Knight

The bitterly cold, wind-swept fields of ice above the arctic circle of the world are places of stunning, sparkling beauty, but they are also deadly places of stark, almost frightening cold. While most people (even members of the Cold-dwelling races such as the Frostlings and Thanoi) only go out onto the ice fields when they must, there are a few individuals for whom the cold beauty is truly a religious experience. Some of these, worshippers of the Ice god Thrym, leave home and hearth behind for a life spent permanently out on the ice amid the perfect, unchanging beauty to be found there. Sometimes, these individuals are seen again, strangely changed by their life amid the cold- granted strange elemental powers by Thrym to spread the cold perfection of Ice to warmer lands. These people are a sect of holy warriors dedicated to Thrym, and are called Ice Knights by those who know about them.

Hit Die: d10.

Requirements:

Class Skills: The Ice Knight's class skills (and associated abilities) are Autohypnosis (WIS), Climb (STR), Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (Geography or Religion) (INT), Listen (WIS), Lucid Dreaming (WIS), Move Silently (DEX), Profession (WIS), Spot (WIS), Survival (WIS), and Swim (STR).

Skill Points at each level: 2 + INT modifier.

The Ice Knight
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Cold Subtype, Icewalk - - - -
2nd +2 +3 +0 +3 Aura of Cold, Ice Armor (+3) 0 - - -
3rd +3 +3 +1 +3 Ice Blade (Dagger) 1 - - -
4th +4 +4 +1 +4 Ice Armor (+5) 1 0 - -
5th +5 +4 +1 +4 Ice Blade (Short Sword), Ice Patch 1 1 - -
6th +6 +5 +2 +5 Ice Armor (+7), Ice Storm 1/day 2 1 0 -
7th +7 +5 +2 +5 Ice Blade (Longsword) 2 1 1 -
8th +8 +6 +2 +6 Ice Armor (+9) 3 2 1 0
9th +9 +6 +3 +6 Ice Blade (Bastard Sword), Ice Storm 2/day 3 2 2 1
10th +10 +7 +3 +7 Blizzard, Hibernate, Ice Armor (+11) 4 3 3 2

