Ether Knight (3.5e Prestige Class)
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Contents
Ether Knight[edit]
“ | The khen-zai are comming, we can only prepaire people for the comming doom not save them | ” |
—Torparn Hal, Mountain Dwarf Ether Knight, as told to all his students on their first dag |
A Long time ago, on at plane not so far away, a conclave of black khen-zai developed the ether knight fighting style as a test but soon after discarded it and left the knowledge on a Ether Tablet in one of their treasuries.
Then a good deal of years later while a small Prime was under attack by the khen-zai, the natives held a grand Council and desidet to send a small elite group of different races to break in to the khen-zai fortresses and see if a weakness could be found.
4 Hafling Rogues, an Elven Bladesinger, A Dwarf Berserker, a Human Wizard, a Human Fighter and a Human Ranger were sendt and found a semi abandont khen-zai bastion on the Ethereal Plane they got away with 3 Ether Tablets losing most of the group underway.
By studying the Ether Tablets the way of the Ether Knight was found and a lot of time and resources were put into training many Ether Knights but when the attack came on the prime it just diden't make a difference and only a few of the Ether Knights escaped the destruktion, now wandering other primes and warning about the khen-zai danger.
Becoming a Ether Knight[edit]
The combined mastery of arcane magic and etherblade, the ability to strike true no matter what defence is a strong combination and many a gish search for this path.
Bards and combat oriented wizards often chose to walk this path.
Base Attack Bonus: | +5 |
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Feats: | Arcane Strike CW and Exotic Weapon Proficiency: Etherblade |
Special: | Must have had some instruction by another Ether Knight or studied a Ether Tablet |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +0 | +0 | +2 | Ethereal Bond | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
2nd | +2 | +0 | +0 | +3 | Arcane Bond | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
3rd | +3 | +1 | +1 | +3 | Ethereal Strike | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
4th | +4 | +1 | +1 | +4 | Arcane Boost | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
5th | +5 | +1 | +1 | +4 | Ethereal Armor | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
6th | +6 | +2 | +2 | +5 | Arcane Chain | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
7th | +7 | +2 | +2 | +5 | Ethereal Jump | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
8th | +8 | +2 | +2 | +6 | Arcane Pool | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
9th | +9 | +3 | +3 | +6 | Ethereal Mastery | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
10th | +10 | +3 | +3 | +7 | Arcane Leech, Ethereal Ascension | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level.) |
Class Features[edit]
All of the following are Class Features of the Ether Knight prestige class.
Weapon and Armor Proficiency: Ether Knight gain no proficiency with any weapon or armor.
Spellcasting: When a new Ether Knight level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Ether Knight to the level of some other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Ethereal Bond (Ex): The Ether Knight bonds her soul to the Ethereal Plane throu her Etherblade. She add her Levels in Ether Knight x5 to max charges of the Etherblade, and by relaxing and meditate with her etherblade she can recharge it's charges like if she was on the Ethereal Plane.
Arcane Bond (Sp): When ever the Ether Knight use her Arcane Strike feat she also gains fast healing X for a nummber of rounds equal to the spell slot used to fuel Arcane Strike, where x i equal to her level in Ether Knight.
Ethereal Strike (Ex): The Ether Knight can chose to ad her intelligent modifier to hit and damage instead of strength when using her Etherblade. She can also use a immediate acjtion and a number of charges from her Etherblade to ativate one of the strikes below.
Deep Strike
- cost 1 charge per level in Ether Knight
- Next attack deals a number of d10 extra force damage equal to number of charges spend, if the attack misses the extra damage is lost.
Far Strike
- cost up to a maximum of 5 charges per level in Ether Knight
- Next attack have a reach equal to number of charges spend in feet.
Ethereal Strike
- cost 20 charges
- until next turn all attacks with the Etherblade are touch attacks and it deals pure force damage instead of slashing.
Arcane Boost(Sp): When the Ether Knight use her Arcane Strike feat she also for a number of rounds equal to her level in Ether Knight gains an enchantment bonus equal to the level of the spell slot used to fuel Arcane Strike, to strength, dexterity or constition.
Ethereal Armor (Su): The Ether Knight add her intelligent modifier to AC as a deflection bonus when holding her Etherblade. She can also use a Immediate action and a number of charges from her Etherblade to activate one of defences below.
Sixth sense
- Cost 1 charge per level in Ether Knight
- Gains a bonus to next saving throw equal to charges spend.
Ethereal dodge
- Cost up to maximum 5 charges per level in Ether Knight
- when target by a spell that deals non force damage the Ether Knight gains resistance ageinst that spell equal to number of charges spend.
Ethereal Plate
- Cost 20 charges
- Gets a force armor that grants an armor bonus to AC and a duration in rounds equal to level in Ether Knight, this armor bonus also add to her touch AC.
Arcane Chain(Sp): When the Ether Knight use her Arcane Strike and deals damage to an opponent, the opponent must make a will save vs DC 10+ Ether Knight level + Ether Knights intelligence modificer or get -x to his saves for 1 round, were x is equal to the spell level of the spell used to fuel Arcane Strike.
Ethereal Jump (Su): A Ether Knight can as a Immediate action and spending a number of charges from her Etherblade activate one of the following abilities.
