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    Dec 2008
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    Default Re: PrC Contest XI: Fallen, yet not Forgotten

    Sin Knight

    Raven Blackheart, a Sin Knight pursuing Lust

    More often than not, sins are unwanted in the world of mortals. Yet, who can confess to not having committed a single sin in their lifetime? It is common belief that the gods punish those who are sinful, but even the gods are guilty of sin themselves. Those who realise this sometimes choose to embrace their sinful natures instead of shunning them, awakening to find themselves agents of sin. Former knights who follow this philosophy are called Sin Knights.

    Most sin knights are former knights in training who have come to the realisation that sins can be a source of great power. Their philosophy is alien to most, and rarely do two sin knights cross paths. However, there have been rumours going around of an organisation who selects and trains individuals to become sin knights. The organisation's members were all once knights, sworn to chivalry and honourable conduct. Once they become sin knights, those ideals often take the back seat, if not forgotten entirely. That said, not all sin knights follow the path of evil once they become one. The organisation is entirely neutral, and some members will use their powers for good.

    BAB: + 7
    Skills: Intimidate 10 ranks
    Special: Must have the Knight's Challenge class feature
    Special: Must have violated your Knight's Code, must have committed at least one of the seven deadly sins

    Class Skills
    Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str) Knowledge (Nobility and Royalty), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    |Fallen from grace, fighting challenge, knight's challenge, path of sin

    |Sinful Indulgence

    |Path of Sin

    |Augment Sinful Ability

    |Path of Sin

    |Sinful Indulgence

    |Path of Sin

    Weapon Proficiencies: A Sin Knight gains no additional weapon or armour proficiencies.

    Class Features

    Fallen from Grace: Having not just committed, but also embraced the seven deadly sins, a former knight taking this prestige class may no longer take any additional levels in knight. In addition, he is banned from using any of his previous Knight's Challenge abilities (with the exception of Fighting Challenge, as detailed below). Lastly, he no longer needs to adhere to a knight's code.

    Fighting Challenge (Ex): A sin knight may have fallen from grace, but he firmly believes there is honour in embracing one's primal nature. You add twice your sin knight class levels to your knight levels to determine the bonus of your Fighting Challenge class ability. Your effective knight level (EKL) may not exceed your character level in this fashion.

    Knight's Challenge: You add twice your sin knight class levels to your knight levels to determine the number of times per day you may use your Knight's Challenge class ability and the DC of abilities derived from it. Your effective knight level may not exceed your character level in this fashion.

    Path of Sin: At 1st level and every 2 levels thereafter, a sin knight continues his journey down a path not many would take. He chooses one of the seven deadly sins (Gluttony, Lust, Sloth, Greed, Envy, Pride, Wrath) and gains, in order, the abilities associated with that sin at each level this ability is gained.


    "You shall not covet your neighbour’s house; you shall not covet your neighbour’s wife, or male or female slave, or ox, or donkey, or anything that belongs to your neighbour."
    You have chosen to embrace the sin of Envy. You covet and seek to possess what others have that you don't.

