The ______'s class skills (and the key ability for each skill) are:
Chakra Control (Wis), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Treat Injury (Wis).
Class: _____ StuffBlurb1: Starting Abilities
2: Dark Blessing, Profane Health
3: Smite Good 2/day, Fel Sword Tech
4: Frightful Presence
5: Smite Good 3/day, Fel Sword Tech
6:
7: Smite Good 4/day, Fel Sword Tech
8:
9: Smite Good 5/day, Fel Sword Tech
10: Dark Champion
Code of Conduct
A Fel Knight must be of evil alignment (Exception: Followers of Mystral may be of Neutral Alignment.) and loses all class abilities if his alignment ever changes to a path of good.
Additionally, a Fel Knight's code requires that he respect legitimate authority (However, a Fel Knight is free to bend the law as far as possible in his pursuits), and destroy those who follow the path of entropy as they threaten the ruin of all.
A Fel Knight who does not actively pursue the balance of darkness by defeating followers of the profound darkness, who's alignment changes to good, or who grossly violates his code of conduct loses all Fel Knight spells and abilities (not weapon and armor proficiencies). He regains his abilities if he atones for his violations as appropriate.
Associates
A Fel Knight will not knowingly associate with a character that follows the Path of Entropy, nor will he continue to associate with someone who constantly offends his moral code.
Oath of Worship
Like a member of any other class, a Fel Knight may be a multi-class character, but multi-class Fel Knights face a special restriction. A Holy Knight who gains a level in any class other than Fel Knight may never again raise his Fel Knight level, though he retains all his Fel Knight abilities.
The path of the Fel Knight requires a constant heart. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.
Aura of Evil (Su)
A Fel Knight projects and aura of evil equal to twice his Fel Knight level.
Sense Good (Su)
At will, a Fel Knight can, as a move action, concentrate on a single item or individual within 30 feet and determine if it is good, with a successful Sense Motive skill check. The DC for an item is equal to 15 + the caster level of the item. The DC for an individual is equal to 15 + the CR of the creature.
Smite Good (Su)
Also at 1st level, once per day, a fel knight can call out to the powers of good to aid her in her struggle against Good. The fel knight can attempt to smite Good as a normal attack action. The fel knight adds her Charisma bonus (if any) to her attack rolls and adds her fel knight level to all damage rolls made against the target of her smite. This attack is treated as evil aligned for the purposes of overcoming damage reduction. If the fel knight attempts to smite a creature that is not Good, the smite has no effect, but the ability is still used up for the day. At 3rd level, and at every two levels thereafter, the fel knight may smite Good one additional time per day to a maximum of five times per day at 9th level.
Fel Sword Techniques
A Fel Knight channels pure profane energy through his weapon to strike at his opponents, often dealing high damage and weakening enemies. Starting at 1st level and every two levels thiseafter, the Fel Knight gains a new fel sword tech ability. Each ability uses the Fel Knight's chakra pool to channel divine power. A Fel Knight can use any available Fel Sword Technique until his chakra pool is depleted. All Fel Knight Techniques are considered evil aligned for the purpose of overcoming damage reduction. Due to the nature of divine channeling a Fel Knight must be wielding a slashing weapon of some sort to use Fel Sword Techniques. Exotic slashing weapons will be approved by the GM based on racial background.
Sanguine Sword (Su)
A Fel Knight gains this ability at 1st level. The Fel Knight drains his enemy's life force with negative energy. The attack deals 1d6 Yin damage per two Fel Knight levels (to a maximum of 5d6) unless the creatures makes a will save (DC 10 + Fel Knight's level + Cha modifier) for half damage. Half the drained damage is then added to the health of the Fel Knight. This ability heals Undead and damages the Fel Knight instead. This ability has a range of 30 feet and has a cost of 16 control points plus 5 control points per extra die of damage.
Infernal Strike (Su)
A Fel Knight gains this ability at 3rd level. The Fel Knight sacrifices his own health to drain his enemy's chakra pool with negative energy. The attack drains 1d6 control points per two Fel Knight levels (to a maximum of 5d6) unless the creatures makes a will save (DC 10 + Fel Knight's level + Cha modifier) for half damage. Half the drained control points are then added to the Fel Knights charkra pool. This drain is inverted on sentient Undead. This ability has a range of 30 feet and consumes 16 wound points plus 4 wounds points per extra die drained.
Crushing Blow (Su)
A Fel Knight gains this ability at 5th level. The Fel Knight crushes his enemy in negative energy dealing 3d8 Yin damage per two Fel Knight levels (to a maximum of 10d8) and paralyzes the target for 1d4 rounds unless the creature succeeds at a reflex save (DC 10 + Fel Knight's level + Cha modifier) for half damage and status negation. This attack heals Undead. This ability has a range of 40 feet and costs 25 control points plus 4 control points per extra die of damage.
Abyssal Blade (Su)
A Fel Knight gains this ability at 7th level. The Fel Knight slides his hand along his blade tainting it with profane energy. For 1d4 rounds plus the Fel Knight's Charisma modifier, the Fel Knight's weapon deals an extra 2d6 Yin damage and causes petrify on critical hits (Fortitude save DC 10 + Fel Knight's level + Cha modifier). This ability costs 20 control points and 4d6 hit points.
At 2nd level, a Fel Knight gains immunity to naturally occurring and chakra based diseases.
At 2nd level, a Fel Knight adds his charisma modifiers (if positive) as a bonus to all saving throws.
Beginning at 4th level, the mere presence of the Fel Knight can inspire fear in his enemies.
All enemies within 30 feet that have less WD than the Fel Knight must make a Will save (DC 10 + Fel Knight's level + Charisma modifier). Enemies that fail this save become shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + Fel Knight's Charisma modifier, at which time a new save is made. A creature that makes a successful will save is immune to the Fel Knight's frightful presence for 24 hours.
At 10th level, a Fel Knight becomes a conduit for the power of evil. The Fel Knight gains DR 5/good. In addition, any weapon the Fel Knight wields is considered Evil aligned for purposes of bypassing damage reduction, dealing an additional 1d6 points of Yin damage against all good opponents and an additional 2d6 points of Yin damage against good aligned outsiders and Holy Knights.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv