ANTI Knight

Athas Universal NanoTechnology Institute pioneered the field of nanotechnology. They were some of the main suppliers of nano-bots for various cybernetics and bionics. About fifty years ago, they shifted from strictly nano-technology to psi and magical implants. Those implants were affectionately call “AUNTIe” implants. Once on the market, it was discovered that many of their implants were rushed to market and not fully tested. As a result people were developing various psychoses so severe that many with the implants went on a rampage causing millions in damage and hundreds of casualties. To combat this, AUNTIe when back to the drawing board and developed technology that countered their previous implants. The result was the ANTI Knight.

The ANTI Knight is volunteer who is implanted with cutting-edge AUNTIe technology that disrupts magic and psionics. Though specifically developed to counter their previous generation of implants, the effects of the ANTI Knight carry over to other magic and psionics.

Hit Dice: d10


To qualify for the ANTI Knight program, a character must fulfill all the following criteria.

  • Base Attack Bonus: +3
  • Feats: Toughness
  • Special: Must have a “full” Constitution score, meaning you must have no cybernetics or bionics. You may take any cybernetics or Bionics after you gain at least 1 level of ANTI Knight, but not before.

Class Skills

The ANTI Knight’s class skills (and key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 2 + Int modifier.

Level BAB Fort Save Ref Save Will Save Special
1st +1 +1 +0 +0 AUNTIe Capacitor Conversion, ANTI Field
2nd +2 +1 +1 +1 AUNTIe Implants
3rd +3 +2 +1 +1
4th +4 +2 +1 +1 AUNTIe Implant Unlock
5th +5 +3 +2 +2 Consume Magic Item
6th +6 +3 +2 +2 AUNTIe Implant Unlock
7th +7 +4 +2 +2 Dispelling Strike
8th +8 +4 +3 +3 AUNTIe Implant Unlock
9th +9 +5 +3 +3 Improved Cyber Resilience
10th +10 +5 +3 +3 AUNTIe Implant Unlock

Class Features

All of the following are features of the ANTI Knight prestige class.

Weapon and Armor Proficiency:  ANTI knights gain no additional proficiency with any weapon or armor.

AUNTIe Capacitor Conversion

At level 1, when you volunteer for the ANTI Knight program, you undergo extensive surgery to gain a Small Capacitor (100 jolts) that replaces your heart and lungs and is your main source of power. Additionally, you get a Replacement Digestive system which means you can only eat a bio-paste that provides energy to your Capacitor. You gain 50 jolts for every tube you consume. Once the Capacitor is installed you can now power your AUNTIe implants. Because of the nature of the AUTIe conversion and their implants, you lose no Constitution Cost and may acquire other Cybernetics or Bionics normally. Additionally, any other implants you gain do not take away from your Constitution Cost either.

If your Capacitor reaches 0 Jolts, you go unconscious just as you would if you reached 0 HP. However, you do not die, nor will you need to be stabilized. The Capacitor recharges 1 Jolt every 10 hours. So after a long rest, you’ll have at least 1 Jolt to power yourself enough to get that yummy, delicious bio paste. Alternatively, you can charge you capacitor with a battery, see Battery rules.

You can buy upgraded Capacitors at 100 times the base cost due to it having to be converted to work with AUNTIe implants.

ANTI Field

Also at level 1, you receive your first implant: the ANTI Field. As an action, you can activate your ANTI Field. Any magic or psionic (whether it is a magic item, psionic item, or a player or NPC who uses magic or psionics) within 10 ft is now at a disadvantage to cast, manifest, or function. Any caster (allied or not) caught in this radius must make a Spellcraft (for both magic and psionics) at DC 20 + 1.5 times your ANTI Knight level (rounded up, minimum 2). If they do not beat the DC, the spell or psionic power does not go off and they lose the spell slot or psionic power points as if it had.

This field drains your Capacitor heavily and thus you can only keep it active for a number of rounds equal to 1/2 your level + your Constitution modifier (minimum 2 rounds). Once this period of rounds is over, you are drained and at a -4 to all actions and saves. You regain the use of your ANTI Field and lose the -4 penalty after a short rest. Unlike the other implants, you do not need to commit Jolts to powering the ANTI Field. It lasts as long as it says previously based on your level and Constitution modifier.

AUNTIe Implants

At level 2, and every 2 levels thereafter (4th, 6th, 8th, and 10th), you can choose from the list of AUNTIe implants below to unlock. At the time of volunteering for the program, you have the entire AUNTIe system implanted, but as time goes on, you “unlock” dormant implants. There is no need to go back to AUNTIe to get additional implants.

