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Aredel

Elemental Knight

Elemental Knights are warriors with an arcane elemental flavor, similar to Spellswords. Elemental knights represent a melding of the elements(Air, Earth, Fire, Water), Arcana, and Warrior disciplines. They have learned how to unlock secrets of the elements in conjunction with Martial disciplines. They are often found with Elementalist Wizard and Sorcerers. They view the world as being at the mercy of the Elements and take almost a quasi religious view in this respect. Most tend to be introspective, quiet and sometimes dour. Sorcerers, Bards, Fighters and Rangers are excellent candidates for this class.

Requirements

Race: Any
Alignment: Any chaotic
Base attack bonus +8
Skills: Knowledge (Arcana) 5 ranks
Knowledge (Planes) 5 ranks
Craft (One or More:Armorer, Bowyer/Fletcher, Weaponsmith): 4 Ranks
Feats: Weapon focus, Weapon Specialization, Energy Substitution
Spells: Ability to cast Arcane spells, knowing at least 4 elemental spells.
Special: Exposure to Arcane Elements, Meeting with Elemental Outsider

Class Features

Elemental Knights can use all Martial Weapons and Armor. Bonus Feats must be either General or Meta Magic. Elemental Knights can use any elemental based magic items. Using such an item, the Elemental Knight gets a +2 or +10% to any such Item. For example, a wand of Fireballs, normally does 8d6, in an Elemental Knight's hands the Wand would do 10d6. Elemental Spells cast by an Elemental Knight receive a extra +2 on spell penetration rolls. Bonus Feats maybe General or Meta Magic (Elemental Only). Elementals will show improved reaction with +4 checks for Elemental Knights. Class skills: Concentration (Con), Craft (Int), Knowledge (Arcana, Planes, Nature, Religion) (Int), Spellcraft (Int), Wilderness Lore (Wis)
Skill points per level: 3+Int modifier.
Hit Die: d8

Progression

LevelBase attackFort SaveRef SaveWill SaveSpecial
1+1+2+0+2Elemental Weapon +1, Ignore Spell Failure 15%
2+2+3+0+3Pro From Elements (1 / Day /Level), Imbue Weapon I, +1 Level to existing spellcasting
3+3+3+1+3Elemental Weapon +2, Evasion (Elements)
4+4+4+1+4Bonus Feat, Ignore Spell Failure 30%, +1 Level to existing spellcasting
5+5+4+1+4Elemental Weapon +3
6+6+5+2+5Imbue Weapon II, Bonus Feat, +1 Level to existing spellcasting
7+7+5+2+5Elemental Weapon +4
8+8+6+2+6Imbue Weapon III, Bonus Feat, +1 Level to existing spellcasting
9+9+6+3+6Elemental Weapon +5, Imbue Weapon IV
10+10+7+3+7Summon Elemental, +1 Level to existing spellcasting

Special Abilities and Feats

Elemental Weapon
Elemental Knights have the ability to imbue various elemental properties into their weapons. Provided these weapons (melee or ranged) can be prepared daily, the Elemental Knight can add the bonus to both attack and damage rolls, via spell-like ability. This damage is elemental damage (fire, water(cold, ice), earth(acid), air (electrical)) as determined by the Knight at the time of Enhancement. If the creature is especially susceptible to the elemental type (ie..undead to fire, fire using to cold, etc.) the damage bonus is increased by half (round up). This bonus must be applied to Masterwork or better items and does stack with Magical Bonuses. For missile weapons it can enhance 12 Arrows only usable by a Elemental Knight or Elemental Archer. These weapons make a visible effect as they are used.
Enhancement Requires: Limited to 1/Time/Day/Level
Duration: Melee Weapons (1 hr/level), Missle (good until used, 24 hrs).
Elemental Type can be changed via Cantrip.
Ignore Spell Failure (Ex)
Beginning at 2nd level, the Elemental Knight's hard work and practice at merging spellplay with weapon play starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with wearing armor when casting elemental spells. The Elemental Knight subtracts the listed percentage value from her total spell failure chance, if any.
Pro From Elements (Sp)
As the Spell, level is the Elemental Knight Level. This is usable as free action, spell like ability.
Evasion
Grant the Evasion Feat, or if the character already has Evasion, Improved Evasion applied to elemental effects (fire, cold, acid, earth, water and electricity)
Imbue Weapon(Su)
As a free action, the Elemental Archer can channel a memorized elemental spell through his arrow as she attacks with it. This is a supernatural ability. The channeled spell counts against the Elemental Knight's normal daily limit and must be prepared into the arrow beforehand. That is a Burning Hands spell could be placed on an arrow. The arrow releases the spell upon a hit, using the target as the center/caster position for the spell. The spell can be cancelled by the Archer, but the spell cannot be cast normally once it is imbued into an arrow.
The maximum allowable spell level increases as noted below.
  • Imbue Arrow I - 1st level spell
  • Imbue Arrow II - 2nd level spell
  • Imbue Arrow III - 3rd level spell
  • Imbue Arrow IV - 4th level spell
An imbued spell targets the creature hit by the Elemental Archer's arrow. The spell still gets a saving throw if the spell allows one. If a spell can target more than one creature, channeling it through the weapon centers the effect on the target. Eg. A burning hands on an arrow effects the target creature and any creatures in the area treating the target as the caster (in this case), radiating away.
Summon Elemental
As per the spell, no roll needed for control.

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