Metal represents firmness, rigidity, persistence, strength, determination, and electricity. It is commonly represented by gold and silver as its purest forms, though lower magic relating to iron and steel is part of the metal school. An arcane knight of the metal elemental school gains the following powers.
Iron Skin (Su)
You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +5 at 17th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Shrapnel Burst (Su)
At 11th level, as a swift action, you can cause jagged pieces of metal to explode outward from your body. These shards deal 1d6 points of piercing damage per two arcane knight levels (minimum 1d6) to all creatures within a 10-foot-radius burst. A Reflex save halves this damage. In addition, the twisted scraps of metal make the area difficult terrain until your next turn (at which time they disappear). You can use this ability once per day, plus one additional time per day at 16th level. At 13th-level, the shrapnel bypasses damage reduction as if it were a magic weapon.
Metal Elementalist Arcane Knight Spells: 1st level—gravity bow, magic weapon, mending, shocking grasp; 2nd level—defensive shock, glitterdust, make whole, shatter, silk to steel; 3rd level—chill metal, heat metal, lightning bolt, keen edge, greater magic weapon, versatile weapon; 4th level—malfunction, shout, stoneskin.