Ehai Knight

Prestige Class: Ehai Knight

Centuries ago when Harantium and Seren’dal were split into two nations the fledgling nation of Harantium was quickly beset by a wide range of problems. From the logistical to the existential, Harantium teetered on the brink of collapse for many years following it’s creation, and were it not for a handful of warrior monks known as the “Ehai” Harantium might not have survived at all.

Created initially to fight against a bandit army comprised of many of the former military units of Seren’dal’s Mage King, the Ehai quickly rose to fame for their defeat of the frost giants at the battle of Arksfrang at Harantium’s northern border in A26. With the bandit army defeated and the frost giants forced to flee back north, the first Significar officially created the order of Ehai Knights and charged them with defending Harantium and the Oanite faithful from all external threats.

Over the centuries the Ehai order incorporated many new fighting techniques and styles as well as developing rigid magical powers designed to heighten their already formidable combat prowess. When the legion’s intial attack hit Harantium, it was the Ehai who accompanied the Eccleisarchy’s Military to meet them. Though the battle was ultimately lost, and the fate of Harantium still hangs by a thread, none would doubt that without the amazing skills and powers of the Ehai Knights the fight would have been over many years already.

Role: Ehai Knights are primarily melee-oriented damage dealers who augment themselves and their equipment with magical effects. They are best when complimented with a strong flanking ally.

Alignment: The Ehai order trains only good-aligned individuals.

Hit die: d10

Requirements:

To become an Ehai Knight a character must meet the following prerequisites

Trainer: Ehai battle arts are passed from master to pupil, every aspirant therefore requires a master to teach them the basics. At levels 1 & 5 & 9 of the Ehai Knight class a master must be sought (it can be the same as the first one) who instructs the aspirant in the skills of the Ehai order and bestows upon them the formal title of Knight.

Race: Any humanoid

Weapon Proficiency: Must be proficient with bastard swords

Armor Proficiency: Must be proficient with medium armor

Base Attack Bonus: 5

Class Skills:

The Ehai Knight’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Perception (Wis), Slight of Hand (Dex), , Survival (Wis), and Swim (Str)

Level

Base Attack Bonus

Fort Save

Reflex Save

Will Save

Special

Spells per day

1

1

1

0

0

Augmentation Points, Lesser Weapon Augment,

Specialized Weapon Training

2

2

1

1

1

Lesser Skill Augment

3

3

2

1

1

Lesser Armor Augment

1 level of existing divine

4

4

2

1

1

Greater Weapon Augment

5

5

3

2

2

Greater Skill Augment

6

1/6

3

2

2

Greater Armor Augment

1 level of existing divine

7

2/7

4

2

2

Master Weapon Augment

8

3/8

4

3

3

Master Skill Augment

9

4/9

5

3

3

Master Armor Augment

1 level of existing divine

10

5/10

5

3

3

Permanent Augmentation


Class Features:

Weapon and Armor Proficiency: Ehai Knights gain proficiency with all shields of they did not already have such proficiency.

Spells: If an Ehai Knight has levels in a divine spell casting class he continues to gain access to those spells and increases them at level 3, 6 and 9 as if he had gained a level in the class that grants the spell casting ability.

Augmentation Points: Ehai Knights abilities consume a resource called “Augmentation Points” or AP. A knight gains AP at level 1 equal to his charisma bonus +2. Thereafter he gains one AP per Ehai Knight level. AP replenishes at a rate of one point per ten minutes.

Specialized Weapon Training: Ehai Knights train extensively with bastard swords, and therefore gain a +1 competence bonus to attack rolls made when weilding a bastard sword (regardless of one or two handed).

Weapon Augmentation, lesser: By spending one AP and using a standard action, a Ehai Knight may augment any weapon he is wielding with any of the following properties:
bane, corrosive, defending, flaming frost, shock, ghost touch, keen, ki focus, merciful, throwing, thundering, vicious.
At this level of training, only one augmentation may be added to a weapon. Duplicate augmentations (for example, adding flaming to a weapon that already possesses that property) have no effect. The augmentation lasts for one minute per Ehai Knight level or until the character dismisses the effect or is no longer holding the weapon.

