Spheres of Power

Etherknight

Table of Contents

In the space between universes exists a fluid known as the ether. It is this substance that separates the realms, absorbing both the orderly gyrations and mad paroxysms of worlds that would annihilate one another were they ever to touch. Over the aeons, the ether has become charged with the translational energy of the universes it cradles, and whenever the wrong type of energy bumps into the wrong universe in the exact worst manner, a tiny borehole appears in the fabric of that universe. It is through these boreholes that those beings attuned to the power of the ether draw their power.

Etherknight differentiate themselves from most other practitioners of ethermagic­ the one notable exception being the exceedingly rare etherfuser­ in that they take wild energies and stabilize them through sheer force of will. This disposition toward stable ether renders an etherknight incapable of almost all of the classical ethermagic available to ethermages, while also putting him on a pedestal alongside the etherfuser as an actual ether­medic. The etherknight takes this one step beyond the etherfuser, however, and mixes martial prowess with stable ether to produce a style of melee combat that can best be described as "sword arcs", or, among the technologically inclined, "sword lasers".
The end result is a terrifying martial opponent with a strong sense of discipline and duty. To wit, whatever attracts the paladin will attract the etherknight, for their upbringings are about as close as one can get when one is adeific.

Role: An etherknight is a melee combatant who lives at the intersection of ethermagic and momentum. Possessed of a fusion pool, the etherknight is capable of setting powerful wards and closing wounds while slowly building to a masterful technique that can break a combat wide open. Never one for an explosive start, the etherknight knows how to stay in a fight and end it if it goes on for too long.
Alignment: Any. While the discipline necessary to become an etherknight is an overwhelmingly Lawful proposition, there do exist rabble rousers, free spirits, and anarchists who, despite their philosophical proclivities, are inwardly quite disciplined.
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Climb (Str), Craft (any) (Int) Diplomacy (Cha), Intimidate (Cha), Knowledge (planes) (Int), Profession (Wis), Ride (Str), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier

Table: Etherknight
Level Base Attack Bonus Fort Save Ref Save Will Save Special Etherfusions Known Techniques Known
1st +0 +2 +0 +2 Ethercrash, etherfusion, etherknight techniques, ethermagic, fusion pool, void blade, voidmeld etherheart 1 3 1
2nd +1 +3 +0 +3 Convert ether 2 4 2
3rd +2 +3 +1 +3 Lay on hands 2 5 3
4th +3 +4 +1 +4 Void blade +1 2 6 4
5th +3 +4 +1 +4 Alteration etherheart, ethereal mercy, mercy 2 7 5
6th +4 +5 +2 +5 Ethercrash-3 techniques 3 8 6
7th +5 +5 +2 +5 Fused focus 3 9 7
8th +6/+1 +6 +2 +6 Void blade +2 3 10 8
9th +6/+1 +6 +3 +6 Mercy 3 11 9
10th +7/+2 +7 +3 +7 Void blade-damage die 4 12 10
11th +8/+3 +7 +3 +7 Ethercrash-escalated variant 4 13 11
12th +9/+4 +8 +4 +8 Void blade +3 4 14 12
13th +9/+4 +8 +4 +8 Mercy 4 15 13
14th +10/+5 +9 +4 +9 - 5 16 14
15th +11/+6/+1 +9 +5 +9 - 5 17 15
16th +12/+7/+2 +10 +5 +10 Void blade +4 5 18 16
17th +12/+7/+2 +10 +5 +10 Mercy 5 19 17
18th +13/+8/+3 +11 +6 +11 - 6 20 18
19th +14/+9/+4 +11 +6 +11 - 6 21 19
20th +15/+10/+5 +12 +6 +12 One multiverse, one will; Void blade-damage die and +5 6 22 20

Class Features

All of the following are class features of the etherknight.

Weapon Proficiency

Etherknights are proficient with all simple weapons, as well as with their voidblades.

Armor and Shield Proficiency

Etherknights are proficient with light armor and shields, but not with tower shields. An etherknight can cast etherspells while wearing light armor without incurring a spell failure chance. Like an arcane spellcaster, an etherknight wearing medium or heavy armor, or wielding a tower shield, incurs a chance of arcane spell failure if the etherspell in question has a somatic component (they all do). A multiclass etherknight still incurs the normal arcane spell failure chance for arcane spells and ether spells received from other classes.

Ethermagic

Unlike most practitioners of ethermagic, the etherknight treats his access to the ether as but a single (usually primary) weapon in his arsenal. The wild and capricious magic of infinite possibility is honed to such a degree that only the exceedingly rare etherfusers can claim true comradeship with the etherknight mindset. This is ethermagic infused with both discipline and purpose.

An ether knight's access to the ether is measured in ether points, or EP. His maximum EP is equal to his etherknight level plus his Charisma modifier. At the beginning of his turn, the etherknight gains EP equal to 1/3 his class level (rounded up). This represents energy from elsewhere in the ether diffusing back into the vicinity of his pinprick ­like access to the space between worlds.

Ethermagic is made up of two components: the etherheart and its manifestations. Etherheart selection dictates how the etherknight can shape an etherspell with manifestations. Etherknights can manipulate two varieties of etherheart that complement his use of the ether in his blade: alteration and voidmeld.
Alteration ­ The alteration etherheart involves the use of raw ether to produce shifts in the state of the universe directly around the caster himself. This allows a practitioner of ethermagic to change the way he interacts with the world, or how the world interacts with him, for short periods of time.
Voidmeld ­ Much to the chagrin of ethermagi, etherknights are, too, able to produce short lived weaponry from condensed extrauniversal energy. Known as void blades, these weapons can be further customized by an enterprising individual in order to overcome most any challenge.

