Groverfield
2011-08-20, 04:16 AM
ARCANA KNIGHT
"Galei might be a less than average as a wizard, but she is my wizard, and I'll protect her with her power"
-Bret Harsworth, human Arcana Knight
The path to becoming an Arcana Knight can be a challenging one, as they must train with or by an arcane spellcaster to become one. Sorcerers are not well known for patience, wizards might be too preoccupied in their own studies. Most often Arcana Knights either grew up with their arcanist, or were trained in a Martial Arcana school. The original Arcana Knights were slaves, most often from more savage races raised by arcanists to be efficient tools of war for them, and said slavery might still be actively practiced by kobolds, drow, evil outsiders with spellcasting abilities, chromatic dragons, or even "civilized" humanoids (though likely only common in tyrannical states,) just to name a few. It is from the less than noble traditions of raising Arcana Knights that the more noble training was derived from. (more flavor later...?)
Class Information
Abilities: STR and CON are the most important stats for Arcana Knights, they benefit from all other abilities though.
Races: Any. Most often humans, and half-orcs voluntarily choose this path.
Starting gold: 4d4x10
Starting age: As a wizard
Alignment: Any.
Hit Die: d8
Weapons and Armor Proficiencies: Proficient with simple and martial weapons, light, medium, heavy armor, light and medium shields
Skills at first level: (2+Int mod) x 4 Skills at all other levels: (2+Int mod)
Class Skills: Climb(Str), Concentrate(Con), Craft(Int), Decipher Script(Int), Intimidate(Cha), Jump(Str), Know(arcana)(Int), Know(Dungeoneering)(Int), Know(history)(Int), Listen(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Swim(Str), Use Magic Device(Cha)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Natural AC|Special
1st|+1|
+2|
+0|
+2|+0|Familial Bonding, Empathic Link,Alertness Feat, Skill Specialization Harmony
2nd|+2|
+3|
+0|
+3|+0|Share Spells (0, and 1st)
3rd|+3|
+3|
+0|
+3|+1|Arcane Channeling
4th|+4|
+4|
+1|
+4|+1|Share Spells (2nd)
5th|+5|
+4|
+1|
+4|+1|Minor Specialization Harmony
6th|+6/+1|
+5|
+1|
+5|+1|Share Spells (3rd)
7th|+7/+2|
+5|
+2|
+5|+2|Telepathic Link
8th|+8/+3|
+6|
+2|
+6|+2|Mettle
9th|+9/+4|
+6|
+2|
+6|+2|Arcana Understanding
10th|+10/+5|
+7|
+3|
+7|+2|Share Spells (5th)
11th|+11/+6/+1|
+7|
+3|
+7|+3|Moderate Specialization Harmony
12th|+12/+7/+2|
+8|
+3|
+8|+3|Share Spells (6th)
13th|+13/+8/+3|
+8|
+4|
+8|+3|Spell Resistance
14th|+14/+9/+4|
+9|
+4|
+9|+3|Share Spells (7th), Bound Evasion
15th|+15/+10/+5|
+9|
+4|
+9|+4|Greater Telepathic Link
16th|+16/+11/+6/+1|
+10|
+5|
+10|+4|Share Spells (8th)
17th|+17/+12/+7/+2|
+10|
+5|
+10|+4|Major Specialization Harmony
18th|+18/+13/+8/+3|
+11|
+5|
+11|+4|Share Spells (9th)
19th|+19/+14/+9/+4|
+11|
+6|
+11|+5|Share Spells (All)
20th|+20/+15/+10/+5|
+12|
+6|
+12|+5|Ascendancy[/table]
Familial Bonding: Any arcane spellcaster or invocation user capable of acquiring a familiar may forgo gaining that familiar, and instead bond with an ArcanaKnight, which initially looks to be a disadvantage for the Arcanist, but many are happy to forgo a familiar to bond with an ArcanaKnight instead. If either the ArcanaKnight, or the arcanist bonded with him dies, they must wait a year and a day before bonding with a new familiar, or ArcanaKnight, or in the case of the ArcanaKnight, must wait that time before bonding with a new arcanist. An ArcanaKnight can only be bonded with one arcanist. In the occasions of bonds at higher level, they must wait a month per level of the ArcanaKnight's class level before the bonding is complete. As a full-round action their bound arcanist can terminate the bond permanently. The ArcanaKnight can terminate this bond as well, but only if a condition set at the time of binding is violated. The ArcanaKnight counts as the bound arcanist's familiar for all purposes relating to spells, abilities, and feats.
