sabato 17 aprile 2021

Paladin Archetype: Elemental Knight

 The main gods of Worldcenter have the elements in their portfolio, and every one of them has paladins in their service: not every element has a dedicated Paladin archetype in Pathfinder, so this one must be put there to fill the gap.

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Elemental Knight (Paladin Archetype)

Servants of deities of the elements or, more often, of the elemental planes and spirits themselves, elemental knights pledge their fealty to the purity and goodness of creation, swearing to eradicate those who use their chosen element for evil purposes.


Elemental Diplomat (Ex): An elemental knight must select air, earth, fire, or water at 1st level (with the GM’s permission, she can select less orthodox elements, like metal or wood). She gains the language related to creatures of that element (Aquan, Auran, Ignan, or Terran) as a bonus known language.


Smite Evil Elementals (Su): An elemental knight deals double damage with her smite evil abilities to evil creatures with a subtype corresponding to her chosen element. This alters smite evil.


Primal Domain (Su): At 3rd level, an elemental knight gains the 1st-level domain power of a domain tied to her chosen element, using her paladin level as her effective druid level. The paladin also adds the 1st-4th level spells from that domain to her spell list. She counts her cleric level as her paladin level -2 for the purpose of gaining her domain’s higher-level powers, but uses them at her full paladin level. The elemental knight can select the Air, Fire, Earth, or Water cleric domain (subdomains included), or any one suitable terrain domain from the druid’s list.

This ability replaces aura of courage and aura of resolve.


Elemental Channel (Su): At 4th level, an elemental knight can use her channel energy ability only to heal or command creatures of her chosen element. This replaces channel positive energy.


Elemental Bond (Su): At 5th level, an elemental knight bonds with the spirits of her chosen element. This bond can take one of four forms. Once the form is chosen, it cannot be changed. This ability alters divine bond.

  • Elemental Ally: The elemental knight gains the service of an elemental creature. This functions as summon monster III, except the duration is permanent and the paladin can only gain the service of a single creature and that creature must either have the air, earth, fire, or water subtype or it must be an aqueous, aerial, chthonic or fiery animal. Once selected, the choice is set, but it may be changed whenever the elemental knight gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, the elemental knight may magically call her elemental ally to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The ally immediately appears adjacent to the elemental knight. An elemental knight can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. At 11th level, the ally gains the celestial template. At 15th level, an elemental knight’s ally gains spell resistance equal to the paladin’s level + 11. Should the paladin’s elemental ally die or be banished, the elemental knight may not summon another servant for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the elemental knight takes a –1 penalty on attack and weapon damage rolls.

  • Elemental Essence: The elemental knight gains the wild shape ability as a druid of her same level, except she can only transform into a Small Elemental of her chosen type, as elemental body I. At 8th level, she can assume the shape of a Medium elemental, as elemental body II; at 10th level, she can assume the shape of a Large elemental, as elemental body III; and at 12th level, she can assume the shape of a Huge elemental, as elemental body IV.

  • Elemental Weapon: This works as a normal paladin’s bond with her weapon, except that an elemental knight of air, earth or water replaces the flaming and flaming burst weapon abilities with the following: shock, shocking burst, and grounding (Air), catalytic, corrosive, corrosive burst, and quaking (Earth), frost, icy burst, quenching, and seaborne (Water). An elemental knight of fire adds thawing and igniting to the abilities she can add to her weapon. In addition, an elemental knight cannot add the disrupting and keen abilities to her weapon.

  • Primal Mount: The elemental knight gains a mount as per the standard paladin ability, except the mount must have the elemental companion archetype.

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