The general rules for all implants is that to use them you need to supply that implant with Jolts. Or rather, you have 100 Jolts and you use those as points to power the following implants. Each implant will be listed with an Activation Cost. This is the initial base cost to activate the implant and gain its benefits/effects. The implant’s description will have other options that cost more Jolts.

Containment Field: Activation Cost: 80 jolts. This implant allows you to create a field of force surrounding a target, possibly more. The field is 10 ft in diameter and is a dodecahedron. To activate the field, you roll to hit normally and if you succeed, the target must make a Dexterity save or be trapped. Your spell save for this is 10 + your ANTI Knight level + your Strength or Dexterity modifier (your choice). The field is impenetrable physically, magically, and psionically, but not indestructible. The field comes with 50 HP and any attack from the inside or outside will reduce the HP. Once the HP of the field reaches 0, it dissipates and must be reactivated. The field lasts a number of minutes equal to 1/2 your level + your Constitution modifier or until it reaches 0 HP, whichever comes first. For every 20 extra jolts you commit, you can raise the field’s HP by 20.

Energy Net: Activation cost: 30 jolts. This implant allows you to project a web of pure energy. This implant acts exactly like the spell Web as cast using a level 1 slot. Your spell save for this is 10 + your ANTI Knight level + your Strength or Dexterity modifier (your choice). For every 20 jolts you spend extra, you can cast it at one spell level slot higher.

Super Strength: Constantly Running: reduces your max Capacitor jolts by 40. This implant grants you super strength. It does not change your Strength Score, but allows you to lift up to 5 tons of weight. Additionally, your unarmed attacks now do lethal damage (you can still choose to do stun) and do 1d8 damage instead of 1d6. You also gain +4 to all melee damage (unarmed included). At any time, as a bonus action, you can spend 20 jolts and receive a boost in Strength that will increase your lifting capacity by 5 tons and add another +4 to any melee damage.

Super Speed: Constantly Running: reduces your max Capacitor jolts by 40. This implant grants you super speed. You add 40 ft to your base movement, but your max run speed is now 300 mph. It takes at least 150 yards of clear space to reach your full speed. Additionally, you are granted Evasion and receive a +4 to initiative and any Reflex save. At any time as a bonus action, you can spend 20 jolts and receive a boost in Speed that will increase your max run speed by 40 mph and give you an additional +4 to initiative and any Reflex Save save.

Energy Weapon: Activation Cost: 20 jolts. This implant allows you to never be caught without a weapon. You can create any melee weapon using the energy from your Capacitor. The weapon created is like it’s non-energy equivalent in every way, including you needing to be proficient in its use. You can only create melee weapons with this implant. You cannot create ranged weapons, ammunition, or firearms. For every extra 10 jolts you spend, you can make the weapon magic and add a +1 bonus, e.g. if you spend 40 extra jolts, the weapon you create becomes a +5 magic weapon. This +5 weapon can be a straight bonus, or you can add additional effects provided they do not exceed the weapon bonus.

Energy Pulse: Activation Cost: 20 jolts. This implant allows you to fire pulses of energy from your palms. Each pulse does 1d8 damage and has a range of (150/600). It takes one Attack action to fire, thus if you have multiple attacks, you can fire multiple times per round, but each time you do so it uses 20 jolts. For each additional 20 jolts you spend, you increase the number of dice by 1. So, if you spend 40 jolts, you will fire a pulse that does 2d8 damage, but that is for each pulse. If you use 40 jolts and then just 20 jolts, your first pulse does 2d8 and the second 1d8. The “bonus” jolts must be spent per pulse.

Item Rarity Jolts Recovered
Minor 20
Medium 50
Major 100

Consume Magic Item

At 5th level, you can destroy a magic item and consume the released energies to refill the Jolts on your capacitor. The rarity of the item increases the number of Jolts you regain. Here is the chart:

Dispelling Strike

At 7th level, your weapon strikes have a chance to dispel magic. Upon a successful hit (ranged or melee), your target is affected as if you cast Dispel Magic on them. For your spell caster level, you use your total levels, or your base levels plus your ANTI Knight prestige levels. All Dispel Magic rules apply. You can use this strike a number of times per day equal to 1/2 your level + your Constitution modifier. It does not use Jolts unless you cast it as a higher spell slot. Once you’ve used all of them, you can regain them after a short rest.

Improved Cyber Resilience

At 10th level, you no longer have any Constitution Cost for cybernetics. This is not retroactive, however. Any Constitution Cost you incurred from previous levels still apply.