Alabenson
2014-10-28, 09:15 PM
The Cosmic Knight
Cosmic knights are esoteric warriors who draw upon the ambient power of the multiverse to augment their fighting abilities. Through the combination of traditional martial training, mystical energies, and potent invocations, cosmic knights are fearsome opponents.
Adventures: Cosmic knights typically adventure to test their combat skills and further their abilities. Other cosmic knights, particularly the more esoteric minded ones, will adventure to seek out sites with astrological significance in the hopes of furthering their understanding of the cosmos.
Characteristics: Cosmic knights mix conventional martial training with mystic powers drawn from the energies of the multiverse. At their most basic, these powers enable the cosmic knight to strike with lethal concentrated destructive force. As they gain experience, cosmic knights not only develop more specialized methods of wielding this force, but also a small number of invocations providing them with tools both on and off the battlefield.
Alignment: Cosmic knights can be of any alignment. Individuals of all moral and ethical varieties find themselves drawn to the cosmic knight’s path.
Religion: A substantial number of cosmic knights spurn the worship of deities, preferring instead to venerate more abstract concepts or even the multiverse itself. Others gravitate towards deities typically worshiped by other martial classes.
Background: The majority of cosmic knights learn their trade at isolated academies dedicated to teaching their unique combat techniques. Each of these academies typically focuses on a single school of combat, although academies that teach multiple schools are not totally unheard of. In rare instances, however, a cosmic knight may study under the tutelage of an older mentor, often a retired adventurer.
Races: Humans, elves, and half-elves represent the majority of cosmic knights. All of these races combine strong martial traditions with more contemplative ones. The underground life of dwarves doesn’t lend itself towards pursuing a combat style centered on drawing power from the cosmos, and gnomes and halflings rarely display any particular affinity for the class. In rare instances, a lone half-orc with a particularly meditative streak will follow the path of the cosmic knight. Such exceptional individuals are far more likely to be trained under a single mentor.
Other Classes: Cosmic knights tend to get along well with most other classes, particularly those who appreciate their unique abilities and combat skills. However, members of particularly religious classes, such as paladins and clerics, sometimes find the cosmic knight’s devotion to the multiverse itself to be somewhat unnerving.
Role: A cosmic knight’s role in a group is largely determined by their chosen school of combat. Members of the Jupiter school excel at protecting their teammates, whereas members of the Mars, Mercury, and Saturn schools are exceptional melee combatants. Finally, members of the Venus school excel at dealing damage from a distance.
GAME RULE INFORMATION
Cosmic Knights have the following game statistics
Abilities: Most cosmic knights value Strength and Constitution due to their focus on melee combat, although cosmic knights belonging to the Venus school typically prioritize Dexterity over Strength. Finally, cosmic knights who rely heavily on invocations that offer saves place a high value on Wisdom.
Alignment: Cosmic knights can be of any alignment.
Hit Die: D10
Starting Age: As bard
Starting Gold: As cleric
Class Skills:
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Knowledge (religion), Knowledge (the planes), Listen, Profession, Ride, Spot, Sense Motive, Swim, Tumble
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
LevelBABFortRefWillSpecialInvocations Known
1st+1+2+0+2 Combat Style, Cosmic Strike +1d6 1
2nd+2+3+0+3Astral Technique 1
3rd+3+3+1+3 Cosmic Strike +2d6 2
4th+4+4+1+4 Astral Technique 2
5th+5+4+1+4 Bonus Feat, Cosmic Strike +3d6 2
6th+6+5+2+5 Lesser Invocations, Temporal Acceleration (move action) 3
7th+7+5+2+5 Cosmic Strike +4d6 3
8th+8+6+2+6 Astral Technique 4
9th+9 +6 +3 +6 Bonus Feat, Cosmic Strike +5d6 4
10th+10+7+3+7 Astral Technique 4
11th+11+7+3+7 Greater Invocations, Cosmic Strike +6d6 5
12th+12+8+4+8 Temporal Acceleration (standard action) 5
13th+13+8+4+8 Bonus Feat, Cosmic Strike +7d6 6
14th+14+9+4+9 Astral Technique 6
15th+15+9+5+9 Cosmic Strike +8d6 6
16th+16+10+5+10 Dark Invocations, Astral Technique 7
17th+17+10+5+10 Bonus Feat, Cosmic Strike +9d6 7
18th+18+11+6+11 Temporal Acceleration (full round action) 8
19th+19+11+6+11 Cosmic Strike +10d6 8
20th+20+12+6+12 Astral Technique 8
Class Features
Weapon and Armor Proficiency: A cosmic knight is proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.
Because the somatic components required for cosmic invocations are relatively simple, a cosmic knight can use any of his invocations while wearing light or medium or using a shield (except a tower shield) without incurring the normal armor spell failure chance. However, like arcane spellcasters, a cosmic knight wearing heavy armor or using a tower shield incurs a chance of arcane spell failure.
Invocations: A cosmic knight has a repertoire of attacks, defenses, and other abilities known as cosmic invocations, which allow him to focus the power of the multiverse to a specific end. A cosmic knight can use any invocation he knows at will.
A cosmic knight’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a cosmic knight can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a cosmic knight is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A cosmic knight’s caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the cosmic knight’s Wis modifier. Since spell-like abilities are not spells, a cosmic knight cannot benefit from the Spell Focus feat or from feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of elemental invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level cosmic knight begins with knowledge of one least invocation, gaining access to more invocations as he attains levels. At any level when a cosmic knight learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade.