Class Features: All of the following are class features of the Ice Knight prestige class.
Weapon and Armor Proficiency: Ice Knights are proficient with simple and martial weapons, light and medium armor, and shields.
Cold Subtype: An Ice Knight, regardless of race, has the Cold subtype. The character is immune to cold damage, but takes half again as much damage from fire except on a successful save. As part of the process of gaining this subtype, the Ice Knight loses any heat- or fire-related powers he or she previously had, including the Fire subtype if the character had it.
Icewalk (Su): An Ice Knight is able to walk and climb ice-covered surfaces as if affected by the Spider Climb spell, though this ability is not actually a spell and cannot be dispelled- it is a direct sign of Thrym's favor. As such, it continues to function even in Dead Magic, Anti-Magic, or Psionic Static areas.
Aura of Cold (Su): An Ice Knight of 2nd level or higher is surrounded by an aura of stinging cold (noticeable even to Frostlings) which does not deal direct damage, but causes creatures within 10 feet of the character to take a -2 penalty to saving throws against any Cold attack or effect.
Ice Armor (Su): At will, as a full-round action, a 2nd-level or higher Ice Knight can gather moisture from the air and form it into a hard shell of plated ice around his or her body. This Ice Armor grants an AC bonus of +3, has no effective weight for determining the Ice Knight's encumbrance, and has no maximum DEX bonus nor armor check penalty. Every other level thereafter, the Ice Armor's AC bonus increases by +2. To use this ability, an Ice Knight must not be wearing any armor. The Ice Armor, once formed, is nonmagical and exactly like normal ice, but only lasts for 10 minutes per level before evaporating in standard temperatures (hotter or colder temperatures may speed up or slow down this process at the DM's option). Alternately, the Ice Knight may dissolve the armor at will as a standard action. Also, should an Ice Knight take more than 40 points of Fire or Plasma damage during a round while wearing Ice Armor, the armor is melted by the heat and the character must reform it. There is no limit to the number of times per day this ability may be used, but in particularly hot areas (such as near an active lava flow) the Ice Knight may find that the time spent reforming the armor is not worth the effort.
    An Ice Knight with the Craft Magic Arms & Armor feat can form Ice Armor with magical abilities embedded in it by spending XP and taking extra time to form the suit. The character must spend 1/50 the normal amount of XP he or she would spend on a real and permanent suit of armor with the same enhancements (minimum 1 point), and taking 1 minute per 1000 gp in the price of normal armor of that type. Ice Armor may not be formed with an enhancement bonus, but other abilities may be embedded in a suit of Ice Armor as if it did have an enhancement bonus. Thus, a suit of Ghost Touch Ice Armor can be formed by spending 7 XP and taking 9 minutes to do it. Ice Armor cannot be given any Fire Resistance qualities, even if the character meets the preprequisites necessary to construct such a suit of armor otherwise. XP spent on forming this special Ice Armor is permanently lost; it does not return when the Armor dissipates, so Ice Knights able to form special Armor do not tend to do so often. The Ice Knight must maintain concentration during the formation of enchanted Ice Armor, so it is possible to disrupt it in much the same way that a spell with a long casting time can be disrupted. If the character is damaged while forming the special armor, he or she must make a new Concentration check (DC 15 + the damage dealt), or lose the Armor before it is formed (and the invested XP along with it).
Spells: Beginning at 2nd level, an Ice Knight can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Ice Knight bonus spells and saving throws are based on Wisdom. An Ice Knight with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Ice Knights prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Inflict (or, for that matter, any other sort of) spells.
Ice Blade (Su): Ice Knights of 3rd level and higher can use the same ability to form ice out of the air that is used to form their Ice Armor, to form a weapon instead. With a full-round action and a Concentration check (DC 15), the character can cause moisture to freeze out of the air and ground to form a blade formed from pure, blue ice. Thus, Ice Knights with this ability are never truly unarmed, though a Knight is limited on the size of the weapon that can be so formed (see below). An Ice Blade is nonmagical once formed, and will continue to exist without requiring concentration on the part of the Knight as long as the character continues to hold it. If the character puts down the Ice Blade, however, it melts away and dissipates in a single round, so Ice Blades are never usable except by the Ice Knight who formed them. Also, should an Ice Knight take more than 20 points of Fire or Plasma damage during a round while holding an Ice Blade, the blade is melted by the heat and the character must reform it.
    An Ice Knight of 3rd level can only form a "dagger" of ice with this ability, but Ice Knights of higher levels can form larger weapons as noted in the class advancement table. Ice Knights able to form larger weapons are not required to do so, however, and may form smaller weapons if they so desire- for instance, a 7th-level Ice Knight can form a Dagger, Short Sword, or Longsword as desired. Once formed, the Ice Blade is in all respects equal to a masterwork version of the weapon the Ice Knight chose to make, except that it deals 1 less point of damage due to being slightly blunted (ice does not form sharp edges well), and always deals half cold damage and half normal damage, no matter how much damage is actually dealt by a hit. Also, regardless of what type of weapon the Ice Blade mimics, the Ice Knight is always considered to be proficient in its use, even if the character does not actually have proficiency in normal version of the chosen weapon. In particular, an Ice Knight able to form a Bastard Sword-sized Ice Blade is able to use it one-handed, as if having the Exotic Weapon Proficiency for the Bastard Sword.
    An Ice Knight with the Craft Magic Arms & Armor feat can form an Ice Blade with enhancements embedded in it by spending XP and taking extra time to form the Blade. The character must spend 1/50 the normal amount of XP he or she would spend on a real and permanent weapon with the same enhancements (minimum 1 point), and taking 1 minute per 1000 gp in the price of a normal weapon of that type. Thus, a +2 Ice Blade can be formed by spending 6 XP and taking 8 minutes to do it. Ice Blades cannot be given any energy qualities other than those using Cold (e.g. Flaming, Shocking, Brilliant Energy), even if the character meets the preprequisites necessary to construct such a weapon otherwise. XP spent on forming these special Ice Blades is permanently lost; it does not return when the Blade dissipates, so Ice Knights able to form special Blades do not tend to do so often. The Ice Knight must maintain concentration during the formation of an enchanted blade, so it is possible to disrupt it in much the same way that a spell with a long casting time can be disrupted. If the character is damaged while forming the special Ice Blade, he or she must make a new Concentration check (DC 15 + the damage dealt), or lose the Blade before it is formed (and the invested XP along with it).
Ice Patch (Sp): At 5th level, the Ice Knight's ability to freeze ice out of air can be used even at a significant distance from his or her actual body, and the character can now form patches of slippery ice just about anywhere. As a standard action, the Ice Knight may form a patch of slippery ice up to 10 feet square on any surface within Close range (25 ft. + 5 ft./2 levels). In practice, this ability is like the Grease spell, with the only difference being that it creates ice instead of grease. Also, Ice Knights and creatures with the Icewalk ability are immune to the slipping effects of the Ice Patch (in fact, they actually stick to it if they want to), and need not make saving throws. The saving throw DC to avoid slipping on the Ice Patch is 11 + the Ice Knight's WIS modifier; it is the equivalent of a 1st-level spell.
Ice Storm (Sp): Once per day, a 6th-level or higher Ice Knight can use Ice Storm as a spell-like ability. At 9th level, the character gains an additional daily use of this ability. The caster level of this ability (when it matters) equals the Ice Knight's class level.
Blizzard (Sp): Once per day, a 10th-level Ice Knight can use Blizzard as a spell-like ability, with a caster level equal to his or her Ice Knight class level.
Hibernate (Su):
A 10th-level Ice Knight is one with the cold, and is able to use this connection to put himself or herself into a state of cryogenic suspension. To use this ability, the character must spend 10 minutes in uninterrupted meditation and then make a Concentration check (DC 25). If the check fails, nothing happens, but the character cannot attempt to enter Hibernation again for 24 hours. If the check succeeds, the Ice Knight's body literally freezes solid, and is thereafter treated as an object rather than a living creature for all purposes until the Hibernation ends. The character does not require food, water, or air, and is completely unaware of his or her surroundings. The body can be attacked, and if it is destroyed, the Ice Knight dies- however, the body retains its normal hit point value, and gains a Hardness value of 10 due to the solid ice infusing its form. Furthermore, the Ice Knight may use this ability while wearing Ice Armor, and if so then the Ice Armor is infused to the frozen body while it remains in stasis (instead of melting as normal). This has no effect on the body's Hardness, nor does it grant the body any more hit points, but it does raise the body's AC should anything attack it, so most Ice Knights planning to Hibernate are careful to wrap themselves in the most powerful Ice Armor they can first.
    The Hibernation lasts exactly as long as the Ice Knight wishes it to last- before entering the state, the character must decide on a triggering condition to wake up. Once the body is frozen, the same power of Thrym that allows the character to enter the state of Hibernation in the first place keeps watch over the body and its surroundings, and wakes the character up immediately when the trigger condition occurs even though the Ice Knight him/herself cannot be aware of it. Once awake, the character spends one round of inaction thawing to full living form again, and on the next round is exactly as he or she was before entering the Hibernation state- fully capable of action and even having "recharged" daily uses of spell-like abilities such as Blizzard and Ice Storm if the state lasted at least a day. Therefore, while the character is vulnerable for a short time while coming out of Hibernation, enemies had best be very quick in attacking the Knight if they wish to prevent the character from retaliating.