Ether sprint
- Cost 1 charge per level in Ether Knight
- All movement is made via the Ethereal Plane the Ether Knight follows all rules for moving on the plane and ends on the same plane she was, this is mostly used to avoid attacks of opportunity.
Ethereal Push
- Cost up to a maximum of 5 charges per level in Ether Knight
- The Next attack the Ether Knight makes have the addet effect of pushing the target into the Ethereal plane for a number of rounds equal to number of charges spend /5, the target can make a will save DC 10 + level in Ether Knight+ Intelligence modifier of the Ether Knight to avoid this effect.
Ethereal Travel
- Cost 20 charges
- The Ether Knight can hold a 10-minute ritual which transport her and up to her intelligence modifier of villing creatures to the Ethereal Plane for a duration of her level in Ether Knight in minutes.
- if this is used while on the Ethereal plane it instead transport to the closest prime for the duration.
Arcane Pool(Sp): When the Ether Knight casts a spell of 2nd level or higher she gains a spell slot one level below in her Arcane Pool that can only be used to activate Arcane Strike, this Spell slot only stays in her Arcane Pool for a number of rounds equal to her intelligence modificer or until used, whatever comes first of the two.
Ethereal Mastery (Su): The Ether Knights understanding of the ethereal have grown and she have now learned a few extra ways to call upon that knowledge and use it to her advantage.
- Any arcane spell the Ether Knight casts that deals damage she can chose when casting it to deal force damage instead.
- As part of a full round attack with her Etherblade she gains an extra standard action that can only be used to cast a spell that only targets herself, the spell don't require somatic components even if it normally does.
- Any time the Ether Knight uses charges from her Etherblade to activate one of her speciel attacks, defenses or abilities she can now for free add one, and only one ekstra of her other charge costing abilities if it cost less charges.
- As a free action when the Ether Knight casts an arcane spell she can lose an unused 1 Level spell slot if she does the spell is affected as if under the metamagic feat Transdimensionel Spell CAr.
Arcane Leech(Sp): When the Ether Knight use her Arcane Strike and deals damage to an opponent, the opponent must make a will save vs DC 10+ Ether Knight level + Ether Knights intelligence modificer or loose a random spell slot of his highest level to a maximum of the same level as the spell used to fuel Arcane Strike. If the opponent loses a spell slot this way the Ether Knight add a spell slot of the same level to her Arcane Pool that can only be used to fuel Arcane Strike, this Spell slot only stays in her Arcane Pool for a number of rounds equal to her intelligence modificer or until used, whatever comes first of the two.
Ethereal Ascension: The soul of the Ether Knight id fully transformed and she becomes a native creature of the Ethereal Plane. She changes type to outsider and gains the following traits:
- Darkvision(Ex) out to 60 feet.
- Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
- Unlike other outsiders, the Ether Knight can still be brought back from the dead as if she were a member of her previous creature type.
- Gains the Extraplanar Subtype when on a Material Plane, Outer Plane or a Inner Plane.
- See Invisibility(Su) usable at will with permanent duration.
- Conduit of the Ethereal, when the Ether Knights touches her Etherblade it recharges with 1 charge a round.
Campaign Information[edit]
Playing a Ether Knight[edit]
Combat: The Ether knight often specialise in one of three combat roles, Melee, Range or arcane support often with good zone control, but there are many ways to build an ether knight.
Resources: Most Ether knights are loners, wandering the multiverse warning all about the great and forgotten danger known as khen-zai, from time to time a few will join force and train more of their kind to fight the khen-zai. But most of the Ether Knights you will meet, knows deep down that the battle is long lost.
Ether Knights in the World[edit]
“ | The irony is that they left prime and now want it back, we won't surrender prime and losses it so we can fight them | ” |
—Elron, High Elf Ether Knight, overheard onboard windrunner on route for Freeport |
Often in roles of their former classes but seen with a darker twist, the wizard don't just studies to learn more and help people, som she studies to find a way away from the path of doom for her kind, the bard don't just travel to learn new songs and visit new places now she travel the world to prepair her people for the great exodus when the Khen-zai comes.
NPC Reactions: Often at first seen as a lunatic crying about the worlds end, mad mages with weird weapons, those that have met or heard about Ethergaunts often quickly changes opinion and now almost worship the ether knight as a savior.
Ether Knight Lore[edit]
Characters with ranks in knowledge (the Planes) can research Ether Knight to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
11 | The Ether Knights use the Ethereal Plane to fuel their magic and power their strange weapon. |
16 | Ether Knights uses Ethergaunt technologi, magic and training. |
21 | The Ether Knights were first trained used secrets stolen from the khen-zai in an effort to stop them but it failed. |
26 | The khen-zai abbandoned the Ether knight tradition when they found out it would make it impossibly to return to the prime. |
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | Very High + |
Author | Wildmage + |
Base Attack Bonus Progression | Good + |
Class Ability | Arcane Spellcasting + |
Class Ability Progression | Full + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Prestige Class + |
Length | 10 + |
Minimum Level | 8 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Balance +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Intimidate +, Jump +, Knowledge +, Sense Motive +, Speak Language +, Spellcraft +, Spot + and Use Magic Device + |
Skill Points | 4 + |
Summary | A ancient khen-zai fighting style that combines the Etherblade with arcane magic. + |
Title | Ether Knight + |
Will Save Progression | Good + |