Manifestations are the various ways that an etherknight can shape the raw energy of the ether. Depending on the etherheart, anywhere from zero to three manifestations can be added to it. An ether knight's repertoire of manifestations is explicitly segregated among the various etherhearts he knows. For example, an ether knight's voidblade compatible manifestations are totally distinct from his alteration compatible manifestations. Only manifestations that are compatible with a particular etherheart may be used in an etherspell built around that etherheart.

To use a manifestation, an etherknight must have a Charisma score equal to at least 10 + the manifestation level. The Difficulty Class (DC) for a saving throw against an ether knight's etherspell is 10 + the highest manifestation level used in the etherspell + the ether knight's Charisma modifier, unless stated otherwise in a manifestation's entry. An etherspell may be counterspelled by any evocation spell whose spell level is greater than or equal to the highest manifestation level among manifestations present in that ethers pell.

The etherknight begins play with two void mild manifestations. Each time the etherknight gains a level, he learns more manifestations in at least one etherheart as detailed by Table: Etherknight Manifestations Known. New manifestations must be of a level that the etherknight is able to cast. Further, whenever the etherknight gains a new manifestation in a particular etherheart, he may exchange an existing manifestation in that etherheart for another compatible manifestation of a level he is able to cast. Note that for each etherheart an etherknight knows, he may never have more known manifestations in a particular manifestation level than in the previous manifestation level. This is known as the "Pyramid Rule". In other words, if the etherknight has two 1st­level alteration manifestations, he cannot have more than two 2nd­level alteration manifestations. This does not stop the etherknight from having three 2nd­level void mild manifestations, as voidmeld is a different ethertheart.

Etherhearts (Sp)

Etherhearts are the core of ethermagic, tangles of emotion, experience, and desire that shape raw ether as it is drawn out of the void. Without the power of an etherheart to stabilize the various manifestations woven by the etherknight, ethermagic would be completely impossible. Specific manifestations are compatible with specific etherhearts, which are listed in the entry for each manifestation. The total ether point, or EP, cost of an etherspell is equal to the EP cost of the etherheart plus the EP cost of each manifestation added to that etherheart.

The casting time of an alteration etherspell is a standard action, while the casting time of a voidmeld etherspell is a swift action; however, specific manifestations can alter casting times. All etherhearts have both somatic and verbal components. If two or more manifestations alter the casting time of an etherspell, the manifestation with the longer casting time takes precedence.

It is impossible to dismiss an etherspell. Once cast, an etherspell runs for its total duration unless dispelled or otherwise forced to stop.

An ether knight's caster level is equal to his class level.

Voidmeld

Range personal
Target you
Casting Time 1 swift action
Duration 1 round/level
Saving Throw as manifestation; Spell Resistance no
EP Cost 1 + 1/4 caster level, rounded down

An etherspell with this etherheart affects the caster's void blade directly and cannot be cast if the void blade is not being actively wielded by the caster. If a void blade is dismissed, all voidmeld etherspells affecting it are also dismissed. Similarly, if the void blade is ever outside the range of this etherheart, the etherspell ends immediately. Unlike most etherspells, casting an etherspell with the voidmeld etherheart is a swift action.

For the duration of the etherspell, the caster's maximum EP is reduced by the etherspell's EP cost. Any number of manifestations may be added to this etherheart, so long as the sum of their manifestation levels is less than or equal to the highest manifestation level the caster knows. (For example, an etherknight who knows 4th­level manifestations can add four 1st­level manifestations, a 2nd­level manifestation and two 1st­level manifestations, or a single 4th­level manifestation to a voidmeld etherheart, among other valid combinations.) Only one void meld etherspell can be active at a time.

An etherknight begins play with the voidmeld etherheart.

Alteration

Range personal
Target you
Casting Time 1 standard action
Duration 1 minute/level
Saving Throw as manifestation; Spell Resistance yes
EP Cost 1 + 1/4 class level, rounded down

An etherspell with this etherheart affects the caster directly. Exactly one manifestation must be added to this etherheart. Only one alteration ehterspell can be active at a time.

An etherknight gains the alteration etherheart at 5th level.

Table: Etherknight Manifestations Known
Level Number of Voidmeld Manifestations Known Number of Alteration Manifestations Known
1 2 -
2 3 -
3 3 -
4 4 -
5 4 1
6 5 1
7 5 2
8 6 2
9 6 3
10 7 3
11 7 4
12 8 4
13 8 5
14 9 5
15 9 6
16 10 6
17 10 7
18 11 7
19 11 8
20 12 8

Etherfusion (Sp)

Given ether jelly follows a completely different set of physics than that of raw ether, etherknights must treat it as an entirely different resource. At 1st level, 2nd level, and every four levels thereafter, an etherknight selects an etherfusion from the list presented in Section: Etherfusions. He must meet that etherfusion's requirements.

All etherfusions have verbal and somatic components, are treated as etherspells containing the highest level manifestation the etherknight knows for the purpose of counterspelling, and have a duration of instantaneous unless otherwise noted. Most etherfusions also have a number of modifiers that become available as the etherknight increases in level. When using an etherfusion, an etherknight may choose to apply up to one of that etherfusion's modifiers to it. Most modifiers increase the fusion point (FP) cost of that etherfusion.

If an etherfusion has two or more modifiers, the etherknight may take that etherfusion twice. An etherfusion that has been taken twice may have up to two of its modifiers applied to it when cast, rather than merely one. When two modifiers are applied to the same etherfusion at once, modifiers with an FP cost of 0 are treated as though they have an FP cost of 1 instead.