Empathic Link: [SU]At level 1, Like a familiar, an ArcanaKnight and the bonded arcanist with it has the ability to communicate via emotions between the two, if they are within one mile of each other. Because of the limited nature of this link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated.
Alertness Feat: An ArcanaKnight gains Alertness as a bonus feat at
level 1.
Skill Specialization Harmony: [SU]ArcanaKnights gain the use of skills by virtue of their bound spellcaster's specialization, they treat the skills as trained, and can make checks as though they have 3+ArcanaKnight level ranks in those skills: (Classes not mentioned should use the DM's discression as to which it's closest to)
Abjurer: Heal, Listen, Spot, Use Rope
Conjurer/Sorcerer/Warmage: Balance, Escape Artist, Tumble
Diviner/Generalist Wizard: Appraise, Disable Device, Open Lock, Search
Enchanter/Beguiler: Diplomacy, Gather Information, Handle Animal
Evoker/Warlock/Dragonfire Adept: Concentrate, Use Magic Device
Illusionist/Bard: Bluff, Disguise, Forgery, Perform (any one, chosen at bonding)
Necromancer/Dread Necromancer: Hide, Heal, Intimidate, Move Silently
Transmuter/Wu Jen: Climb, Jump, Swim
Share Spells: [SU]At second level an ArcanaKnight shares arcane spells and invocations with his bound arcanist, limited by the ArcanaKnight's level. Any spell or invocation cast by the bound arcanist on himself as a target is shared as though they both cast the spell. At 2nd level an ArcanaKnight can share 0-level and 1st-level spells with its bound arcanists, this increases at every even number level until level 18 for 9th level spells. This ability allows spells cast by friendly spellcasters to affect the ArcanaKnight instead, at the Arcanist's discression. This ability only functions if the ArcanaKnight and his bound Arcanist are within 30' of each other.
At 19th level, any spell, even divine, epic, and epic level spells cast by the bound arcanist is shared.
Natural Armor: [SU]At third level an ArcanaKnight gains a +1 natural armor increase to reflect arcane energies reinforcing the ArcanaKnight defensively. This bonus increases by 1 every fourth level after that.
Arcane Channelling: [SU]At third level, an ArcanaKnight can deliver touch attacks held by his bound arcanist with any melee weapon or unarmed strike.
Minor Specialization Harmony: [SU]At 5th level an ArcanaKnight gains a boon based on her bonded arcanist's class or specialization.
Abjurer: Gains DR 10/- against ranged weapons
Conjurer/Sorcerer/Warmage: Once per day the bonded arcanist can call the ArcanaKnight to his location, no matter the distance or what
plane of existence the ArcanaKnight is on.
Diviner/Generalist Wizard: Trap finding, as a rogue
Enchanter/Bard: Gains the ability to rage as a barbarian of 4 levels less than its ArcanaKnight level.
Evoker/Warlock/Dragonfire Adept: Can create a glow or everburning flame from hands, or anything held as a Daylight spell heightened to the highest level spell or spell-like ability that the arcanist has access to.
Illusionist/Beguiler: As a standard action can use invisibility as a spell-like ability on self.
Necromancer/Dread Necromancer: After any attack made by the ArcanaKnight that deals lethal damage hits (and deals damage,) he gains temporary hit points equal to his ArcanaKnight level. These temporary hit points are lost first, and tracked separate from other temporary hit points. The ArcanaKnight can never have more than his ArcanaKnight level temporary hit points this way.
Transmuter/Wu Jen: Gains a +4 bonus to STR, DEX, and CON. This bonus remains even if the ArcanaKnight is in a different form.
