Running into danger, and absorbing the deadliest blows; these knight's love the rush of combat. Often placed at the head of a vanguard or as bodyguards to VIPs, steel hulks are always willing to take a hit just to watch with glee as an assailant's blade dings off their armor.
Steel Hulk is an archetype of Knight
Knightly Tactic (Ex)
The steel hulk gains a new Knightly Tactic that they must take at 1st level:
Steelhead: Whenever the steel hulk is the subject of a critical threat against a touch attack or ranged touch attack, he adds his armour bonus to his touch AC for the purposes of the critical confirmation roll.
This ability modifies Knightly Tactics.
Defensive Stance (Ex)
At 1st level, the steel hulk gains the following benefit in defensive stance that befits his knightly tactic:
Resilience of Iron: A steel hulk gains DR 1/-, which increases to DR 2/- if he is wearing heavy armour. This damage reduction stacks with that provided by armoured defense, adamantine armor and the Armor Specialization feat, but not with other forms of damage reduction.
The damage reduction provided by this ability is doubled against critical hits.
This benefit increases by +1 per four knight levels after first. Otherwise, this functions as Defensive Stance.
This ability modifies Defensive Stance.
Tactical Focus (Ex):
At 3rd level, the steel hulk gains a new tactical focus to dishearten his foes.
Stalwart Steel (Ex)
With the Steelhead tactic, the steel hulk takes 1 less point of damage per die rolled when his designated target confirms a critical hit against him.
The benefit of this focus increases to 2 less points per die at 9th, and 3 less points per die at 15th.
This ability modifies Tactical Focus.
Steelhead Disruption (Ex):
At 6th level, the steel hulk punishes opportunists who stride to close to his charges. When a creature attempts to strike an ally who is flat-footed, denied their Dexterity modifier to AC, unaware of an attack, or rendered helpless and the steel hulk is aware of the attack; the steel hulk may charge as an immediate action, moving up to his base land speed, and interrupt the attack. If the steel knight ends his movement adjacent to an ally, the steel hulk may apply his bonus from Resilience of Iron to the ally if they are subject to a critical hit or an attack that would let the hostile creature deal bonus precision damage (such as sneak attack). Should he end his movement near a hostile creature, he may make an attack roll against the creature. Should he hit, he deals normal weapon damage the creature must make a Fortitude save (DC 10 + half your knight level + your Strength modifier) or be stunned until the start of the steel hulk's turn. If a creature is immune to non-lethal damage or pain effects, they are also immune to the stunning effect of this ability. This expends an attack of opportunity and any movement taken is subtracted from the movement within your next turn.
This ability replaces Fluster.
Developed Knightly Tactics (Ex)
At 9th level, the steel hulk's tactics become further refined:
Critical Disdain: Provided that the steel hulk is wearing heavy armor, any extra damage rolled as a result of a critical hit is treated as though it had rolled the minimum possible. He cannot use this ability if his armor is broken or destroyed.
This ability modifies Developed Knightly Tactics.
Improved Defensive Stance (Ex)
At 11th level, the steel hulk's defensive tactics gains further benefits:
Warding Steel: While in defensive stance, the steel hulk and any ally who has a bonus to armour class due to the steel hulk's class features or feats, gains the Protected condition against critical hits, halving the extra damage taken.