Etherknight Techniques

An etherknight treats his etherhearts as one tool among many simply because his focus in martial tradition and discipline has allowed him to produce­ for lack of a better term­ sword lasers. These sword lasers, and the various tricks and abilities that support them, are collectively known as etherknight techniques. These techniques come at a significant cost, however, as the discipline that defines the etherknight makes it impossible to use the blast, bestow, and genesis etherhearts properly.

Etherknight techniques are various supernatural and spell-­like abilities that are linked to the ether. Each technique has two special quantities: Focus Required and Focus Change.
Focus Required ­ The number of points in the ether knight's focus pool must be equal to one of the numbers listed on this line in order for a technique to be performed.
Focus Change ­ When a technique is performed, the ether knight's focus pool gains or loses focus points equal to the amount shown on this line. When focus is spent, it is an up­front cost and is deducted before performing the technique. When focus is gained, it is awarded after performing the technique.

Techniques may be used at any time; however, those techniques with a Focus Change of +1 only generate focus while in the heat of combat. If a situation that precludes fighting back or real stakes arises, such as punching a bag of kittens, beating on a bound goblin in the middle of an interrogation, or "playfighting" with allies without the intent to train, the etherknight does not generate focus.

An etherknight begins play with three techniques, and gains an additional technique at each new etherknight level. He must meet all of the prerequisites of any technique he wishes to gain, and at least one of the techniques he selects at 1st level must have a Focus Change of +1. Etherknight techniques are considered to be etherspells with the "technique" etherheart for the purpose of feats, and spell­-like etherknight techniques may be dispelled as though they were etherspells whose manifestation level is equal to the highest manifestation level among manifestations the etherknight knows.

The Difficulty Class (DC) for a saving throw against an ether knight's technique is 10 + the highest manifestation level among manifestations the etherknight knows + the ether knight's Charisma modifier.

An etherknight may perform any number of techniques per round; however, once he performs a technique with a Focus Change of +1 or 0, he cannot perform further techniques until the beginning of his next turn. Specific techniques, in particular those that allow for the performance of an additional technique this round, are able to bypass this limitation.
Focus Pool (Su) ­ An etherknight begins play with a pool of focus points, a measure of the backed-­up ether madness his techniques produce. The maximum number of points in an ether knight's focus pool is equal to 4. Unlike most pools, however, the focus pool begins play empty and does not replenish itself after a set period of time. Instead, whenever the etherknight performs a technique, the number of points of focus in the pool increases or decreases as dictated by that technique's Focus Change, as detailed above.

The focus pool requires the trials only found in the heat of combat to function properly. As a result, focus points can only be gained in the heat of combat, and the number of focus points in the focus pool is set to 0 once the etherknight has been out of combat for minutes equal to his Charisma modifier (min 1).

Ethercrash

An etherknight begins play with the ability to perform ethercrashes, which are effectively the "finishing moves" of etherknight techniques. He gains the following technique:

Ethercrash

Range: see text
Target: creature in range
Focus Required: 3, 4
Focus Change: ­3
Casting Time: 1 standard action
Duration: see text

As you begin to perform an ethercrash, choose up to three techniques with a range of greater than personal which fit the profiles given below:

  • A technique with a Focus Change of +1; AND
  • A technique with a Focus Change of +1 or 0; AND
  • Beginning at etherknight level 6th, a technique with a Focus Change of 0 or ­1

The chosen techniques combine in the following manner:

  • The range of ethercrash is equal to the longest range among your chosen techniques.
  • If at least one of the chosen techniques is supernatural, then ethercrash is supernatural; otherwise, it is spell-­like.
  • If at least one of the chosen techniques is delivered via a ranged touch attack, then the combined ethercrash is a ranged touch attack; otherwise, it is a standard ranged attack.

Using a melee weapon you are wielding, make a ranged/ranged touch (see above) attack against a creature in range. If you hit, an arc of energy slams into your target, applying the effects of each of the chosen techniques on a successful hit.

Escalation: You may set the Focus Required of this technique to 4 and its Focus Change to ­4. If you do, you choose up to three techniques with a range of greater than personal that fit the following profile rather than the one given above:

  • A technique with a Focus Change of +1; AND
  • A technique with a Focus Change of +1, 0, or ­1; AND
  • A technique with a Focus Change of ­1 or ­2

You must be at least a 11th­level etherknight to use this escalation.

Fusion Pool (Su)

At 1st level, an etherknight gains a pool of fusion points (FP), effectively a quantity of pre-shaped ether jelly that can be safely used on a living creature, or in conjunction with her techniques. The number of points in an ether knight's fusion pool is equal to his etherknight level + his Charisma modifier.

The fusion pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Table: The Void Blade
Void Blade Dmg (S) Dmg (M) Critical Range Weight Type (chosen when created)
Light 1d4 1d6 19-20/x2 - 2 lbs. P or S
One-handed 1d6 1d8 19-20/x2 - 4 lbs.

Void Blade (Su)

Starting at 1st level, an etherknight can reach into the ether as a standard action and pull out a weapon condensed from the vast pressures exerted by the multiverse. When the etherknight creates a void blade, he selects whether or not the weapon is a light weapon and whether the weapon deals piercing or slashing damage. All void blades are one­-handed weapons. A void blade has hardness 10 and 10 hit points, modified by its enhancement bonus in the same manner as a magic weapon. A void blade has a duration of 1 minute per etherknight level and may be dismissed as a move action. An etherknight cannot have more than one void blade at any one time.

At 10th and 20th level, the base damage die of a void blade increases by one step as though it had increased in size. Starting at 4th level, all void blades made by the etherknight have a +1 enhancement bonus. Every four levels beyond 4th, this enhancement bonus increases by +1, to a maximum of +5 at 20th level.

