Latest News

Monk Rework Survey

Home > Classes > Prestige Classes >

Void KnightThe void isn’t always terrifying. Some find it a calming existence, a place free of distractions, where they can contemplate or calculate undisturbed. Occasionally, one who has made an exodus into the void, whether voluntary or not, finds such an affinity therein that they develop an inner void, an emptiness with a purpose. These void knights can absorb spells cast by other creatures, isolating them in their inner void and feeding it with the spell’s magical energies, or release it later to further their own ends.
Hit Die: d10.

Requirements
To qualify to become a void knight, a character must fulfill all the following criteria.
Spells: Able to cast 3rd-level spells.
Weapon Proficiency: Must be proficient with all martial weapons.
Special: Have been exposed to an extradimensional space or plane meant to exile or detain creatures.

Class Skills
The void knight’s class skills (and the key ability for each skill) are Climb (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points Per Level: 4 + Int modifier

Table: Void Knight

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+1+0+1Runic Circle (standard), Diverse Training, Voidcasting, Limit Break
2nd+2+1+1+1Void Power, +1 level to existing spell-casting class
3rd+3+2+1+2Runic Circle (move), +1 level to existing spell-casting class
4th+4+2+1+2Metavoid
5th+5+3+2+3Void Subsumption, +1 level to existing spell-casting class
6th+6+3+2+3Runic Circle (swift), +1 level to existing spell-casting class
7th+7+4+2+4Improved Metavoid
8th+8+4+3+4Improved Subsumption, +1 level to existing spell-casting class
9th+9+5+3+5Runic Circle (immediate), +1 level to existing spell-casting class
10th+10+5+3+5Eternal Void, +1 level to existing spell-casting class

Class Features

All of the following are class features of the void knight prestige class.

Weapon and Armor Proficiencies

Void knights gain no proficiency with any weapon or armor. 

MP per Day / Spells Known

At each level except 1st, 4th, and 7th, a void knight gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level and an increased effective level of spellcasting. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming a void knight, he must decide to which class to add each level for the purpose of determining MP per day and spells known.

Limit Break (Su)

At 1st level, the void knight receives the Limit Break (Runic Overload).

Runic Overload (Su): This Limit Break allows the void knight to duplicate absorbed spells rather than merely releasing them. He may unleash absorbed spells without actually removing them from his runic circle. This effect lasts for 1 round + 1 round per two void knight levels after 1st. This limit break requires only a swift action.

Diverse Training (Ex)

A void knight adds his void knight levels to any levels of warrior he might have for the purpose of meeting the prerequisites for feats (if he has no warrior levels, treat his void knight levels as levels of warrior). He also adds his void knight level to any levels in a spellcasting class that he has before entering this prestige class for the purpose of meeting the prerequisites for feats.

Voidcasting (Ex)

A void knight may choose to use his Constitution modifier in place of another ability score modifier for the purposes of determining his bonus MP. He must choose which previously-attained spellcasting class to apply this feature to at 1st level, and cannot change this decision later.

Runic Circle (Su)

At 1st level, the void knight learns to harness the power of the void within himself, gaining an internal reservoir known as a runic circle. His runic circle can hold a number of spell levels equal to twice his Constitution modifier + 2 per void knight level after 1st.

Whenever the void knight is targeted by a spell cast by another creature, if its spell level doesn’t exceed the remaining unused spell levels in his runic circle, he may expend an attack of opportunity to attempt to draw that spell into his personal void, taking up that many spell levels in his runic circle. Treat this as a counterspell attempt with dispel. If successful, the spell is countered, and the void knight absorbs it into his runic circle.

The void knight may unleash an absorbed spell by spending the same action used to cast it, to a minimum of a standard action (regardless of any other effects that would alter its casting time), as well as MP equal to its original spell level (regardless of any metamagic applied to it). The spell behaves in all other ways as if the original caster had cast it, such as using that creature’s ability score modifiers and any metamagic or spell-altering class features that had been applied to it, except that the void knight is treated as the caster and makes all decisions involved in the spell; any features, equipment, etc. that would alter spells the void knight casts do not apply. Once unleashed, the spell is removed from his runic circle, no longer taking up spell levels.

Spells remaining in the void knight’s runic circle are automatically consumed during an 8-hour rest (or equivalent), allowing the void knight to split the absorbed spell levels in any ratio he chooses, allocating those spell levels between hit points and MP; spell levels allocated to hit points grant him 2 hit points per spell level, while those allocated to MP are on a 1:1 ratio.

At 3rd level, the minimum action required to unleash an absorbed spell is a move action. The void knight may increase the cast time to unleash a spell faster than a standard action to a maximum of a full-round action to reduce the MP he spends by 1 per step increased beyond his minimum or its normal cast time, whichever is higher; this does not affect its effective cost for maximum metamagic or other purposes, only for how much MP the void knight actually uses, and cannot reduce the cost of unleashing a spell to below zero.

At 6th level, the minimum action required to unleash an absorbed spell is a swift action.

At 9th level, the minimum action required to unleash an absorbed spell is an immediate action.