    • Chameleon (Su): At 1st level, your envious nature leads you to try to become others. You gain the shapechanger subtype. In addition, you add bluff and disguise to your class skill list, and you gain the ability to use an Alter Self effect once per day per class level. The effect lasts for 1 hour per EKL or until dismissed.
    • Silver Tongue (Ex): At 3rd level, you have mastered the ways of words and lies to misdirect others and cover your ugly personality. You gain a +6 competence bonus to bluff. In addition, you can weave webs of lies and deceit even in battle, bringing confusion to the enemy's ranks.
      As a swift action, you may expend 1 use of your knight's challenge ability to cause one opponent within 100 feet to make a Will save (DC 10 + 1/2 EKL + Cha mod) or be confused for 1d4+1 rounds. The target of this ability must have an intelligence of 3 or above, though you may still use this ability even if the target does not possess a language.
    • Strength in envy (Su): At 5th level, you become stronger when faced with beings of greater strength. You gain a +1 to attack and damage rolls, as well as a +4 dodge bonus to AC against creatures with a CR higher than your character level. In addition, as a swift action, you may expend 2 uses of your knight's challenge ability to gain an untyped bonus to one of your ability scores equal to the difference in that ability score and the corresponding score of a creature whose HD is greater than your character level within 100 ft. This bonus lasts until the end of the encounter (and it may not exceed +8). You may only target one creature at a time with this ability, and even then, you may only target two of its ability scores at the same time.
      Example: Martel the Knight 7/Sin Knight 5 with a strength of 14 uses this ability against an adult Black Dragon and boosts his strength to 22 (the Black Dragon's strength is 23, but Martel may only boost his strength by 8)
    • What's yours is mine (Ex): At 7th level, you become able to assume even more abilities from your foes. As a swift action, you may expend 3 uses of your knight's challenge ability to force a creature within 100 ft to make a Will save (DC 12 + 1/2 EKL + Cha mod). If it fails its save, you obtain all of the creature's natural weapons or one of its extraordinary special attacks or qualities derived from race, racial HD or class. You count your EKL as racial HD or class levels in a relevant class to determine the strength of the ability you obtained.

    "Be not among winebibbers; among riotous eaters of flesh: For the drunkard and the glutton shall come to poverty: and drowsiness shall clothe a man with rags." Proverbs 23:20-21
    You have chosen the sin of Gluttony. You seek to be the all-devourer of things both mundane and magical in nature.

    • Improved Fortitude (Ex): At 1st level, your gluttonous nature makes you more resistant to poison and acid effects. You gain a +6 bonus on fortitude saves against poison, as well as acid resistance 10. At 5th level, you gain immunity to poison. At 7th level, your acid resistance increases to 20. This resistance stacks with any resistance to acid you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
    • Bite of the glutton (Ex): At 3rd level, you would just as well devour a foe as slay him with a weapon. You gain a primary bite attack that does 2d8 + 1 ½ Str in damage. If you already have a bite attack, use the one with the higher base damage. In addition, you may expend 1 use of your knight's challenge ability as part of a bite attack (which means you can use this ability as part of a full attack) to deliver an injury poison that does 1d6 primary and secondary Con damage (Fortitude save DC 10 + 1/2 EKL + Con mod for half), in addition to the bite damage itself.
    • Devour Magic (Su): At 5th level, you can turn arcane energy into life force, while draining that energy from an opponent. As an immediate action, you may expend 2 uses of your knight's challenge ability to make a special dispel check (d20 + EKL) against spells and effects cast on yourself (targeting one spell or effect at a time). You gain an amount of temporary hp equal to twice the spell level of the spell or effect that you managed to dispel with this ability.
      In addition, you may expend 2 uses of your knight's challenge ability as part of a bite attack against a target (friend or foe). If your attack(s) (assuming you can make more than one bite per round) hit(s) (dealing no damage), you may then make the dispel check(s). The target must then make a Fortitude save (DC 10 + 1/2 EKL + Con mod) or lose one spell slot of the highest spell level it can cast. If it no longer has any spell slots of that level available, it then loses a spell slot of the next highest level.
    • Get in mah belly (Su): At 7th level, you devour all that is in your path. As a standard action that does not provoke an AoO, you may expend 3 uses of your knight's challenge ability to attempt to swallow an opponent whole. The target must be one size larger than you or smaller. You attack with your bite attack, and if it hits, the target must make a Fortitude save (DC 12 + 1/2 EKL + Con mod) or be swallowed into a pocket stomach dimension for a number of rounds equal to your EKL. The victim takes 2d8+12 bludgeoning damage and 12 acid damage per round while in the pocket dimension. The victim can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC = your AC). A creature that successfully exits appears to cut its way free from your stomach (despite not actually doing so), appearing in a space adjacent to you. You take 35 points of backlash damage that is not reducible by any means every time a creature escapes from the pocket dimension.

