The knight is the class that most closely resembles Knights of Olde that we’ve read stories about. They uphold values of honor and make a name for themselves adventuring. Most knights regard fair play and fair fights as more than just some fancy words to trot out at the appropriate time. They consider fair play and fair fights as a way of life. Knights uphold the values of chivalry, even when the world has gone crazy around them. They excel at protecting those around them and relieving any burdens their party may be suffering.
Where a barbarian relies on offensive and a fighter relies on knowledge of battle tactics, a knight is a defensive specialist. Many of a knight’s class features provide awesome defensive capabilities, both for the knight and his allies.
Characteristics: With a strong martial background, and excellent defensive abilities, a knight is best with a weapon and shield in hand, protecting his allies through defensive measures and well-timed offensive strikes. Their skills reflect a most basic martial package alongside skills designed to reflect chivalrous conduct.
Role: A knight’s role is usually defined as a defensive fighter. Most of his class abilities are defensive in nature, providing himself or his allies with measures to counteract different threats. Though he does have one specifically offensive maneuver, Designate Opponent, he is most effective when this bonus is eliminated by having an opponent attack him. That means his party is not taking the attacks and he is fulfilling the role he was meant to, protection of his allies.
Game Rule Information
Knights have the following game statistics.
Abilities: Strength is very important to knights, who are often at the front lines in any confrontation. Constitution is also important to some class features.
Hit Die: d6+6
Starting Gold: 5d4x10
lvl BAB F R W Class Abilities
1 +1 +1 +0 +2 Code of Conduct, Defensive Bastion, Shield Ally
2 +2 +1 +0 +3 Designate Opponent, Bonus Feat
3 +3 +2 +1 +3 Vigilant Defender, Speak to Mount
4 +4 +2 +1 +4 Fearless, None Shall Pass
5 +5 +2 +1 +4 Resistant, Bonus Feat
6 +6 +3 +2 +5 Quick Recovery
7 +7 +3 +2 +5 Providence
8 +8 +4 +2 +6 Mettle, Bonus Feat
9 +9 +4 +3 +6 Damage Reduction
10 +10 +5 +3 +7 Knightly Spirit, Knightly Order
11 +11 +5 +3 +7 Assume Spell Effect
12 +12 +6 +4 +8 Knightly Order ability
13 +13 +6 +4 +8 Spell Resistance
14 +14 +6 +4 +9 Knightly Order ability
15 +15 +7 +5 +9 Sacrifice
16 +16 +7 +5 +10 Impetuous Endurance, Knightly Order ability
17 +17 +7 +5 +10 Ignore Debilitating Effects
18 +18 +8 +6 +11 Knightly Order ability
19 +19 +8 +6 +11 Reflect Spell
20 +20 +9 +6 +12 Knightly Order ability
Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history, nobility and royalty, and geography and cultures)(Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points per Level: 4 + Intelligence Bonus
Class Features:
All the following are class features of the Knight
Weapon and Armor Proficiency: Knights are proficient with basic weapons group and three other weapon groups of her choice. Knights are proficient with all armor and shields.
Code of Conduct: A Knight must fight with honor even when her opponents do not. Indeed, a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Actions which even hint at the appearance of impropriety are anathema to the Knight:
· A Knight must not accept undo assistance from allies even in combat. A Knight must refuse bonuses from Aid Another actions.
· A Knight must refrain from the use poisons of any kind, even normally acceptable poisons such as blade toxins.
· A Knight may not voluntarily change shape, whether she is impersonating a specific creature or not. This does not include magical effects that only increase her size but otherwise leave her shape unchanged, such as enlarge person.
· A Knight may not sell or destroy magic items.
· A Knight may not use disease tainted weapons.
A Knight who fails to abide by her code of conduct loses the ability to use any of her Knightly abilities that require actions until she atones.
Defensive Bastion: Knights use a special fighting style known as Defensive Bastion. Knights use this ability to measure themselves in combat. The Defensive Bastion can block attacks directed at her allies, provoke enemies to attack her, or protect allies from magical harm. Whenever a knight is allowed to take actions (such as when she is not flat-footed or helpless), she may use options from her Defensive Bastion.
