Blood Knight of Erythnul
Matthew Hedges, mhedges@chariot.net.au

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
						
1st	1	2	0	0	Blood Armor	
2nd	2	3	0	0	Protection from Law 1/day	
3rd	3	3	1	1	Blood Rage 1/day	
4th	4	4	1	1	Fighter Feat, Protection from Law 2/day	
5th	5	4	1	1	Maiming Strike	
6th	6	5	2	2	Summon Life from Blood (4 Gnolls)	
7th	7	5	2	2	Cause Fear, Protection from Law 3/day	
8th	8	6	2	2	Summon Life from Blood (4 Bugbears)	
9th	9	6	3	3	Fighter Feat, Protection from Law 4/day	
10th	10	7	3	3	Summon Life from Blood (2 Ogres), Blood Rage 2/day	

Designer's Note: This prestige class is based on the deity Erythnul from the World of Greyhawk™ setting. It can be readily adapted to a similar deity from any other setting. This archtype would also fit well as a Chaos Knight in the Warhammer or Dragon-of-Melniboné settings.

Blood Knights are elite soldiers dedicated to serving Erythnul and his clergy. Usually they will be found wreaking havoc in battle, leading bandits, killing, maiming and murdering simply because it pleases them and their patron. Alternatively they may serve as soldiers for cults or sects of the deity, or as the military strength of a temple dedicated to the deity. Occasionally they will be found alone or in small groups. One favoured activity of the Blood Knights, under direction from clerics of Erythnul, is that of killing lawful good clerics - who are thoroughly despised by their patron deity. They will often form small groups of murderous fighters, bandits, rogues and assassins and go on a killing spree in civilised areas. Causing fear among the general population is often one of their main aims, as a result the more gruesome the carnage that they leave in their wake, the better.
Evil fighters are most commonly Blood Knights. However clerics (of Erythnul), rangers and barbarians can also be found in their number. Rogues and Bards would rarely find this group appealing, while druids, sorcerers and wizards are unheard of as Blood Knights. Paladins and clerics of other deities are never found as Blood Knights as both are often the target of Blood Knight missions, raids and/or assassinations.
Hit Die: d10
Requirements 
Alignment: Chaotic Evil
Race: Any (though very rarely anything other than Human or Half-Orc)
Religion: Erythnul (or suitable substitute from another setting)
Base Attack Bonus: +7
Intimidate: 4 ranks
Knowledge (Religion): 3 ranks
Feats: Power Attack, Cleave, Sunder
Special: Must find and kill a lawful good cleric. The cleric must be defeated in single combat, though not necessarily honourable combat. The killing of the cleric is instrumental is the creation of the knight's blood armour (see below). The applicant must also supply a suit of masterwork full plate armour - see below.
Class skills
The class skills of a Blood Knight are very similar to those of Fighters, with some extra skills based on their religious training and beliefs. 
The Blood Knight's class skills (and key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Swim (Str).
Skill points at each level: 2 + Int modifier
Class Features
Weapon and Armour Proficiency: Blood Knights are proficient with all simple and martial weapons, all armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Blood Armour: After meeting the pre-requisites for this class, the Blood Knight participates in a special ceremony, conducted by a cleric of Erythnul of at least 8th level. The Blood Knight candidate must provide a suit of masterwork full plate armour. During the ceremony, the blood from the deceased lawful good cleric (slain by the Blood Knight) is poured over the armour and given divine blessing by the cleric of Erythnul. At the end of the ceremony, the suit of armour now has a magical bonus based on the level of the cleric that was slain.

Table 1: Blood Armour Bonus	
Level of Cleric Slain	Armour Bonus	
1 - 6	+1	
7 - 12	+2	
13 - 18	+3	
19+	+4	

This armour is an absolutely sacred possession and a Blood Knight would rather die than loose it. None of their special powers function without them wearing it. Blood Knights can, at any stage of their life, attempt to acquire better armour by killing a higher level cleric. The armour radiates strong evil and, any opponent within a ten foot radius forced to make a morale saving throw must subtract the amount from their roll, equal to the magical enhancement bonus of the armour (see Table 1 above), ie. +2 bonus on armour equals -2 to morale roll. This is due to the aura of evil and despair that radiates from the armour (no other effects).
Protection from Law: As per the spell (cast as cleric of same level as Blood Knight) - spell like ability.
Blood Rage: The Blood Knight can induce a blood rage upon himself. This rage is a form of blood lust and gives the Blood Knight +4 Str, +4 Con and a damage reduction of 2/-. The rage lasts for a number of rounds equal to the Blood Knights level (not total character level). If the Blood Knight fails to spill any blood by the end of the rage, then he suffers the anger of his deity in the form of a ten hit point loss. A blood rage can be induced once per day, only after being wounded by five hit points or more (though this can be self inflicted). This ability does not stack with any other form of rage.
Maiming Strike: Once per day the Blood Knight may inflict a maiming strike with his main weapon. It must be declared before the attack roll is made. On a successful hit, the target must make a Fortitude saving throw against DC 10 + damage inflicted by the attack. If the saving throw fails, then the target receives -2 to their strength and dexterity ability scores for one whole day. Strikes from different Blood Knights on the same victim are cumulative.
Summon Life from Blood: Whenever a blood knight is wounded by 15 hit points or more (in one blow - cant be self inflicted) by a piercing or slashing weapon, he may elect to summon monsters to his aid. The type of monsters summoned is indicated in brackets. The monsters summoned fight at the blood knights discretion until they are dead or until a number of rounds equal to the blood knight's level (not total character level) has elapsed. They appear the round after the wound was inflicted in the nearest position to the blood knight that is unoccupied.
Cause Fear: The blood knight can cause fear as per the spell fear, once per day cast as a sorcerer at the same level as the blood knight. This is a spell like ability.
Fighter Feat: Choose any one fighter feat listed in the PHB p37.