Fell Knight (Cavalier/Witch)

Witch covens are typically viewed with fear and suspicion, as are those who choose to befriend them. However, there are those among the ranks of the noble cavalier who have taken up their sword in defense of these oft maligned and mysterious individuals. By word and deed, these cavaliers become accepted within a particular coven, and granted certain powers to serve as protectors and harbingers of their cause. The fell knight wields sword and spell on behalf of witches and covens throughout the land, though their loyalty is to but one such faction. In the interest of protecting his coven and those placed under his protection, the fell knight charges his foes, unleashing devastation with the point of his lance and the blast of a spell. (Original Concept by Elghinn Lightbringer)

Primary Class: Cavalier.

Secondary Class: Witch.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The fell knight may select three witch skills to add to his class skills in addition to the normal cavalier class skills, and those he gains from his order. The fell knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The fell knight is proficient with all simple and martial weapons. A fell knight is also proficient with light armor. He can cast witch spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a fell knight wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass fell knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A fell knight casts a small number of arcane spells drawn from the witch spell list. Like other spellcasters, a fell knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Fell Knight. In addition, he receives bonus spells per day if he has a high Charisma score. The fell knight otherwise learns and casts spells as a witch, but has a caster level equal to his fell knight level –3. This ability replaces tactician, banner, greater tactician, greater banner, and master tactician.

Challenge (Ex): this is exactly like the cavalier ability of the same name, except that the fell knight can make a challenge at 1st level and every six levels thereafter.

Fell Mount (Ex): This is exactly like the cavalier’s mount ability, except that the fell knight also treats his mount as his witch’s familiar for the purpose of storing and preparing his spells. The mount gains no other benefits of the witch’s familiar.

Order: This is exactly like the cavalier ability of the same name, except that the fell knight may choose the Order of the Cauldron in addition to any other cavalier's order.

Patron: At 4th level, a fell knight gains the witch’s patron ability and must select a patron from those listed in the Patron Spells entry (see p.70) of the Advanced Player’s Guide. He adds the spells from his chosen patron to his spell list at the indicated levels as shown on Table: Fell Knight. These patron spells are in addition to the fell knight’s spells stored within his fell mount. This ability replaces expert trainer, and challenge 2/day and 6/day.

Fell Weapon (Su): At 5th level, a fell knight forms a special bond with the otherworldly powers of his coven. The fell knight’s weapons are treated as magic for the purpose of overcoming damage reduction. At 11th level, the cavalier’s weapon is treated as having the keen weapon ability. At 17th level, the cavalier’s weapon is treated as adamantine for the purpose of bypassing damage reduction. This ability replaces mighty charge andchallenge 4/day.

Hex: At 6th level, the fell knight gains the witch’s hex ability. He may choose a hex at 6th level and every four levels thereafter. At 18th level, the fell knight may choose a major hex in place of a hex. A fell knight’s effective witch level when using hexes is equal to his fell knight level. This ability replaces the bonus feats gained at 6th, 12th and 18th level.

Medium Armor (Ex): At 9th level, a fell knight gains proficiency with medium armor. A fell knight can cast arcane spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a fell knight wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Defensive Challenge (Ex): At 12th level, whenever a fell knight declares a challenge, his target must pay particular attention to him and his ability to intercept attacks. As long as the target is within the threatened area of the fell knight, it takes a –2 penalty on attack rolls against anyone other than the fell knight. This ability replaces demanding challenge.

Fell Charge (Su): This is exactly like the cavalier’s supreme charge ability, except that whenever the fell knight confirms a critical hit on a charge, the target is either subject to two simultaneous hexes or a single major hex of the fell knight’s choice instead. This ability otherwise functions as and replaces supreme charge.

Table: Fell Knight