She gains a Bastion Pool that she uses to power her Defensive Bastion options. At levels 1 through 5, the Bastion Pool is 5 + her Con modifier. At levels 6 through 10, the Bastion Pool is 10 + 2x her Con modifier. At level 11 through 15, the Bastion Pool is 15 + 3x her Con modifier. At level 16 through 20, the Bastion Pool is 20 + 4x her Con modifier. Her Bastion Pool refreshes each day. The player chooses what time of day this occurs when taking the first level in Knight.
While in her Defensive Bastion, a knight has various options available depending upon her level. She may use these options at any time by spending the listed number of Bastion Pool points. Some options can be maintained from round to round, by spending a Bastion Pool point each round during her turn. Other options have a one-time use. Options that affect her allies can only be used if the ally is within her reach, unless otherwise specified. Most options only affect one ally when spending the listed amount of Bastion Pool points, though the knight may choose to affect multiple allies with an option by spending extra Bastion Pool points.
Many Defensive Bastion options are activated during an opponent’s turn before that opponent’s action has been completed. However, unlike immediate actions, she may do this any number of times each round, as long as she has remaining points in her Bastion Pool. Any Defensive Bastion options that require specific actions (such as free, swift, or immediate) specify that in their descriptions.
Shield Ally:A 1st level knight can transfer all of her shield bonus to Armor Class to the armor class of any ally. For every three class levels she has, she retains 1 point of shield bonus to AC for herself (+1 shield bonus at 3rd level, +2 shield bonus at 6th level, and so forth) that does not reduce the amount of shield bonus her ally receives. Activating this ability costs one point from her Bastion Pool and she can maintain this ability by spending 1 Bastion Pool point on her turn.
Vigilant Defender: A 3rd level knight can draw any weapon attacks (including ranged attacks, touch spells and ranged touch spells) to herself from all allies for 1 full round. Activating this option uses one point from her Bastion Pool and she can maintain this option by spending one point from her Bastion Pool each round.
Resistant: A 5th level knight can grant any ally Mettle or Evasion for 1 full round. Activating this ability uses one point from her Bastion Pool and she can maintain this by spending one point from her Bastion Pool each round.
Providence: A 7th level knight can grant any ally a re-roll on a failed save. Activating this ability uses one point from her Bastion Pool.
Damage Reduction: A 9th level knight can grant herself or any ally Damage Reduction equal to half the knight’s level for 1 full round. Activating this ability uses one point from her Bastion Pool and she can maintain this by spending one point from her Bastion Pool each round.
Assume Spell Effect: An 11th level knight can transfer any harmful ongoing magical effect that an ally has failed a save against onto herself. When she does this, she makes a save as normal and applies the usual results of that save to herself. Activating this ability is a free action and uses one point from her Bastion Pool.
Spell Resistance: A 13th level knight can grant herself or an ally Spell Resistance 5 + her class level + her shield bonus to AC for 1 full round. Activating this ability uses one point from her Bastion Pool and she can maintain this by spending one point from her Bastion Pool each round.
Sacrifice: A 15th level knight can make herself the target of any spell or effect that targets a single ally. If a spell or effect has multiple individual targets (such as horrid wilting) she can choose more than one ally. If a spell or effect catches multiple allies in its effect without targeting them (such as fireball), this option cannot be used to aid those allies. Activating this option uses one point from her Bastion Pool. If she chooses to become the target in place of more than one ally, each ally chosen uses one point from her Bastion Pool. She suffers the effects for each time she is targeted with an effect, and makes a saving throw (if applicable) for each one.
Ignore Debilitating Effects: A 17th level knight can cause any single ally to ignore the effects of ability drain or ability damage. For example, an ally that started with a strength of 20 and is drained 10 points of strength. She may allow that ally to continue functioning as if he has a strength of 20. This even works when an ally’s ability score (including Constitution) has dropped below zero, allowing the ally to continue to fight on borrowed time. Activating this option uses one point from her Bastion Pool and she can maintain this option by spending one point from her Bastion Pool each round.
Reflect Spell: A 19th level knight can cause any spell or effect targeted at an ally to reflect back upon the caster. Activating this ability uses three points from her Bastion Pool.