Code of Conduct: An Ice Knight must always be Chaotic Evil in alignment, as cold-hearted as the lands he or she calls home, and loses all class abilities (including spells and the Cold subtype) if he or she ever willingly commits an act of pity, mercy, or love. Ice Knights also have a responsibility to spread the chill grasp of snow and ice to warmer lands, preferably by liberal use of their Ice Patch and Ice Storm abilities upon towns and communities living in those lands. Of course, being Chaotic, they're allowed some discretion in how to fulfill that duty, and Thrym is happy as long as they spread the Ice (even if it doesn't freeze any living things in its spread). Communities which have Ice Knights nearby sometimes manage to live in an uneasy peace with them for some time, but in the end, the Ice claims all.
Associates: Ice Knights may adventure with characters of any neutral or evil alignment, but are not allowed to associate with creatures or people of Good alignment aside from trying to change that Good to Neutral or Evil (Thrym's mandate to spread Cold applies to hearts as well). Ice Knights may never hire henchmen or accept followers, not even of the allowed alignments- they are eternal loners.
Multiclassing: Ice Knights may not advance any class levels after becoming Ice Knights, other than the Ice Knight, Cleric (of Thrym), or Ranger (of the Wilderness kind) classes, until becoming 10th level Ice Knights. Thrym isn't as restrictive as other gods when it comes to bestowing his power, but Ice Knights who take the time to advance other classes lose the special connection with the natural world that is critical to maintaining and advancing their powers. Ice Knights who break this restriction may never again advance their Ice Knight levels, though they may advance their other classes freely, and still retain their current Ice Knight abilities as long as they maintain the code of conduct detailed above.

