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Hit Die: d10.
To qualify to become a chaos knight, a character must fulfill all the following criteria.
Alignment: Chaotic neutral or chaotic evil or Allegiance: Ally of Chaos.
Base Attack Bonus: +6.
Skills: Disguise 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power Attack.
Special: The character must have made peaceful contact with a chaotic outsider who was summoned by him or someone else.
Class Skills
The chaos knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.

The Chaos Knight
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special 1st 2nd 3rd 4th
Aura of chaos, detect law 0 - - -
Blessing of chaos, smite law 1/day 1 - - -
Command undead, aura of despair 1 0 - -
Sneak attack +1d6 1 1 - -
Chaos mount, smite law 2/day 1 1 0 -
  1 1 1 -
Sneak attack +2d6 2 1 1 0
  2 1 1 1
Improved chaos mount 2 2 1 1
Sneak attack +3d6, smite law 3/day 2 2 2 1

Class Features
All of the following are Class Features of the chaos knight prestige class.
Weapon and Armor Proficiency: Chaos knights are proficient with all simple and martial weapons, with all types of armor, with shields and tower shields.
Aura of Chaos (Ex): The power of a chaos knight’s aura of chaos (see the detect chaos spell) is equal to his class level plus his cleric level, if any.
Detect Law (Sp): At will, a chaos knight can use a spell-like ability duplicating the effect of the detect law spell.
Blessing of Chaos (Su): A chaos knight applies his Charisma modifier (if positive) as a bonus on all saving throws.
Spells: A chaos knight has the ability to cast a small number of divine spells. To cast a chaos knight spell, a chaos knight must have a Wisdom score of at least 10 + the spell’s level, so a chaos knight with a Wisdom of 10 or lower cannot cast these spells.
Chaos knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the chaos knight ’s Wisdom modifier. When the chaos knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The chaos knight’s spell list appears below. A chaos knight has access to any spell on the list and can freely choose which to prepare, just as a cleric. A chaos knight prepares and casts spells just as a cleric does (though a chaos knight cannot spontaneously cast cure or inflict spells).
Smite Law (Su): Once a day, a chaos knight of 2nd level or higher may attempt to smite law with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a chaos knight accidentally smites a creature that is not lawful, the smite has no effect but it is still used up for that day.
At 5th level, and again at 10th level, a chaos knight may smite law one additional time per day.
Aura of Despair (Su): Beginning at 3rd level, the chaos knight radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): When a chaos knight reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. (DMs may instead allow chaos knights to use variant class abilities from other products such as the sudden strike ability.) The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a chaos knight gets a sneak attack bonus from another source the bonuses on damage stack.
Chaos Mount (Sp): Upon reaching 5th level, a chaos knight gains the service of an unusually intelligent, strong, and loyal steed from the chaos planes to serve him in his forays against law (see below). A chaos knight may choose his mount to resemble a badger, black bear, bison, boar, camel, crocodile, dire badger, dire rat, dire weasel, donkey, hyena, leopard, monitor lizard or wolverine. A chaos knight of at least 9th level who summons a new chaos mount (see below) may instead choose the mount to appear as a dire bat, dire boar, dire wolf, elephant, rhinoceros or giant constrictor snake but such an improved mount gains extra abilities as for a chaos knight 3 levels lower.
Once per day, as a full-round action, a chaos knight may magically call his mount from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the chaos knight’s level. The mount immediately appears adjacent to the chaos knight and remains for a full day; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the chaos knight may release a particular mount from service and call a different mount the next day.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the chaos knight’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The chaos knight may not summon another mount for five days or until she gains a chaos knight level, whichever comes first, even if the mount is somehow returned from the dead. During this five-day period, the chaos knight takes a –1 penalty on attack and weapon damage rolls.

Chaos Knight Spell List
Chaos knights choose their spells from the following list:
1st Level: cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*, weapon of chaos .
2nd Level: bull’s strength, cure moderate wounds, continual flame, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level: contagion, cure serious wounds, daylight, deeper darkness, inflict serious wounds, protection from energy, summon monster III*.
4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
* Chaotic creatures only.

Fallen Paladins
Chaos knights who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.
A fallen paladin who becomes a chaos knight gains all of the following abilities that apply, according to the number of paladin levels the character has.
1–2: Smite law. This is in addition to the ability granted to all chaos knights at 2nd level and increases the chaos knight's uses of the smite ability by 1 use per day.
3–4: Lay on hands. Once per day, the chaos knight can use this supernatural ability to cure himself, his chaos mount or his demon companion of damage equal to his Charisma bonus x his level.
5–6: Sneak attack damage increased by +1d6. Smite law +2 uses/day.
7–8: Demon summoning. Once per day, the chaos knight can use a summon monster I spell to call forth a chaotic creature. For this spell, the caster level is double the chaos knight’s class level.
9–10: Demon companion. In addition to the chaos mount, the chaos knight gains (at 5th level) a chaotic creature as a companion. The companion can be a badger, monkey, hawk, small monstrous spider or small viper snake and may have either the fiendish or celestial template at the chaos knight's option (except that the companion is an aberration rather than a magical beast and its alignment must be chaotic). This companion gains all special bonuses as a chaos mount when the chaos knight gains levels, replacing the abilities of a celestial or fiendish creature where they are in conflict. Smite law +3 uses/day.
11 or more: A fallen paladin of this stature immediately gains a chaos knight level for each level of paladin he trades in.
The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.

Table: The Chaos Mount

Chaos Knight Level Bonus HD Natural Armour Str Adj. Int Special
5th-6th +2 +4 +1 6 Improved evasion, share spells, empathic link, share saving throws
7th +4 +6 +2 7 Cause fear in animals, improved speed
8th-9th +6 +8 +3 8 -
10th +8 +10 +4 9 Spell resistance

Chaos Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Regardless of its appearance, a chaos mount is an aberration and not an animal. Instead of the features and traits of the animal or aberration type, the mount gains darkvision to 60 feet, as well as the improvements listed on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score. Chaos mounts understand the common tongue but do not speak.
Empathic Link (Su): The chaos knight has an empathic link with his mount out to a distance of up to 1 mile. The chaos knight cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the chaos knight has the same connection to an item or place that his mount does, just as with a wizard and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the chaos knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the chaos knight before the duration expires. Additionally, the chaos knight may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on himself. A chaos knight and his mount can share spells even if the spells normally do not affect creatures of the aberration type.
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the chaos knight’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Cause Fear (Sp): Once per day per chaos knight level of its master, a mount can use this ability to cause fear in any normal animal, as long as the target creature has fewer Hit Dice than the mount. This ability functions like the cause fear spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + chaos knight’s level + chaos knight’s Cha modifier) to negate the effect.
Spell Resistance (Ex): The mount gains spell resistance 20 unless it has higher spell resistance from another source. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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"Chaos Knight " Copyright 2006, Jim Clunie.