Demonblade Knight


Lawful Neutral Paladin Archetype

Demonblade Knight Oath
The Oath of the Demonblade Knight is long and arduous… not all Paladins of this calibur can live such a complicated life, between the sanctity of good and the power of evil. Demonblade Knight’s believe that all Law, no matter how evil, must be upheld. Lest chaos is to take hold in the hearts of mortal men. They have blurred the line though, of good and evil, by taking pacts with demons. Though most pacts aid to the Demonblade Knight’s foes vanguishment, it scars them. In more ways than one.

War Mind (Su)

At 2nd level, the Demonblade Knight gains a +4 bonus to attack rolls, and gains a bonus equal to her Strength modifier on Will saving throws.

This ability replaces divine grace.

Demon Slur (Su)

Upon reaching 8th level, the Demonblade Knight has a 4% chance to cause Frightened on an attacked enemy. At 15th level the Demonblade Knight has a 8% chance to cause Panicked on an attacked enemy.

This ability replaces aura of resolve.

Demon Pact

Upon reaching 5th level, a Demonblade Knight forms a Pact of Power with a demon. This pact takes only one form, unlike Divine Bond.

The pact allows the Demonblade Knight to enhance her weapon as a standard action by calling upon the aid of a demon for 1 minute per Demonblade Knight level. When called, the demon causes the weapon to shed light as a torch. At 5th level, this demon grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: Corrosive, Cruel, Deadly, Deceptive, Furious, Igniting, Transformative, and Vicious. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the demon are determined when the demon is called and cannot be changed until the demon is called again. The demon imparts no bonuses if the weapon is held by anyone other than the Demonblade Knight but resumes giving bonuses if returned to the Demonblade Knight. These bonuses apply to both end’s of a double weapon. A Demonblade Knight can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a demon is destroyed, the Demonblade Knight loses the use of this ability for 10 days, or until she gains a level, whichever comes first. During this 10-day period, the Demonblade Knight takes a –5 penalty on attack and weapon damage rolls.

Demonblade Knight

CharacterCreationPortfolio_BatMenEdition BatMen BatMen