Designate Opponent (Ex): A 2nd level knight may mark an opponent as her primary foe as a swift action. This foe must be within medium range (100 ft. + 10 ft./level) and be able to hear the knight's challenge. If the target creature inflicts any damage on the knight before the knight's next turn, the attempt fails. If the creature fails to inflict any damage on the knight, any attacks the knight uses against the opponent during her next turn inflict an extra d6 points of damage for every two knight levels she has. This effect ends at the end of her next turn, or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus.
Bonus Feat: At 2nd level, and again at 5th and 8th levels, a knight may choose one of the following feats as a bonus feat. She must still meet any requirements to take the feat: Armor Mastery, Durable, Great Fortitude, Greater Armor Mastery, Improved Armor Mastery, Improved Shielded Combat, Iron Resolution, Iron Will, Mounted Combat, Shielded Combat, or Vital Defense.
Speak to Mount (Ex): A Knight can make herself understood by beasts. Her steed always seems to be able to catch the thrust of anything she says. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. In addition, there is no limit to how many tricks she can teach a creature, and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know.
Fearless (Ex): At 4th level, a knight gains immunity to [Fear] effects.
None Shall Pass: At 4th level, all squares in the knight's threatened squares are considered difficult terrain for any foes that begin their turn in that area.
Quick Recovery (Ex): If a 6th level Knight is stunned or dazed, that condition ends at the end of her next turn.
Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity.
Knightly Spirit (ex): As a Move Equivalent Action, a 10th level Knight may restore any amount of attribute damage or drain that she has suffered.
Impetuous Endurance (ex): A 16th level knight no longer automatically fails a saving throw on a roll of '1'.
Knightly Order: Upon reaching 10th level, a Knight must either join or found a Knightly order. From this point on, she may ignore one of the prerequisites for joining a Knightly Order prestige class. In addition, becoming a member of an order has special meaning for a 10th level Knight. She gains abilities related to the order she joins or creates, and gains additional benefits at every level above 10th.
If she wishes to create her own Knightly Order, the player and DM should work together to fully flesh out a fledgling organization and what powers it gives to the Knight at even levels 10, 12, 14, etc.
Other Knightly Orders are presented as Prestige Classes. Typically a knight will not be allowed to be an active member of more than one Knightly Order. Though it is exceptionally rare, knights have been inducted as honorary members of more than one knightly order if the views and actions happen to coincide. A knight may not have levels in more than one prestige class unless they all belong to the same Knightly Order. For example, Begranez, the human knight, could have levels in Knight, Purple Dragon Knight and Purple Dragon Commander because they are both prestige classes that belong to the same Knightly Order. She could not have levels in Knight, Purple Dragon Knight and the Angelic Knights because they are prestige classes belonging to different Knightly Orders. Though she could have levels in one, and be on good relations with the other, even so far as to be named an Honorary Angelic Knight, though that gives her no in-game abilities beyond the roleplaying elements.
Sample Knightly Orders: Below are some sample Knightly Orders pre-packaged for easy use, no assembly required.
Abyssal Knight: The Abyssal Knight aligns herself with the denizens of the Abyss.
At 10th level, she gains one bonus [Vile] feat of her choice.
At 12th level, she gains immunity to Electricity. She also gains Cold, Fire, and Acid resistance 10.
At 14th level, she gains immunity to all non-magical poisons.
At 16th level, she disrupts the results of any detection effects she is in the area of and any mind-reading effects directed at her.
At 18th level, she can summon any demon with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
At 20th level, she chooses one plane of the Abyss. She becomes an outsider with the [tanar'ri] subtype native to one of the chosen plane. She can plane shift herself to her native plane and the prime plane at will.
Angelic Knight: The Angelic Knights are a transformational order that attempts to live by the precepts of the upper planes.
At 10th level, she gains immunity to poison and a +4 to all Bluff, Intimidate, Diplomacy, and Sense Motive checks made when dealing with creatures from the outer planes.
At 12th level, she gains protection from evil at all times.
At 14th level, she gains insubstantial angelic wings that allow her to fly at double her normal speed and with perfect maneuverability.
At 16th level, she projects a zone of truth and bless at all times.
At 18th level, she can summon any celestial with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
At 20th level, she becomes an outsider native to one of the upper planes of her choice. She can plane shift herself to her native plane and to the prime material plane at will.
Bane Knight: The Bane Knights stand for running around burning the countryside.