Unlike other spell-like abilities, cosmic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
Finally, just like warlocks (see Complete Arcane), cosmic knights can qualify for some prestige classes usually intended for spellcasters.
Combat Style: Every cosmic knight must choose a special school of combat to specialize in, each of which combines a specific style of fighting with supernatural techniques. A cosmic knight’s choice of school of combat determines what bonus feats and astral techniques are available to him.
Jupiter: Cosmic knights belonging to the Jupiter school focus on employing defensive and retributive combat techniques. Those who select this school receive Improve Shield Bash as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Mars: Cosmic knights belonging to the Mars school focus on dealing tremendous amounts of damage through single powerful blows. Those who select this school receive Power Attack as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Mercury: Cosmic knights belonging to the Mercury school emphasize mobility and precision over raw brute force. Those who select this school receive Combat Expertise as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Saturn: Cosmic knights belonging to the Saturn school seek to master the art of striking their opponents as many times as possible in as short a time as possible. Those who select this school receive Two Weapon Fighting as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Venus: Unique among the schools of combat available to a cosmic knight, the Venus school specializes in archery. Those who select this school receive Point Blank Shot as a bonus feat at 1st level, even if they don’t meet the prerequisites. Furthermore, cosmic knights belonging to the Venus school gain the ability to utilize their cosmic strike ability with ranged attacks as well as melee attacks.
Cosmic Strike (Su): The most fundamental ability a cosmic knight possesses is the power to concentrate the ambient energies of the multiverse into raw destructive power. As a standard action, a cosmic knight can make a single melee attack that deals 1d6 extra damage at 1st level, plus an additional 1d6 damage for every two cosmic knight levels thereafter. This additional damage is not reduced by damage reduction; however it is halved against objects.
Astral Technique (Su): At 2nd, 4th, 8th, 10th, 14th, 16th, and 20th level, a cosmic knight is able to learn an astral technique selected from the list available to him depending on his choice of combat school. These astral techniques represent a blending of traditional martial combat training with the unique powers that the cosmic knight wields.
At any level when a cosmic knight learns a new astral technique, they may also replace one of their astral techniques with a different one of equal level or lower.
Astral techniques can be divided into two different types; active and passive. Active astral techniques typically require at least a standard action to use, after which the cosmic knight must wait 5 rounds before he can use that specific astral technique again. Passive astral techniques provide constant benefits or abilities that can be used at will.
If an astral technique allows a saving throw, the DC is equal to 10 + 1/2 the cosmic knight’s class level (rounded up) + the cosmic knight’s Wisdom modifier.
Astral Techniques
Jupiter School;
2nd Level Techniques:
Armored Strike: Reduce cosmic strike damage, gain bonus to AC.
Cosmic Ward, Lesser: Convert cosmic strike dice into temporary hit points.
Silver Binds: Reduce cosmic strike damage, enemy is entangled.
4th Level Techniques:
Cosmic Recovery: Heal damage dealt by your cosmic strike.
Moment of Clarity: Sacrifice cosmic strike damage to gain bonus to your next saving throw.
Silver Spell Ward: Sacrifice cosmic strike damage to neutralize targeted spells
8th Level Techniques:
Cosmic Ward: Convert double cosmic strike dice into temporary hit points, hit points last longer.
Gravity Bind: Creature damaged by cosmic strike is slowed for 1 round.
Silver Satellites: Convert cosmic strike damage into silver orbs that damage those moving through your threatened space.
10th Level Techniques:
Astral Judgment: No initial cosmic strike damage, deals increased damage if target attacks ally.
Cosmic Shield: Convert cosmic strike into silver fire that damages attackers
Reflective Spell Ward: Sacrifice cosmic strike damage to reflect targeted spells.
14th Level Techniques:
Astral Lash: Make attacks of opportunity dealing cosmic strike damage out to an additional 15 ft.
Cosmic Recovery, Mass: Heal damage dealt by cosmic strike in 30 ft burst.
Moment of Astral Clarity, Mass: Sacrifice cosmic strike damage to grant bonus on saving throws to allies within 30 ft.
16th Level Techniques:
Channel Ward: Sacrifice cosmic strike dice to grant allies temporary hit points.
Cosmic Ward, Greater: Convert quadruple cosmic strike dice into temporary hit points, hit points last longer.
Silver Satellites, Greater: Convert cosmic strike damage into silver orbs that damage and stun those moving near you.
20th Level Techniques:
Astral Spell Ward: Sacrifice cosmic strike damage to absorb all spells within 60 ft.
Burning Gravity Well: Slows and damages enemies within 60 ft.
Mars School;
2nd Level Techniques:
Crushing Strike, Lesser: Cosmic strike deals d8 damage when wielding two-handed weapon.
Forceful Bash: Opponent struck by cosmic strike must save or be knocked back 10 feet.
Shattering Blow, Lesser: Cosmic strike deals full damage to objects, ignores hardness.
4th Level Techniques:
Cosmic Charge: Deal additional cosmic strike damage as part of charge.
Impact: Cosmic strike damages all adjacent opponents.
Staggering Blow: Opponent struck by cosmic strike must save or be immobilized for 1 round.
8th Level Techniques:
Crushing Strike: Cosmic strike deals d10 damage when wielding two-handed weapon.
Shattering Blow: Cosmic strikes deals full damage to objects, ignores hardness, DR, opponent must save or have DR negated for 1d4 rounds.
Shockwave: Deal cosmic strike damage in a 30 foot cone.
10th Level Techniques:
Baleful Strike: Opponent struck by cosmic strike must save or be dazed for 1 round.