Convert Ether (Su)

Etherknights never seem to have enough ether jelly, so they tend to make more as needed. Starting at 2nd level, an etherknight may, as a full­-round action that provokes attacks of opportunity, reduce her maximum EP by 1 to add 1 point to her fusion pool. Reductions to maximum EP imposed by this ability remain in place until the next time the etherknight replenishes her fusion pool.

Lay on Hands (Su)

Beginning at 3rd level, an etherknight can heal wounds (her own or those of others) by touch. Each use of this ability costs 2 FP. With one use of this ability, an etherknight can heal 1d6+1 hit points of damage for every two etherknight levels she possesses. Using this ability is a standard action, unless the etherknight targets herself, in which case it is a swift action. Despite the name of this ability, an etherknight only needs one free hand to use this ability. As an etherknight’s lay on hands is fueled by the ether and the ether does not subscribe to such silly concepts as the laws of physics, all creatures, be they living, undead, construct, or otherwise, are healed by an ether knight's lay on hands.

Ethereal Mercy (Su)

At 5th level, given an etherknight’s lay on hands applies a limited number of mercies rather than all known mercies at once, the Extra Mercy feat is treated as though it has the following Benefit: text rather than what is listed in its entry,
“Select one additional mercy for which you qualify. You can also use your lay on hands ability one additional time per day.”

Mercy (Su)

At 5th level, and every four levels thereafter, an etherknight can learn one mercy. Each mercy adds an effect to the ether knight's lay on hands ability. Whenever the etherknight uses lay on hands to heal damage to one target, the etherknight may choose to apply the benefits of a single mercy she possesses to that target. Mercies cost FP to add to lay on hands and can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 5th level, the etherknight can learn from the following initial mercies. These mercies cost 0 FP to apply.

  • Fatigued: The target is no longer fatigued.
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.

At 9th level, an etherknight adds the following mercies to the list of those that can be learned. These mercies cost 0 FP to apply.

  • Dazed: The target is no longer dazed.
  • Diseased: The ether knight's lay on hands ability also acts as remove disease, using the ether knight's level as the caster level.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 13th level, an etherknight adds the following mercies to the list of those that can be learned. These mercies cost 1 FP to apply.

  • Cursed: The ether knight's lay on hands ability also acts as remove curse, using the ether knight's level as the caster level.
  • Exhausted: The target is no longer exhausted. The etherknight must have the fatigue mercy before selecting this mercy.
  • Frightened: The target is no longer frightened. The etherknight must have the shaken mercy before selecting this mercy.
  • Nauseated: The target is no longer nauseated. The etherknight must have the sickened mercy before selecting this mercy.
  • Poisoned: The ether knight's lay on hands ability also acts as neutralize poison, using the etherfuser's level as the caster level.

At 17th level, an etherknight adds the following mercies to the list of those that can be learned. These mercies cost 1 FP to apply.

  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Paralyzed: The target is no longer paralyzed.
  • Stunned: The target is no longer stunned.

Fused Focus (Su)

Beginning at 7th level, the etherknight gains 1 focus point the first time he casts an etherfusion each round.

One Multiverse, One Will (Su)

At 20th level, an etherknight has become a true paragon in the art of managing the gifts of the ether. He may now expend focus as though it were fusion points and fusion points as though they were focus; however, he may only expend a cumulative number of substituted points each day equal to his Charisma modifier (min 1) in this fashion.


Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed races who have etherknights as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Aasimar Every 5 times this bonus is selected, choose a known etherknight technique. If the chosen etherknight technique has a Focus Change of +1, 0, or ­1, then it grants the etherknight 1 temporary hit point when he performs it; similarly, if it has a Focus Change of ­2 or ­3, then it grants him 2 or 3 temporary hit points, respectively, when he performs it. Temporary hit points granted by this bonus persist for 1 round.
Drow Upon selecting this bonus three times, the etherknight gains the following etherfusion modifier. It may be added to any etherfusion:

Fissioning Fusion
Cost: +0 FP
Any creature affected by an etherfusion with this modifier takes slashing damage equal to the casting creature's caster level. A successful Fortitude saving throw negates. The aforementioned etherfusion modifier may be added to an etherfusion once per day for every 3 times this bonus has been selected.

Dwarf Every 5 times this bonus is selected, choose a known etherknight technique. If the chosen etherknight technique has a Focus Change of +1, 0, or ­1, then it grants the etherknight DR 1/­ for when he performs it; similarly, if it has a Focus Change of ­2 or ­3, then it grants him DR 2/­ or DR 3/­, respectively, when he performs it. Damage reduction granted by this bonus persists for 1 round.
Elf Upon selecting this bonus three times, the etherknight gains the ability to reroll an attack roll made to deliver an etherknight technique as an immediate action. The reroll must be taken before the results of the roll are known, and the new roll must be taken even if it is worse than the original roll. A rerolled roll cannot itself be rerolled.
This ability may be used once per day for every 3 times this bonus has been selected.
Gnoll ­For every 2 times this bonus has been selected, non­-damaging etherknight techniques deal 1 point of bludgeoning damage on a successful hit. If a non-damaging etherknight technique calls for a saving throw, then a successful saving throw negates this damage; otherwise, there is no save.
Gnome Add +1/6 of an alteration manifestation.
Goblin ­Add +1/6 of a voidmeld manifestation.
Half­-elf Every 5 times this bonus is selected, choose a known etherknight technique. Whenever the etherknight performs the chosen technique, he gains a +1 dodge bonus to AC for 1 round. This bonus stacks with other sources of dodge bonus to AC, but not with itself.
Halfling ­While under the effects of an alteration etherspell that he cast, the etherknight has a +1/8 luck bonus (rounded down) to ability checks, attack rolls, and skill checks, but only if the manifestation level of the etherspell's manifestation is at most two lower than the highest manifestation level he can cast.
Half­-orc ­Add +1/6 of a voidmeld manifestation.
Hobgoblin ­Add +1/3 of a round to the duration of the ether knight's voidmeld etherspells.
Human ­Add +1/6 of an etherknight technique.
Kitsune ­Every 6 times this bonus is selected, choose a known etherknight technique that can be learned by a 1stlevel etherknight. The chosen etherknight technique is now considered to be supernatural.
Kobold For every 2 times this bonus has been selected, non­-damaging etherknight techniques deal 1 point of fire damage on a successful hit. If a non­-damaging etherknight technique calls for a saving throw, then a successful saving throw negates this damage; otherwise, there is no save.
Orc ­Add +1/3 of a round to the duration of the ether knight's voidmeld etherspells.
Puddling ­Every 6 times this bonus is selected, choose a known etherknight technique with a Focus Change of ­2. Whenever the etherknight performs the chosen technique, he gains 1 EP.
Tiefling ­For every 2 times this bonus has been selected, non-­damaging etherknight techniques deal 1 point of fire damage on a successful hit. If a non­-damaging etherknight technique calls for a saving throw, then a successful saving throw negates this damage; otherwise, there is no save.
Vishkanya­ Upon selecting this bonus three times, the etherknight gains the following etherfusion modifier. It may be added to any etherfusion:

