Secret Sect Knight (Inquisitor/Cavalier)
A secret sect knight is the covert agent of a secret organization, infiltrating at all levels in one or more societies and government to the purpose of ultimately dominate the world, or free it from a tyranny, or only restore their order or religion. This organization could once have been great and respected, and then driven underground from politics, covert schemes or betrayal. It could also be a secret branch of an established church, unknown to the most. (Original Concept by Bardess)
Primary Class: Inquisitor.
Secondary Class: Cavalier.
Alignment: A secret sect knight’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
Bonus Skills and Ranks: The secret sect knight selects three cavalier skills to add to her class skills in addition to the normal inquisitor class skills. The secret sect knight gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The secret sect knight is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortsword, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and with shields (except tower shields).
Domain: The secret sect knight may also choose the new Secrets Inquisition.
Sentencing Challenge: Once per day, the secret sect knight may pronounce a challenge against a foe that she recognizes as an enemy of her organization or as an obstacle to its ends. As a swift action, the secret sect knight chooses one target within sight to challenge. The secret sect knight’s melee attacks deal extra damage whenever the attacks are made against the target of her challenge. This extra damage is equal to 1/2 the secret sect knight's level. In addition, she gains the benefits of a judgment of her choice against the target of her challenge only, but with greater bonuses. As a swift action, she can change this judgment to another type. If the secret sect knight is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral secret sect knights must select profane or sacred bonuses. Once made, this choice cannot be changed. The secret sect knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Destruction: The secret sect knight is filled with divine wrath, gaining a sacred bonus on all weapon damage rolls equal to her secret sect knight level against the target of her challenge. This replaces her normal damage bonus while it is in effect.
Healing: The secret sect knight is surrounded by a healing light, gaining fast healing 1 for every two secret sect knight levels she possesses. This applies only to wounds inflicted by the target of her challenge.
Justice: This judgment spurs the secret sect knight to seek justice, granting a sacred bonus equal to 1/2 her secret sect knight level on all attack rolls against the target of her challenge. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the secret sect knight great focus and makes her spells more potent. This benefit grants a sacred bonus equal to 1/2 her secret sect knight level on concentration checks to cast spells against the target of her challenge, and caster level checks made to overcome her target’s spell resistance.
Protection: The secret sect knight is surrounded by a protective aura, granting a sacred bonus to Armor Class equal to 1/2 her secret sect knight level against the target of her challenge. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the secret sect knight.
Purity: The secret sect knight is protected from the vile taint of her foe, gaining a sacred bonus equal to 1/2 her secret sect knight level on all saving throws against effects originated by the target of her challenge. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the secret sect knight resistant to harm, granting DR 1/magic against the target of her challenge. This DR increases by +1 every two levels. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the secret sect knight’s. If she is neutral, the secret sect knight does not receive this increase.
Resistance: The secret sect knight is shielded by a flickering aura, gaining 1 point of energy resistance for every two secret sect knight levels she possesses against one energy type (acid, cold, electricity, fire, or sonic) chosen when the challenge is declared. This protects only against energy attacks coming from the target of her challenge.
Smiting: This judgment bathes the secret sect knight’s weapons in a divine light. The secret sect knight’s weapons always count as the most favorable type for the purposes of bypassing her target’s damage reduction.
Challenging a foe requires much of the secret sect knight's concentration. The secret sect knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each secret sect knight's challenge also includes another effect depending from the order she belongs to. This ability replaces judgment.
Order: At 1st level, a secret sect knight must choose a cavalier’s order. The Order of the Trowel complements the Secret Sect Knight multiclass archetype. This ability replaces monster lore, track, second judgment, and the teamwork feat gained at 15th level.
Secret Symbol (Ex): At 2nd level, the secret sect knight bears a glowing rune that can only be seen by members of her sect. This symbol allows the secret sect knight and her fellow members to easily recognize each other. While this rune is hidden to those who are not of her sect, it can be revealed through magic, such as detect magic or true seeing, but only to the caster of the spell. In addition, this symbol allows members of the same sect to pass messages in to each other. She adds her Wisdom modifier on all Bluff and Disguise skill checks in addition to her Charisma modifier. This ability replaces cunning initiative.
