Grey Knight
(PRESTIGE CLASS)

The Grey Knights have many abilities that standard Knights lack. These powers are psychic in nature. In fact, all Grey Knights possess a degree of psychic ability and are highly-accomplished psykers. Beside these powers, the Grey Knights are highly-skilled close combat fighters. Most Grey Knights who are masters of melee combat are able to win against even the most seemingly impossible of odds.

REQUIREMENTS
Only humans
Strength: 17
Alignment: legal neutral, pure neutral
BAB: 6
Discipline: 8
Power attack
Knockdown
Armor Proficiency (Heavy)
Weapon Proficiency (War)
Strong soul
Weapon Focus: Halberd
Cannot use shields

Class Ability: Strength
Saving Throw: Fighter
Hit Dice: 1d12
Attack class: 1
Skills: 4+int/lvl

Class Skills:
Concentration
Discipline
Healing
Parry
Persuade
Taunt
Intimidate
Craft Armor
Craft Weapon

LEVEL PROGRESSION

3  Bonus Feat: Cleave
7  Bonus Feat: Blindfight
11 Psionic Power: Psionic Energy
12 Bonus Feat: Aura of Courage
14 Psionic Power: Flame strike
14 Bonus Feat: Armor skin
17 Psionic Power: Mind fog
18 Bonus Feat: Weapon of choice - Halberd
20 Psionic Power: Displacement
22 Constitution +2
23 Psionic Power: Psychic Barrier
24 Constitution +2
25 Bonus Feat: Increased multiplier - Halberd
26 Psionic Power: Firestorm
28 Constitution +2
29 Psionic Power: Psychic Storm
30 Epic Spell: Epic Psychic Barrier

Psionic Energy
Component(s): verbal, somatic
Range of action: medium
Area of Effect/Target: huge
Duration: instant
Additional counter spells:
Saving Throw: Partial will
Spell Resistance: Yes

The grey knight is capable of striking a group of enemies with a source of psychic energy for 1d8 points of damage for every two levels of the knight, up to a maximum of 5d8. Enemies who fail a Will save are also stunned for 1-6 rounds.

Psychic Barrier
Component(s): Verbal, Somatic
Range of action: Contact
Area of Effect/Target: Single
Duration: 1 hour per level
Additional counter spells: Finger of Death
Saving Throw: Harmless
Spell Resistance: None

The target becomes immune to any spells, spell-like abilities, and death effects.

Psychic Storm
Descriptor: acid, electricity
Component: verbal, somatic
Range of action: personal
Area of Effect/Target: colossal
Duration: 10 turns
Additional counter spells:
Saving Throw: Special Reflexes
Spell Resistance: Yes

The area around the grey knight is struck by lightning and acid rain. Each turn, all enemies within the area of ​​effect take 3d6 points of acid damage. Those who fail a reflex saving throw take an additional 3d6 points of electricity damage.

Epic Psychic Barrier
The grey knight summons a sturdy psychic barrier around him, which protects him from impact, penetration, and slash damage. Barrier provides 50/+20 damage reduction for 1 turn per level.

Epic Grey Knight
The Epic Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Each member of the chapter undergoes a gruelling and torturous selection process, and even once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts, surrounded by awe, and equipped to the teeth to deal with the worst foes that Chaos can raise to meet them.

Hit die: d12
Skill Points: 4 + Int modifier.
Bonus Feats: A Grey Knight gains a feat at levels 23, 26, 29, 32, 35, 38, and 40.