Devastating Bash: Opponent struck by cosmic strike sent flying, deals damage when lands.
Powerful Impact: Deal cosmic strike damage to all opponents within 30 feet.
14th Level Techniques:
Crushing Strike, Greater: Cosmic strike deals d12 damage when wielding two-handed weapon.
Lethal Momentum: Drop a foe and gain free 5 foot step and additional attack.
Shattering Blow, Greater: Cosmic strike deals full damage to objects, ignores hardness, DR, opponents must save or lose DR and take increased damage
16th Level Techniques:
Cosmic Hammer: Opponent struck by cosmic strike is stunned for 1 round
Explosive Impact: Deal cosmic strike damage to all opponents within 30 feet, force of blast knocks opponents back.
Meteor Bash: Opponent struck by cosmic strike sent flying, deals damage and knocks opponents prone when lands.
20th Level Techniques:
Annihilation Strike: Cosmic strikes deal maximum damage.
Warbringer’s Blow: Cosmic strike deals additional ability damage.
Mercury School;
2nd Level Techniques:
Blistering Riposte: Deal cosmic strike damage against opponents who miss attacks of opportunity.
Distracting Flame: Reduce cosmic strike damage to feint as a free action, gain bonus on Bluff check.
Quicksilver Speed: Reduce cosmic strike damage to increase movement speed.
4th Level Techniques:
Disarming Flare: Deal cosmic strike damage as part of a disarm attack.
Precision Strike: Deal cosmic strike damage as a melee touch attack, deal increased damage on critical hit.
Rapid Flourish: Opponent must save or be flatfooted.
8th Level Techniques:
Conflagration Strike: Deal increased cosmic strike damage when you move 10 feet or more.
Dampening Strike: Opponent must save or lose attacks of opportunity for 1d4 rounds.
Stumbling Flare: Deal cosmic strike damage as part of a trip attack.
10th Level Techniques:
Combusting Jaunt: Deal cosmic strike damage to all adjacent opponents and teleport 60 ft.
Quicksilver Dance: Reduce cosmic strike damage, critical threat range doubles, take a double move and attack any opponent you pass.
Tempest Strike: Attack and deal cosmic strike damage to all opponents in reach.
14th Level Techniques:
Conflagration Strike, Greater: Deal increased cosmic strike damage when you move 10 feet or more.
Intensifying Strikes: Cosmic strike deals increasing amounts of extra damage with each successive round a successful strike is made against an opponent.
Trailing Inferno: Take double move action, leave burning wall.
16th Level Techniques:
Cosmic Barrage: Make ranged touch attacks against all opponents in a 30 ft. line, deal increased cosmic strike damage to those hit.
Duelist’s Mark: Damage and critical range double against opponent damaged by cosmic strike.
Precision Strike, Greater: Make melee attack as touch attack, deal double cosmic strike damage.
20th Level Techniques:
Blazing Frenzy: Move and attack with cosmic strike damage repeatedly.
Inferno Jaunt: Deal increased cosmic strike damage in an area and teleport 360 ft.
Saturn School;
2nd Level Techniques:
Flashing Blades: Sacrifice cosmic strike damage to attack with both weapons as standard action.
Rapid Strike: Attack with offhand weapon when making cosmic strike.
Trailing Cinders: Opponent damaged by cosmic strike takes additional damage on subsequent round.
4th Level Techniques:
Dual Strike: Deal reduced cosmic strike damage with both weapons.
Searing Strike: Opponent damaged by cosmic strike takes -4 AC, -4 to attacks.
Unseen Assault: Gain bonus to attacks with offhand weapon.
8th Level Techniques:
Horrific Immolation: Opponents slain by cosmic strike burn to ashes, frightens nearby enemies.
Lingering Flames: Opponent damaged by cosmic strike takes additional damage on subsequent rounds.
Searing Reflexes: Deal cosmic strike damage as part of attack of opportunity.
10th Level Techniques:
Flashfire Strikes: Make two attacks with each weapon as a standard action, each attack deals reduced cosmic strike damage.
Rend Defenses: Allies gain attack of opportunity against target damage by cosmic strike.
Stupefying Blow: Opponent damaged by cosmic strike must save or be dazed for 1 round.
14th Level Techniques:
Nightmarish Immolation: Opponents dropped by cosmic strike slain instantly, body burns to ashes, frightens nearby enemies.
Rampaging Blades: Critical threat range increases for each opponent dropped.
Rending Fire: Opponent damage by cosmic strike takes additional damage on subsequent rounds.
16th Level Techniques:
Cosmic Dash: Reduce cosmic strike damage, take extra move action.
Lethal Reflexes: Make attack of opportunity against missed melee attacks, attacks of opportunity deal cosmic strike damage.
Piercing Strikes: Reduce cosmic strike damage, all melee attacks against opponent damaged by cosmic strike last round are touch attacks.
20th Level Techniques:
Flashover Barrage: Make four attacks with both weapons as a standard action, each attack deals cosmic strike damage.
Soulfire Immolation: Opponents dropped by cosmic strike slain instantly, body and soul destroyed, panics nearby enemies.
Venus School;
2nd Level Techniques:
Defensive Shot: Ranged attacks don’t provoke attacks of opportunity.
Seeking Shot: Cosmic strike ignores wind, penalties for firing into melee.
Snap Strike: Sacrifice cosmic strike damage, make two ranged attacks as a standard action.
4th Level Techniques:
Cosmic Needle: Reduce cosmic strike damage, cosmic strike targets touch AC.
