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Pluto Knight

A knight who has trained under the discipline of the Knights of Pluto. Their sword arts with the knight sword devastating foes from afar and up close, and even able to utilize the magic of nearby allies, making them fearful foes to go against. They are borderline battle mages and are respected throughout all of Alexandria by knights and mages alike.

The pluto knight is an archetype of the knight class. 

Class Skills

The pluto knight loses the Handle Animal class skill, but gains Spellcraft as a class skill.

Limit Break (Su)

 At 1st level, the pluto knight receives the Limit Break (Climhazzard).

Climhazzard (Su): This Limit Break charges the energy within the pluto knight’s blade, allowing him to target an enemy within melee range, his strike unable to miss, exploding out a powerful art of non-elemental energy. The target takes melee damage as normal and the target and all enemies within 30 feet take 1d6 points of non-elemental damage + an additional 1d6 points of non-elemental damage per two knight levels after 1st. A Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) can halve this damage.

This ability replaces one of the knight’s standard Limit Breaks. 

Sword Magic (Su)

At 2nd level, the pluto knight has learned to envelop his blade with the magic of others. As a move action, the pluto knight can add the effect of a single target spell from a willing ally’s spell list to his next single melee attack. If the attack hits, it deals normal damage + the effect of the borrowed spell. The spell functions off of the caster’s level and casting modifier, and the caster’s DC for the spell. In addition, the caster must spend MP as if casting the spell. The pluto knight can only borrow spells from an ally he has sight of within 15 feet. The spell persists on his melee weapon for 1 minute or until he attempts a single attack. Sword magic does not suffer spell failure, however if the caster that the spell is borrowed from has spell failure, that chance is applied when attaching the spell to the arrow. If the spell fails, the pluto knight still expends his use of sword magic. (Healing spells cause the weapon to deal no damage, unless against an undead target.)

The pluto knight may use sword magic once per encounter plus on additional time every four knight levels after 2nd, as he is able to handle the magic channeling through his blade more as he gets stronger. He may regain a use of sword magic by spending a standard action to soothe himself of the intensity of using magic in such a way.

This ability replaces the knight talents gained at 2nd and 10th level. 

Pluto Pool (Su)

At 3rd level, the pluto knight gains a reservoir of energy that he can draw upon to fuel his powers and enhance his weapon. This pool has a number of points equal to half his knight level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the pluto knight rests for a full 8 hours.

A pluto knight can expend 1 point from his pluto pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the pluto pool point is spent and cannot be changed until the next time the pluto knight uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the pluto knight. A pluto knight can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces shield block and shield ally.

Sword Arts (Su)

These skills grant the pluto knight power abilities when using his knight sword as they are the keystone abilities for all knights of pluto. At 4th level and every other level thereafter, the pluto knight may choose to learn one of the following skills or may pick a knight talent instead.

Darkness (Su): At a cost of 1d6 of HP per two knight levels and 1 point from his pluto pool, the pluto knight envelopes his blade in darkness and strikes ground causing the darkness to erupt around him in a 20-ft.-radius, burning his enemies. All enemies in the radius must make a Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) or take double the sacrificed damage and be blinded for a number of rounds equal to the pluto knight’s Charisma modifier. Enemies who fail the save also have total concealment for 1 round. Those who pass the save negate the status effect and take only the normal sacrificed damage.

Minus Strike (Su): At a cost of 1 point from his pluto pool, the pluto knight makes a melee touch attack, if successful, he deals damage to the creature equal to the difference between his current HP and his maximum HP. A Fortitude save (DC 10 + half of the knight’s level + his Charisma modifier) can negate this damage.

Shock (Su): At a cost of 1 point from his pluto pool, the pluto knight converges energy into his blade and sends it forward at an enemy within 20 feet. The enemy must make a Fortitude save (DC 10 + half of the knight’s level + his Charisma modifier) or be dealt melee damage + 1d6 points of lightning damage per two knight levels. Enemies who pass the save only suffer half damage.

Stock Break (Su): At a cost of 1 point from his pluto pool, the pluto knight causes an area to explode in light within 60 feet, hitting all enemies in a 30-ft.-radius dealing melee damage + 1d6 points of holy damage per four knight levels and inflicts the slow status effect for 1 round. Those within must make a Reflex save (DC 10 + half of the knight’s level + Charisma modifier) to take only half damage and negate the status effect.

Thunder Slash (Su): At a cost of 1 point from his pluto pool, the pluto knight calls lightning down into his blade and strikes an enemy within melee range and, if successful, deals melee damage and 1d6 points of lightning damage per four knight levels and the enemy is stunned for 1 round. A Fortitude save (DC 10 + half of the knight’s level + his Charisma modifier) halves the lightning damage and negates the stun effect.

Runic Blade (Su)

At 10th level, the pluto knight can drain the magic of damaging spells targeting him or allies that are near. If a single damage spell targets the pluto knight, he may, as an immediate action, make a Will save (DC 10 + the level of the spell + the enemy caster’s casting modifier) to drain the spell into his blade negating the damage. He may use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces stalwart.

Magic Burst (Su)

At 14th level, when the pluto knight deals damage with a spell via sword magic. Half the damage of the spell is dealt to those adjacent to the enemy, a Fortitude save (DC 10 + half of the knight’s level + his Charisma modifier) negates the damage.

This ability replaces improved shield ally.