Telepathic Link: [SU]At 7th level the bond between the ArcanaKnight and his bound arcanist increases, they can communicate telepathically if they're on the same plane.
Mettle: [SU]At 8th level an ArcanaKnight can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would have a lesser effect on a successful save he instead completely negates the effect. An unconscious or sleeping ArcanaKnight does not gain the benefit of Mettle.
Arcana Understanding: [SU]At 9th level an ArcanaKnight and his bound arcanist can understand magical writings as if constantly under the effect of the Read Magic spell. An ArcanaKnight can use this understanding to assist a spellcaster that prepares its spells to help it prepare those spells in half the normal time for that spellcaster.
Moderate Specialization Harmony: [SU]At 11th level an ArcanaKnight gains a boon based on her bonded arcanist's class or specialization.
Abjurer: All affected creatures within 30 feet of the ArcanaKnight are affected as by Dimensional Anchor. Spell resistance does not apply, however the target only has to move out of the ArcanaKnight's reach to stop this effect.
Conjurer/Sorcerer/Warmage The bonded Arcanist can use an immediate action action to move an ArcanaKnight as per the Dimension Door spell, this is usually used to interpose the ArcanaKnight between an enemy advencing towards an arcanist.
Diviner/Generalist Wizard: Always knows if any divination effect is observing the ArcanaKnight or his bound arcanist.
Enchanter/Bard: As a standard action, the bonded arcanist can cast Greater Heroism on the ArcanaKnight without expending a spell.
Evoker/Warlock/Dragonfire Adept: At will can raise or lower a Fire Shield of Caster Level equal to ArcanaKnight.
Illusionist/Beguiler: As Minor, except Greater Invisibility.
Necromancer/Dread Necromancer: When the ArcanaKnight has a temporary hit points reserve from Minor Specialization Harmony, he gains half that amount to attack, and that amount to damage.
Transmuter/Wu Jen: Gains an at-will ability to polymorph self with the restriction of only non-dire non-dinosaur animals.
Spell Resistance: [SU]At 13th level gains 11+ ArcanaKnight class level spell resistance. An ArcanaKnight can voluntarily raise or lower this at will.
Bound Evasion: [SU]At 14th level an ArcanaKnight gains Bound Evasion, and can ignore any spell or ability with "Reflex Half" made by his bound arcanist as though he had evasion, and successfully saved against that ability.
Greater Telepathic Link: [SU]At 15th level the ArcanaKnight's bond with his bonded arcanist fully matures. The ArcanaKnight and the arcanist can see and hear from each others perspective. This experience can be disorienting, so they gain a -4 to Listen, Search, and Spot checks, but can make those checks once from each location. This ability works even if the two are on separate planes, and at any distance.
Major Specialization Harmony: [SU]At 17th level an ArcanaKnight gains a boon based on her bonded arcanist's class or specialization.
Abjurer: When the Arcana Knight's Spell Resistance stops a spell, he can turn the spell against its caster as per the Spell Turning spell.
Conjurer/Sorcerer/Warmage: Once per day the ArcanaKnight can make a Gate to where his bound arcanist is, and travel there, or pull the arcanist back to him. This ends after ten minutes, when either the arcanist or ArcanaKnight fully travels through, or when the ArcanaKnight dismisses the gate. This cannot be used to call a creature.
Diviner/Generalist Wizard: The ArcanaKnight gains a sixth sense to danger. He is immune to surprise, (effectively gaining Improved Uncanny Dodge,) and he can always take a standard action during a surprise round, unless she is physically restrained from doing so. He also gains a +2 insight bonus to AC and Reflex saves.
Enchanter/Bard: All enemies avoid the ArcanaKnight and his bound arcanist as per the Antipathy spell, unless there are no other hostile targets.
Evoker/Warlock/Dragonfire Adept: Gains the ability to emit a Sunburst centered on the ArcanaKnight as a full-round action once per hour. The effect of the Sunburst does not effect the ArcanaKnight using it.