Fissioning Fusion
Cost: +0 FP
Any creature affected by an etherfusion with this modifier takes slashing damage equal to the casting creature's caster level. A successful Fortitude saving throw negates. The aforementioned etherfusion modifier may be added to an etherfusion once per day for every 3 times this bonus has been selected.

Generic Favored Class Bonuses

If your race is not part of the list above, or­ with GM approval­ if you simply do not like your listed favored class bonus, you may select one of the favored class bonuses listed below to be your favored class bonus. Once you take one of the listed bonuses once, you are locked in and cannot sample from the others.

  • Escalation Overdrive Upon selecting this bonus five times, the etherknight gains an overdrive pool, a measure of his ability to push himself beyond the usual limits of his momentum­ using peers. The number of points in the ether knight's overdrive pool is equal to 1/5 the number of times she has taken this bonus (rounded down).

Whenever the etherknight escalates a technique, he may expend up to 1 overdrive point as though it were a focus point. His overdrive points do not count toward meeting the Focus Required requirement of a technique.
The overdrive pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

  • Freezing Arc ­For every 2 times this bonus has been selected, non­-damaging etherknight techniques deal 1 point of cold damage on a successful hit. If a non-damaging etherknight technique calls for a saving throw, then a successful saving throw negates this damage; otherwise, there is no save.
  • Radiating Focus ­Upon selecting this bonus six times, the etherknight gains the radiating ether technique as a bonus technique. He does not need to meet its prerequisites. In addition, the radiating ether technique gains the following text, "Escalation: You may set the Focus Required of this technique to 0, its Focus Change to 0, and its Casting Time to 1 free action. This escalation may be used once per day for every six times you have taken the radiating focus generic favored class bonus."

Etherfusions

Buffering Infusion

Cost: 1 FP
Target: one creature
Duration: 1 minute
Each round at the beginning of its turn, the subject gains 1 temporary hit point, plus an additional temporary hit point for every five etherknight levels. These temporary hit points last for 1 round.

Modifiers

Enhanced Buffer
Cost: +1 FP
Requires: Etherknight 11
The number of temporary hit points granted by this etherfusion each round increases by +3.

Shielding Buffer
Cost: +1 FP
Requires: Etherknight 7
The subject of this etherfusion has DR 3/­ so long as he has temporary hit points.

Ether Restoration

Cost: 2 FP
Target: one creature
Requires: Etherknight 6
Ethereal energy washes away that which hinders optimal physical and mental performance, curing 1d4 points of temporary ability damage divided however the etherknight chooses among the subject's ability scores.

Modifiers

Delete the Deleterious
Cost: +2 FP
Requires: Etherknight 12
This etherfusion removes 1 temporary negative level in addition to its other effects. A creature can only have 1 temporary negative level removed by this etherfusion per week.

Focused Restoration
Cost: +1 FP
Requires: Etherknight 9
Rather than cure 1d4 points of temporary ability damage divided up however the etherknight chooses, this etherfusion cures all damage to a single ability score of the etherknight's choice instead.

Powerful Restoration
Cost: +0 FP
Requires: Etherknight 11
This etherfusion can now cure ability drain, but requires 50 gp worth of powdered silver as a material component.

Ethergel Aegis

Cost: 1 FP
Target: one creature
Duration: 1 round/level
The subject is warded by a bouncy shield of gelatinous ether, granting a +2 deflection bonus to AC and a +2 resistance bonus on saves.

Modifiers

Improved Aegis
Cost: +1 FP
Requires: Etherknight 7
The subject’s deflection bonus to AC and resistance bonus on saves increases by +1 for every six etherknight levels the etherknight possesses, to a maximum of +5 at 18th level.

Lucky Aegis **
Cost:** +1 FP
Requires: Etherknight 11
Once over the course of the duration of this etherfusion, the subject can choose to draw upon a small packet of entropy the etherknight placed in his ethergel aegis, allowing him to roll any saving throw twice and take the better result. He must decide to use this ability before the first roll is made.

Warding Aegis
Cost: +1 FP
Requires: Etherknight 9
The subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by the etherknight. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, do not trigger any response from the ethergel aegis. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the etherknight because it is not hit point damage. When the etherfusion ends, subsequent damage is no longer divided between the subject and the etherknight, but damage already split is not reassigned to the subject.

If the etherknight and the subject of this etherfusion move out of range of each other, the effects of this modifier ends, but the rest of the etherfusion continues.

