Malevolent Knight (Cavalier/Antipaladin)

(Original Concept by Elghinn Lightbringer)

Primary Class: Cavalier.

Secondary Class: Antipaladin.

Alignment: Any evil.

Hit Dice: d10.

Bonus Skills and Ranks: The malevolent knight may select three antipaladin skills to add to his class skills in addition to the normal cavalier class skills, and those he gains from his order. The malevolent knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The malevolent knight is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Code of Conduct: A malevolent knight must adhere to the antipaladin’s code of conduct, but applies it to both lawful evil and neutral evil alignments accordingly.

Aura of Evil (Su): At 1st level, a malevolent knight gains the antipaladin’s aura of evil ability. This ability replaces tactician.

Divine Order: At 1st level, a malevolent knight must select one of the divine orders listed in the Orders section. A divine order is similar to the order of a cavalier, but has a divine focus and is based on certain aspects of divine magic. This ability otherwise functions as and replaces order.

Malevolent Charge (Su): At 3rd level, whenever the malevolent knight makes a charge, he is bolstered by the dark power of his faith to make more devastating charge attacks while mounted. The malevolent knight deals extra damage equal to his Charisma modifier on a charge while mounted. This damage comes from unholy power and is not subject to damage reduction, energy immunities, or energy resistances. In addition, the malevolent knight does not suffer any penalty to his AC after making a charge attack while mounted. This ability replaces cavalier’s charge.

Detect Good (Sp): At 4th level, the malevolent knight gains the antipaladin’s detect good ability. This ability replaces expert trainer.