Illusionist/Beguiler: As a standard action, the ArcanaKnight can use uncontrolled illusions to overload the senses of any target within 60 feet. The target must make a will save of (10+1/2 ArcanaKnight levels + the bound arcanist's relevant ability modifier.) A successful save sickens the target for 3 rounds, a failed save stuns the target for 10 rounds, or until the ArcanaKnight dismisses the effect, at which point the target is sickened for 3 rounds. Only one target may be stunned by this effect at a time.
Necromancer/Dread Necromancer: Any target damaged by an ArcanaKnight becomes exhausted.
Transmuter/Wu Jen: The bonuses from Minor Specialization Harmony increases to +6, and the restriction on Moderate Specialization Harmony now includes any animal of up to the ArcanaKnight's class level in HD.
Ascendancy: [SU]At 20th level, an ArcanaKnight's bond with his arcanist's magic becomes so great that he takes on traits of magical beings related to the arcanists's specialization.
Abjurer/Diviner/Generalist Wizard: Is treated as an Outsider (Native) and gains DR 15/Adamantine.
Conjurer/Warmage/Warlock: Gains 60' Darkvision in all forms of darkness. Does not need to eat, or sleep. Gains Energy Resistance 10 to Fire, Cold, and Electricity.
Enchanter/Evoker/Sorcerer/Dragonfire Adept: Gains immunity to sleep and poison, and paralysis effects. Gains a +4 bonus to STR, CON, and +2 CHA.
Illusionist/Bard/Beguiler: Becomes partially illusionary. Each attack against the ArcanaKnight has a 50% miss chance.
Necromancer/Dread Necromancer: Gains Moderate Fortification (75% chance to negate extra damage from criticals and precision,) and takes only one quarter ability damage, drain, and penalty. Negative energy heals the ArcanaKnight as if the ArcanaKnight was undead.
Transmuter/Wu Jen: Gains the (Shapechanger) subtype, and gains +3 attack and +4 damage with all natural weapons, natural weapons count as magic for bypassing DR. Gains DR 5/magic.
Unbound ArcanaKnights: An ArcanaKnight who is not bound to an arcanist, or whose arcanist is dead (and not undead) loses all class features, and cannot advance as an ArcanaKnight until a new bond has been established, or the bound arcanist is revived or raised.
Class-specific Feats
**Note: With an Arcana Knight in the party, arcane classes should be allowed to take the Acquire Familiar feat at 1st level.
Dual Bindings
Prerequisites: 1 level of Arcana Knight
Benefit: The Arcana Knight gains the ability to bind with a second arcanist, and gain the Skill Specialization Harmony and Minor Specialization Harmony when he qualifies for them. Harmonies that have an effect that refers to "The Arcanist" refers to the arcanist that grants the Arcane Knight that ability.
Note: This feat can only be taken once. Check with your DM before taking this feat.
Improved Dual Bindings
Prerequisites: 15 levels of Arcana Knight
Benefit: The Arcane Knight gains the ability to mature a bond with a second arcane spellcaster, and gain the Moderate Specialization Harmony and Major Specialization Harmony when he qualifies for them. Harmonies that have an effect that refers to "The Arcanist" refers to the arcanist that grants the Arcane Knight that ability.
Shared Distance
Prerequisite: Arcana Knight 3rd, or Caster Level 3
Benefit: Increases the distance of shared spells to 250'. Only the spellcaster or the Arcana Knight need take this feat in order to gain its benefit between the link
------------------------------------------
Notes
D8 for a melee class meant to be specialized in defending? What is this? I hope this is not Chris's blood. For a class that really only needs two good abilities, and one of those is CON, a low HD is acceptable. In addition to the other defenses this class provides, and sometimes gaining a CON adjustment or a quickly replenishing tHP pool, not to mention a natural AC bonus. The only problem I'm seeing is this might be a bit too powerful for a melee class... I'd compare it to druidzilla, but that wins due to a better action economy... I don't know, I can't shake the feeling that this class would become something like "That one vampire-ish-tiger making class," due to a dual necromancer/transmuter binding. I'm trying to make this class somewhere between Tier 2 and Tier 3. The big iffy part is the 3 good saves, my reasoning was due to training about avoiding and shaking off magical effects, maybe I'll do good/bad saves based on the bound arcanist?