Faithful Squire (Ex): At 3rd level, the secret sect knight gains Squire as bonus feat and gains a squire, even if she does not meet the prerequisites. This squire is a trainee of her sect. The secret sect knight treats her Leadership score as if she had a special power (+1). If the squire ever dies and gets replaced, the secret sect knight loses this bonus. When the secret sect knight reaches 7th level, the squire can graduate, but she doesn’t automatically gain other followers. A graduated squire may retrain his military class levels as cavalier, cleric, inquisitor, or secret sect knight levels, with access to the same order or domain of his mentor. This ability replaces the teamwork feat gained at 3rd level.
Improvisation (Ex): At 3rd level, the secret sect knight has learned to adapt her way of fighting to the circumstances and allies at hand. The secret sect knight can choose one teamwork feat possessed by one of her allies (included her faithful squire). As a standard action, she can grant herself this feat for 3 rounds plus 1 round for every two secret sect knight levels she possesses, as long as the chosen ally is within 30 feet and can see and hear her. She does not need to meet the feat’s prerequisites. She can select a different feat every time she uses this ability. The secret sect knight can use this ability once per day at 3rd level, plus one additional time per day at 7th level and for every 5 levels thereafter. This ability replaces solo tactics.
Improved Symbol (Ex): At 6th level, the secret sect knight can reveal her secret symbol to frighten her enemies. If the secret sect knight reveals and boldly presents her symbol in battle, her foes must succeed on a Will saving throw (DC 10 + 1/2 the secret sect knight level + her Charisma bonus) or become shaken for 1 minute. Once a creature has been the target of a revealed symbol, regardless of whether or not the save is made, that creature is immune to that secret sect knight's secret symbol for 24 hours. Creatures that are immune to fear are also immune to this effect. In addition, while the symbol is revealed, she gains a +2 morale bonus on Diplomacy checks with members or allies of her sect, and a +2 morale bonus on Intimidate checks against all other creatures. This bonus increases to +3 at 11th level, and +4 at 16th level. The secret sect knight can use her secret symbol as a holy focus when casting her spells. Revealing secret symbol is a standard action, while hiding it is a swift action. This ability replaces the teamwork feat gained at 6th level.
Covert Talent: At 9th level, and again at 18th level, the secret sect knight can select a rogue talent. Her effective rogue level for this talent is equal to her secret sect knight level. This ability replaces the teamwork feats gained at 9th and 18th level.
Greater Improvisation (Ex): At 11th level, when the secret sect knight uses improvisation, she can grant another ally the same teamwork feat she grants herself. Neither the secret sect knight nor the ally needs to meet the feat’s prerequisites. This ability replaces stalwart.
Demanding Challenge: At 12th level, a secret sect knight gains the cavalier’s demanding challenge ability. This ability functions with the secret sect knight’s sentencing challenge and replaces the teamwork feat gained at 12th level.
Greater Symbol (Ex): At 16th level, a secret sect knight’s symbol becomes a focus of awe and fear for her foes. When her secret symbol is revealed, all foes within 60 feet receive a –2 penalty on saving throws against charm and fear spells and effects. In addition, while her symbol is revealed, the secret sect knight can, as a standard action, raise it high above her head, shedding an eldritch light. The symbol can be raised once per day for a number of rounds equal to her Charisma modifier. While her symbol is raised in this manner, all opponents within 60 feet that make a saving throw against a spell or effect must roll it twice and take the worst result. Both saves are made using the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. This ability replaces third judgment.
Masterful Improvisation (Ex): At 17th level, whenever the secret sect knight uses improvisation, she can grant herself any two teamwork feats possessed by her allies. As a full–round action, she can instead grant just one feat to herself and her allies. This ability replaces slayer.
Absolute Sentence (Su): At 20th level, whenever a secret sect knight uses her sentencing challenge ability, she can pronounce an absolute sentence on a foe as a swift action. Once declared, the secret sect knight must make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double the normal amount of damage. In addition, if the secret sect knight confirms a critical hit with her attack, the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the secret sect knight’s level + her Wisdom modifier. Even if the target’s save is successful, it is staggered for 1d4 rounds. Regardless of whether or not the save is made, the target creature is immune to the secret sect knight’s absolute sentence ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.
Table: Secret Sect Knight