Fused Meld

Cost: 1 FP
Target: wielded etherblade subject to an ongoing voidmeld etherspell
Duration: see text
Requires: Know the voidmeld etherheart
Choose a known 1st­-level voidmeld manifestation that is not part of the ongoing voidmeld etherspell affecting the target etherblade. For the remainder of its duration, the ongoing voidmeld etherspell is treated as though the chosen manifestation were part of the etherspell, thus gaining its effects.

Modifiers

Fast Meld
Cost: +0 FP
Requires: Etherknight 7
This etherfusion's casting time is 1 swift action rather than 1 standard action.

Heavy Meld
Cost: +1 FP
Requires: Etherknight 9
Rather than choosing a known 1st­level voidmeld manifestation, the etherknight chooses either two known 1st­level voidmeld manifestations or a single known 2ndlevel voidmeld manifestation.

Immaterial Mercy
Cost: 1 FP
Target: one creature
Requires: Mercy class feature
When using this etherfusion, select one mercy that the etherknight knows. The subject has the benefits of that mercy applied to him. The FP cost of this etherfusion includes the cost of the mercy.

Immaterial Touch

Cost: 3 FP
Target: one creature
Requires: Lay on hands class feature
The subject is treated as though it were touched by the etherknight's lay on hands ability. The FP cost of this etherfusion includes the cost of the lay on hands ability, but not the cost of any mercy he chooses to include.

Modifiers

Enhanced Touch
Cost: +0 FP
Requires: Etherknight 7
The etherknight's lay on hands heals an additional 1d6+1 points of damage for every six etherknight levels he possesses.

Relativistic Healing
Cost: +1 FP
Requires: Etherknight 11
The etherknight throws his ether jelly into the void, only for it to return at the instant harm befalls the subject. Rather than heal the subject, the etherknight’s lay on hands ability grants 1d6+1 temporary hit points for every two etherknight levels he possesses. These temporary hit points last for 1 minute. Mercies cannot be applied to a lay on hands delivered via an etherfusion with this modifier.

Split Healing
Cost: +1 FP
Requires: Etherknight 11
The etherknight’s lay on hands affects two target creatures within range, healing each of them for half the amount rolled, rounded down. Mercies are applied to each creature separately.

Internal Combustion

Cost: 2 FP
Target: one creature
Duration: 4 rounds
Ignoring all of the warnings about entropy in ether, the etherknight adds a sharp dose of formless energy to a quantity of ether jelly and infuses the subject with it. Each round at the beginning of its turn, the subject takes fire damage equal to the etherknight's class level with a DC 10 + 1/2 the etherknight's class level + the etherknight's Wisdom modifier Fortitude save to negate the damage for that turn.

Modifiers

Everything Burns
Cost: +0 FP
Requires: Etherknight 7
If the subject fails its first saving throw against this etherfusion, it lights on fire. This fire follows the rules for alchemist’s fire, save that the flames are purple and deal 1d4 points of force damage on the subject’s next turn.

Focus Fire
Cost: +0 FP
Require: Etherknight 7
The Difficulty Class for all saving throws called for by this etherfusion is increased by +1.

Instant Combustion
Cost: +0 FP
Requires: Etherfuser 9
This etherfusion now has a duration of instantaneous and deals 1d4 points of fire damage per etherknight level with a Fortitude save to negate.

Lacerating Touch

Cost: 3 FP
Target: one creature
Requires: Lay on hands
The etherknight adds a little entropy to a batch of ether jelly, then unleashes it, dealing bleed damage equal to his etherknight class level to the subject. A successful DC 10 + 1/2 the etherknight's class level + the etherknight's Wisdom modifier Fortitude save halves this damage.

Modifiers

Cruel Touch
Cost: +1 FP
Requires: Mercy class feature
An etherknight can deliver an entropically­charged variant of a mercy he knows as part of the lacerating touch etherfusion, effectively making that mercy perform in an antithetical fashion. These entropically­charged mercies, true to their nature, are known as cruelties. Select a cruelty from the list below whose name is the same as a mercy that the etherknight knows. The selected cruelty is applied to the lacerating touch etherfusion, affecting the subject with the additional effect detailed therein. If the subject makes his Fortitude saving throw against the bleeding damage dealt by the lacerating touch etherfusion, then the effects of the chosen cruelty are negated.

If the subject is immune to bleed damage, then a DC 10 + 1/2 the etherknight’s class level + the etherknight’s Wisdom modifier Fortitude save negates the cruelty instead.

The following cruelties can be applied to the lacerating touch etherfusion at no additional cost.

  • Dazed: The target is dazed for 1 round.
  • Deafened: The target is deafened for 1 round per level of the etherknight.
  • Diseased: The target contracts a disease, as if the etherknight had cast contagion, using her etherfuser level as her caster level.
  • Fatigued: The target is fatigued. Shaken: The target is shaken for 1 round per level of the etherknight.
  • Sickened: The target is sickened for 1 round per level of the etherknight.
  • Staggered: The target is staggered for 1 round per two levels of the etherknight.

The following cruelties cost an additional +1 FP to apply to the lacerating touch etherfusion.

  • Blinded: The target is blinded for 1 round per level of the etherknight.
  • Cursed: The target is cursed, as if the etherknight had cast bestow curse, using her etherknight level as her caster level.
  • Exhausted: The target is exhausted. Frightened: The target is frightened for 1 round per two levels of the etherknight.
  • Nauseated: The target is nauseated for 1 round per three levels of the etherknight.
  • Paralyzed: The target is paralyzed for 1 round. Poisoned: The target is poisoned, as if the etherknight had cast poison, using the etherknight’s level as the caster level.
  • Stunned: The target is stunned for 1 round per four levels of the etherknight.