    "He who loves money never has money enough" cf. Sirach 5:8
    You have chosen the sin of Greed. You seek to hoard material possessions to satisfy your endless desire for them. Eventually, you learn how to use what you have amassed to your advantage.

    • Greed is good (Ex): At 1st level, you have learned that one can never have enough material possessions. Your intuitive knowledge of mundane and magical treasures is unmatched. You add Appraise to your class skill list, and you are always considered to have full ranks in it. In addition, you may expend 1 use of your knight's challenge ability as a standard action to cast Identify without providing a costly material component.
    • Entrepreneur (Ex): At 3rd level, you become a master of trades, gaining bargain prices wherever you choose to ply your trade. You gain a +6 competence bonus on all Profession checks, and you may make a Profession (Entrepreneur) check, using only your skill ranks, Wisdom modifier and the competence bonus from this ability to haggle the prices of an item on the market. The DC for this check is 15 + the item's level (see Magic Item Compendium, p 226 for a table on how to determine an item's level). If you beat the DC, you may buy or sell the item in question at a price 10% lower/higher than the original. For every 5 points you beat the DC by, you gain another 10% increase/decrease, up to 50% of the original price. This is further expressed in the table below.

      {table=head]Check result|Increase/decrease in price
      DC + 1-4|10%
      DC + 5-9|20%
      DC + 10-14|30%
      DC + 15-19|40%
      DC + 20-24|50%
    • Coin Toss (Ex): At 5th level, you learn that sometimes to gain more, you must sacrifice what you have. As a standard action that does not provoke an AoO, you may expend 2 uses of your knight's challenge ability to offer a sacrifice in gold pieces (or an item of equal value) to the Goddess of Wealth in order to smite your enemies. This ability affects all targets in a 20-ft spread within 100-ft of you, and for every 100gp you sacrifice, you deal 1d6 bludgeoning, piercing or slashing damage, with a limit of 4d6 damage per Sin Knight class level. Opponents may make a Reflex save (DC 10 + 1/2 EKL + Cha mod) for half damage.
    • Phantasmal Thief (Su): At 7th level, your desire to possess manifests itself into an incorporeal thief that does your bidding. You may expend 3 uses of your knight's challenge ability to cast Phantasmal Thief (Spell Compendium, p155) with a caster level equal to your EKL. The phantasmal thief receives a bonus on all its checks equal to your sin knight class level.

    Ye have heard that it was said by them of old time, Thou shalt not commit adultery: But I say unto you, That whosoever looketh on a woman to lust after her hath committed adultery with her already in his heart. (Matthew 5:27 - 28)
    You have chosen the sin of Lust. You seek to perverse love and enthrall others to your will.

    • Deadly Charm (Ex): At 1st level, you learn to weave your way into people's hearts, enticing them to do your bidding. You add Gather Information to your class skill list. In addition, as a standard action that does not provoke an AoO, you may expend 1 use of your knight's challenge ability to force a target within 100 ft to make a Will save (DC 10 + 1/2 EKL + Cha mod) or suffer the effects of a Charm Person spell.
    • Tongue of Gold (Ex): At 3rd level, you learn how to make others do as you wish by relying not on deceit but on honey-sweet words and charms alone. You gain a +6 competence bonus on Diplomacy. In addition, as a swift action, you may expend 1 use of your knight's challenge ability to issue a command to a target within 100 ft, friend or foe. The target is forced to make a Will save (DC 10 + 1/2 EKL + Cha mod) or be subject to a Command spell, with the following exceptions:
      You may command the target to attack a specific creature or object by physical means only. Furthermore, the effects of the spell last for 1 round per EKL, and you may change the command after each round. At the start of each of the commanded creature's action after the first, it gets another Will save to attempt to break free from this effect.
    • Cease thy insolence (Su): At 5th level, your words have such a magical effect on others that they become rooted to the spot. As a standard action that does not provoke an AoO, you may expend 2 uses of your knight's challenge ability to force an opponent within 100 ft to make a Will save (DC 10 + 1/2 EKL + Cha mod) or suffer the effects of a Hold Monster spell.
    • Song of Discord (Su): At 7th level, your way with words and songs leaves your foes at each other's throats. As a standard action that does not provoke an AoO, you may expend 3 uses of your knight's challenge ability to force all foes (not allies) within 100 ft to make a Will save (DC 12 + 1/2 EKL + Cha mod) or suffer the effects of a Song of Discord spell.