Spell List:

Ice Knight Epic Progression

The Epic Ice Knight
Class
Level
Special
11th Ice Blade (Greatsword)
12th Ice Armor (+13), Ice Storm 3/day
13th  
14th Bonus feat, Ice Armor (+15)
15th Blizzard 2/day, Ice Storm 4/day
16th Ice Armor (+17)
17th  
18th Bonus feat, Ice Armor (+19), Ice Storm 5/day
19th  
20th Ice Armor (+21), Blizzard 3/day

Ice Blade (Su): At 11th level, the Ice Knight may form a Greatsword-sized Ice Blade. Other rules for formation of Ice Blades continue to apply. If the character has the Craft Minor Artifact feat, then artifact-level enhancements can be worked into the blade as it is formed, but Ice Blades can never be made with Major Artifact-level enhancements, no matter how powerful or skilled the Ice Knight becomes as an item crafter.
Ice Armor (Su): An Epic Ice Knight's Ice Armor continues to improve as the character gains levels, gaining 2 points of AC at every even-numbered level. If the character has the Craft Minor Artifact feat, then artifact-level abilities can be worked into the armor as it is formed, but Ice Armor can never be made with Major Artifact-level abilities, no matter how powerful or skilled the Ice Knight becomes as an item crafter.
Ice Storm (Sp): The Epic Ice Knight continues to gain more daily uses of Ice Storm at 12th level, and every 3rd level after that.
Blizzard (Sp): The Ice Knight gains another daily use of Blizzard at 15th level, and every 5th level after that.
Bonus Feats: The Epic Ice Knight gains a bonus feat (selected from the following list) at every 4th level past 10th (i.e. 14th, 18th, 22nd, etc.).
    Epic Ice Knight Bonus Feat List: Devastating Critical, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Extended Life Span, Improved Aura of Cold, Intensify Spell-Like Ability, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Permanent Emanation, Tenacious Magic, Widen Aura of Cold.

The Knight of Purity

The church of Patrin, in its many guises, has a way of seemingly appearing out of nowhere overnight, or at least of achieving remarkable growth spurts occasionally. Based around the idea that one race is genuinely superior than others, and destined to rule all, it has a certain attraction for downtrodden people of whatever race happens to be "chosen" in a particular area, as it gives them a reason to think better of themselves (they are, after all, Superior) and gives them scapegoats to blame their troubles on (other races stealing pieces of the pie). However, most good-aligned or rational people immediately see through the deceptions the church weaves to hide its true motives, so the growth spurts that happen cannot be as random or spontaneous as they usually seem to outsiders. In fact, Patrin has an order of chosen Holy Warrior champions, much like several other gods do, and these Knights of Purity (as they are called) are one of his most powerful instruments in the push to incite interracial violence. Knights of Purity always carry the desire and goal of purifying the Master Race (their own, naturally) above all else, and diligently work to bring others to their way of thinking wherever they go. The powers granted to them by Patrin have a way of doing just that, and it is often one or more Knights of Purity who are behind a given church's growth surge when such an event happens.

Hit Die: d10.

Requirements:

Class Skills: The Knight of Purity's class skills (and associated abilities) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (STR or CHA), Knowledge (Geography, History, Literature, Local, Nobility & Royalty, Politics, Religion, or War) (INT), Profession (WIS), Search (INT), Speak Language (none), Taunt (CHA), and Use Rope (DEX).

Skill Points at each level: 2 + INT modifier.

