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 Spirit Knight Spirits). At 1st level, a spirit knight begins play with the spirit weapon of his selected spirit. This weapon is always masterwork quality. Weapons acquired at 1st level are not made of any special material.

A spirit knight also gains a reservoir of mystical spirit energy that he can draw upon to fuel his powers or his weapon. This spirit pool has a number of points equal to 1/2 his spirit knight level (minimum 1) + his Intelligence modifier. The pool refreshes once per day once the spirit knight rests for 8 hours. These hours do not need to be consecutive.

At 1st level, a spirit knight can expend 1 point from his spirit pool as a swift action to increase the deadliness of his spirit weapon for 1 minute. The spirit weapon’s threat range and critical multiplier increase by one category, and it deals the following additional damage according to its weapon type: light melee weapon (+1d6), one-handed melee weapon (+1d8), two-handed melee weapon (+2d6). He also gains a +4 bonus to CMD against bull rush, sunder, and trip combat maneuvers while wielding his spirit weapon.

At 5th level, a spirit knight’s spirit weapon is imbued with the power of his spirit. Whenever he enhances his spirit weapon with his spirit pool, it gains the spirit’s weapon special quality. Regardless of the effect, this allows him to bypass damage reduction of the associated type. At 9th level, he gains an additional special weapon quality. The effects of these special weapon properties stack.

In addition, once a spirit knight reaches 7th level, he gains Hex Strike as a bonus feat, except that it applies only to his challenge ability. This ability replaces mount.

Spirit (Su): At 3rd level, a spirit knight’s bond with his chosen spirit becomes stronger. He gains the shaman’s spirit ability of his selected spirit. If the spirit knight takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the spirit knight can change her former mystery or spirit to make them conform. This ability replaces cavalier’s charge.

Spirit Instructor (Ex): At 4th level, a spirit knight gains a bonus to the skills of his selected spirit equal to 1/2 his spirit knight level. By spending 10 minutes and expending 1 point from his spirit pool, the spirit knight can attune up to four of his allies to his spirit’s energies. This attunement lasts for 24 hours, or until the spirit knight rests to regain his spirit pool points, whichever comes first. While the allies are attuned, they also gain the spirit knight’s bonus to the skills of his selected spirit. This ability replaces expert trainer.

Bonus Feats: This is exactly like the cavalier ability of the same name, except that the spirit knight can also choose metamagic feats that he qualifies for as a bonus feat.

Greater Spirit (Su): At 11th level, the spirit knight gains the shaman’s greater spirit ability of his selected spirit. This ability replaces mighty charge.

Hex (Su): At 4th level, a spirit knight gains the shaman’s hex ability. He can only select from those hexes possessed by his chosen spirit. He can choose a hex at 4th level and every six levels thereafter. This ability replaces challenge 2/day, challenge 4/day, and challenge 6/day.

Spirit Wave (Sp): At 14th level, a spirit knight gains the ability to release a wave of spirit energy at his foes. A spirit wave causes a blast of sprit energy that affects all creatures in a 30-foot cone centered on the spirit knight. This wave’s effect is determined by his selected spirit. The DC of saving throws against a spirit knight’s spirit wave is equal to 10 + 1/2 the spirit knight's level + the spirit knight's Charisma modifier. Using this ability is a standard action that consumes 2 points from his spirit pool. This ability replaces greater banner.

True Spirit (Su): At 20th level, the spirit knight gains the shaman’s true spirit ability of his selected spirit. This ability replaces supreme charge.

Table: Spirit Knight