Primary Class: Cavalier.
Secondary Class: Sorcerer.
Hit Dice: d8.
Bonus Skills and Ranks: The bloodborn knight may select three sorcerer skills to add to his class skills in addition to the normal cavalier class skills, and those he gains from his order. The bloodborn knight gains a number of ranks at each level equal to 4 + Int modifier.
Table: Bloodborn Knight
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+1||+2||+0||+2||Challenge 1/day, mount, order, tactician||—||—||—||—|
|2nd||+2||+3||+0||+3||Bloodline, order ability||—||—||—||—|
|3rd||+3||+3||+1||+3||Command bloodline creatures||—||—||—||—|
|4th||+4||+4||+1||+4||Blood of inheritance, bloodline spell, challenge 2/day||1||—||—||—|
|7th||+7/+2||+5||+2||+5||Bloodline spell, challenge 3/day||1||1||—||—|
|9th||+9/+4||+6||+3||+6||Bloodsteed, greater tactician||2||1||—||—|
|10th||+10/+5||+7||+3||+7||Bloodline spell, challenge 4/day||2||1||1||—|
|11th||+11/+6/+1||+7||+3||+7||Medium armor, mighty charge||2||2||1||—|
|12th||+12/+7/+2||+8||+4||+8||Bloody challenge, bonus feat||3||2||1||—|
|13th||+13/+8/+3||+8||+4||+8||Bloodline spell, challenge 5/day||3||2||1||1|
|20th||+20/+15/+10/+5||+12||+6||+12||Blood of the ancients||4||4||3||3|
The bloodborn knight is proficient with all simple and martial weapons. A bloodborn knight is also proficient with light armor. He can cast sorcerer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bloodborn 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 bloodborn knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.
The bloodborn knight gains the sorcerer bloodline class ability and may only choose from the following bloodlines or their associated mutated bloodlines: Aberrant, Abyssal, Anarchic**, Brutal**, Celestial, Draconic, Elemental, Empyreal**, Fey, Groveborn**, Infernal, Linnorm**, Pit-Touched**, Primal**, Protean*, Sanguine**, Sylvan**, Undead, Verdant*, or Warped**. (*Advance Players Guide, **Ultimate Magic)
At 1st level, a bloodborn knight adds the skill listed in his bloodline to his class skills and gains his bloodline arcana.
At 6th level, and again at 12th and 18th level, a bloodborn knight may select a bloodline feat that he qualifies for as one of his bonus feats.
This is exactly like the cavalier’s ability of the same name, except that the bloodborn knight must select the Order of the Eminent Blood and gains certain aspects of his chosen bloodline as part of his order.
The bloodborn’s knight’s mount functions exactly like that of a cavalier, but gains the shared spells special ability due to the bloodborn knight’s spellcasting ability.
This is exactly like the cavalier ability of the same name, except that its effects also apply to any bloodline creatures under the bloodborn knight’s command. This effect extends to the bloodborn knight’s greater tactician and master tactician abilities.
At 3rd level, the bloodborn knight can use his arcane powers to command creatures of his bloodline. As a standard action, the bloodborn knight can attempt to command bloodline creatures within 30 feet a number of times per day equal to his Charisma modifier. Any bloodline creature within 30 feet of the bloodborn knight receives a Will save (DC 10 + 1/2 the bloodborn knight’s level + the bloodborn knight’s Charisma modifier) to negate the effect. If the save fails, the creature falls under the bloodborn knight’s control, obeying his commands to the best of its ability as if under the effects of a control undead spell.
Each creature under the bloodborn knight’s control receives a new saving throw each day to resist the bloodborn knight’s command. The bloodborn knight can control any number of bloodline creatures, so long as their total Hit Dice do not exceed his bloodborn knight level. If a bloodline creature is under the control of another, the bloodborn knight must make an opposed Charisma check whenever the bloodborn knight’s orders conflict. A bloodborn knight can only have one use of his command bloodline creature ability active at one time. If he uses this ability again, the first use immediately ends.
A bloodborn knight considers creatures of the following types and subtypes as bloodline creatures, according to his chosen bloodline: Aberrant or Warped bloodline (Aberrations); Abyssal or Brutal bloodlines (Chaotic Evil Outsiders); Celestial or Empyreal bloodlines (Good Outsiders); Draconic or Linnorm bloodlines (Dragons); Elemental and Primal bloodlines (Elementals); Fey and Sylvan bloodline (Fey); Infernal and Pit-Touched bloodlines (Lawful Evil Outsiders); Protean and Anarchic bloodlines (Chaotic Outsiders); Verdant and Groveborn bloodlines (Plant); Undead and Sanguine bloodlines (Undead). This ability replaces cavalier’s charge.
At 4th level, the bloodborn knight gains his second bloodline power. This ability replaces expert trainer.
This is exactly like the cavalier ability of the same name, except that its effects also apply to any bloodline creature that is within 60 feet of the bloodborn knight and under his command. This effect also extends to the bloodborn knight’s greater banner ability.
This is exactly like the cavalier ability of the same name, except that whenever a bloodborn knight could select a bonus feat, he may select a bloodline feat for which he qualifies instead.
At 9th level, the bloodborn knight’s mount undergoes the following transformation according to the bloodborn knight’s chosen bloodline.
Aberrant (Warped): The mount gains the Fleshwarped template.
Abyssal (Brutal): The mount gains the Fiendish template.
Celestial (Empyreal): The mount gains the Celestial template.
Draconic (Linnorm): The mount gains the Half-dragon template.
Elemental (Primal): The mount gains the Element-infused creature template.
Fey (Sylvan): The mount gains the Fey Touched template.
Infernal (Pit-Touched): The mount gains the Fiendish template.
Protean (Anarchic): The mount gains the Entropic template.
Undead (Sanguine): The mount gains the Skeletal Champion template.
At 11th level, the bloodborn knight can casts arcane spells without incurring the normal arcane spell failure chance only if he is wearing light armor, medium armor, or no armor. A bloodborn knight wearing heavy armor, or using a shield incurs a chance of arcane spell failure as normal.
At 12th level, as an immediate action upon reducing the target of his challenge to 0 or fewer hit points, the bloodborn knight can regain one usage of a bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as the bloodborn knight’s level. The bloodborn knight cannot use this ability to gain another usage of a bloodline power that he has not yet used during that day. The bloodborn knight can use this ability once per day against each target of his challenge. This ability replaces demanding challenge.
At 20th level, the bloodborn knight gains his fifth bloodline power. This ability replaces supreme charge.