Thoughts?
"Galei might be a less than average as a wizard, but she is my wizard, and I'll protect her with her power"
-Bret Harsworth, human Arcana Knight
The path to becoming an Arcana Knight can be a challenging one, as they must train with or by an arcane spellcaster to become one. Sorcerers are not well known for patience, wizards might be too preoccupied in their own studies. Most often Arcana Knights either grew up with their arcanist, or were trained in a Martial Arcana school. The original Arcana Knights were slaves, most often from more savage races raised by arcanists to be efficient tools of war for them, and said slavery might still be actively practiced by kobolds, drow, evil outsiders with spellcasting abilities, chromatic dragons, or even "civilized" humanoids (though likely only common in tyrannical states,) just to name a few. It is from the less than noble traditions of raising Arcana Knights that the more noble training was derived from. (more flavor later...?)
Class Information
Abilities: STR and CON are the most important stats for Arcana Knights, they benefit from all other abilities though.
Races: Any. Most often humans, and half-orcs voluntarily choose this path.
Starting gold: 4d4x10
Starting age: As a wizard
Alignment: Any.
Hit Die: d8
Weapons and Armor Proficiencies: Proficient with simple and martial weapons, light, medium, heavy armor, light and medium shields
Skills at first level: (2+Int mod) x 4 Skills at all other levels: (2+Int mod)
Class Skills: Climb(Str), Concentrate(Con), Craft(Int), Decipher Script(Int), Intimidate(Cha), Jump(Str), Know(arcana)(Int), Know(Dungeoneering)(Int), Know(history)(Int), Listen(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Swim(Str), Use Magic Device(Cha)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Natural AC|Special
1st|+1|
+2|
+0|
+2|+0|Familial Bonding, Empathic Link,Alertness Feat, Skill Specialization Harmony
2nd|+2|
+3|
+0|
+3|+0|Share Spells (0, and 1st)
3rd|+3|
+3|
+0|
+3|+1|Arcane Channeling
4th|+4|
+4|
+1|
+4|+1|Share Spells (2nd)
5th|+5|
+4|
+1|
+4|+1|Minor Specialization Harmony
6th|+6/+1|
+5|
+1|
+5|+1|Share Spells (3rd)
7th|+7/+2|
+5|
+2|
+5|+2|Telepathic Link
8th|+8/+3|
+6|
+2|
+6|+2|Mettle
9th|+9/+4|
+6|
+2|
+6|+2|Arcana Understanding
10th|+10/+5|
+7|
+3|
+7|+2|Share Spells (5th)
11th|+11/+6/+1|
+7|
+3|
+7|+3|Moderate Specialization Harmony
12th|+12/+7/+2|
+8|
+3|
+8|+3|Share Spells (6th)
13th|+13/+8/+3|
+8|
+4|
+8|+3|Spell Resistance
14th|+14/+9/+4|
+9|
+4|
+9|+3|Share Spells (7th), Bound Evasion
15th|+15/+10/+5|
+9|
+4|
+9|+4|Greater Telepathic Link
16th|+16/+11/+6/+1|
+10|
+5|
+10|+4|Share Spells (8th)
17th|+17/+12/+7/+2|
+10|
+5|
+10|+4|Major Specialization Harmony
18th|+18/+13/+8/+3|
+11|
+5|
+11|+4|Share Spells (9th)
19th|+19/+14/+9/+4|
+11|
+6|
+11|+5|Share Spells (All)
20th|+20/+15/+10/+5|
+12|
+6|
+12|+5|Ascendancy[/table]
Familial Bonding: Any arcane spellcaster or invocation user capable of acquiring a familiar may forgo gaining that familiar, and instead bond with an ArcanaKnight, which initially looks to be a disadvantage for the Arcanist, but many are happy to forgo a familiar to bond with an ArcanaKnight instead. If either the ArcanaKnight, or the arcanist bonded with him dies, they must wait a year and a day before bonding with a new familiar, or ArcanaKnight, or in the case of the ArcanaKnight, must wait that time before bonding with a new arcanist. An ArcanaKnight can only be bonded with one arcanist. In the occasions of bonds at higher level, they must wait a month per level of the ArcanaKnight's class level before the bonding is complete. As a full-round action their bound arcanist can terminate the bond permanently. The ArcanaKnight can terminate this bond as well, but only if a condition set at the time of binding is violated. The ArcanaKnight counts as the bound arcanist's familiar for all purposes relating to spells, abilities, and feats.
