Spirit Knight (Cavalier/Shaman)

In this world, there are those who follow the road, and others who build the roads themselves so that others may follow. However, there are few true seekers who strive to understand the purpose of the road itself, whether they follow the road or not. These rare and mighty warriors called spirit knights are constantly searching for the wellspring of true power and knowledge. By binding select spirits of world to their weapons, they hope to better facilitate the spirit energies growing within their souls. (Original Concept by Lindley Court)

Primary Class: Cavalier.

Secondary Class: Shaman.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The spirit knight selects three shaman skills to add to his class skills, in addition to the normal cavalier class skills. The spirit knight gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The spirit knight is proficient with all simple and martial weapons, plus his spirit weapon. He is also proficient with all types of armor (heavy, light, and medium), and with shields (except power shields).

Challenge (Su): This is exactly like the cavalier ability of the same name, except that the spirit knight can challenge an opponent once per day at 1st level, and an additional time per day every six levels thereafter, up to four times per day at 19th level.

Spirit Magic: At 1st level, a spirit knight gains the ability to spontaneously cast a limited number of divine spells. A spirit knight draws these spells from the list of spells granted by his by his chosen spirit (see Spirit knight Spell List below). A spirit knight gains one spirit magic spell slot for each level of spell he can cast, from 1st on up. Each day, a spirit knight can spontaneously cast one of the spells from his spirit magic spell list in that slot. At 1st level, he can cast a 1st level spell in his 1st–level spell slot. Every four levels thereafter (5th, 9th, and so on), he can cast each subsequent level of spirit spell in its equivalent spell slot, up to his 5th-level spirit spells at 17th level. He can enhance these spells using any metamagic feat that he knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

In addition, a spirit knight can expend points from his spirit pool to cast his spirit magic spells. He can expend 1 point per level of the spell. Thus, he would need to expend three points from his spirit pool to cast his 3rd level spirit magic spell. Expending the points is always part of the action required to cast the spell.

This ability replaces tactician, banner, greater tactician, demanding challenge, and master tactician.

Spirit Weapon (Su): A spirit knight forms a mystical bond with the spirits of the world. He forms a lasting bond with a single spirit, which grants a number of abilities and defines many of his other class features (see