At 10th level, she gains immunity to fire and does not have to breathe.
At 12th level, she may set any unattended object on fire with a swift action at up to medium range a number of times each day equal to her Constitution modifier.
At 14th level, she gains the [fire] subtype and may wreathe her body in a fire shield effect that deals 1d6 damage to any creature striking her with a non-reach weapon or any natural weapon.
At 16th level, she can wreath her weapon in the power of the underworld. She deals an extra 2d6 fire damage with her weapon.
At 18th level, she can summon any creature with the [fire] subtype with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
At 20th level, her type changes to Elemental [fire], though her physical shape itself does not change.
Cavalier: Cavaliers focus on mounted combat and charging attacks.
At 10th level, she gains a mount that gains the same bonuses as described for a paladin of her class level -4. She gains a bonus on Ride checks equal to +2 for each Knightly Order ability she has (+2 at 10th level, +4 at 12th level, and so forth).
At 12th level, she can make a deadly charge 1/encounter. She must declare a deadly charge before starting her charge and a miss uses up the attempt. A deadly charge deals x3 damage if it hits (or x4 for a lance).
At 14th level, she can spur her mount to greater bursts of speed. By making a DC 15 Ride check, she can add 10 ft. of movement to her mount that lasts for 1 minute.
At 16th level, she can make a full attack when her mount moves at least 5 ft., but no more than its base movement.
At 18th level, she can make a deadly charge 2/encounter.
At 20th level, her deadly charges become unstoppable charges, dealing x4 damage (or x5 for a lance) on a successful charge.
Death Knight: Death knights love spreading misery amongst the living, and ushering them into Death’s embrace.
At 10th level, any hit she makes against a living creature causes immense pain, causing that creature to suffer a –1 penalty to hit until the beginning of the knight's next turn.
At 12th level, she deals +2d6 damage against living creatures.
At 14th level, she can animate dead at will. Her caster level is half her class level for determining all aspects of the animated dead.
At 16th level, she gains the services of a sword wraith, though only at night or when underground and away from direct sunlight.
At 18th level, she gains a Death Touch attack she can use 1/day. This acts in all ways like slay living, with a caster level equal to her class level.
At 20th level, her type changes to Undead, though she retains her Constitution score.
Dedicated Knight: Dedicated Knights fight for a cause or a lord, often in alongside others of like mind.
At 10th level, when she uses the Aid Another action, she increases the bonus granted by +2.
At 12th level, she can rally allies within 60 ft. as a swift action 3/day to grant her allies a +2 morale bonus to attack and damage rolls, and a +5 ft. bonus to their speed for 3 rounds.
At 14th level, she can invoke a fear effect as a swift action that her allies are immune to 3/day. Opponents can make a Will save (DC 10 + 1/2 ECL + Con modifier) to resist this effect. This is a [mind-affecting] effect.
At 16th level, she can swear an Oath of Wrath to defeat any opponent within 60 ft. as a free action. For the duration of the encounter, she gains a +2 morale bonus to attack, damage, saves, ability checks, and skill checks made against that opponent.
At 18th level, she increases several bonuses of her Defensive Bastion. The Shield Ally shield bonus she retains for herself increases by +3, the Providence re-roll she allows an ally is granted a +3 bonus, when she uses Assume Spell Effect she gains a +3 bonus to her save, and when granting an ally Spell Resistance it is increased by 3.
At 20th level, she can inspire her allies to a heroic effort 1/encounter as a swift action. Any allies within 10 ft. of her gain 2d10 temporary hit points that last a number of rounds equal to her Con modifier.
Elemental Knight: The Elemental Knights are dedicated to one of the elemental planes, or somehow all of them.
At 10th level, she is immune to stunning and gains a +4 bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with any natives of the inner planes.
At 12th level, she always benefits from attune form when on any Inner Plane
At 14th level, she can plane shift herself at will to any Inner plane or the Prime Material plane.
At 16th level, she can polymorph into any elemental that is 3 CR below her level.
At 18th level, she can summon a huge elemental 1/day, for 1 round per class level.
At 20th level, she becomes an outsider native to an elemental plane of her choice, though she retains her own shape.
Hell Knight: Forged in the sulphurous clouds of Baator, the Hell Knight is bathed in an evil radiance.