Immobilizing Shot: Reduce cosmic strike damage, opponent must save or be immobilized.
Viper’s Strike: Sacrifice cosmic strike damage, opponent must save or take Dexterity damage.
8th Level Techniques:
Circling Shot: Arrow circles opponent, strikes if opponent takes action.
Seeking Shot, Greater: Cosmic strike ignores cover, concealment.
Shrapnel Shot: Deal cosmic strike damage in 15 ft. burst.
10th Level Techniques:
Cobra’s Strike: Sacrifice cosmic strike damage, opponent must save or take Strength damage.
Cosmic Volley: Reduce cosmic strike damage, fire multiple arrows at once.
Paralyzing Shot: Reduce cosmic strike damage, opponent must save or be paralyzed.
14th Level Techniques:
Cosmic Fleetness: Use swift action to move after using cosmic strike.
Cosmic Lance: Cosmic strike targets touch AC, deals double damage.
Crippling Shot: Opponent damaged by cosmic strike takes -6 penalty to AC, attacks, speed halved.
16th Level Techniques:
Circling Shot, Greater: Arrow circles opponent for 2d4 rounds, strikes if opponent takes any action.
Shrapnel Shot, Greater: Deal cosmic strike damage in 30 ft. burst, knock opponents prone.
Stunning Shot: Opponent damaged by cosmic strike damage is stunned.
20th Level Techniques:
Envenomed Shot: Target damaged by cosmic strike takes 2d8 damage to random ability.
Unrelenting Barrage: Take two full attacks, deal cosmic strike damage on all attacks.
Bonus Feat: At 5th level and every 4 levels thereafter (9th, 13th, and 17th), the cosmic knight may select a bonus feat from the list associated with his school of combat. The cosmic knight must meet all of the prerequisites for a feat in order to select it.
Bonus Feat Lists:
Jupiter: Active Shield Defense, Agile Shield Fighter, Armor Proficiency (heavy), Armor Specialization, Battle Caster, Combat Reflexes, Robilar’s Gambit, Shield Charge, Shield Slam, Shield Sling, Shield Specialization, Shield Ward
Mars: Cleave, Close-Quarters Fighting, Cometary Collision, Defensive Sweep, Great Cleave, Improved Bull Rush, Improved Critical, Improved Overrun, Improved Sunder, Leap Attack, Overhead Thrust, Overwhelming Assualt
Mercury: Combat Intuition, Combat Reflexes, Deft Opportunist, Dodge, Improved Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Melee Evasion, Mobility, Spring Attack, Whirlwind Attack
Saturn: Combat Expertise, Combat Reflexes, Dual Strike, Greater Two Weapon Defense, Greater Two Weapon Fighting, Improved Critical, Improved Two Weapon Defense, Improved Two Weapon Fighting, Oversized Two Weapon Fighting, Two Weapon Defense, Two Weapon Pounce, Two Weapon Rend
Venus: Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Precise Shot, Penatrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid Shot, Shot on the Run, Zen Archery
Temporal Acceleration (Su): Beginning at 6th level, a cosmic knight develops the ability to surround themselves in a bubble of altered time, enabling them to take an additional move action during their turn. Activating this ability requires no action, however the cosmic knight may only benefit from this ability once per round and no more than a number of times per day equal to 1 + the cosmic knight’s Wisdom modifier. At 12th level, the cosmic knight’s ability to manipulate time improves, granting him an extra standard action instead of a move action when he uses this ability. At 18th level this ability reaches its pinnacle, enabling the cosmic knight to take an additional full round action instead of a standard action.
Cosmic Knight Invocations
Least Invocations:
Beguiling Influence: As in Complete Arcane, page 133.
Cosmic Sustainment: You can survive without air, food, or water.
Darkness: As in Complete Arcane, page 134.
Entropic Warding: As in Complete Arcane, page 135.
Leaps and Bounds: As in Complete Arcane, page 135.
Magic Insight: As in Dragon Magic, page 81.
See the Unseen: As in Complete Arcane, page 136.
Starfield: Area is filled with twinkling lights, creatures inside are fascinated or dazzled.
Steadfast Footing: Ignore difficult or slippery terrain.
Taunting Challenge: Force target to focus on you.
Lesser Invocations:
Charm: As in Complete Arcane, page 133.
Cosmic Flight: Gain a fly speed with good maneuverability.
Enthralling Voice: As in Dragon Magic, page 80.
Know Vulnerabilities: Use know vulnerabilities as the spell.
Mental Bond: You can communicate with target as long as you’re both on the same plane.
Spell Sunder: Use targeted dispel magic as the spell, gain bonus to dispel check if cast as melee touch.
Terrifying Aura: Panic creatures within 20 ft.
Voidsense: As in Complete Arcane, page 137.
Wall of Light: Use wall of light as the spell.
Greater Invocations:
Compelling Vision: Use dream as the spell, plus suggestion.
Devour Magic: As in Complete Arcane, page 134.
Domination: Single humanoid obeys your commands.
Piercing Interrogation: Use probe thoughts as the spell, but risk damage from recipient.
Radiant Soul: Gain immunity to energy drain and death effects.
Vortex Field: Area of swirling lights inhibits movement, causes 50% miss chance, nauseates or sickens creatures within.
Wall of Gravity: Wall of intense gravity traps and damages those nearby.
Dark Invocations:
Cosmic Flight, Greater: Gain a fly speed with perfect maneuverability.
Dark Foresight: As in Complete Arcane, page 134.
Starlight Body: Use ghostform as the spell.
Truesight: Use true seeing (self only) as the spell.
