The ______'s class skills (and the key ability for each skill) are:
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (nobility/royalty) (Int), Knowledge (religion) (Int), Ninjutsu (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Treat Injury (Wis).
1: Starting Abilities
2: Shield Block +1
3: Smite Chaotic 2/day, Sundering Sword Tech
4: Bulwark of Defense
5: Smite Chaotic 3/day, Sundering Sword Tech
6: Shield Block +2
7: Smite Chaotic 4/day, Sundering Sword Tech
8:
9: Smite Chaotic 5/day, Sundering Sword Tech
10: Champion of Palma, Shield Block +3
Code of Conduct
An Imperial Knight is expected to follow a moral code, even in combat. First, an Imperial Knight will never attack a flat-footed or helpless foe. Second, an Imperial Knight can never gain the benefit of flanking (although his position counts for an ally’s flanking bonus). Third, an Imperial Knight will never attack a fleeing foe.
Associates
While he may adventure with characters of any good or neutral alignment, an Imperial Knight will distance himself from those of the lesser evil paths; however, an Imperial Knight will never knowingly associate with evil characters of the Path of Entropy, nor will he continue an association with someone who consistently offends his moral code.
Oath of Duty
Like a member of any other class, an Imperial Knight may be a multi-class character, but multi-class Imperial Knights face a special restriction. An Imperial Knight who gains a level in any class other than Imperial Knight may never again raise his Imperial Knight level, though he retains all his Imperial Knight abilities. The path of the Imperial 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 Order, Sense Chaos, Smite Chaotic, Sundering Sword Technique.
Aura of Order (Ex)
An Imperial Knight projects an aura of order equal to twice his Imperial Knight level.
Sense Chaos (Su)
At will, an Imperial Knight can, as a move action, concentrate on a single item or individual within 30 feet and determine if it is chaotic, 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 Chaotic (Su)
Also at 1st level, once per day, an imperial knight can call out to the powers of order to aid him in his struggle against chaos. The imperial knight can attempt to smite chaotic as a normal attack action. The imperial knight adds his Charisma bonus (if any) to his attack rolls and adds his imperial knight level to all damage rolls made against the target of his smite. This attack is treated as good aligned for the purposes of overcoming damage reduction. If the imperial knight attempts to smite a creature that is not chaotic, the smite has no effect, but the ability is still used up for the day. At 3rd level, and at every two levels thiseafter, the imperial knight may smite chaotic one additional time per day to a maximum of five times per day at 9th level.
An imperial knight channels chakra through his weapon to strike at his opponents, often dealing high damage and weakening enemies. Starting at 1st level and every two levels thereafter, the imperial knight gains a new sundering sword technique. Each ability uses the imperial knight's chakra pool to channel power. An imperial knight can use any available sundering sword technique until his chakra pool is depleted. All sundering sword techniques are considered law aligned for the purposes of overcoming damage reduction. Due to the nature of the techniques an imperial knight must be wielding a slashing weapon of some sort to use sundering sword techniques. Exotic slashing weapons will be approved by the GM based on racial background.
Blastar Punch (Su)
An Imperial Knight's first technique gained a level 1. The Imperial Knight strikes his opponent with debilitating chakra that stiffens an opponents armor and dealing 1d6 points of Yang damage plus 1d6 per two levels of Imperial Knight to a maximum of 5d6 at tenth level. This attack debuffs the helmet of the opponent increasing its armor check penalty by half of its existing value and decreasing its damage reduction by half. A Fortitude Save (DC 10 + Imperial Knights level + Charisma modifier) for half damage and to negate the debuff. This ability has a range of 30 feet and costs 16 chakra points plus 4 chakra points per each would die.
Hellcry Punch (Su)
An Imperial Knight gains this ability at level 3. The Imperial Knight strikes his opponent with debilitating chakra that stiffens an opponents armor and dealing 1d6 points of Yang damage plus 1d6 per two levels of Imperial Knight to a maximum of 5d6 at tenth level. This attack debuffs the bracers/gauntlets of the opponent increasing its armor check penalty by half of its existing value and decreasing its damage reduction by half. A Fortitude Save (DC 10 + Imperial Knights level + Charisma modifier) for half damage and to negate the debuff. This ability has a range of 30 feet and costs 16 chakra points plus 4 chakra points per each would die.
Icewolf Bite (Su)
An Imperial Knight gains this ability at level 5. The Imperial Knight strikes his opponent with debilitating chakra that stiffens an opponents armor and dealing 3d6 points of Yang damage plus 1d6 per level of Imperial Knight to a maximum of 10d6 at tenth level. This attack debuffs the leg armor of the opponent increasing its armor check penalty by half of its existing value and decreasing its damage reduction by half. A Fortitude Save (DC 10 + Imperial Knights level + Charisma modifier) for half damage and to negate the debuff. This ability has a range of 30 feet and costs 25 chakra points plus 4 chakra points per each would die.
Shellbust Stab (Su)
An Imperial Knight gains this ability at level 7. The Imperial Knight strikes his opponent with debilitating chakra that stiffens an opponents armor and dealing 2d8 points of Yang damage plus 1d8 per level of Imperial Knight to a maximum of 10d8 at tenth level. This attack debuffs the cuirass of the opponent increasing its armor check penalty by half of its existing value and decreasing its damage reduction by half. A Fortitude Save (DC 10 + Imperial Knights level + Charisma modifier) for half damage and to negate the debuff. This ability has a range of 30 feet and costs 45 chakra points plus 5 chakra points per each would die.
Armbind Strike (Su)
An Imperial Knight gains this ability at level 9. The Imperial Knight strikes his opponent with debilitating chakra dealing 1d6 points of Yang damage plus 1d10 per level of Imperial Knight to a maximum of 10d10 at tenth level. This attack debuffs the weapon of the opponent increasing its weight by half its current value. A Fortitude Save (DC 10 + Imperial Knights level + Charisma modifier) for half damage and to negate the debuff. This ability has a range of 30 feet and costs 60 chakra points plus 5 chakra points per each wound die.
Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to Defense against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 6th level and +3 at 10th level.
When you reach 4th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
At 10th level, an Imperial Knight becomes a conduit of the will of the empire. The Imperial Knight gains DR 5/chaos. In addition, any weapon the Imperial Knight wields is considered Law aligned for purposes of bypassing damage reduction, dealing an additional 1d6 points of Yang damage against all Chaotic opponents and an addition 2d6 Yang damage to all Chaotic Outsiders.
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