Arcane Knight

Champions of magic, arcane knights are defenders of eldritch power, sworn to protect its purity and defeat those who corrupt it. Arcane knights embody all things magical, from the arcane weapons they wield or capacity to sense magic, to the auras they emit that enable them to protect themselves from a variety of effects. Rewarded by the very magic they employ, arcane knights use their intellect and eldritch might in their conflicts against their enemies, even risking their lives to uphold the convictions where magic is concerned.

Role: Arcane knights are the champions of magic, defending magic for magic’s sake, but also using their arcane energies to defeat arcane spellcasters and protect their allies from danger. Most arcane knights spend much of their time in the pursuit of knowledge and, no matter what the source may be. Most abjurers are skeptical, waiting until they “know” before they decide upon a course of action. Every aspect of an endeavor must be scrutinized until the most logical and beneficial course is surmised. Then, once this is determined, he acts without hesitation, usually to the great benefit of his allies.

Alignment: Any.
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The arcane knight’s class abilities are Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.


Table: Arcane Knight
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus 
Save
Save
Save
Special
1st
2nd
3rd
4th
1st
+1
+2
+0
+2
Arcane school, arcane weapon 1/day, aura of magic, detect magic, school power




2nd
+2
+3
+0
+3
Arcane defense, telekinetic touch




3rd
+3
+3
+1
+3
Aura of protection




4th
+4
+4
+1
+4
Arcane weapon 2/day
0



5th
+5
+4
+1
+4
Magic mount, medium armor
1



6th
+6/+1
+5
+2
+5
Bonus feat
1



7th
+7/+2
+5
+2
+5
Arcane weapon 3/day
1
0


8th
+8/+3
+6
+2
+6
Aura of dispelling
1
1


9th
+9/+4
+6
+3
+6
Disruptive, heavy armor
2
1


10th
+10/+5
+7
+3
+7
Arcane weapon 4/day
2
1
0

11th
+11/+6/+1
+7
+3
+7
School power
2
1
1

12th
+12/+7/+2
+8
+4
+8
Bonus
2
2
1

13th
+13/+8/+3
+8
+4
+8
Arcane weapon 5/day
3
2
1
0
14th
+14/+9/+4
+9
+4
+9
Aura of spell resistance
3
2
1
1
15th
+15/+10/+5
+9
+5
+9
Spellbreaker
3
2
2
1
16th
+16/+11/+6/+1
+10
+5
+10
Arcane weapon 6/day
3
3
2
1
17th
+17/+12/+7/+2
+10
+5
+10
Aura of antimagic
4
3
2
1
18th
+18/+13/+8/+3
+11
+6
+11
Bonus feat
4
3
2
2
19th
+19/+14/+9/+4
+11
+6
+11
Arcane weapon 7/day
4
3
3
2
20th
+20/+15/+10/+5
+12
+6
+12
Mage knight
4
4
3
3


Class Features
The following are the class features of the arcane knight.

Weapon and Armor Proficiency: The arcane knight is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields). An arcane knight can cast arcane knight spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane knight wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane School: An arcane knight can choose to specialize in one school of magic, gaining additional spells and powers based on that school (see Arcane Knight Schools). This choice must be made at 1st level, and once made, it cannot be changed. An arcane knight that does not select a school receives the universalist school instead.

An arcane knight that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. An arcane knight who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, an arcane knight with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist arcane knight can prepare spells from any school without restriction.

Each arcane school gives the arcane knight a number of school powers. In addition, specialist arcane knights receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, an arcane knight can prepare a spell from his specialty school in that slot. This spell must be in the arcane knight's spellbook. An arcane knight can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Arcane knights with the universalist school do not receive a school slot.

Elemental Arcane Schools: Instead of specializing in a focused arcane school of magic, an arcane knight can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the arcane knight can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the arcane knight to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Aura of Magic (Ex or Su): The power of an arcane knight's aura of magic (see the detect magic spell) is equal to his arcane knight level. An arcane knight can use his aura of magic to alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind he specifies, or the subject of a spell he specifies. The item must be held by or the subject must be adjacent to the arcane knight for this aspect of his aura of magic to function. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if she succeeds on a Will save. Otherwise, she believes the aura and no amount of testing reveals what the true magic is.