Cosmic knights are esoteric warriors who draw upon the ambient power of the multiverse to augment their fighting abilities. Through the combination of traditional martial training, mystical energies, and potent invocations, cosmic knights are fearsome opponents.
Adventures: Cosmic knights typically adventure to test their combat skills and further their abilities. Other cosmic knights, particularly the more esoteric minded ones, will adventure to seek out sites with astrological significance in the hopes of furthering their understanding of the cosmos.
Characteristics: Cosmic knights mix conventional martial training with mystic powers drawn from the energies of the multiverse. At their most basic, these powers enable the cosmic knight to strike with lethal concentrated destructive force. As they gain experience, cosmic knights not only develop more specialized methods of wielding this force, but also a small number of invocations providing them with tools both on and off the battlefield.
Alignment: Cosmic knights can be of any alignment. Individuals of all moral and ethical varieties find themselves drawn to the cosmic knight’s path.
Religion: A substantial number of cosmic knights spurn the worship of deities, preferring instead to venerate more abstract concepts or even the multiverse itself. Others gravitate towards deities typically worshiped by other martial classes.
Background: The majority of cosmic knights learn their trade at isolated academies dedicated to teaching their unique combat techniques. Each of these academies typically focuses on a single school of combat, although academies that teach multiple schools are not totally unheard of. In rare instances, however, a cosmic knight may study under the tutelage of an older mentor, often a retired adventurer.
Races: Humans, elves, and half-elves represent the majority of cosmic knights. All of these races combine strong martial traditions with more contemplative ones. The underground life of dwarves doesn’t lend itself towards pursuing a combat style centered on drawing power from the cosmos, and gnomes and halflings rarely display any particular affinity for the class. In rare instances, a lone half-orc with a particularly meditative streak will follow the path of the cosmic knight. Such exceptional individuals are far more likely to be trained under a single mentor.
Other Classes: Cosmic knights tend to get along well with most other classes, particularly those who appreciate their unique abilities and combat skills. However, members of particularly religious classes, such as paladins and clerics, sometimes find the cosmic knight’s devotion to the multiverse itself to be somewhat unnerving.
Role: A cosmic knight’s role in a group is largely determined by their chosen school of combat. Members of the Jupiter school excel at protecting their teammates, whereas members of the Mars, Mercury, and Saturn schools are exceptional melee combatants. Finally, members of the Venus school excel at dealing damage from a distance.
GAME RULE INFORMATION
Cosmic Knights have the following game statistics
Abilities: Most cosmic knights value Strength and Constitution due to their focus on melee combat, although cosmic knights belonging to the Venus school typically prioritize Dexterity over Strength. Finally, cosmic knights who rely heavily on invocations that offer saves place a high value on Wisdom.
Alignment: Cosmic knights can be of any alignment.
Hit Die: D10
Starting Age: As bard
Starting Gold: As cleric
Class Skills:
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Knowledge (religion), Knowledge (the planes), Listen, Profession, Ride, Spot, Sense Motive, Swim, Tumble
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
LevelBABFortRefWillSpecialInvocations Known
1st+1+2+0+2 Combat Style, Cosmic Strike +1d6 1
2nd+2+3+0+3Astral Technique 1
3rd+3+3+1+3 Cosmic Strike +2d6 2
4th+4+4+1+4 Astral Technique 2
5th+5+4+1+4 Bonus Feat, Cosmic Strike +3d6 2
6th+6+5+2+5 Lesser Invocations, Temporal Acceleration (move action) 3
7th+7+5+2+5 Cosmic Strike +4d6 3
8th+8+6+2+6 Astral Technique 4
9th+9 +6 +3 +6 Bonus Feat, Cosmic Strike +5d6 4
10th+10+7+3+7 Astral Technique 4
11th+11+7+3+7 Greater Invocations, Cosmic Strike +6d6 5
12th+12+8+4+8 Temporal Acceleration (standard action) 5
13th+13+8+4+8 Bonus Feat, Cosmic Strike +7d6 6
14th+14+9+4+9 Astral Technique 6
15th+15+9+5+9 Cosmic Strike +8d6 6
16th+16+10+5+10 Dark Invocations, Astral Technique 7
17th+17+10+5+10 Bonus Feat, Cosmic Strike +9d6 7
18th+18+11+6+11 Temporal Acceleration (full round action) 8
19th+19+11+6+11 Cosmic Strike +10d6 8
20th+20+12+6+12 Astral Technique 8
Class Features
Weapon and Armor Proficiency: A cosmic knight is proficient with all simple and martial weapons, light and medium armor, and all shields except tower shields.
Because the somatic components required for cosmic invocations are relatively simple, a cosmic knight can use any of his invocations while wearing light or medium or using a shield (except a tower shield) without incurring the normal armor spell failure chance. However, like arcane spellcasters, a cosmic knight wearing heavy armor or using a tower shield incurs a chance of arcane spell failure.
Invocations: A cosmic knight has a repertoire of attacks, defenses, and other abilities known as cosmic invocations, which allow him to focus the power of the multiverse to a specific end. A cosmic knight can use any invocation he knows at will.
A cosmic knight’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a cosmic knight can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a cosmic knight is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A cosmic knight’s caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the cosmic knight’s Wis modifier. Since spell-like abilities are not spells, a cosmic knight cannot benefit from the Spell Focus feat or from feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of elemental invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level cosmic knight begins with knowledge of one least invocation, gaining access to more invocations as he attains levels. At any level when a cosmic knight learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade.
