Wychfiends naturally combine magic with battle tactics. However, unlike normal magi, wyching knights sacrifice spellcasting for greater battle prowess.
The wyching knight has the following class features.
Hit Dice: The wyching knight uses d10s to determine his hit points. This alters the magus Hit Dice. This ability, armor training 1, and armor training 2 replace 5th and 6th level spells.
Order: At 1st level, a wyching knight gains the cavalier’s order ability. A wyching knight typically selects the Order of the Wychblade, but may also choose from the following orders: order of the dragon, order of the guard, order of the hammer, order of the lion, order of the scales, order of the tome. A wyching knight does not gain the listed challenge related benefits, but does gain all other benefits of his chosen order. This ability replaces spell combat, spellstrike, improved spell combat, and greater spell combat.
Hex Arcana: This is exactly like the magus ability of the same name, except that the wyching knight can select any witch hex in place of a magus arcana. At 12th level, the wyching knight may select a hex or major hex in place of a magus arcana. He cannot select any hex or arcana more than once.
Spell Combat (Su): This is exactly like the magus ability of the same name, except that the wyching knight gains this ability at 4th level. This ability replaces spell recall.
Spellcasting: Beginning at 4th level, a wyching knight gains the ability to cast a small number of arcane spells drawn from the magus spell list. Only magus spells of 4th level or lower are considered to be part of the wyching knight spell list. He also adds the following witch spells to that list at the indicated spell levels: 1st level–charm person, cheetah’s sprint, command, ear-piercing scream, forced quiet, hex vulnerability, hex ward, nature’s path, ray of sickening, shadow weapon, touch of combustion, transfer tattoo, unbreakable heart, undine’s curse; 2nd level–blood armor, bullet ward, crimson confession, eldritch conduit, enemy’s heart, ironskin, see invisibility, spell gauge; 3rd level–accursed glare, agonizing rebuke, aura sight, bestow curse, blood scent, eldritch fever, glyph of warding, heroism, hex glyph, hostile levitation, pain strike, remove curse, vision of hell; 4th level–absorb toxicity, battle trance, blast barrier, curse of burning sleep, death ward, enchantment foil, hellmouth lash, spellcrash (lesser).
To learn or cast a spell, a wyching knight must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a wyching knight's spell is 10 + the spell level + the wyching knight's Charisma modifier.
Like other spellcasters, a wyching knight can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Wyching Knight. In addition, he receives bonus spells per day if he has a high Charisma score. The wyching knight does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.
The wyching knight's selection of spells is limited. At 4th level, a wyching knight knows two 1st-level spells of his choice. A wyching knight gains more spells as he increases in level, as indicated on Table: Wyching Knight Spells Known. Unlike spells per day, the number of spells a wyching knight knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline.
Through 3rd level, a wyching knight has no caster level. At 4th level and higher, his caster level is equal to his wyching knight level –3. This ability replaces the magus spellcasting ability.
Spellstrike (Su): This is exactly like the magus ability of the same name, except that the wyching knight gains this ability at 5th level. This ability replaces the bonus feat gained at 5th level.
Armor Training (Ex): At 7th level, a wyching knight gains armor training, as the fighter ability. At 13th level, he gains armor training 2.
Wyching Pool (Su): At 7th level, when a wyching knight rests to regain his spells, he can decide to expend 1 or more points from his arcane pool, up to his Charisma bonus. For each point he expends, he can treat any one spell from the witch spell list as if it were on his list of spells known and can cast that spell as normal that day. If he does not cast the spells known in this way before the next time he rests to regain his spells, he loses those spells. This ability alters the knowledge pool ability.
Improved Spell Combat (Su): This is exactly like the magus ability of the same name, except that the wyching knight gains this ability at 11th level. This ability replaces improved spell recall.
Greater Spell Combat (Su): This is exactly like the magus ability of the same name, except that the wyching knight gains this ability at 17th level. This ability replaces the bonus feat gained at 17th level.
Armor Mastery (Ex): At 19th level, a wyching knight gains DR 5/— when wearing armor. This ability replaces greater spell access.
True Wyching Knight (Su): At 20th level, whenever a wyching knight uses his spell combat ability and his spell targets the same creature as his melee attacks, he automatically confirms all critical threats made with those attack and has their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon while using spell combat.
Table: Wyching Knight
Table: Wyching Knight Spells Known
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