The Knight of Purity
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Detect Good, Divine Purity, Superior Specimen - - - -
2nd +2 +3 +0 +3 Aura of Hate, Divine Fitness, Smite Inferior 1/day 0 - - -
3rd +3 +3 +1 +3 Charm Monster 1/week, Persuasive 1 - - -
4th +4 +4 +1 +4 Dominate Lackey 1/week 1 0 - -
5th +5 +4 +1 +4 Charm Monster 2/week, Smite Inferior 2/day 1 1 - -
6th +6 +5 +2 +5 Slaver 2 1 0 -
7th +7 +5 +2 +5 Charm Monster 3/week 2 1 1 -
8th +8 +6 +2 +6 Destroy Inferior, Dominate Lackey 2/week, Smite Inferior 3/day 3 2 1 0
9th +9 +6 +3 +6 Charm Monster 4/week 3 2 2 1
10th +10 +7 +3 +7 Final Solution 4 3 3 2

Class Features: All of the following are class features of the Knight of Purity prestige class.
Weapon and Armor Proficiency: Knights of Purity are proficient with simple and martial weapons, all types of armor, and shields.
Detect Good (Sp): At will, a Knight of Purity can Detect Good as the spell.
Divine Purity (Su): A Knight of Purity's Charisma modifier (if positive) is added as a bonus to all saving throws.
Superior Specimen (Su): A Knight of Purity gains a permanent +4 bonus to Charisma upon joining the order. This bonus comes from the unholy (but glorious) might of Patrin himself, and therefore while it is not possible to dispel or remove the bonus, it is considered a class ability and will be lost with other class abilities should the character ever lose his or her status as a Knight (see Code of Conduct below).
Aura of Hate (Su): At 2nd level, a Knight of Purity radiates an aura of fury that incites interracial violence. Creatures of the Knight's race receive a +2 morale bonus on attack rolls against creatures of other races and species while within 10 feet of the Knight, and creatures of other races receive a -2 morale penalty on such rolls.
Divine Fitness (Ex): Knights of Purity become immune to all poisons, including magical and psionic ones, starting at 2nd level. Only an avatar of Venom himself can get around this ability, and he normally has no desire to risk Patrin's wrath by hurting the Hate god's chosen champions.
Smite Inferior (Su): Once per day, a Knight of Purity of 2nd level or higher may attempt to Smite a creature of a race other than his or her own with one normal melee attack. The character's CHA modifier, if positive, is added to the attack roll, and if the attack hits, it deals 1 extra point of damage per character level, in addition to bonuses from high Strength or other sources such as magical enhancement. If the attack misses, or is used on a target of the Knight's own race, the attempt has no effect and is wasted for the day. At 5th level, and every 3rd level thereafter, the Knight gains an additional daily use of this ability.
Spells: Beginning at 2nd level, a Knight of Purity can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Knight of Purity bonus spells and saving throws are based on Wisdom. A Knight with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Knights of Purity prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Inflict (or, for that matter, any other sort of) spells.
Persuasive: At 3rd level, the Knight of Purity receives the Persuasive feat for free. Characters who already have Persuasive upon attaining 3rd level in the Knight of Purity prestige class gain no benefit from this ability.
Charm Monster (Sp): Beginning at 3rd level, a Knight of Purity can use Charm Monster as the spell on any creature with an INT score of 3 or higher once per week. The Knight gains an additional weekly use of this ability at every 2nd level thereafter. Knights of Purity typically use this ability to convince leaders of their own race to bring laws and community rules against other races, or on members of other races to accept an inferior position (and the poor treatment that goes with it) without resistance.
Dominate Lackey (Sp): At 4th level, a Knight of Purity can use Dominate Person as the spell on any creature he or she has already Charmed with the above ability, once per week. Knights of Purity normally use this ability only on especially recalcitrant members of "inferior" races, to get them to cooperate, but in a pinch it can be used on members of the character's own species. At 8th level, the character gains another weekly use of this ability.
Slaver: A 6th-level Knight of Purity gains a special version of the Leadership feat which provides "slaves" instead of followers or cohorts. Slaves are gained the same way as followers, but do not require payment or good treatment to keep around- they must be members of a PC race other than the Knight's own, and represent people the Knight has broken to his or her will and domination through psychological and/or physical cruelty. Due to the breaking of their wills and the Knight's infusion of Patrin's unholy power, these slaves are just as loyal to the Knight as if they were well-treated followers; but if the Knight ever loses his or her status as a Knight of Purity, the slaves are no longer considered followers of the character, and are likely to turn on their erstwhile master/mistress as soon as it is possible and practical for them to do so. Slaves can be of any alignment, and because they are not with the Knight of their own free will, the negative modifiers to the Knight's Leadership score (as detailed in the DMG) do not apply to the score for the purpose of gaining slaves, not even loss of other slaves. Also, slaves do not desert if the Knight's Leadership score somehow does go down; they only leave if freed by some outside agency or the Knight him/herself.
Destroy Inferior (Su): At 8th level, along with the third daily use of Smite Inferior, the ability itself improves. Instead of merely dealing extra damage, when the Knight uses the Smite Inferior ability and the attack hits, the target must make a Fortitude save (DC 15 + the Knight's CHA modifier) or die. Even if the save succeeds, the target still takes the extra damage as noted for the normal Smite Inferior ability. If the Knight has some reason to want the target to stay alive, he or she can choose to use the normal Smite Inferior ability instead of Destroy Inferior.
Final Solution (Sp): A 10th-level Knight of Purity gains the most powerful ability Patrin bestows upon his warrior champions- the power to use a special Circle of Death once per day, that does not affect the Knight's own race and requires no components to use. This ability is otherwise identical to the spell, and has a caster level equal to the Knight's character level. The save DC against this ability is equal to 16 + the Knight's CHA modifier, and is considered the equivalent of a 6th-level spell.