Unlike other spell-like abilities, cosmic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
Finally, just like warlocks (see Complete Arcane), cosmic knights can qualify for some prestige classes usually intended for spellcasters.
Combat Style: Every cosmic knight must choose a special school of combat to specialize in, each of which combines a specific style of fighting with supernatural techniques. A cosmic knight’s choice of school of combat determines what bonus feats and astral techniques are available to him.
Jupiter: Cosmic knights belonging to the Jupiter school focus on employing defensive and retributive combat techniques. Those who select this school receive Improve Shield Bash as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Mars: Cosmic knights belonging to the Mars school focus on dealing tremendous amounts of damage through single powerful blows. Those who select this school receive Power Attack as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Mercury: Cosmic knights belonging to the Mercury school emphasize mobility and precision over raw brute force. Those who select this school receive Combat Expertise as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Saturn: Cosmic knights belonging to the Saturn school seek to master the art of striking their opponents as many times as possible in as short a time as possible. Those who select this school receive Two Weapon Fighting as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Venus: Unique among the schools of combat available to a cosmic knight, the Venus school specializes in archery. Those who select this school receive Point Blank Shot as a bonus feat at 1st level, even if they don’t meet the prerequisites. Furthermore, cosmic knights belonging to the Venus school gain the ability to utilize their cosmic strike ability with ranged attacks as well as melee attacks.
Cosmic Strike (Su): The most fundamental ability a cosmic knight possesses is the power to concentrate the ambient energies of the multiverse into raw destructive power. As a standard action, a cosmic knight can make a single melee attack that deals 1d6 extra damage at 1st level, plus an additional 1d6 damage for every two cosmic knight levels thereafter. This additional damage is not reduced by damage reduction; however it is halved against objects.
Astral Technique (Su): At 2nd, 4th, 8th, 10th, 14th, 16th, and 20th level, a cosmic knight is able to learn an astral technique selected from the list available to him depending on his choice of combat school. These astral techniques represent a blending of traditional martial combat training with the unique powers that the cosmic knight wields.
At any level when a cosmic knight learns a new astral technique, they may also replace one of their astral techniques with a different one of equal level or lower.
Astral techniques can be divided into two different types; active and passive. Active astral techniques typically require at least a standard action to use, after which the cosmic knight must wait 5 rounds before he can use that specific astral technique again. Passive astral techniques provide constant benefits or abilities that can be used at will.
If an astral technique allows a saving throw, the DC is equal to 10 + 1/2 the cosmic knight’s class level (rounded up) + the cosmic knight’s Wisdom modifier.
Astral Techniques
Jupiter School;
2nd Level Techniques:
Armored Strike: Reduce cosmic strike damage, gain bonus to AC.
Cosmic Ward, Lesser: Convert cosmic strike dice into temporary hit points.
Silver Binds: Reduce cosmic strike damage, enemy is entangled.
4th Level Techniques:
Cosmic Recovery: Heal damage dealt by your cosmic strike.
Moment of Clarity: Sacrifice cosmic strike damage to gain bonus to your next saving throw.
Silver Spell Ward: Sacrifice cosmic strike damage to neutralize targeted spells
8th Level Techniques:
Cosmic Ward: Convert double cosmic strike dice into temporary hit points, hit points last longer.
Gravity Bind: Creature damaged by cosmic strike is slowed for 1 round.
Silver Satellites: Convert cosmic strike damage into silver orbs that damage those moving through your threatened space.
10th Level Techniques:
Astral Judgment: No initial cosmic strike damage, deals increased damage if target attacks ally.
Cosmic Shield: Convert cosmic strike into silver fire that damages attackers
Reflective Spell Ward: Sacrifice cosmic strike damage to reflect targeted spells.
14th Level Techniques:
Astral Lash: Make attacks of opportunity dealing cosmic strike damage out to an additional 15 ft.
Cosmic Recovery, Mass: Heal damage dealt by cosmic strike in 30 ft burst.
Moment of Astral Clarity, Mass: Sacrifice cosmic strike damage to grant bonus on saving throws to allies within 30 ft.
16th Level Techniques:
Channel Ward: Sacrifice cosmic strike dice to grant allies temporary hit points.
Cosmic Ward, Greater: Convert quadruple cosmic strike dice into temporary hit points, hit points last longer.
Silver Satellites, Greater: Convert cosmic strike damage into silver orbs that damage and stun those moving near you.
20th Level Techniques:
Astral Spell Ward: Sacrifice cosmic strike damage to absorb all spells within 60 ft.
Burning Gravity Well: Slows and damages enemies within 60 ft.
Mars School;
2nd Level Techniques:
Crushing Strike, Lesser: Cosmic strike deals d8 damage when wielding two-handed weapon.
Forceful Bash: Opponent struck by cosmic strike must save or be knocked back 10 feet.
Shattering Blow, Lesser: Cosmic strike deals full damage to objects, ignores hardness.
4th Level Techniques:
Cosmic Charge: Deal additional cosmic strike damage as part of charge.
Impact: Cosmic strike damages all adjacent opponents.
Staggering Blow: Opponent struck by cosmic strike must save or be immobilized for 1 round.
8th Level Techniques:
Crushing Strike: Cosmic strike deals d10 damage when wielding two-handed weapon.
Shattering Blow: Cosmic strikes deals full damage to objects, ignores hardness, DR, opponent must save or have DR negated for 1d4 rounds.
Shockwave: Deal cosmic strike damage in a 30 foot cone.
10th Level Techniques:
Baleful Strike: Opponent struck by cosmic strike must save or be dazed for 1 round.
