Azure Knight (3.5e Class)
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 Azure Knight
An unholy knight that has killed countless people. He has gained evil power from the darkness that consumes all who attempt to walk through the Abyss.
 Making a Azure Knight
The Azure knight can take a beating and keep on going, but it has trouble working with non chaotic classes, as their one true goal is to return their corrupted soul to its original state.
Abilities: Str is a must for this class as well as Con. But if you want it to be effective from a range go for Wis.
Alignment: Any Chaotic.
Starting Gold: [6d4 x 10] gp.
Starting Age: Any
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+1||+2||+0||+0||Corrupt Sword, Bonus Feat||01||1||1st|
|2nd||+2||+3||+0||+0||Summon Lightning 2/day||1||2||1st|
|3rd||+3||+3||+1||+1||Blaze 2/day, Bonus Feat||3||3||1st|
|4th||+4||+4||+1||+1||Flame Pillar 1/day, Improved Summon Lightning||5||4||2nd|
|5th||+5||+4||+1||+1||Soul Extraction, Improved Corrupt Weapon||7||5||2nd|
|7th||+7/+2||+5||+2||+2||Improved Flame Pillar||15||7||3rd|
|8th||+8/+3||+6||+2||+2||Greater Summon Lightning||19||8||3rd|
|9th||+9/+4||+6||+3||+3||Improved Blaze, Bonus Feat||23||9||3rd|
|10th||+10/+5||+7||+3||+3||Improved Corrupt Weapon||27||10||4th|
|11th||+11/+6/+1||+7||+3||+3||Blaze 5/day, Flame Pillar 5/day, Summon Lightning 5/day||35||11||4th|
|12th||+12/+7/+2||+8||+4||+4||Mad Cry, Improved Flame Pillar, Bonus Feat||43||12||4th|
|13th||+13/+8/+3||+8||+4||+4||Shaking Stomp, Sweep Strike||51||13||5th|
|15th||+15/+10/+5||+9||+5||+5||Greater Corrupt sword, Bonus Feat||67||15||5th|
|16th||+16/+11/+6/+1||+10||+5||+5||Improved Soul Extraction||79||16||6th|
|17th||+17/+12/+7/+2||+10||+5||+5||Greater Blaze, Greater Flame Pillar, Superior summon Lightning||91||17||6th|
|18th||+18/+13/+8/+3||+11||+6||+6||Dark Energy, Bonus Feat||103||18||6th|
|19th||+19/+14/+9/+4||+11||+6||+6||Summon Lightning 10/Day, Blaze 10/Day, Flame Pillar 10/Day||115||19||6th|
|20th||+20/+15/+10/+5||+12||+6||+6||Dark Impulse, Master Corrupt Weapon||127||20||6th|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Azure Knight.
Weapon and Armor Proficiency: The Azure knight is proficient with all Martial weapons (including the bastard sword) and with all armor but not shields.
Power Points/Day: A Azure Knight’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Azure Knight. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Azure Knight begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. A Azure Knight can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Azure Knight can manifest in a day is limited only by his daily power points. A Azure Knight simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
Bonus Feats: At 1st level, a Azure Knight gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets. The Azure Knight gains an additional bonus feat at 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The Azure Knight must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums. A Azure Knight can choose feats that specifically require levels in the fighter class as long as he is of the same level that the fighter must be.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A Azure Knight is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Corrupt Weapon: at 1st level the Azure knight's weapon has it's own aura of evil and weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls). The weapon causes 2d6 necrotic damage. While dealing damage with the weapon you take 1d4 damage. At level 5 this attack does 2d8 necrotic damage and you take 1d6 damage. At level 10 it deals 2d10 necrotic damage and you take 1d8 damage. At Level 15 it deals 2d12 necrotic damage and you take 1d10 damage. At level 20 it deals 2d20 necrotic damage and you no longer take damage. The Corrupt weapon has an Aura of Evil about it and can be sensed by animals who will avoid the wielder whenever possible.
Summon Lightning: at 2nd level the Azure knight can summon a bolt of lightning to hit a square up to 30 ft from him. This deals 1d10 damage to the target. At 4th level the damage is increase to 2d8. At 8th level this attack can target 5 squares within 30 feet of the Azure knight and damage is increase to 2d12. At level 17 the lightning can hit all squares within 30 ft. of the Azure Knight.
Blaze: at 3rd level the Azure Knight can set his corrupted sword ablaze to cause an additional 2d6 fire damage. At 9th level add 2d8 fire at 17th level 2d10.
Flame Pillar: at the 4th level the Azure Knight can create a pillar of fire to deal 2d12 damage to an enemy (up to 60 ft. away) and all adjacent squares of the target. At the 7th level this damage is increased to 3d6. At the 12th level this damage increases to 3d8. At 17th level this damage is increase to 3d12.
Soul Extraction: An Azure Knight gains Devour the Soul (3.5e Feat) even if it does not meet the prerequisites for it. At 16th level it gains Essence Gourmand (3.5e Feat) even if it does not meet the prerequisites for it.
Mad Cry: At the 12th level once an encounter the Azure Knight can let out a blood curdling cry. Any enemy within 30ft must make a will save of (10 + 1/2 Level + Wis mod) or be shaken for 1d4 (+ Azure Knight's Level) rounds.
Shaking Stomp: At the 13th level, once an encounter the Azure Knight can (as a move action) stomp on the ground to cause all things in adjacent squares to become flat footed. This does provoke attacks of opportunities.
Sweep Strike: at the 13th level, an Azure Knight may make a trip attack to all targets adjacent to him. An enemy must make a ref save of (1/2 HD+Dex mod) or be knocked prone.
Heave: at 14th level if your first attack was successful you may make a Str check against your targets Fort to launch them into the air 5ft.x str mod.
Dark Energy: at 18th level once an encounter you may make an attack to cause 2d12 force damage and push all adjacent targets away.
Dark Impulse: At the 20th level the Azure Knight may make an attack 1/day on all targets within 120 ft of the Azure Knight that causes 10d20 points of Force Damage. This attack sends a Medium character flying 120 ft. Large 100ft. Giant 80 ft. Colossal 60 ft. Gargantuan 40 ft.
 Ex-Azure Knight
An Azure Knight can only become an Ex-Azure Knight by Devouring the soul of a powerful enough demon and using the power from its essence restoring his physical body, and his soul to him. The required demons soul power is at the DM's discretion The Ex-Azure losses all abilities and their corrupted sword and are no longer Evil. They keep any feats they had gained as an Azure Knight.