Iron Knight (Paladin)
Iron knights are the more free-mind holy warriors who view the progression made by advanced technologies as the key to lead society and civilizations to a better future. Wielding firearms and complex, even exotic high-tech weapons, these paladins actively search out and fight against those who manipulate the vile technologies that bring corruption and aimless destruction.
Skills: An iron knight adds Knowledge (engineering) to his list of class skills and remove Knowledge (nobility) from his list of class skills.
Technomancy (Sp): At will, an iron knight can use technomancy, as the spell. When he use technomancy when attempting Knowledge (engineering) checks to identify the properties of technological items, an iron knight will gain a +5 insight bonus on Knowledge (engineering) checks to identify item properties, and count as he possessed the Technologist feat (although it will not grant him additional bonus on checks to identify the properties of technological items unless iron knight do possessed the feat).
This ability replaces detect evil.
Techno Smite (Su): At 1st level, when he wielding a firearm or any technological weapons, an iron knight can as a swift action declare one non-good target within line of sight as his target of techno smite. The iron knight gain a +1 bonus on attack rolls and all damage rolls made against the target of his techno smite. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. Regardless of the target, techno smite attacks automatically bypass any DR and energy resistance the creature might possess.
In addition, while smite evil is in effect, an iron knight gains a deflection bonus equal to her Charisma modifier (if any) to his AC against ranged attacks made by the target of the techno smite. If the paladin targets a creature that is not a non-evil creature, the techno smite is wasted with no effect. The techno smite effect remains until the target of smite is dead or the next time the iron knight rests and regains daily uses of this ability. The number that an iron knight may declares techno smite each day are equal to his Charisma bonus (at least 1).
An iron knight can only gain the benefits of techno smite when he fighting with firearms and technological weapons. This ability replaces smite evil.
Iron with Out (Ex): At 3rd level, an iron knight started to mastery the fighting technique that uses the advantage of his armor protection to pushing relentless assault while under heavy fire. When he wearing medium or heavy armor, an iron knight may use firearms or technological weapons to make ranged attacks without provoke attacks of opportunity.
At 4th level, if an iron knight wearing medium or heavy armor and using firearms or technological weapons to make full-round ranged attacks while make a 5-feet step in the same turn, he can move an additional 5 feet when he doing so. However, when he doing 5-feet step in this form, only the first 5 feet movements made by the iron knight are not provoke attacks of opportunity, the second 5 feet movements will still provoke attacks of opportunity as normal movement if iron knight move out a square threatening by an enemy.
At 6th level, if and iron knight uses firearms or technological weapons to make full-round ranged attacks while make a 5-feet step in the same round, he will gain DR 3/- and 10 points of all types of energy resistances that only against ranged attacks, until the start of his next turn. In addition, if forced to make a reflex saving roll that caused by technological effects or effects caused by theological weapons, an iron knight was count as have the evasion ability, as the rogue class feature of the same name.
This ability replaces lay on hands, divine health, mercy and channel positive energy.
Divine Bond: At 5th level, an iron knight forms a bond with the progressive of technology. This functions as the paladin’s divine bond ability, except the bond must always take the form of a firearm or technological weapon. In addition to the listed abilities, an iron knight can add the distance, reliable, or seeking special abilities to her weapon, but she cannot add the brilliant, defending or disruption special abilities. This ability replaces the standard paladin’s divine bond.
Iron with In (Su): At 8th level, an iron knight gains a +4 morale bonus on the saving rolls against all the mind-affect effects, he will also immune to any mind-affect effects generated by technological effects. This ability replaces Aura of resolve and Aura of justice.
Progressive Champion (Su): At 20th level, an iron knight becomes an embodiment of the advanced technology`s bright side. Anytime when he attacked by firearms and technological weapons, the iron knight will gain DR 10/- and 20 points of all types of energy resistances against those attacks (may stack with DR and resistances he gained form Iron with Out ability).
In addition, three times per day when an iron knight is attacking a creature that he have declared techno smite with firearms or technological weapons, as a swift action, he may place bane weapon special ability on the firearms or technological weapons he wielding, but only against the creature he smiting. This effect last until the end of his turn. This ability altered Holy Champion.
Code of Conduct: Iron knight shall actively discovering lost technologies and protect the research, preserve and improvement of advanced technologies. He should preaching people with the progressions, benefit the masses with advanced knowledge and fight who abuse or ruin the relics of technology.
P.S: looking for more suggestions about weapons/armor proficient.