Eh, it's incomplete and while I totally get that it's a Ghost Rider thing, it's not really what I was after. Looking through, there are a couple of Undeath Knights, but no Fiend Knights, so let me fix that:
The Hell Knight
"We're moving forward on the genocide plan, but it takes time, because I have to keep moving to the side when I move forward."
Requirements:
Base Attack Bonus: +10
Skills: Knowledge (The Planes) 13 ranks, Ride 13 ranks, Survival 13 ranks
Special: must swear an oath of allegiance to the Hellish Legion
Special: a tenth-level Knight who joins the Order of Hell Knights automatically qualifies for this prestige class, regardless of skill ranks.
Hit Die: 1d12
Base Attack Bonus: GoodEvil
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Climb, Concentration, Craft (Any), Diplomancy, Forgery, Gather Information, Intimidate, Jump, Knowledge (Nobility and Royalty, The Planes), Listen, Ride, Sense Motive, Spot, Survival
Level: | Special: | Designate:
|
1 | Hell Steed, Knight of the Nine Hells | Curse
|
2 | Bonus Feat | +1d6
|
3 | Baron of the Nine Hells | +1d6
|
4 | Sphere Access | Immolate
|
5 | Hellfire Shield | +1d6
|
6 | Duke of the Nine Hells | +1d6
|
7 | Gate Walker | Terrify
|
8 | Bonus Feat | +1d6
|
9 | Prince of the Nine Hells | +1d6
|
10 | Force of Vile Darkness | Execute
|
Hell Steed (Ex): the Hell Knight is granted a special mount, a Nightmare that is clad in Baatorian Greensteel Scale Barding, with Basic Magical Enhancement. The Nightmare has additional Outsider hit dice such that its total hit dice equals the Knight's total hit dice. If it reaches fifteen hit dice, it becomes a Cauchemar Nightmare. Should this steed be slain, another one is sent in seven days.
Knight of the Nine Hells (Ex): the Hell Knight receives a proper title, with full recognition as such. He gains the [Baatezu, Evil, Lawful] Subtypes, but does not yet receive the Summoning ability. He also gains the ability to see Invisible creatures as a constant effect.
Designate Opponent (Ex): if the Hell Knight already has the
Designate Opponent ability of a Knight, then it improves, gaining an additional 1d6 damage on every level except first, fourth, seventh and tenth. At first level, once per round it also delivers a
Bestow Curse effect. At fourth level, once per round (but not on the same attack as the curse) it may force the opponent to attempt a Reflex Save or burst into unholy flames, suffering 2d8 damage per round (half Fire, half Unholy) until it is put out. At seventh level, once per round (but not on the same attack as the hellfire or curse), the foe must pass a Will Save or Panic for 1d4 rounds. At tenth level, once per round (but not on the same attack as any of the other special abilities), the foe must pass a Fortitude Save or have their soul stolen and bound, their body crumbling to dust. A soulless creature is instantly destroyed on a failed save. Even undead and objects are subject to this effect.
In all cases, the Save DC is 10 + half the Knight's hit dice + the Knight's Charisma Bonus.
Bonus Feats: at levels 2 and 8, the Hell Knight gains a Bonus [Fiend] feat. He must meet the prerequisites, but keep in mind that he is an actual Fiend, thus meets the main requirement.
Baron of the Nine Hells (Ex): at level three, the Hell Knight becomes a Baron, and is officially recognised as such. He receives a Major Magic Item, which is a weapon, shield or suit of armour, made from Baatorian Greensteel. In the case of a Knight of the Order of Hell Knights, he trades his previous Moderate item in, getting an upgrade. Additionally, he gains the Summon ability of a devil: once per day, he has a 60% chance of summoning one Hamatula for one hour. Every level thereafter, the chance of success increases by 5%, and every two levels thereafter the number doubles (2 Hamatula at level 5, 4 at level 7, 8 at level 9).
Sphere Access: at level four, the Hell Knight may select any one Fiendish Sphere. He gains Basic Access to it.
Hellfire Shield (Su): at level five, the Hell Knight is perpetually protected against hellfire - he is immune to Divine damage (such as from Flamestrike), and all adjacent allies gain resistance to Fire and Divine damage, each equal to his hit dice plus his Shield Bonus to AC (if any). Furthermore, any foe who successfully hits him with a melee attack or melee touch attack suffers damage equal to his Shield Bonus to AC (if any) plus 1d6 - half the damage is Fire, the other half is Divine.
Duke of the Nine Hells (Ex): at level six, the Hell Knight is recognised as a Duke. Every month, he receives 50,000GP (whether in coin or in materials), and he is given a plot of land (in the Nine Hells) to rule or oversee. He may add his Charisma Bonus as a Resistance Bonus on all Saving Throws, and his Summoned creatures are strengthened as though by the Augment Summons feat (+4 Strength and Constitution).
Gate Walker (Su): at level seven, the Hell Knight can open a
Gate (travel version only) at will.
Prince of the Nine Hells (Ex): at ninth level, the Hell Knight is recognised as an actual Prince, and gains an entire region of a layer (of his choice) to rule, complete with an actual keep, palace or fortress. He constantly has a
True Seeing effect, and becomes immune to [Death] effects, as well as Level Drain/Negative Levels. With his income, he now receives a CR 10 soul every week.
Force of Vile Darkness (Ex): at tenth level, the Hell Knight is a major force of evil. He radiates a permanent
Desecrate and
Unhallow effect, may cast
Dispel Good at will, and with a Standard Action can make a melee attack that also hits the target with a
Blasphemy effect.