Aligned with their god, Banadar Arkenach, the Corrupted Knights are a sect of devotees to his will and seek to follow his every command no matter the cost to their own life or the lives of others. Their missions often take them away from Corta Diez and instead send them to other planets and realms to take out his enemies and ‘threats’ to his throne and deityhood. These often come in the forms of aspiring godslayers who wish to rid Banadar from his deific status.
The Corrupted Knights are widely known across the galaxy despite their relatively short history of being in existence, having garnered a reputation upon slaying plenty of mortals before disappearing back to their home planet to better serve their Godking.
In order to join the Corrupted Knights, you must be a Kendari and must worship Banadar. In addition to this at least 4 years must be spent training with ½ of the last year being spent with Banadar himself so he may personally hand-pick his knights.
Feat
Name: Corrupted Bloodline
Prerequisites: Kendari
Description: If any fellow Kendari who are part of the Corrupted Knights are within 6 squares of you, gain a +2 to all Defenses and a +1k0 to attack and damage. If the Corrupted Knights within range are unconscious this feat doesn’t function.
Weapons
Armor
Devoted warriors to their god Banadar, Corrupted Enforcers are the warriors of the Knights, using melee weapons and rushing headfirst into battle.
Prerequisites: Level 6+, Armor Proficiency, and more than Simple proficiency
Class Abilities
Brutal Warrior
Once per encounter you can enter into a wild bloodrage, your attacks growing more frantic with little care for your own safety. You take a -4 penalty to Defense/Avoid, and you can count an opponent’s Soak as 1 less against your own attacks (to a minimum of 1). This lasts for 4 rounds + 1 for every Corrupted Enforcer level after 1st.
Martial Talent
At 2nd level and every even level thereafter (except 10th) you gain a Martial Talent as if you were a Soldier. The only talents you can take however is Accurate Heft, Ardent Commander, Aura of Fear, Blowback, Bonus Feat, Brutal Punch, Devastator, Dominating Presence, Fearless Killer, Pierce the Neck, Shrug It Off, and Unrelenting.
Combat Readiness
When rolling for initiative you roll 2d10 and take the higher initiative result.
Righteous Strike
If a weapon you’re using doesn’t possess any Penetration, add your Strength to Pen.
Always Ready
If you are first in initiative or go before the enemy in initiative you gain a bonus to your move speed equal to your Corrupted Enforcer level on the first round of combat.
All-Consuming Hatred
Against any extraplanar beings who don’t have the (corruption) tag deal +2k0 damage.
Undying Loyalist
Once per encounter if an attack would kill you, you can roll a 1d100 with a 50% chance of negating the damage. On a failure allies gain a +5 Defense for 6 rounds.