    "God is stern in dealing with the arrogant, but to the humble He shows kindness." Proverbs 3:34
    You have chosen the sin of Pride. You have the utmost confidence in your own abilities, often to the point of arrogance.

    • Improved Fighting Challenge (Ex): At 1st level, your desire to seek out stronger opponents to fight knows no bounds. The bonus to your fighting challenge ability increases by +1. At 4th and again at 7th level, this bonus increases by another +1. However, once you have issued the challenge, you refuse to accept any indirect support from your allies in defeating your quarry. You willingly refuse to benefit from any healing or beneficial spells cast on you by your allies. You must make the saves for beneficial spells and do not receive any healing at all.
    • Superior Test of Mettle (Ex): At 3rd level, you regain your Test of Mettle ability (or you gain it if you don't already have it), with the following changes:
      Any creature may be affected by this ability, with no restrictions. Furthermore, the Will save DC to resist this ability increases by +2, and its effects do not end if someone other than you attacks an affected target. Lastly, if a target that fails its Will save does not attack you or include you in its attack in a round, it suffers a -4 penalty to AC against your attacks until the start of its next turn.
    • Vigilant Defender (Ex): At 5th level, you become even more vigilant in protecting your allies and thwarting your enemies. You gain the Vigilant Defender Knight class ability if you don't already have it, and you add twice your sin knight class levels to your knight levels (your EKL may exceed your character level for this ability alone) to determine the increase in the Tumble check DC an opponent must make to avoid an attack of opportunity by moving through your threatened area or your space. In addition, if an opponent you threaten makes an attack against a target that is not you, you may expend a use of your knight's challenge ability as a free action to make an attack on that opponent. This counts towards your total number of AoOs in that round. If struck, your opponent must make a Fortitude save (DC 15 + damage dealt) or lose the action.
    • Deathless Pride (Ex): At 7th level, your stubborn pride denies even death from taking you. You gain the Diehard feat, even if you do not meet the prerequisites. In addition, you do not die when reaching -10 hps. Instead, you die when reaching - (10 + your Constitution score) hps, and the benefits of the Diehard feat apply while taking into account this change. Finally, if you are reduced to 0 or fewer hit points by an attack or effect that otherwise leaves your body intact, you may expend 3 uses of your knight's challenge ability as an immediate action to set your hp to 1.

    "His master replied, `You wicked, lazy servant! So you knew that I harvest where I have not sown and gather where I have not scattered seed?" Matthew 25:26
    You have chosen the sin of Sloth. Your laziness results in changes that would render you impervious to harm.

