-Elemental Knight-

Elemental Knights are warriors who harness magical powers within them and imbue them into their weapon.

Hit Die: d10

Prerequisites: Cleave, Sunder, Weapon Focus (Sword, Polearm, or Unarmed), Expertise, Weapon Finesse, Power Attack, Combat Reflexes, Ki Use (any ability from another class that involves Ki), +2 Masterwork of chosen weapon.

 

Class

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1

+1

+0

+2

+0

Elemental Blade, +2 Technique Points

2

+2

+0

+3

+0

+2 Technique Points

3

+3

+1

+3

+1

+2 Technique Points

4

+4

+1

+4

+1

+2 Technique Points

5

+5

+1

+4

+1

+2 Technique Points

6

+6

+2

+5

+2

+2 Technique Points

7

+7

+2

+5

+2

+2 Technique Points

8

+8

+2

+6

+2

+2 Technique Points

9

+9

+3

+6

+3

+2 Technique Points

10

+10

+3

+7

+3

+2 Technique Points

Elemental Blade-Elemental Knights have the ability to imbue various elemental properties into their weapons. This technique is executed as a free action that provokes an attack of opportunity. This technique may be performed once a round and the effects last that round. A weapon may only be imbued with one technique at a time. At every level she advances as an Elemental Knight, she receives 2 technique points. A technique point is used to either acquire a new technique or increase a currently acquired technique by one level. Techniques cannot be bought and leveled up at the same time. The Elemental Knight must advance one level with the technique before she can increase its level. Each time a technique is bought it applies to one weapon, but it may be bought again for another weapon. The techniques and their benefits at each level are listed below. Elemental Blade may be used daily based upon character and technique level. 1st level techniques take up one use, 2nd level-two, and 3rd level-three. Number of uses may not exceed her level. Only melee weapons may be subject to Elemental Blade.

· Flame Sword: With this technique the Elemental Knight imbues her weapon with searing red flame. This increases the damage dealt and adds the fire property to the weapon. The weapon also provides light just as a torch. Wooden weapons are destroyed after one round of being the subject of Flame Sword.

1st: +1 damage.

2nd: +1d4 damage.

3rd: Ignition: An opponent struck by Flame Sword must make a Reflex save at DC20 or be caught on fire.

· Shock Sword: Upon executing this technique the Elemental Knight’s weapon is instilled with crackling electrical energy (color depends on atmosphere). The damage of the weapon increases and is treated as electrical.

1st: +1 damage.

2nd: +1d4 damage.

3rd: Jolt: Anyone hit by Shock Sword must make a Fortitude save at DC20 or be stunned for one round.

· Frost Blade: A weapon subject to Frost Blade is turns blue, crystalline and is extremely cold. It receives an increase in damage and deals frost damage.

1st: +1 damage.

2nd: Aqua Blade: The weapon may now be treated as dealing Frost, Water, or both types damage.

3rd: Freeze: Victims of Frost Blade must make a Fortitude save at DC20 or be frozen for 1d4 rounds.

· Wind Blade: When a weapon becomes the target of Wind Blade it becomes surrounded by smooth, flowing, white wind. The current of the wind and its patterns of flow are decided by the user, but are just for show and no other real value. Weapons instilled with Wind Blade can strike enemies at a distance and deal wind type damage. They suffer no penalty for dealing damage at their regular range. Thus a sword with Wind Blade suffers no penalty for dealing damage close and faraway from them, but a pike would receive its regular penalties for dealing damage to a target 5ft away.

1st: +10ft

2nd: +20ft

3rd: Kirby’s Cutter: You may throw your weapon for an attack and will return to you no matter what. This attack can damage multiple enemies as long as it is within its flight path. Only the first target receives damage with your strength bonus added and the rest receive only the weapon’s damage. The total number of targets cannot exceed your Dexterity bonus to a minimum of one target. Targets can only be hit once per each use of Kirby’s Cutter. The flight path is from your hand to its maximum range then returns on a path 5 to 10ft from you. Its maximum range is your maximum throwing distance plus the Wind Blade bonus. Kirby’s Cutter cannot be used for unarmed attacks or with non-bladed weapons.