Devastating Bash: Opponent struck by cosmic strike sent flying, deals damage when lands.
Powerful Impact: Deal cosmic strike damage to all opponents within 30 feet.
14th Level Techniques:
Crushing Strike, Greater: Cosmic strike deals d12 damage when wielding two-handed weapon.
Lethal Momentum: Drop a foe and gain free 5 foot step and additional attack.
Shattering Blow, Greater: Cosmic strike deals full damage to objects, ignores hardness, DR, opponents must save or lose DR and take increased damage
16th Level Techniques:
Cosmic Hammer: Opponent struck by cosmic strike is stunned for 1 round
Explosive Impact: Deal cosmic strike damage to all opponents within 30 feet, force of blast knocks opponents back.
Meteor Bash: Opponent struck by cosmic strike sent flying, deals damage and knocks opponents prone when lands.
20th Level Techniques:
Annihilation Strike: Cosmic strikes deal maximum damage.
Warbringer’s Blow: Cosmic strike deals additional ability damage.
Mercury School;
2nd Level Techniques:
Blistering Riposte: Deal cosmic strike damage against opponents who miss attacks of opportunity.
Distracting Flame: Reduce cosmic strike damage to feint as a free action, gain bonus on Bluff check.
Quicksilver Speed: Reduce cosmic strike damage to increase movement speed.
4th Level Techniques:
Disarming Flare: Deal cosmic strike damage as part of a disarm attack.
Precision Strike: Deal cosmic strike damage as a melee touch attack, deal increased damage on critical hit.
Rapid Flourish: Opponent must save or be flatfooted.
8th Level Techniques:
Conflagration Strike: Deal increased cosmic strike damage when you move 10 feet or more.
Dampening Strike: Opponent must save or lose attacks of opportunity for 1d4 rounds.
Stumbling Flare: Deal cosmic strike damage as part of a trip attack.
10th Level Techniques:
Combusting Jaunt: Deal cosmic strike damage to all adjacent opponents and teleport 60 ft.
Quicksilver Dance: Reduce cosmic strike damage, critical threat range doubles, take a double move and attack any opponent you pass.
Tempest Strike: Attack and deal cosmic strike damage to all opponents in reach.
14th Level Techniques:
Conflagration Strike, Greater: Deal increased cosmic strike damage when you move 10 feet or more.
Intensifying Strikes: Cosmic strike deals increasing amounts of extra damage with each successive round a successful strike is made against an opponent.
Trailing Inferno: Take double move action, leave burning wall.
16th Level Techniques:
Cosmic Barrage: Make ranged touch attacks against all opponents in a 30 ft. line, deal increased cosmic strike damage to those hit.
Duelist’s Mark: Damage and critical range double against opponent damaged by cosmic strike.
Precision Strike, Greater: Make melee attack as touch attack, deal double cosmic strike damage.
20th Level Techniques:
Blazing Frenzy: Move and attack with cosmic strike damage repeatedly.
Inferno Jaunt: Deal increased cosmic strike damage in an area and teleport 360 ft.
Saturn School;
2nd Level Techniques:
Flashing Blades: Sacrifice cosmic strike damage to attack with both weapons as standard action.
Rapid Strike: Attack with offhand weapon when making cosmic strike.
Trailing Cinders: Opponent damaged by cosmic strike takes additional damage on subsequent round.
4th Level Techniques:
Dual Strike: Deal reduced cosmic strike damage with both weapons.
Searing Strike: Opponent damaged by cosmic strike takes -4 AC, -4 to attacks.
Unseen Assault: Gain bonus to attacks with offhand weapon.
8th Level Techniques:
Horrific Immolation: Opponents slain by cosmic strike burn to ashes, frightens nearby enemies.
Lingering Flames: Opponent damaged by cosmic strike takes additional damage on subsequent rounds.
Searing Reflexes: Deal cosmic strike damage as part of attack of opportunity.
10th Level Techniques:
Flashfire Strikes: Make two attacks with each weapon as a standard action, each attack deals reduced cosmic strike damage.
Rend Defenses: Allies gain attack of opportunity against target damage by cosmic strike.
Stupefying Blow: Opponent damaged by cosmic strike must save or be dazed for 1 round.
14th Level Techniques:
Nightmarish Immolation: Opponents dropped by cosmic strike slain instantly, body burns to ashes, frightens nearby enemies.
Rampaging Blades: Critical threat range increases for each opponent dropped.
Rending Fire: Opponent damage by cosmic strike takes additional damage on subsequent rounds.
16th Level Techniques:
Cosmic Dash: Reduce cosmic strike damage, take extra move action.
Lethal Reflexes: Make attack of opportunity against missed melee attacks, attacks of opportunity deal cosmic strike damage.
Piercing Strikes: Reduce cosmic strike damage, all melee attacks against opponent damaged by cosmic strike last round are touch attacks.
20th Level Techniques:
Flashover Barrage: Make four attacks with both weapons as a standard action, each attack deals cosmic strike damage.
Soulfire Immolation: Opponents dropped by cosmic strike slain instantly, body and soul destroyed, panics nearby enemies.
Venus School;
2nd Level Techniques:
Defensive Shot: Ranged attacks don’t provoke attacks of opportunity.
Seeking Shot: Cosmic strike ignores wind, penalties for firing into melee.
Snap Strike: Sacrifice cosmic strike damage, make two ranged attacks as a standard action.
4th Level Techniques:
Cosmic Needle: Reduce cosmic strike damage, cosmic strike targets touch AC.
