The earth elementalist arcane knight draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes. An arcane knight of the earth elemental school gains the following powers.
Acid Cloud (Su)
As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two arcane knight levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates he sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your arcane knight level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Earth Glide (Su)
At 11th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your arcane knight level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.
Earth Elementalist Arcane Knight Spells: 1st level—acid splash expeditious excavation, grease, stone fist; 2nd level—acid arrow, create pit, elemental speech, elemental touch, glitterdust, resist energy, shatter, stone call, summon monster II; 3rd level—draconic reservoir, elemental aura, protection from energy, shifting sand, spiked pit, stinking cloud; 4th level—