Weapon Augmentation, greater: By spending one AP and using a free action, a Ehai Knight may augment any weapon he is wielding with any of the following properties:
bane, corrosive, defending, flaming frost, shock, ghost touch, keen, ki focus, merciful, throwing, thundering, vicious.
The character can also spend 2AP and a standard action to apply any of the following effects: Anarchic, Axiomatic, Disruption, Flaming Burst, Icy Burst, Holy, Shocking Burst, Wounding.
At this level of training, up to two augmentations may be added to a weapon. Duplicate augmentations (for example, adding flaming to a weapon that already possesses that property) have no effect. The augmentation lasts for one minute per Ehai Knight level or until the character dismisses the effect or is no longer holding the weapon.

Weapon Augmentation, greater: By spending one AP and using a swift action, a Ehai Knight may augment any weapon he is wielding with any of the following properties:
bane, corrosive, defending, flaming frost, shock, ghost touch, keen, ki focus, merciful, throwing, thundering, vicious.
The character can also spend 2AP and a partial action to apply any of the following effects: Anarchic, Axiomatic, Disruption, Flaming Burst, Icy Burst, Holy, Shocking Burst, Wounding.
The Knight may also spend 3AP and a standard action to apply any of the following effects:
Speed, Dancing, Brilliant Energy
At this level of training, up to three augmentations may be added to a weapon. Duplicate augmentations (for example, adding flaming to a weapon that already possesses that property) have no effect. The augmentation lasts for one minute per Ehai Knight level or until the character dismisses the effect or is no longer holding the weapon. Weapons augmented with the dancing property must remain within 5ft of the knight or the augmentation will be dismissed.

Skill Augment, lesser: By spending one AP and using a free action an Ehai Knight may augment any of the following skills: Acrobatics, Climb, Escape Artist, Fly, Slight of Hand, or Swim and grant that skill a +8 enhancement bonus for one skill check.

Skill Augment, major: Functions as the lesser version, but grants a +16 enhancement bonus.

Skill Augment, master: Functions as the lesser version but may be used as a swift action and grants +24 to the skill check.

Armor Augmentation, lesser: By spending one AP and using a standard action, a Ehai Knight may augment any armor or shield she is wielding with any of the following properties:
+1 enhancement bonus to AC, Glamered, Fortification (light), Spell Resistance (10), Damage Resistance 1/Adamantite, Arrow Catching (shield only), Bashing (shield only), Blinding (shield only).
The augmentation lasts for one minute per Ehai Knight level or until the character dismisses the effect or is no longer wearing the armor or shield.

Armor Augmentation, major: Functions as the lesser version but the knight may also spend 2AP to augment worn armor or a shield with the following properties as a standard action: Energy Resistance, +2 Enhancement Bonus to AC, Fortification (moderate), Spell Resistance (14), Ghost Touch.

Armor Augmentation, master: Functions as the major version. Additionally the knight can spend 3AP to augment any worn armor or a shield with the following properties: +4 Enhancement bonus to AC, Spell Resistance (18), Etherealness, Fortification (heavy), Energy Resistance (greater), spell reflecting (shield only), animated.

Permanent Augmentation: The most powerful masters of the Ehai Order are capable of making their augmentations quasi-permanent by sacrificing accumulated AP. Once this ability has been learned you may make one augmentation permanent for a single weapon, shield, and/or piece of armor. While this augmentation persists you lose the AP it would cost to activate that augmentation until you dismiss the augmentation, die, travel to a different plane from the augmented item, or are separated by more then 1000 miles of physical distance. For example, you could choose to make your weapon permanently gain the Brilliant Energy property by sacrificing 3AP. As long as the weapon augmentation persists, your available AP will be reduced by 3. You may give permanently imbued equipment to others and it functions normally.

Ehai Knight

Eternal Vigil Soliptic