· Earth Sword: A weapon imbued with the power of Earth Sword becomes earthen in color and has mineral-like patterns upon it. The powers of Earth Sword grant the user improved defense and now deals earthen damage. The weapon is also at double its durability and HP.

1st: +1 AC

2nd: +2 AC

3rd: +3 AC

· Sky Edge: When a weapon is imbued with the powers of Sky Edge it becomes very smooth and highly reflective. Sky Edge may only be used in daylight.

1st: +1 to Charisma.

2nd: Glint Edge: The weapon reflects all light in the area to a single quick flash. All people, excluding user, must make a Fortitude check at DC20 or be blinded for 1d4 rounds. Glint Edge can only be used once per round.

3rd: Blink Blade: The weapon reflects multiple images of the user as holograms. The user may add double his Dexterity bonus to his AC as long as the circumstances allow the use of his Dexterity bonus to his AC. This effect lasts 2 rounds.

· Dark Blade: A weapon instilled with Dark Blade becomes pitch black. It reflects no light and is surrounded by a blue-violet aura. The blade is the bane of good and deals Evil/Unholy/Dark type damage.

1st: +1d4 damage.

2nd: Hidden Edge: Upon engaging combat you may make a Bluff check at +1 vs. your opponent’s Sense Motive check to receive a +4 attack bonus that round.

· Holy Sword: Weapons imbued with Holy Sword receive the blessings of a holy god. This weapon now glows bright white and deals Holy/Good/Light type damage.

1st: +1 Attack

2nd: +1d4 Attack

3rd: Holy Sword: As Priest/Paladin spell of same name at your level.

· Chaos Blade: A weapon with the power of Chaos becomes an unpredictable force and deals Chaotic damage.

1st: (N/A)

2nd: (N/A)

3rd: Roll 1d20 and refer to chart below.

Roll Effect

    1. Automatic miss, opponent receives an extra, immediate attack of opportunity against you.

2-3 Automatic miss, drop weapon

      1. -2d3 attack and damage
      1. -1 attack and damage
      1. No effect
      1. +1 attack and damage
      1. +2d3 attack and damage

19-20 +1 strike

· Law Edge: Law Edge fills the weapon with the power of Justice, Law and Order. The subject weapon deals damage dependant on the situation of the user and victim; this damage is treated as Lawful type damage.

1st: (N/A)

2nd: (N/A)

3rd: Upon striking the enemy you deal no damage but compare your remaining HP with the opponent’s. Add these two numbers together and divide by two (find the average). Your and your opponent’s remaining HP are now that number. This cannot exceed your or your opponent’s maximum HP. Fortitude save at DC15 nullifies the effect.

· Gravity Blade: Weapons imbued with Gravity Blade are granted with mysterious gravitational properties. This increases the deadliness of a weapon.

1st: +1 Threat

2nd: +2 Threat

3rd: Magnet Core: Opponent makes a Fortitude save at DC 20 or loses 10% of its HP.

· Time Edge: This weapon now has the power to alter time slightly and increases the reflexes of the user.

1st: +1 Initiative

2nd: +2 Initiative

3rd: +3 Initiative

· Sun Sword: A Sun Sword instilled weapon glows brightly and emits warms the air around it. It has the power of the day and is deals Sunlight type damage.

1st: +1 damage.

2nd: +1d4 damage.

3rd: Deals extra +3d6 damage to undead.

· Lune Blade: Lunar energy from the cosmos instill their power into the weapon. The weapon now deals Moonlight type damage and has the power of the ethereal.

1st: No actual attack bonus but can strike opponents required to hit at +1.

2nd: Same as above but at +3

3rd: Same as above but at +5

· Blood Sword: Weapons with the power of the Blood Sword turn deep crimson in color and draw life from its victims. HP gained cannot exceed damage dealt and damage cannot be subdual.

1st: Gain 1HP upon successful strike.

2nd: Gain 1d6 HP upon successful strike.

3rd: Gain 10% of damage dealt.