    • Armoured in life (Ex): At 1st level, you lazily decide to forgo trivialities such as donning armour. You lose all armour proficiencies. If you would later gain some form of armour proficiency (such as by multiclassing or taking a feat) you may choose at that time to gain that proficiency, but you then lose this class feature.
      Benefit: You gain the extraordinary ability to harden your skin into a thick hide that protects you like armour. This hide requires 8 hours to grow, but this process can take place at night while you are sleeping.
      Your hide grants you an armour bonus to AC equal to 8 + 1/3 your EKL. In addition, you gain DR/- equal to your sin knight class levels.
      Your hide is treated as medium armour for the purpose of determining your speed and whether you can use class features or other special abilities. It allows a maximum Dexterity bonus of +2 and has an armour check penalty of -4. You can sleep in your hide without penalty. You cannot wear any other armour while your hide is present.
      Your hide isn't treated as armour for the purposes of being affected by spells or other abilities. You can't grant it an enhancement bonus with magic vestment, nor can you imbue it with special properties, as you could with a normal suit of armour.
      You can't take off your hide, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in you sloughing off a pile of scale-like skin that crumbles to dust if handled.
      Special: If you gain this ability through sinful indulgence, your armour bonus to AC is 4 less than normal, and you only gain DR/- equal to 1/2 your sin knight class levels.
    • Elemental Resistance (Ex): At 3rd level, you become even harder to destroy, a veritable wall that refuses to budge even in the face of peril. You gain resistance to two types of energy (Acid, Cold, Electricity, Fire, Force or Sonic) equal to three times your sin knight class levels. The choice cannot be changed after this ability is gained.
    • Greater Sustenance (Ex): At 5th level, you no longer need trivial things like sleep, food, water or even air to survive.
    • Mountain Stance (Ex): At 7th level, you can assume a defensive stance that seemingly increases your size as well. As a swift action, you may expend 3 uses of your knight's challenge ability to enter the Mountain Stance, gaining phenomenal durability though you cannot move from the spot where you stand. While in this stance, you gain a +6 bonus to Constitution, a +6 armour bonus to your AC that stacks with your armoured in life ability, and a +2 resistance bonus on all saves that last for 3 + your newly improved Con mod in rounds. The increase in Constitution increases your hit points by 3 points per level, but these hit points go away when the ability’s duration expires or when the character chooses to end it (a free action). These extra hit points are not lost first the way temporary hit points are. While using this ability, you take a –20 penalty on any Dexterity-based skill checks. You are immune to bull rush and trip attacks. Finally, you are considered to have the reach of a tall creature one size larger (up to Huge) for the duration of this ability. This increase in reach does not stack with any other feat, spell, spell-like ability, supernatural ability, racial feature, or class feature that increases your reach.

    "Whoever is angry with his brother will be liable to judgment" Matthew 5:22
    You have chosen the sin of Wrath. Your anger defines you and fuels your actions. You forgo defence in favour of offence and denying your opponents their chance to act.

    • Reckless Fury (Ex): At 1st level, you learn to tap into your anger and direct it against those who would wrong you, heedless of the dangers it might incur. As a free action, you may expend a use of your knight's challenge ability to enter a state of fury for a number of rounds equal to 5 + your Con modifier. In this state, you gain a +1 morale bonus on all weapon damage rolls and a +2 morale bonus to Will saves, but suffer a -1 to AC. The bonus and penalty increases with each sin knight level you have, to a maximum of +7/-7 at 7th level. In addition, you may sacrifice your AC to add +2 to all weapon damage rolls in a round per point sacrificed, up to a maximum of your sin knight class level. This ability counts as the barbarian's rage ability for purposes of qualifying for feats and prestige classes.
    • Whirlwind of Blades (Ex): At 3rd level, your relentless attacks leave your opponents no time to launch their own counterattack. While in a state of reckless fury, you gain an additional attack at your highest base attack bonus on a full attack or on an attack using a standard action. In addition, an opponent that you hit three times or more in a round must make a Fortitude save (DC = damage dealt) or be unable to make any attacks (whether it is a weapon attack, spells, spell-like abilities, supernatural abilities etc.) against you while he remains within your threatened area. He may still perform any actions that would remove him from your threatened area, but any actions that provoke AoOs still do so as normal.
    • Focused Fury (Ex): At 5th level, you learn to better channel your wrath, no longer compromising your defences while fighting. You no longer suffer the AC penalties for being in a state of fury. In addition, you may force opponents you threaten to focus solely on you, denying them their concentration on other tasks. As an immediate action, you may expend 2 uses of your knight's challenge class ability to force an opponent within your threatened area who is making a concentration check to reroll their check with a penalty equal to twice your sin knight class levels. You may declare this ability after the die is rolled but before the result is announced.
    • Zantetsuken (Ex): At 7th level, you learn to channel your wrath into a single point, waiting to be unleashed on unsuspecting enemies. As a full round action, you may expend three uses of your knight's challenge ability to enter a state of utter calm while you anticipate your opponent's move to intercept him. In the round you where you activate this ability, you are considered to threaten an area equal to your movement speed +1 square or the range of your weapon, whichever is larger (e.g. A human sin knight using a greatsword is considered to have a threat range of 7 squares). If an opponent triggers an AoO from you in the same round, you may immediately make an attack against him. You move towards him to make this attack (if not using a ranged or thrown weapon) and should it hit, you deal an additional 15d6 damage and interrupt the opponent's action. Opponents hit by this attack must make a Fortitude save (DC 12 + 1/2 EKL + Str mod) or be dazed for 1 round. Even if they are immune to the effect, they are still dazed. You may only use this ability every 2d6 + 1 rounds.