Empathic Link: [SU]At level 1, Like a familiar, an ArcanaKnight and the bonded arcanist with it has the ability to communicate via emotions between the two, if they are within one mile of each other. Because of the limited nature of this link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated.
Alertness Feat: An ArcanaKnight gains Alertness as a bonus feat at
level 1.
Skill Specialization Harmony: [SU]ArcanaKnights gain the use of skills by virtue of their bound spellcaster's specialization, they treat the skills as trained, and can make checks as though they have 3+ArcanaKnight level ranks in those skills: (Classes not mentioned should use the DM's discression as to which it's closest to)
Abjurer: Heal, Listen, Spot, Use Rope
Conjurer/Sorcerer/Warmage: Balance, Escape Artist, Tumble
Diviner/Generalist Wizard: Appraise, Disable Device, Open Lock, Search
Enchanter/Beguiler: Diplomacy, Gather Information, Handle Animal
Evoker/Warlock/Dragonfire Adept: Concentrate, Use Magic Device
Illusionist/Bard: Bluff, Disguise, Forgery, Perform (any one, chosen at bonding)
Necromancer/Dread Necromancer: Hide, Heal, Intimidate, Move Silently
Transmuter/Wu Jen: Climb, Jump, Swim
Share Spells: [SU]At second level an ArcanaKnight shares arcane spells and invocations with his bound arcanist, limited by the ArcanaKnight's level. Any spell or invocation cast by the bound arcanist on himself as a target is shared as though they both cast the spell. At 2nd level an ArcanaKnight can share 0-level and 1st-level spells with its bound arcanists, this increases at every even number level until level 18 for 9th level spells. This ability allows spells cast by friendly spellcasters to affect the ArcanaKnight instead, at the Arcanist's discression. This ability only functions if the ArcanaKnight and his bound Arcanist are within 30' of each other.
At 19th level, any spell, even divine, epic, and epic level spells cast by the bound arcanist is shared.
Natural Armor: [SU]At third level an ArcanaKnight gains a +1 natural armor increase to reflect arcane energies reinforcing the ArcanaKnight defensively. This bonus increases by 1 every fourth level after that.
Arcane Channelling: [SU]At third level, an ArcanaKnight can deliver touch attacks held by his bound arcanist with any melee weapon or unarmed strike.
Minor Specialization Harmony: [SU]At 5th level an ArcanaKnight gains a boon based on her bonded arcanist's class or specialization.
Abjurer: Gains DR 10/- against ranged weapons
Conjurer/Sorcerer/Warmage: Once per day the bonded arcanist can call the ArcanaKnight to his location, no matter the distance or what
plane of existence the ArcanaKnight is on.
Diviner/Generalist Wizard: Trap finding, as a rogue
Enchanter/Bard: Gains the ability to rage as a barbarian of 4 levels less than its ArcanaKnight level.
Evoker/Warlock/Dragonfire Adept: Can create a glow or everburning flame from hands, or anything held as a Daylight spell heightened to the highest level spell or spell-like ability that the arcanist has access to.
Illusionist/Beguiler: As a standard action can use invisibility as a spell-like ability on self.
Necromancer/Dread Necromancer: After any attack made by the ArcanaKnight that deals lethal damage hits (and deals damage,) he gains temporary hit points equal to his ArcanaKnight level. These temporary hit points are lost first, and tracked separate from other temporary hit points. The ArcanaKnight can never have more than his ArcanaKnight level temporary hit points this way.
Transmuter/Wu Jen: Gains a +4 bonus to STR, DEX, and CON. This bonus remains even if the ArcanaKnight is in a different form.
Telepathic Link: [SU]At 7th level the bond between the ArcanaKnight and his bound arcanist increases, they can communicate telepathically if they're on the same plane.
