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Chaos Knight

The chaos knight is a beacon of chaos among all dark knights. Chaos knights gather groups of other worshipers to follow and fight for chaos. Bending the some the elements to their will and creating shrines of evil in the name of Chaos.

The chaos knight is an archetype of the dark knight class.

Limit Break (Su)

At 1st level, the chaos knight receives the Limit Break (Soul of Chaos).

Soul of Chaos (Su): This Limit Break allows the chaos knight to become an indomitable force of chaos. The chaos knight gains a +2 bonus to AC and saves against abilities and spells made by good creatures and cannot be mental influenced by good creatures. He also gains a +2 bonus to attack and damage rolls against all good creatures. These bonuses increase by 2 for every four dark knight levels after 1st and last for a duration of 1 round plus 1 round for every four dark knight levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Blackest Night).

Beacon of Chaos (Su)

A chaos knight unleashes the powers of chaos to strengthen both himself and his allies.

At 4th level and every four dark knight levels thereafter, a chaos knight gains one additional use of his harm touch ability per day. As a standard action, he can spend a use of his harm touch ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The dark knight and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the chaos knight is conscious.

At 8th level, the aura grants fast healing 3 to the chaos knight as well as to his allies while they remain within the aura’s radius. Additionally, while this aura is active, the dark knight can use his harm touch ability against any targets within its radius by making a ranged touch attack.

At 12th level, when he activates this ability, a chaos knight can choose to increase the radius of one dark knight aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2.

At 16th level, the fast healing granted by this ability increases to 5. Additionally, the dark knight’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction.

At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the chaos knight and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of shadow damage.

This ability replaces nimbus of darkness.

Deranged Soul (Su)

At 5th level, the chaos knight can make a terrifying grab on an enemy, and deal unholy damage to them. The chaos knight attempts a grapple combat maneuver on the target without provoking attacks of opportunity. and if successful, he grabs them and deals 5d6 points of shadow damage to the target. As long as the target is grappled, the target takes 5d6 points of shadow damage at the beginning of the chaos knight’s turn until they break free from the grapple. The chaos knight can use this ability a number of times per day equal to 3 plus his Charisma modifier.

This ability replaces soul eater.

Chaos Technique (Su)

The chaos knight can conjure the elements with his chaotic power, using his weapon as a catalyst. At 5th level and every five dark knights levels thereafter, the chaos knight may gain a dark sword tech or a powerful chaos technique from the list below. These techniques can be used a number of times per day equal to 3 plus his Charisma modifier.

Blaze (Su): The chaos knight forms giant bolts of fire that he sends hurling at his foes. He makes a range touch attack against a single foe and, if successful, he deals 1d6 points of fire damage for every two dark knight levels. The target must make a Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) or be inflicted with Burning status for a number of rounds equal to the chaos knight’s Charisma modifier and be knocked prone.

Cyclone (Su): The chaos knight conjurers a vortex around him with his weapon, dealing 1d6 points of wind damage for every two dark knight levels to all enemies within a 20-ft.-radius of the chaos knight. A Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) can half this damage. Those who fail the save are inflicted with Squalled status for a number of rounds equal to the chaos knight’s Charisma modifier and knocked back 10 feet

Earthquake (Su): The chaos knight slams the ground can causes the earth to tear asunder and explode, dealing 1d6 points of earth damage for every two dark knight levels to all enemies in a 30-ft.-cone that are standing on the ground. A Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) can half this damage. Those who fail the save are also inflicted with the Weighted status for a number of rounds equal to the chaos knight’s Charisma modifier and are knocked prone.

Tsunami (Su) The chaos knight swings his weapon upward unleashing a torrent of water to blast his foes, dealing 1d6 points of water damage for every two dark knight levels to all enemies within a 30-ft.-line. A Reflex save (DC 10 + half of the dark knight’s level + his Charisma modifier) can half this damage. This who fail the save are inflicted with the Drenched status for a number of rounds equal to the chaos knight’s Charisma modifier and are pushed back 10 feet.