    Sinful Indulgence (Ex): At 2nd and 6th level, you either choose to focus more on the sinful aspects chosen at 1st level, or embrace another sin.
    If you choose to focus on one sin, you may either increase the save DC for abilities derived from that sin by 1 or increase your EKL by 2 each time you take this ability. Your EKL still may not exceed your character level in this fashion
    If you choose to embrace another sin, you gain the 1st ability of that sin when you take this ability. The 2nd time you do this, you may choose to gain the 2nd ability of a previously chosen sin or gain the 1st ability of another sin.

    Augment Sinful Ability (Ex): At 4th level, you gain additional benefits based on the main sin that you chose at 1st level in this class.


    Envy: Your competence bonus to Bluff increases to +10, and you may target up to 3 opponents with your silver tongue ability by expending a corresponding number of uses of your knight's challenge ability.
    Gluttony: You may now make up to 2 bite attacks in a full attack. In addition, you gain a +4 bonus on your dispel checks with the devour magic ability.
    Greed: Your competence bonus to Profession increases to +10, and you may increase or decrease the price of an item that you sell or buy by up to 60% with your entrepreneur ability.
    Lust: You may now use Charm Monster with your deadly charm ability, and the DC for that ability is increased by +2. Your competence bonus to Diplomacy increases to +10.
    Pride: The bonus of your fighting challenge ability increases by another +1. In addition, you gain an extra attack of opportunity in a round.
    Sloth: The maximum Dexterity bonus and armour check penalty for your hide improves by 2 each (to +4 and -2 respectively). In addition, you may choose to gain resistance in a third element equal to twice your sin knight class level.
    Wrath: You gain a +2 morale bonus to attack rolls while in a state of fury, and your morale bonus to Will saves increases to +4.

    Sin knights are very diverse, and rarely do two sin knights share the exact same features. As such, a sin knight plays differently depending on the player. Charisma is very important for all sin knights, while Constitution is important for those who chose Gluttony, Sloth or Wrath.
    Combat: Each sin represents a different style of combat, but all conform to a rule: they all rely on the knight's challenge ability.
    Advancement: A sin knight's advancement depends a lot on the player's choice at first level.
    Envy changes and adapts depending on the opponent.
    Gluttony provides an anti-magic approach.
    Greed provides a new use for money in combat.
    Lust uses charm and compulsion to disable opponents.
    Pride favours direct confrontation and protecting its allies.
    Sloth is the embodiment of an impregnable wall in combat.
    Wrath focuses on overpowering attacks that deny an opponent its actions.
    A secondary or even tertiary sin may be chosen at second and sixth levels to further customize the character. Most if not all sin knights continue down the path of a martial character in the end.
    Resources: The Bible, Exodus and various other religious scripts provide more information on the seven deadly sins. Wikipedia also has some relevant texts. If all else fails, a player's improvisation is all it takes to play a sin knight well.