Prayer to the Void

Cost: 1 FP
Target: one creature
Duration: 2 rounds + 1 round/level
Though merely an amalgamation of energy, if prayed to in the appropriate fashion, the ether somehow answers. The subject gains a +1 luck bonus to attack rolls, damage rolls, and saving throws.

Modifiers

Doom of the Void
Cost: +1 FP
Requires: Etherknight 7
Creatures in a square threatened by the target of this etherfusion take a ­1 penalty to attack rolls, damage rolls, and saving throws. If a creature is threatened by multiple creatures with this etherfusion, the penalty does not stack. There is no saving throw.

Mass Prayer
Cost: +2 FP
Requires: Etherknight 9
This etherfusion now targets one creature for every three etherfuser levels.

Powerful Prayer
Cost: +0 FP
Requires: Etherknight 12
This luck bonuses granted by this etherfusion increase by +1.

Redistribution

Cost: 2 FP
Target: creature in range
Duration: 1 minute
Whenever the subject would regain hit points by any magical or supernatural means while within range of the caster, it only regains half as much unless it succeeds on an opposed Will saving throw against the caster. Any healing mitigated in this manner is returned to the caster as healing. If the subject succeeds on any of the opposed Will saving throws, the etherfusion ends immediately.

Modifiers

Back Payment
Cost: +0 FP
Requires: Etherknight 7
Whenever a creature becomes subject to this etherfusion, it must succeed on a Will saving throw or take points of bludgeoning damage equal to the etherknight's caster level. For each point of damage dealt after all sources of prevention and mitigation, the caster gains 1 temporary hit point that persists for the remainder of this etherfusion.

Healing By Any Other Name
Cost: +1 FP
This etherfusion now applies to both healing and the acquisition of temporary hit points. Any gain of temporary hit points mitigated in this manner is returned to the caster as temporary hit points that persist for the remainder of this etherfusion.

Redistribution Across Borders
Cost: +0 FP
The range of this etherfusion increases by +30 feet.

Regenerative Knit

Cost: 2 FP
Target: one creature
Duration: 1 round/level
A burst of energy stimulates the knitting of sinew, healing the subject for points of damage equal to the etherknight’s class level, as well as granting fast healing 1. Choose disease, fear, or poison. For the duration of this etherfusion, the subject also has a +2 insight bonus to saving throws against effects of the chosen type.

Modifiers

Blanket Resistance
Cost: +1 FP
Requires: Etherknight 9
The etherknight no longer needs to choose disease, fear, or poison. Instead, the subject has a +2 insight bonus to saving throws against disease, fear, and poison effects.

Rapid Regeneration
Cost: +0 FP
Requires: Etherknight 11
This etherfusion now grants fast healing 2.


Voidmeld Manifestations

Level 1

Atomic Edge ­ 1 EP ­ Void blade deals an additional point of bleed damage.
Bane of the Earthbound ­ 2 EP ­ Void blade deals an additional 1d3 points of damage to all but aberrations, constructs, fey, and undead.
Bane of the Starbound ­ 2 EP ­ Void blade deals an additional 1d3 points of damage to all but animals, non­outsider humanoids, magical beasts, plants, oozes and vermin.
Edge of Infinity ­ 1 EP ­ Void blade's enhancement bonus is increased by +1 and can go beyond +5 in this manner.
Gnawing Hunger ­ 1 EP ­ Critical hits heal the wielder of the void blade for damage equal to the weapon's critical hit multiplier.
Icy Blackness of Space ­ 1 EP ­ Void blade deals 1 additional cold damage and imposes a penalty to movement speed on a critical hit.
Solar Wind ­ 1 EP ­ Void blade deals 1 additional fire damage and dazzles on a critical hit.
Void Magnetism ­ 2 EP ­ Void blade grants a +1 or higher deflection bonus to AC.

Level 2

Cleaving Ether ­ 4 EP ­ Void blade has the mighty cleaving weapon special ability.
Icy Grip of the Outer Spheres ­ 3 EP ­ Void blade deals 1d6 additional cold damage, and deals cold damage rather than physical damage.
Kiss of the Nuclear Fireball ­ 3 EP ­ Void blade deals 1d6 additional fire damage, and deals fire damage rather than physical damage.
Knife Edge of Nowhere ­ 3 EP ­ Void blade's critical threat range is doubled.
Plasma Edge ­ 3 EP ­ Void blade deals 1d6 additional electric damage, and deals electric damage rather than physical damage.
Screaming Comet ­ 3 EP ­ The caster can make an additional attack of opportunity with the void blade each round.
Weaponized Pulsar ­ 4 EP ­ Burst of energy deals 1d6 points of electric damage in a 5­foot radius each round.
Wide Blade ­ 2 EP ­ Void blade grants a +2 shield bonus to AC.

Level 3

Accretion Disk ­ 5 EP ­ Caster can cast a free lesser blast etherspell as an immediate action after scoring three critical hits with his void blade.
Arcing Blows ­ 5 EP ­ Void blade produces a cone of energy on hit, dealing damage equal to its enhancement bonus.
Atomic Edge, Greater ­ 5 EP ­ Void blade deals an additional 1d6 points of bleed damage.
Colliding Bodies ­ Void blade deals +5 damage.
Edge of Infinity, Greater ­ 4 EP ­ Void blade's enhancement bonus is increased by +2 and can go beyond +5 in this manner.
Knife Edge of Nowhere, Greater ­ 6 EP ­ Void blade's critical threat range is increased by +1. This stacks with Improved Critical and other critical threat range multiplying effects, but is added, not multiplied.
Space Roar ­ 4 EP ­ Void blade deals 1d6 additional sonic damage, and deals sonic damage rather than physical damage.
Void Magnetism, Greater ­ 5 EP ­ Void blade grants a +3 or higher deflection bonus to AC.

