Witch Knight

Entry Requirements
BAB:
+5
Skills: Knowledge (Arcana) 9 Ranks, Intimidate 9 Ranks, Martial Lore 6 Ranks
Class Features: Witchfire (Witchling), Fighting Spirit (Militiaman)

Hit Die: d8

Level BAB Fort Ref Will Special MK MR SK
1st +1 +2 +0 +2 Hexer's Reserve, Witchfire Infusion 1 0 0
2nd +2 +3 +0 +3 Malefic Initiate 0 1 0
3rd +3 +3 +1 +3 Baleful Presence 1 0 1
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Martial Lore, Profession, Ride, Search, Spot, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The witch knight does not gain any new weapon or armor proficiencies.

Hexer's Reserve: A witch knight uses both martial prowess and malicious magics to combat their foes, learning to meld them into a seamless whole. The witch knight is able to use their Limit Reserve as their Jinx Value and their Jinx Value as their Limit Reserve. Any effect that reduces their Jinx Value only affects a single die at a time.

Witchfire Infusion (Su): When a witch knight conjures witchfire, they may choose to infuse their weapon with it. This adds the damage dealt by witchfire to their weapon as long as they maintain the witchfire. The witch knight may increase the damage of their witchfire as part of the same action used to initiate a boost maneuver, applying the extra damage to all attacks made that round. If a creature fails a Fortitude save to resist the fatigue from witchfire or evil eye, the witch knight may increase one of their limit reserve die by 2.

Additionally, those affected by Dire Brand take an additional 2d6 points of damage from any attack made by the witch knight's witchfire, including attacks made with a weapon infused with witchfire.

Malefic Initiate (Su): Any time a 2nd level or higher witch knight inflicts the Shaken, Frightened, Panicked, Sickened, Nauseated, Fatigued, or Exhausted condition on a creature, they may regain a single maneuver of their choice. Alternatively, the witch knight may choose a maneuver and reduce their jinx value or limit reserve by the level of the chosen maneuver to regain the maneuver.

Baleful Presence (Su): At 3rd level, the witch knight may project an aura of ill fortune as a swift action by reducing their Jinx Value or Limit Reserve by 3. This aura extends out to 20ft and lasts until the start of their next turn, though they may reduce their Jinx Value by 3 to maintain the effect for an additional turn without taking an action. All creatures that are Shaken, Frightened, Panicked, Sickened, Nauseated, Fatigued, or Exhausted must roll twice for any attack rolls, critical confirmation rolls, ability checks, skill checks, or saving throws made while within the aura and take the lower roll. The witch knight may use Jinx on either of these rolls.

Those under the effects of Dire Brand also suffer from this effect and take a -2 penalty to all such rolls if they also suffer from one of the requisite status conditions.


*Add the associated skill of the Discipline the Witch Knight chose with Martial Study as a Militiaman to their skill list.