Ruby Knight Vindicator

Hit Die: d8

Requirements
Skills: Hide 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 8 ranks.
Martial Maneuvers: Must know at least one Devoted Spirit maneuver.
Martial Stances: Must know at least one Devoted Spirit stance.
Deity: <Classified at this time>
Special: Ability to turn or rebuke undead.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Manuvers Known Manuver Readied Stances Known Special Spells per Day
1st +1 +0 +0 +2 0 0 1 -
2nd +2 +0 +0 +3 1 0 0 - +1 level existing divine spellcasting class
3rd +3 +1 +1 +3 0 0 0 - +1 level existing divine spellcasting class
4th +4 +1 +1 +4 1 0 0 - +1 level existing divine spellcasting class
5th +5 +1 +1 +4 0 1 0 Armored Stealth +1 level existing divine spellcasting class
6th +6 +2 +2 +5 1 0 1 - -
7th +7 +2 +2 +5 0 0 0 - +1 level existing divine spellcasting class
8th +8 +2 +2 +6 1 0 0 - +1 level existing divine spellcasting class
9th +9 +3 +3 +6 0 1 0 - +1 level existing divine spellcasting class
10th +10 +3 +3 +7 1 0 0 - +1 level existing divine spellcasting class

Class Skills
Balance(Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge (Int), Martial Lore(Int), Profession (Wis), Ride(Dex), Sense Motive(Wis), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

Weapon & Armor Proficiencies: Ruby Knight Vindicators gain no new proficiencies.
Spells per Day: At each level except 1st and 6th, you gain new spells per day and an increase in caster level as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a devoted enforcer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At each even-numbered level, you gain one new maneuver known from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. You must meet a meneuver’s prerequisite to learn it. You add your full Ruby Knight Vindicator levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 9th level, you gain an additional maneuver readied per day.

Stances Known : At 1st level and again at 6th level, you learn a new martial stance from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven discipline. You must meet a stance’s prerequisite to learn it.

Divine Recovery (Su): Beginning at 2nd level, you can channel divine power to recharge your martial maneuvers. You can expend a turn or rebuke attempt as a swift action to recover one expended maneuver.

Armored Stealth (Ex): Knights-vindicator are taught unusual techniques for staying out of sight. Starting at 5th level, you no longer take an armor check penalty on Hide checks. Your armor check penalty still applies to any other skills affected by armor check penalties.

Divine Impetus (Su): At 7th level, you learn how to use the divine power of the A <Deity Removed> to quicken your reactions and act without hesitation. You can expend a turn or rebute attempt to gain one additional swift action this round. For example, you could use this ability to both chance your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your turn. This may only be done once per round.

Divine Fury (Su): From 9th level on, you can directly channel <Deity removed> divine energy into your martial strikes. As a free action, you can spend a turn or rebuke undead attempt to add a +4 Sacred bonus on your attack roll with one martial strike this turn. In addition to its normal effects, the strike deals an extra 1d10 points of damage.

Multiclass Note: A paladin who becomes a Ruby Knight Vindicator can continue advancing as a paladin.