If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), this effect doesn't work. A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Arcane Weapon (Su): An arcane knight forms a bond with a melee or ranged weapon of his choice. Once the choice is made, it cannot be changed. Once per day, the arcane knight can draw upon the mystical arcane energy to enhance his weapon and aid him in his struggle against his enemies. As a swift action, the arcane knight can enhance his arcane weapon for 1 minute per arcane knight level. When enhanced, the weapon sheds light as a torch. At 1st level, this enhancement grants the weapon a +1 enhancement bonus. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +6, or they can be used to add any of the following weapon properties: corrosive, corrosive burst, dancing, defending, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane weapon ability is used and cannot be changed until the next time the arcane knight uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the arcane knight.

An arcane knight can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

At 4th level, and at every three levels thereafter, the arcane knight can enhance his arcane weapon one additional time per day, as indicated on Table: Arcane Knight, to a maximum of seven times per day at 19th level.

In addition, an arcane weapon can be used once per day to cast any one spell that the arcane knight has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the arcane knight, including casting time, duration, and other effects dependent on the arcane knight’s level. This spell cannot be modified by metamagic feats or other abilities. The arcane weapon cannot be used to cast spells from the arcane knight’s opposition schools (see arcane school below).

If an arcane weapon is damaged, it is restored to full hit points the next time the arcane knight prepares his spells. If the arcane weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcane knight level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded item. An arcane knight can designate an existing magic weapon as his arcane weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Detect Magic (Sp): At will, an arcane knight can use detect magic, as the spell. An arcane knight can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane knight does not detect magic in any other object or individual within range.

Arcane Defense (Su): At 2nd level, an arcane knight gains a bonus equal to his Intelligence modifier (if any) on all saving throws made against spells and spell-like effects.

Telekinetic Touch (Sp): Beginning at 2nd level, an arcane knight can lift and move an object from a distance, similar to the mage hand spell. Each day he can use this ability a number of times equal to 1/2 his arcane knight level plus his Intelligence modifier. With one use of this ability, an arcane knight can move a non-magical, unattended object that weighs 5 lbs or less up to 10 feet. For every two arcane knight levels he possesses beyond 2nd, the weight of the object and the distance it can be moved increases by an additional 5 lbs. and 10 feet respectively. Using this ability is a standard action.

Alternatively, an arcane knight can use this ability to deal force damage to enemy creatures, dealing 1d4 points of force damage for every two levels the arcane knight possesses. Using telekinetic touch in this way requires a successful ranged touch attack and doesn't provoke an attack of opportunity.

Aura of Protection (Su): At 3rd level, an arcane knight can create a magical barrier that protects him from certain attacks, mental control, and summoned creatures. This aura functions as the protection from chaos/evil/good/law spell. The arcane knight chooses which spell effect to create when he the aura is activated. Each ally that is adjacent to the arcane knight also gains the benefits of his aura. This ability functions only while the arcane knight is conscious, not if she is unconscious or dead.

An arcane knight can use this ability for a number of minutes per day equal 3+ his arcane knight level. These minutes do not need to be consecutive, but must be used in 1-minute increments. This is a swift action that does not provoke an attack of opportunity.

Spellcasting: Beginning at 4th level, an arcane knight casts arcane spells drawn from the wizard’s spell list. Only wizard spells of 4th level and lower are considered part of the arcane knight’s spell list. An arcane knight must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the arcane knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane knight’s spell is 10 + the spell level + the arcane knight’s Intelligence modifier.

Like other spellcasters, an arcane knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Knight. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Arcane Knight indicates that the arcane knight 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on her Intelligence score for that spell level.

An arcane knight may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the arcane knight decides which spells to prepare.

Through 3rd level, an arcane knight has no caster level. At 4th level and higher, his caster level is equal to his arcane knight level –3.