    “She 'ad the tongue of the devil, ah swear. Ah just couldn't resist her words. An' a gesture from her can hold you in place!” a town guard, talking about Raven Blackheart

    Sin Knights are often seen as villainous entities, ones who have turned away from the righteous path. Those knights who reveal themselves are shunned and often faced with hostile intents.
    Daily Life: Contrary to popular belief, a sin knight's day does not consist of solely satisfying his or her desires. In fact, the urge to commit a sin for a sin knight is often weaker than a normal person's. Such desires and urges arise and are resolved mostly during combat, a common encounter for an adventuring sin knight.
    Notables: Sin Knights are secretive beings when it comes to their own nature. However, rumours abound that there are very powerful sin knights whose actions leave a great amount of impact on the world and its occupants.

    Brad the Brutal was the tyrannical king of a militant country whose exploits have become legendary. He started many great wars that devastated nearby kingdoms and continuously expanded his influence and power. So great was his army that no other force in the realm stood a chance. It wasn't until heaven itself intervened and obliterated Brad's capital city did the carnage stop. Brad himself was most famous for his terrible deeds on the battlefield. His blades were a blur to those who witnessed them, and his enemies never got a chance to draw their weapon before they were already slain. Word of mouth has it that Brad was a Sin Knight who pursued the path of Wrath.

    Nightingale is a thief of great renown, stealing from the rich and giving to the poor. There are very few who have witnessed her, and those that have claim that she exuded a charm not of this world. Many a corrupt nobleman have fallen to her feminine wiles, and even elite guards turn their swords on each other at her whim. Despite her notorious reputation as a thief, Nightingale has never taken a life, and all of her spoils went to aid those in need of them most.

    Organizations: The secretive organisation that seeks out and trains sin knight is but a subdivision of a greater order known only as Seven, after the number of paths sin knights most often pursue. Protected by powerful glamers and illusions, the establishments of Seven are only revealed to members and potential recruits. The order itself contains many opposing factions, but the upper echelon have always kept a neutral approach while satisfying all sides within the order. That said, Seven sends its members on all kinds of missions, especially those requiring a darker approach than normal adventuring guilds are willing to take.

    Once every two years, members of Seven are invited to gather to a secret tournament, known only as Sinfest. Details about this tournament are always kept under wraps, but it is believed that subdivisions of Seven gather to test their mettle against each other in a contest of skills the likes of which the world has scarcely seen.

    NPC Reaction
    The nature of a sin knight is not apparent at first glance, but the abilities that they exhibit often drive people away. Once they learn what a sin knight truly is, NPCs shun them and often display openly hostile intentions. However, those that have been treated kindly by sin knights know that the philosophy behind the class does not produce solely evil tyrants and villains.

    Sin knights are an effort to provide more uses and variations to the knight's challenge ability, as well as to provide some PrC support for the Knight from PHB II. It is a tool for those who wish to play a knight mechanically while still fulfilling other roles in a typical adventuring party. On the other hand, an NPC Sin Knight can prove to be a challenging and flavourful villain.
    Adaptation: The entry requirements could be changed so that the class is accessible to any class that has an ability similar to knight's challenge with a certain pool of energy to use (such as the Ninja from Complete Adventurer) with corresponding changes to the class features to reflect that.
    Encounters: The encounter between PCs and sin knights won't always result in hostile action, especially if the sin knight manages to withhold his/her identity. PCs might even encounter sin knights who are after the same goal and strike up an unlikely alliance. Sin knights who pursue the path of Wrath are the most likely to start a fight, while the others will prefer to keep a low profile to avoid needless attention. They will mostly appear as warriors with strange personality quirks, with the exception of a sin knight of Sloth, whose strange appearance would immediately raise attention.