At 10th level, she gains the ability to see in any darkness, similar to a baatezu.
At 12th level, she gains immunity to Fire. She also gains Cold and Acid Resistance 10.
At 14th level, she gains immunity to all non-magical poison.
At 16th level, she gains the ability to communicate telepathically with any creature within 100’, even when no language is shared.
At 18th level, she can summon any devil with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
At 20th level, she becomes an outsider native to Hell. She can plane shift herself to her native plane and to the prime material plane at will.
Imperial Knight: The great Empire needs champions able to unswervingly support its interests, and the Imperial Knight is one of the best.
At 10th level, she may impose a zone of truth at will as a Supernatural ability
At 12th level, she continuously benefits from a protective circle, which functions like a magic circle against evil, but is not alignment specific.
At 14th level, she can rally her people to greater heights of heroism. 1/day, any creature within 60 ft. of the Imperial Knight gains the benefit of the spell heroism, with a caster level equal to her class level.
At 16th level, she gains a bonus to all [mind-affecting] effects equal to her constitution modifier. This bonus is also granted to any allies within 30 ft. of her.
At 20th level, she gains the ability to summon an Ancient Hero of the Imperial Empire 1/day. This Ancient Hero functions as a simulacrum of the Knight, except the duration is 1 round per class level.
Knight of the Chalice: Knights of the Chalice seek to destroy fiends wherever they encounter them.
At 10th level, she gains a +2 competence bonus to hit and +2d6 damage against fiends.
At 12th level, she can use dismissal with a melee attack against any creature native to the lower planes. She ignores the fiend's Spell Resistance, though it gets as save as normal (Will DC is 10 + 1/2 ECL + Con modifier).
At 14th level, her competence bonus to hit fiends increases to +4 and she instead deals +4d6 damage against fiends.
At 16th level, she gains immunity to enchantment spells and effects used by creatures native to the lower planes and she extends her immunity to fear to all allies within 20 ft. of her.
At 18th level, she gains the ability to surround herself with a holy aura 1/day.
At 20th level, her competence bonus to hit fiends increases to +6 and she instead deals +6d6 damage against fiends.
Knight of Life: Knights of Life seek to protect the living from the undead.
At 10th level, can detect undead at all times. She also gains a Smite Undead attack 1/encounter (this works like the Paladin's Smite Infidel, except she adds her Constitution bonus to hit and her Knight levels to damage).
At 12th level, she adds her wisdom modifier as an additional bonus to her saving throws against effects and spells used by undead.
At 14th level, any undead destroyed by her attacks may never again rise as an undead, nor can any part of it be used to create another undead creature.
At 16th level, she can release a 20 ft. radius burst of positive energy that deals 1d6 damage per 2 class levels to any undead in the area (Ref save DC 10 + 1/2 effective character level + her Con modifier for half damage).
At 18th level, she gains an additional Smite Undead attack.
At 20th level, she gains immunity to negative energy and energy drain.
Outrider: Outriders are mounted combatants that practically become one with their mount during combat.
At 10th level, she gains a mount that has the qualities of an animal companion of a ranger equal to her class level. She and her mount gain a dodge bonus to AC when mounted as long as she is not flat-footed. This bonus is equal to the number of Knightly Order abilities she has (+1 at 10th level, +2 at 12th level, and so forth). She also gains a bonus to Ride checks equal to twice this bonus.
At 12th level, she knows how to ride defensively. If she or her mount take no action except movement, she may gain a +2 bonus to reflex saves, a +4 dodge bonus to AC. Her mount gains +20 ft. movement, +2 to will saves, and a +4 dodge bonus to AC.
At 14th level, she can leap from her saddle (dismount) as a free action without making a Ride check. If she lands in a square adjacent to her mount and to an enemy, she can take a full attack with a +2 to her attack rolls. Her mount can still take actions as normal.
At 16th level, she can make a full attack when her mount moves at least 5 ft., but no more than its base movement.
At 18th level, while mounted, her mount ignores difficult terrain and/or spaces occupied by allies when making a charge.
At 20th level, while mounted, her mount can make a turn of up to 90 degrees when making a charge or run action.
Planar Champion: Planar Champions travel across the outer planes, learning their ways and battling their denizens.