Void Power (Su)

At 2nd level, the void knight gains a number of bonuses based on the spells he has absorbed into a runic circle. A spell stops contributing to these bonuses immediately after it is unleashed. A spell can only contribute its spell levels to a single effect from among its descriptors, chosen upon absorption; the void knight can change any number of these assignments as a swift action. These are treated as circumstance bonuses where applicable, granting a bonus to different abilities based on the school of the spells as follows:

  • Chronomancy: The void knight’s speeds are increased by 5-ft. per five total spell levels among assigned chronomancy spells in his runic circle, to a maximum equal to 5 feet per void knight level.
  • Dark: The void knight gains shadow resistance equal to the total spell levels among assigned dark spells in his runic circle.
  • Elemental: The void knight gains resistance to each element equal to the total spell levels among assigned elemental spells with the appropriate elemental descriptor in his runic circle.
  • Enfeebling: The void knight’s spells have their DC increased by +1 per five total spell levels among assigned enfeebling spells in his runic circle, to a maximum equal to his void knight level.
  • Enhancing: The void knight gains a bonus to saving throws equal to +1 per five total spell levels among assigned enhancing spells in his runic circle, to a maximum equal to his void knight level.
  • Healing: The void knight gains Fast Healing equal to 1 per five total spell levels among assigned healing spells in his runic circle, to a maximum equal to his void knight level.
  • Illusion: The void knight gains a bonus to his AC equal to +1 per five total spell levels among assigned illusion spells in his runic circle, to a maximum equal to his void knight level.
  • Light: The void knight gains holy resistance equal to the total spell levels among assigned light spells in his runic circle.
  • Necromancy: The void knight gains a bonus to attack rolls equal to +1 per five total spell levels among assigned necromancy spells in his runic circle, to a maximum equal to his void knight level.
  • Non-Elemental: The void knight’s maximum hit points are increased by an amount equal to twice the total spell levels among assigned non-elemental spells in his runic circle.
  • Summoning: The void knight gains a bonus to damage rolls equal to +1 per five total spell levels among assigned summoning spells in his runic circle, to a maximum equal to his void knight level.

Metavoid (Ex)

At 4th level, when unleashing a spell, the void knight may apply any metamagic he has to that spell by paying their normal costs, such as MP, cast time increases from or daily uses of class features, etc. Doing so overrides any metamagic the absorbed spell had applied to it previously. Its effective MP cost is not affected by the metamagic effects the original caster had applied to it, only those the void knight applies; he may choose to activate this effect without applying his own metamagic, ‘reverting’ it to a normal spell. In addition, he may substitute his Constitution modifier in place of any number of the original caster’s ability score modifiers for the purposes of the spell’s effects.

Void Subsumption (Ex)

At 5th level, when unleashing a spell, the void knight may apply any effects that would alter spells he casts to that spell. Doing so overrides any such effects the original caster had previously applied to it.

In addition, absorbed spells are only automatically consumed during rests if a number of days equal to the void knight’s Constitution modifier have passed since their initial absorption. The void knight may consume any number of absorbed spells as a standard action, healing him for a number of hit points equal to the total spell levels among those spells, or as a 1-minute ritual to heal twice that much. The void knight may also do so as part of absorbing a new spell, allowing him to replace previously absorbed spells by consuming them for hit points to make room for the new spell as it is being absorbed; he gains half the normal hit points this way.

Improved Metavoid (Ex)

At 7th level, when unleashing a spell, the void knight may increase its casting time by 1 step to apply metamagic of his own without overriding any metamagic effects it already had. If this would bring its casting time to more than a full-round action, he cannot activate this ability. Its effective MP cost is affected by both the original metamagic effects and those the void knight adds, and follows the normal rules for maximum MP expenditure with metamagics.

In addition, the void knight may consume a single spell as part of unleashing a spell to apply the effects of one metamagic feat he knows which would increase the MP cost by an amount less than or equal to the consumed spell’s level, without increasing its MP cost. An unleashed spell may only have one additional metamagic feat applied this way. Alternatively, instead of applying a metamagic feat the void knight knows, he may apply a metamagic feat that had applied to the consumed spell to the spell he is unleashing.

Improved Subsumption (Ex)

At 8th level, when unleashing a spell, the void knight may increase its casting time by 1 step to apply any effects that would alter spells he casts to that spell without overriding any such effects the original caster had previously applied to it. This time increase is cumulative with that of improved metavoid; if this would bring its casting time to more than a full-round action, he cannot activate this ability.

In addition, when the void knight consumes absorbed spells, their spell levels continue to contribute to his void power class feature for 1 round.

Eternal Void (Ex)

At 10th level, a void knight adds his Constitution modifier to his runic circle’s maximum spell levels a third time, and he may choose to consume any number of spells when resting, regardless of how long ago they were absorbed; they are no longer automatically consumed after a rest and can remain absorbed indefinitely.

In addition, when consuming absorbed spells, the void knight regains twice as many hit points (and MP, if consumed after a rest), and their spell levels continue to contribute to his void power class feature for a number of rounds equal to his Constitution modifier; if he consumes spells again before this duration has ended, the previous effect ends immediately.