Code of Conduct: A Knight of Purity must always be Lawful Evil in alignment, and loses all class abilities if he or she ever willingly commits a good act on behalf of any creature besides his or her own race/species. In addition, a Knight of Purity is required to respect any authority of members of his or her own race, unless they are known to collaborate with creatures of other races (keeping racial bloodlines pure requires unswerving dedication to one's own people). They must always act with honor towards people of their own race (no lying or cheating, never use poison, etc.), but must never act with honor towards any other race. They must give help to those of their own race who need it, provided those in need aren't trying to use the help for any people of other races. In general, a Knight of Purity is required to behave in an almost Paladin-like manner towards his or her own race, as long as they are not clear enemies of the people (in Patrin's terms of course), while simultaneously being required to treat creatures of other races in a truly despicable (to non-Patrinites) manner.
Associates: Knights of Purity may adventure with characters of their own race, regardless of alignment (though in practice, most good-aligned people quickly tire of a Knight's company), but are not allowed to knowingly associate with characters or creatures of any other race. Further, Knights of Purity are expected to discontinue association with persons who consistently offend their moral code by helping or espousing tolerance for people of other races. Knights of Purity may only hire henchmen or accept followers of Lawful or Evil alignment, who are of the Knight's own race.
Multiclassing: Knights of Purity may not advance any class levels after becoming a Knight of Purity, other than their Knight of Purity class levels, until becoming 10th level Knights of Purity. As noted above, the path to racial purity requires unswerving dedication, and Patrin does not grant powers to people who are unwilling to do everything necessary to see the truly Superior Race ascend to rulership over all. Knights of Purity who break this restriction may never again advance their Knight of Purity levels, though they may advance their other classes freely, and still retain their current Knight of Purity abilities as long as they maintain the code of conduct detailed above.

Spell List:

Knight of Purity Epic Progression

The Epic Knight of Purity
Class
Level
Special
11th Charm Monster 5/week, Smite Inferior 4/day
12th Dominate Lackey 3/week
13th Charm Monster 6/week
14th Bonus feat, Smite Inferior 5/day
15th Charm Monster 7/week
16th Dominate Lackey 4/week
17th Charm Monster 8/week, Smite Inferior 6/day
18th Bonus feat
19th Charm Monster 9/week
20th Dominate Lackey 5/week, Smite Inferior 7/day

Smite Inferior (Su): An Epic Knight of Purity continues to gain additional daily uses of Smite Inferior at 11th level, and every 3rd level thereafter.
Charm Monster (Sp): The Epic Knight of Purity gains another weekly use of Charm Monster at every odd-numbered level.
Dominate Lackey (Sp): At 12th level, and every 4th level thereafter, the Epic Knight of Purity gains another weekly use of the Dominate Lackey ability.
Bonus Feats: The Epic Knight of Purity gains a bonus feat (selected from the following list) at every 4th level past 10th (i.e. 14th, 18th, 22nd, etc.).
    Epic Knight of Purity Bonus Feat List: Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Great Smiting, Improved Aura of Hate, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Overwhelming Critical, Perfect Health, Permanent Emanation, Polyglot, Spontaneous Spell, Tenacious Magic, Widen Aura of Hate.