At 10th level, she chooses a Favored Plane. She gains a +1 bonus on Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot, and Survival checks against creatures from that plane. She gains a +1 to hit and damage against creatures from that favored plane. She gains avoid planar effects while on her favored plane.
At 12th level, she can see invisibility and she can see ethereal creatures.
At 14th level, her attacks can hit creatures on the ethereal plane as if they were not.
At 16th level, 3 times per day she can ethereal jaunt as the spell.
At 18th level, she can rip a portal through to the Astral Plane from another plane of existence that lasts for 1d4+1 rounds.
At 20th level, she can sunder dimensional portals, gates or other similar things. Temporary magical effects are dispelled, while permanent items are suppressed for 1d6 days.
Skyguard: Skyguards are the flying knights of fame, using giant flying creatures as mounts.
At 10th level, she gains a flying mount. This mount can be a celestial giant eagle, a celestial giant owl or a celestial pegasus. This mount gains 2 bonus hit dice, a +4 bonus to its natural armor and +1 strength. For each even level above 10, her mount gains +1 bonus hit die, +1 bonus to its natural armor and +1 strength.
At 12th level, her mount gains Flyby Attack and Improved Natural Attack as bonus feats and its maneuverability increases by one step.
At 14th level, her mount can share any magical effects placed on the knight, at the knight’s choosing. Her mount also shares the Knight class features Immunity to Fear, Quick Recovery and Mettle.
At 16th level, she retains full visibility in inclement weather, such as clouds or fog. This only works in natural weather, not in magically created weather.
At 18th level, her mount always benefits from magic fang on all its natural attacks.
At 20th level, winds have no effect on her mount, regardless of strength.
Talon of Tiamat: Dedicated to the Dragon Queen, Talons of Tiamat serve destruction and rage.
At 10th level, she gains a +3 natural armor bonus and +4 to all Bluff, Intimidate, Diplomacy, and Sense Motive checks made when dealing with dragons, regardless if they serve Bahamut or Tiamat.
At 12th level, she gains resistance 10 to each of the breath weapons that Tiamat employs, fire, cold, acid, and electricity.
At 14th level, her type becomes dragon. She gains two claw attacks, a bite attack, and a 9d6 breath weapon that consists of her element of choice. She can use this breath weapon once every 1d4 rounds.
At 16th level, she gains Blindsight out to 60’, as well as Darkvision to +60’ and Low-Light Vision.
At 18th level, she may cause unattended inanimate objects to crumble away into dust. With a touch, she deals damage equal to her class level to any inanimate matter and ignores that object’s hardness. She may use this ability a number of times each day equal to her Constitution modifier.
At 20th level, she can summon a dragon with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
Vassal of Bahamut: Vassals of Bahamut, the Platinum Dragon, serve love and justice in equal measure.
At 10th level, she gains a +3 natural armor bonus and +4 to all Bluff, Intimidate, Diplomacy, and Sense Motive checks made when dealing with dragons, regardless if they serve Bahamut or Tiamat.
At 12th level, she gains immunity to one type of breath weapon available to dragons.
At 14th level, her type becomes dragon. She gains two claw attacks, a bite attack, and a 9d6 breath weapon that consists of her element of choice. She can use this breath weapon once every 1d4 rounds.
At 16th level, she gains Blindsight out to 60’, as well as Darkvision to +60’ and Low-Light Vision.
At 18th level, she may ride her mount straight through objects that obstruct her path. While flying at full speed, her mount may crash through objects even as structurally sound as Force effects without slowing down.
At 20th level, she can summon a dragon with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
Yugoloth Knight: The Yugoloth Knight aligns herself with yugoloths, denizens of the Gehenna.
At 10th level, she gains one bonus feat of her choice.
At 12th level, she gains immunity to Acid. She also gains Cold, Fire, and Electricity resistance 10.
At 14th level, she gains immunity to all non-magical poisons.
At 16th level, she gains the ability to communicate telepathically with any creature within 100’, even when no language is shared.
At 18th level, she can summon any yugoloth with a CR equal to her level with a 40% chance of success 1/day. For each CR lower than hers, the chance of success is increased by 10%.
At 20th level, she becomes an outsider with the [yugoloth] subtype native to gehenna. She can plane shift herself to her native plane and the prime plane at will.