    Sample Encounter
    EL 15: Raven Blackheart, otherwise known as Nightingale, is a sin knight of Lust who uses her charms to steal from the rich and give to the poor. PCs will likely encounter wanted posters of her (with a horribly inaccurate artist's rendition), or catch her during a heist, only to have her escape right under their noses.

    Raven Blackheart (Nightingale)
    Chaotic Neutral Female Human Rogue 4/Knight 4/Sin Knight 7
    Init +7, Senses: Listen +0, Spot +13,
    Languages Common, Elven, Goblin, Gnome
    AC 22 , touch 13, flat-footed (19) (values are after transferring dagger of defending enhancement bonus)
    hp 96 (15 HD)
    Fort +10, Ref +9, Will +7
    Speed 30 ft. (6 squares)
    Melee Dagger +17/+12/+7 (1d4-1) or Dagger +20/+15/+10 (1d4+2)
    Base Atk +14, Grp +13
    Atk Options Sneak Attack +2d6, Deadly Charm (Charm Monster, DC 25), Tongue of Gold (Command, DC 23), Silver Tongue (confused for 1d4+1 rounds, DC 23)
    Combat Gear +3 Dagger of Defending, +1 Mithral Breastplate
    Supernatural Abilities Chameleon, Cease thy insolence (Hold Monster, DC 23), Song of Discord (Song of Discord, DC 23)
    Abilities Str 8, Dex 14 (16), Con 12, Int 14, Wis 8, Cha 18 (22)
    SQ Evasion, Uncanny Dodge, Trapfinding, Trap sense +1, Armour mastery (medium), Bulwark of defence, shield block +1, Fighting challenge + 3, Knight's challenge (13 uses)
    Feats Improved Initiative, Nimble Fingers, Mounted Combat (B), Weapon Finesse, Combat Expertise, Lucky Fingers (Complete Scoundrel, p79), Lucky Start (CS, p79), Unbelievable Luck (CS, p82)
    Skills Bluff +26 (14), Climb +3 (4), Diplomacy +27 (7), Disable Device +13 (7), Disguise +18 (14), Gather Information +20 (14), Hide +10 (7), Intimidate +19 (11), Jump +3 (4), Knowledge (Nobility and Royalty) +13 (11), Listen +0 (1), Move Silently +10 (7), Ride +5 (2), Search +9 (7), Spot +13 (14), Open Lock +13 (7), Use Magic Device +13 (7)
    *Numbers in parentheses show the number of skills ranks in each skill.
    *Raven has a total of 146 skill ranks.
    Skill Tricks Never Outnumbered (2), Social Recovery (2), Assume Quirk (2), Spot the Weak Point (2)
    Possessions Gloves of Dexterity +2 (4000gp), Cloak of Charisma +4 (16000gp), +1 Mithral Breastplate (6350gp), +3 Dagger of Defending (32000gp), Wand of Lesser Vigor (30 charges, 450gp), Masterwork Thieves' Tools (100gp), 1 Acid Flask (10gp), 2 Smokesticks (40gp), 1 Tanglefoot bag (50gp)
    Total 59000gp.

    Nightingale, a Sin Knight of Lust and Envy, is a cunning thief who relies on her charming personality and lucky streaks to succeed on heists. She would disguise herself to gather information on her target before striking, charming or paralyzing any who would stand in her way before making a spectacular getaway. Driven by envy to collect valuable treasures from rich but corrupt nobles, Nightingale loses interest once she has acquired the items. She would then auction them off and donate the proceedings to the poor, keeping just enough to ensure future heists continue to be successes.
    She had almost been compromised on more than one occasion due to her attachment to certain members of a target household (men and women alike), but so far, no one has been able to catch her, while the supposed “victims” of her “exploits” are left dazed and forlorn after her departure.
    Last edited by Pramxnim; 2010-08-19 at 11:50 PM. Reason: Fixed a few errors, cleared up some abilities
    My current homebrews

    The gods play with dice and parchment!