The Oozemaster



The Psi-Priest



The Seductress



The Serpent Soldier



The Sharkmaster



The Storm Knight

Nandra, the god of Battles and Aggression, was the first god after Thero to establish a group of holy warriors dedicated to his cause. Thero's Paladins are dedicated to (among other things) keeping life free of unnecessary carnage, but Nandra is positively infuriated by lack of it, and accordingly decided almost immediately to create a group to oppose the Paladins and keep them from spoiling his joy. Nandra's holy warriors embody his three aspects (Aggression, Battle, and Storms), just as Paladins embody Thero's (Honor, Strength, and War), and are usually called Storm Knights (though angry and disheartened commanders and soldiers on all sides of conflicts they involve themselves in often have less printable epithets for them). Storm Knights travel wherever they can find battles, and in many cases actually start them; their only purpose is to bring the fury and wrath of Nandra to the unfortunate lands they travel through just like the storms he creates.

Hit Die: d12.

Requirements:

Class Skills: The Storm Knight's class skills (and associated abilities) are Bluff (CHA), Climb (STR), Intimidate (CHA), Jump (STR), Knowledge (Religion) (INT), Knowledge (War) (INT), Listen (WIS), Spot (WIS), Survival (WIS), Swim (STR), Taunt (CHA), and Urban Survival (WIS).

Skill Points at each level: 2 + INT modifier.

The Storm Knight
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +0 +2 Jolt, Rage
2nd +2 +3 +0 +3 Aura of Fear, Electricity Resistance 5
3rd +3 +3 +1 +3 Lightning Bolt
4th +4 +4 +1 +4 Electricity Resistance 10
5th +5 +4 +1 +4 Free Jolt, Poison Use
6th +6 +5 +2 +5 Electricity Resistance 15, Lightning Bolt 3/day
7th +7 +5 +2 +5 Aura of Fury
8th +8 +6 +2 +6 Electricity Resistance 20, Greater Rage
9th +9 +6 +3 +6 Lightning Bolt 5/day
10th +10 +7 +3 +7 Chain Lightning, Electricity Immunity

Class Features: All of the following are class features of the Storm Knight prestige class.
Weapon and Armor Proficiency: Storm Knights are proficient with simple and martial weapons, all types of armor, and shields.
Jolt (Sp): Storm Knights are able to use Jolt once per round. The save DC is CHA-based.
Rage (Ex): Storm Knights are able to enter a divinely-inspired state of Rage similar to that of a Barbarian, once per day per class level. If the Storm Knight already has the ability to enter a Rage (for instance, from Barbarian class levels), then he or she gains additional daily uses of the ability. This Rage works exactly like the Barbarian class ability, except that a Raging Storm Knight is allowed to freely use this class's spell-like powers (such as Jolt) while Raging. A Storm Knight's Rage grants +4 to STR and CON and +2 to Will saves, unless the character's non-Storm Knight Rage ability is better (in which case those numbers are used).
Aura of Fear (Su): At 2nd level, a Storm Knight radiates an aura of fury and power that frightens his or her enemies. Enemies within 10 feet of the Storm Knight receive a -2 morale penalty on all saves. This is a mind-affecting, fear ability.
Electricity Resistance (Ex): Storm Knights of 2nd level or higher gain resistance to electrical attacks, and the resistance gets better as the character gains levels. The Storm Knight gains Electricity Resistance of the amount given in the table above.
Lightning Bolt (Sp): Storm Knights of 3rd level or higher are able to use Lightning Bolt as a spell-like ability once per day. Every three levels past 3rd, the Storm Knight gains two additional daily uses of this ability (3/day at 6th, 5/day at 9th). The save DC of this ability is CHA-based, and its caster level is equal to the Storm Knight's class level + 2.
Poison Use (Ex): Beginning at 5th level, a Storm Knight is skilled in poison use. Characters with this ability never risk accidentally poisoning themselves when applying poison to a blade.
Free Jolt (Sp): At 5th level, the Storm Knight's Jolt spell-like ability no longer requires a standard action to use as the spell does- instead, it may be used as a swift action, like a quickened spell. Using Jolt this way counts towards the character's limit of quickened spells per round.
Aura of Fury (Su): At 7th level, a Storm Knight's aura of fury and power not only frightens enemies, but also inflames the attacks of allies. Enemies within 10 feet of the Storm Knight still receive a -2 morale penalty on all saves, but allies now receive a +2 morale bonus on attack rolls while in the area. The fear effect in enemies still counts as a mind-affecting fear ability, but the ally-enhancing power of the aura is only a mind-affecting ability.
Greater Rage (Ex): When a Storm Knight reaches 8th level, his or her Rage ability improves. The character now gains +6 to STR and CON, and +3 to Will saves, while in a Rage. As with the ability gained at 1st level, if the Storm Knight in question has better Rage bonuses already from another class that grants him or her Rage, then the better bonuses are used instead.
Chain Lightning (Sp): Storm Knights of 10th level are able to use Chain Lightning as a spell-like ability once per day. The caster level of the ability is equal to the Storm Knight's class level, and its save DC is CHA-based, just like the save DCs for the previously-gained Jolt and Lightning Bolt abilities.
Electricity Immunity (Ex): At 10th level, the Storm Knight's Electricty Resistance becomes so powerful that the character becomes completely immune to electrical damage.