Immobilizing Shot: Reduce cosmic strike damage, opponent must save or be immobilized.
Viper’s Strike: Sacrifice cosmic strike damage, opponent must save or take Dexterity damage.
8th Level Techniques:
Circling Shot: Arrow circles opponent, strikes if opponent takes action.
Seeking Shot, Greater: Cosmic strike ignores cover, concealment.
Shrapnel Shot: Deal cosmic strike damage in 15 ft. burst.
10th Level Techniques:
Cobra’s Strike: Sacrifice cosmic strike damage, opponent must save or take Strength damage.
Cosmic Volley: Reduce cosmic strike damage, fire multiple arrows at once.
Paralyzing Shot: Reduce cosmic strike damage, opponent must save or be paralyzed.
14th Level Techniques:
Cosmic Fleetness: Use swift action to move after using cosmic strike.
Cosmic Lance: Cosmic strike targets touch AC, deals double damage.
Crippling Shot: Opponent damaged by cosmic strike takes -6 penalty to AC, attacks, speed halved.
16th Level Techniques:
Circling Shot, Greater: Arrow circles opponent for 2d4 rounds, strikes if opponent takes any action.
Shrapnel Shot, Greater: Deal cosmic strike damage in 30 ft. burst, knock opponents prone.
Stunning Shot: Opponent damaged by cosmic strike damage is stunned.
20th Level Techniques:
Envenomed Shot: Target damaged by cosmic strike takes 2d8 damage to random ability.
Unrelenting Barrage: Take two full attacks, deal cosmic strike damage on all attacks.
Bonus Feat: At 5th level and every 4 levels thereafter (9th, 13th, and 17th), the cosmic knight may select a bonus feat from the list associated with his school of combat. The cosmic knight must meet all of the prerequisites for a feat in order to select it.
Bonus Feat Lists:
Jupiter: Active Shield Defense, Agile Shield Fighter, Armor Proficiency (heavy), Armor Specialization, Battle Caster, Combat Reflexes, Robilar’s Gambit, Shield Charge, Shield Slam, Shield Sling, Shield Specialization, Shield Ward
Mars: Cleave, Close-Quarters Fighting, Cometary Collision, Defensive Sweep, Great Cleave, Improved Bull Rush, Improved Critical, Improved Overrun, Improved Sunder, Leap Attack, Overhead Thrust, Overwhelming Assualt
Mercury: Combat Intuition, Combat Reflexes, Deft Opportunist, Dodge, Improved Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Melee Evasion, Mobility, Spring Attack, Whirlwind Attack
Saturn: Combat Expertise, Combat Reflexes, Dual Strike, Greater Two Weapon Defense, Greater Two Weapon Fighting, Improved Critical, Improved Two Weapon Defense, Improved Two Weapon Fighting, Oversized Two Weapon Fighting, Two Weapon Defense, Two Weapon Pounce, Two Weapon Rend
Venus: Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Precise Shot, Penatrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid Shot, Shot on the Run, Zen Archery
Temporal Acceleration (Su): Beginning at 6th level, a cosmic knight develops the ability to surround themselves in a bubble of altered time, enabling them to take an additional move action during their turn. Activating this ability requires no action, however the cosmic knight may only benefit from this ability once per round and no more than a number of times per day equal to 1 + the cosmic knight’s Wisdom modifier. At 12th level, the cosmic knight’s ability to manipulate time improves, granting him an extra standard action instead of a move action when he uses this ability. At 18th level this ability reaches its pinnacle, enabling the cosmic knight to take an additional full round action instead of a standard action.
Cosmic Knight Invocations
Least Invocations:
Beguiling Influence: As in Complete Arcane, page 133.
Cosmic Sustainment: You can survive without air, food, or water.
Darkness: As in Complete Arcane, page 134.
Entropic Warding: As in Complete Arcane, page 135.
Leaps and Bounds: As in Complete Arcane, page 135.
Magic Insight: As in Dragon Magic, page 81.
See the Unseen: As in Complete Arcane, page 136.
Starfield: Area is filled with twinkling lights, creatures inside are fascinated or dazzled.
Steadfast Footing: Ignore difficult or slippery terrain.
Taunting Challenge: Force target to focus on you.
Lesser Invocations:
Charm: As in Complete Arcane, page 133.
Cosmic Flight: Gain a fly speed with good maneuverability.
Enthralling Voice: As in Dragon Magic, page 80.
Know Vulnerabilities: Use know vulnerabilities as the spell.
Mental Bond: You can communicate with target as long as you’re both on the same plane.
Spell Sunder: Use targeted dispel magic as the spell, gain bonus to dispel check if cast as melee touch.
Terrifying Aura: Panic creatures within 20 ft.
Voidsense: As in Complete Arcane, page 137.
Wall of Light: Use wall of light as the spell.
Greater Invocations:
Compelling Vision: Use dream as the spell, plus suggestion.
Devour Magic: As in Complete Arcane, page 134.
Domination: Single humanoid obeys your commands.
Piercing Interrogation: Use probe thoughts as the spell, but risk damage from recipient.
Radiant Soul: Gain immunity to energy drain and death effects.
Vortex Field: Area of swirling lights inhibits movement, causes 50% miss chance, nauseates or sickens creatures within.
Wall of Gravity: Wall of intense gravity traps and damages those nearby.
Dark Invocations:
Cosmic Flight, Greater: Gain a fly speed with perfect maneuverability.
Dark Foresight: As in Complete Arcane, page 134.
Starlight Body: Use ghostform as the spell.
Truesight: Use true seeing (self only) as the spell.