Spellbooks: An arcane knight must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. At 4th level, an arcane knight begins play with a spellbook containing three 1st-level arcane knight spells of his choice, plus detect magic and read magic, which are added to his spellbook as 1st–level spells. The arcane knight also selects a number of additional 1st-level arcane knight spells equal to his Intelligence modifier to add to his spellbook. At each new arcane knight level, he gains two new arcane knight spells of any spell level or levels that he can cast (based on his new arcane knight level) for his spellbook. At any time, an arcane knight can also add spells found in other spellbooks to his own.

An arcane knight can learn spells from a wizard’s or magus’ spellbook, just as a wizard or magus can from an arcane knight’s spellbook. The spells learned must be on the arcane knight spell list, as normal. An alchemist can learn formulae from an arcane knight’s spellbook, if the spells are also on the alchemist spell list. An arcane knight cannot learn spells from an alchemist.

Magic Mount (Sp): At 5th level, as a standard action, an arcane knight can conjure a horse-like creature for a number of hours per day equal to his arcane knight level. This functions as the phantom steed spell, except for the following changes. The mount remains for a number of hours per day equal to the arcane knight’s level + his Intelligence modifier.

When first summoned, the mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. Every two levels the arcane knight possesses beyond 5th, the mount gains an additional +1 AC bonus to its natural armor, and an additional 7 hit points. If it loses all its hit points, the mount disappears. The mount has a speed of 20 feet per two arcane knight levels, to a maximum of 100 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per arcane knight level.

Medium Armor: At 5th level, an arcane knight gains proficiency with medium armor. An arcane knight can cast arcane knight spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane knight wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Bonus Feats: At 6th, 12th, and 18th level, an arcane knight gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The arcane knight must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The arcane knight is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. An arcane knight may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Aura of Dispelling (Su): At 8th level, an arcane knight can use his aura of magic to end one ongoing spell that has been cast on a creature or object, or to temporarily suppress the magical abilities of a magic item as a standard action. This functions as the dispel magic spell. This ability can be used once per day at 8th level, and an additional time per day every five levels thereafter, up to three times per day at 18th level.

Disruptive: At 9th level, an arcane knight’s training makes it difficult for enemy spellcasters to safely cast spells near him. He gains the Disruptive combat feat, even if he does not meet the prerequisites.

Heavy Armor: At 9th level, an arcane knight gains proficiency with heavy armor. An arcane knight can cast arcane knight spells while wearing heavy armor without incurring the normal arcane spell failure chance.

Aura of Spell Resistance (Su): At 14th level, as a swift action, an arcane knight can use his aura of magic to grant himself spell resistance equal to 12 + his arcane knight level for a number of minutes per day equal to his arcane knight level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

Spellbreaker: At 15th level, an arcane knight can strike at enemy spellcasters who fail to cast defensively when he threatens them. He gains the Spellbreaker combat feat, even if he does not meet the prerequisites.

Aura of Antimagic (Su): At 17th level, an arcane knight can use his aura of magic to create a barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities, and prevents the functioning of any magic items or spells within its confines. This functions as the antimagic spell. An arcane knight can use this ability once per day as a standard action.

Mage Knight (Su): At 20th level, an arcane knight becomes a bane to all things magical. Once per day as a standard action, an arcane knight can touch a magical item and drain it of all magical properties. The item touched must make a successful Will save (DC 20 + the arcane knight’s Intelligence modifier) to prevent the arcane knight from draining it. If a creature is holding the item at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, it becomes brittle and cannot be used again. Drained items are only restorable by a wish or miracle spell. If an arcane knight attempts to drain a sphere of annihilation, the sphere is negated and the arcane knight must make a Fortitude save (DC 23) or be subject to a destruction spell.

In addition, when an arcane knight uses his aura of protection, it also grants any allies within the aura (including the arcane knight) a +4 deflection bonus to AC, a +4 resistance bonus on saves, and spell resistance 25 against spells and spell-like effects.