Code of Conduct: A Storm Knight must always be Chaotic Evil in alignment, and loses all class abilities if he or she ever willingly commits a good act in battle (such as granting mercy to an enemy, accepting a surrender, etc.). In addition, a Storm Knight is required to fight and kill at least once per day, unless there are no creatures other than Storm Knights available for such fights during that day. Intelligent foes are preferred, for this requirement, but if the Storm Knight would genuinely prefer to let nearby intelligent creatures live, then any dangerous animal or creature will do. "Dangerous," in this case, means some creature that has a chance to significantly harm the Storm Knight- for game purposes this normally means a creature with a CR value no less than the Storm Knight's character level - 8.
Associates: Storm Knights may adventure with characters of any alignment, but in practice most good- or lawful-aligned characters or creatures will not tolerate a Storm Knight's company. Further, Storm Knights are expected to discontinue association with (preferably by killing) persons who consistently try to talk their way out of fights, or stop combats before all enemies are dead. Storm Knights may only hire henchmen or accept followers of Chaotic Evil alignment.
Multiclassing: Storm Knights may not advance any class levels after becoming a Storm Knight, other than Barbarian, Fighter, or Storm Knight, until becoming 10th level Storm Knights. While Nandra is not as restrictive as his arch-nemesis Thero, he does not like to see his gifts being "wasted" while his champions dabble in pursuits other than combat and slaughter. Storm Knights who break this restriction may never again advance their Storm Knight levels, though they may advance their other classes freely, and still retain their current Storm Knight abilities as long as they maintain the code of conduct detailed above.

Storm Knight Epic Progression

The Epic Storm Knight
Class
Level
Special
11th  
12th Lightning Bolt 6/day
13th Bonus feat
14th Chain Lightning 2/day
15th Lightning Bolt 7/day
16th Bonus feat
17th  
18th Chain Lightning 3/day, Lightning Bolt 8/day
19th Bonus feat
20th  

Lightning Bolt (Sp): An Epic Storm Knight continues to gain more daily uses of Lightning Bolt, albeit at a slower rate than in pre-Epic levels. At 12th level and every 3 levels thereafter, the character gains one more daily use, as shown in the table above.
Chain Lightning (Sp): Epic Storm Knights gain additional daily uses of the Chain Lightning ability first gained at 10th level. At 14th level and every 4 levels thereafter, the character gains one more daily use of Chain Lightning.
Bonus Feats: The Epic Storm Knight gains a bonus feat (selected from the following list) at every 3rd level past 10th.
    Epic Storm Knight Bonus Feat List: Armor Skin, Chaotic Rage, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Aura of Fury, Improved Combat Casting, Improved Whirlwind Attack, Incite Rage, Intensify Spell-Like Ability, Legendary Leaper, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Penetrate Damage Reduction, Ruinous Rage, Spellcasting Harrier, Superior Initiative, Terrifying Rage, Thundering Rage, Widen Aura of Fury.

The Terrorist



The Trapmaster