Mettle: [SU]At 8th level an ArcanaKnight can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would have a lesser effect on a successful save he instead completely negates the effect. An unconscious or sleeping ArcanaKnight does not gain the benefit of Mettle.
Arcana Understanding: [SU]At 9th level an ArcanaKnight and his bound arcanist can understand magical writings as if constantly under the effect of the Read Magic spell. An ArcanaKnight can use this understanding to assist a spellcaster that prepares its spells to help it prepare those spells in half the normal time for that spellcaster.
Moderate Specialization Harmony: [SU]At 11th level an ArcanaKnight gains a boon based on her bonded arcanist's class or specialization.
Abjurer: All affected creatures within 30 feet of the ArcanaKnight are affected as by Dimensional Anchor. Spell resistance does not apply, however the target only has to move out of the ArcanaKnight's reach to stop this effect.
Conjurer/Sorcerer/Warmage The bonded Arcanist can use an immediate action action to move an ArcanaKnight as per the Dimension Door spell, this is usually used to interpose the ArcanaKnight between an enemy advencing towards an arcanist.
Diviner/Generalist Wizard: Always knows if any divination effect is observing the ArcanaKnight or his bound arcanist.
Enchanter/Bard: As a standard action, the bonded arcanist can cast Greater Heroism on the ArcanaKnight without expending a spell.
Evoker/Warlock/Dragonfire Adept: At will can raise or lower a Fire Shield of Caster Level equal to ArcanaKnight.
Illusionist/Beguiler: As Minor, except Greater Invisibility.
Necromancer/Dread Necromancer: When the ArcanaKnight has a temporary hit points reserve from Minor Specialization Harmony, he gains half that amount to attack, and that amount to damage.
Transmuter/Wu Jen: Gains an at-will ability to polymorph self with the restriction of only non-dire non-dinosaur animals.
Spell Resistance: [SU]At 13th level gains 11+ ArcanaKnight class level spell resistance. An ArcanaKnight can voluntarily raise or lower this at will.
Bound Evasion: [SU]At 14th level an ArcanaKnight gains Bound Evasion, and can ignore any spell or ability with "Reflex Half" made by his bound arcanist as though he had evasion, and successfully saved against that ability.
Greater Telepathic Link: [SU]At 15th level the ArcanaKnight's bond with his bonded arcanist fully matures. The ArcanaKnight and the arcanist can see and hear from each others perspective. This experience can be disorienting, so they gain a -4 to Listen, Search, and Spot checks, but can make those checks once from each location. This ability works even if the two are on separate planes, and at any distance.
Major Specialization Harmony: [SU]At 17th level an ArcanaKnight gains a boon based on her bonded arcanist's class or specialization.
Abjurer: When the Arcana Knight's Spell Resistance stops a spell, he can turn the spell against its caster as per the Spell Turning spell.
Conjurer/Sorcerer/Warmage: Once per day the ArcanaKnight can make a Gate to where his bound arcanist is, and travel there, or pull the arcanist back to him. This ends after ten minutes, when either the arcanist or ArcanaKnight fully travels through, or when the ArcanaKnight dismisses the gate. This cannot be used to call a creature.
Diviner/Generalist Wizard: The ArcanaKnight gains a sixth sense to danger. He is immune to surprise, (effectively gaining Improved Uncanny Dodge,) and he can always take a standard action during a surprise round, unless she is physically restrained from doing so. He also gains a +2 insight bonus to AC and Reflex saves.
Enchanter/Bard: All enemies avoid the ArcanaKnight and his bound arcanist as per the Antipathy spell, unless there are no other hostile targets.
Evoker/Warlock/Dragonfire Adept: Gains the ability to emit a Sunburst centered on the ArcanaKnight as a full-round action once per hour. The effect of the Sunburst does not effect the ArcanaKnight using it.
Illusionist/Beguiler: As a standard action, the ArcanaKnight can use uncontrolled illusions to overload the senses of any target within 60 feet. The target must make a will save of (10+1/2 ArcanaKnight levels + the bound arcanist's relevant ability modifier.) A successful save sickens the target for 3 rounds, a failed save stuns the target for 10 rounds, or until the ArcanaKnight dismisses the effect, at which point the target is sickened for 3 rounds. Only one target may be stunned by this effect at a time.
Necromancer/Dread Necromancer: Any target damaged by an ArcanaKnight becomes exhausted.
Transmuter/Wu Jen: The bonuses from Minor Specialization Harmony increases to +6, and the restriction on Moderate Specialization Harmony now includes any animal of up to the ArcanaKnight's class level in HD.
Ascendancy: [SU]At 20th level, an ArcanaKnight's bond with his arcanist's magic becomes so great that he takes on traits of magical beings related to the arcanists's specialization.
Abjurer/Diviner/Generalist Wizard: Is treated as an Outsider (Native) and gains DR 15/Adamantine.
Conjurer/Warmage/Warlock: Gains 60' Darkvision in all forms of darkness. Does not need to eat, or sleep. Gains Energy Resistance 10 to Fire, Cold, and Electricity.
Enchanter/Evoker/Sorcerer/Dragonfire Adept: Gains immunity to sleep and poison, and paralysis effects. Gains a +4 bonus to STR, CON, and +2 CHA.
Illusionist/Bard/Beguiler: Becomes partially illusionary. Each attack against the ArcanaKnight has a 50% miss chance.
Necromancer/Dread Necromancer: Gains Moderate Fortification (75% chance to negate extra damage from criticals and precision,) and takes only one quarter ability damage, drain, and penalty. Negative energy heals the ArcanaKnight as if the ArcanaKnight was undead.
Transmuter/Wu Jen: Gains the (Shapechanger) subtype, and gains +3 attack and +4 damage with all natural weapons, natural weapons count as magic for bypassing DR. Gains DR 5/magic.
Unbound ArcanaKnights: An ArcanaKnight who is not bound to an arcanist, or whose arcanist is dead (and not undead) loses all class features, and cannot advance as an ArcanaKnight until a new bond has been established, or the bound arcanist is revived or raised.
Class-specific Feats
**Note: With an Arcana Knight in the party, arcane classes should be allowed to take the Acquire Familiar feat at 1st level.
Dual Bindings
Prerequisites: 1 level of Arcana Knight
Benefit: The Arcana Knight gains the ability to bind with a second arcanist, and gain the Skill Specialization Harmony and Minor Specialization Harmony when he qualifies for them. Harmonies that have an effect that refers to "The Arcanist" refers to the arcanist that grants the Arcane Knight that ability.
Note: This feat can only be taken once. Check with your DM before taking this feat.
Improved Dual Bindings
Prerequisites: 15 levels of Arcana Knight
Benefit: The Arcane Knight gains the ability to mature a bond with a second arcane spellcaster, and gain the Moderate Specialization Harmony and Major Specialization Harmony when he qualifies for them. Harmonies that have an effect that refers to "The Arcanist" refers to the arcanist that grants the Arcane Knight that ability.
Shared Distance
Prerequisite: Arcana Knight 3rd, or Caster Level 3
Benefit: Increases the distance of shared spells to 250'. Only the spellcaster or the Arcana Knight need take this feat in order to gain its benefit between the link
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Notes
D8 for a melee class meant to be specialized in defending? What is this? I hope this is not Chris's blood. For a class that really only needs two good abilities, and one of those is CON, a low HD is acceptable. In addition to the other defenses this class provides, and sometimes gaining a CON adjustment or a quickly replenishing tHP pool, not to mention a natural AC bonus. The only problem I'm seeing is this might be a bit too powerful for a melee class... I'd compare it to druidzilla, but that wins due to a better action economy... I don't know, I can't shake the feeling that this class would become something like "That one vampire-ish-tiger making class," due to a dual necromancer/transmuter binding. I'm trying to make this class somewhere between Tier 2 and Tier 3. The big iffy part is the 3 good saves, my reasoning was due to training about avoiding and shaking off magical effects, maybe I'll do good/bad saves based on the bound arcanist?
Thoughts?