Level 4

Accretion Disk, Greater ­ 7 EP ­ Caster can cast a free lesser blast etherspell with one non­shape manifestation as an immediate action after scoring three critical hits with his void blade.
Antimagic Ether ­ 5 EP ­ Void blade reduces the subject's spell resistance by ­1 on a successful hit. Stacks.
Edge of Infinity, Superior ­ 6 EP ­ Void blade's enhancement bonus is increased by +1 per four caster levels and can go beyond +5 in this manner.
Flashing Bolide ­ 7 EP ­ Void blade gains the speed weapon special ability.
Gnawing Hunger, Greater ­ 5 EP ­ Void blade deals an additional 1d4 damage on hit and returns half this damage as healing.
Quantum Entanglement ­ 6 EP ­ The caster gains a +2 insight bonus to combat maneuver checks made to reposition a foe, and teleports foes up to 10 feet on a critical hit.
Screaming Comet, Greater ­ 5 EP ­ The caster can make two additional attacks of opportunity with the void blade each round. Attacks of opportunity get a +2 bonus to hit.
Weaponized Pulsar, Focused ­ 7 EP ­ Burst of energy deals 2d8 points of electric damage in a 5­foot radius each round.
Weaponized Pulsar, Greater ­ 7 EP ­ Burst of energy deals 2d4 points of electric damage in a 10­foot radius each round.

Level 5

Atomic Edge, Superior ­ 7 EP ­ Void blade deals an additional 2d8 points of bleed damage, as well as 2d4 piercing damage on a critical hit.
Edge of the Event Horizon ­ 15 EP ­ Void blade's critical threat range is doubled and its critical hit multiplier is increased by +1.
Multiuniversal Prism ­ 10 EP ­ Void blade deals 1d4 points of damage of each of the following types: acid, cold, electric, fire, force, and sonic.
Quantum Form ­ 10 EP ­ Void blade attacks are touch attacks.
Singularity ­ 12 EP ­ Void blade weapon damage is maximized and attacks stagger the foe.
Wide Blade, Greater ­ 6 EP ­ Void blade grants a shield bonus to AC equal to 2 + the weapon's enhancement bonus, as well as a +1 luck bonus to saves.


Etherknight Techniques

Etherknight Technique Summary

No Requirements

Bright Blade ­- Focus +1. Arc strikes a creature in range for melee damage and dazzles for 1d4 rounds (no save). Escalation ­2. The arc now blinds for 1 round rather than dazzle. Etherknight 8 is required to escalate.
Doppler Blade ­- Focus +1. Arc strikes a creature in range for melee damage and reduces its base land speed by ­10 feet. Your base land speed increases by +10 feet. Escalation ­1. This arc's speed penalty/bonus now applies to all forms of movement.
Enfeebling Arc ­- Focus 0. Arc strikes a creature in range for melee damage and imposes a 1d4+1/4 etherknight level (rounded down) penalty to Strength or Dexterity. Escalation ­1. You may now penalize Constitution.
Ethereal Haze ­- Focus +1. Arc strikes a creature in range for melee damage. You are surrounded in hissing ether, granting a 20% miss chance against ranged attacks that require an attack roll. Escalation ­1. The miss chance increases to 50%. Etherknight 6 is required to escalate.
Galaxy Underfoot ­- Focus +1. Arc strikes a creature in range for melee damage, and places two detonating caltrops within 15 feet. Escalation ­1. You place five detonating caltrops instead.
Impactful Arc ­- Focus +1. Arc strikes a creature in range for melee damage and imposes a ­2 penalty on its next attack roll. Escalation ­1. The penalty now applies to all attacks made before the beginning of your next turn.
Leaping Ether ­- Focus +1. Arc touches a creature in range, giving it a +1 dodge bonus to AC or a ­2 penalty to its dodge bonus to AC. Escalation ­1. The arc detonates in a 10­foot radius, affecting all caught within.
Mask the Source ­- Focus ­1. Your next technique this round is supernatural if it is normally spell­like.
Mental Atrophy ­- Focus +1. Arc strikes a creature in range for melee damage, and deals your choice of Intelligence, Wisdom, or Charisma damage. Escalation ­2. The arc now deals damage to all of the aforementioned ability scores. Merciful Arc ­- Focus +1. Arc strikes a creature in range for non­lethal melee damage.
Mindfraying Arc ­- Focus 0. Arc strikes a creature in range for melee damage and imposes a 1d4+1/4 etherknight level (rounded down) penalty to Intelligence or Charisma. Escalation ­1. You may now penalize Wisdom.
Physical Atrophy ­- Focus +1. Arc strikes a creature in range for melee damage, and deals your choice of Strength, Dexterity, or Constitution damage. Escalation ­2. The arc now deals damage to all of the aforementioned ability scores.
Seeking Arc ­- Focus 0. Your next arc automatically hits if it targets a willing creature. Escalation ­1. Gain a +10 insight bonus to your next technique that requires an attack roll instead.
Shaped Arc ­- Focus +1. Arc strikes a creature in range for melee damage, but this damage is your choice of bludgeoning, piercing, or slashing. Escalation ­1. The arc now detonates for melee damage in a 10­foot radius. Reflex negates.

Level 2

Ablative Arc ­- Focus +1. Grant a creature in range 1d4 + 1d4/2 levels temporary hit points. If they are all removed by damage or the ability ends early, you take damage equal to the amount of temporary hit points granted. Escalation ­2. You no longer take damage.
Grip From Beyond ­- Focus +1. Arc strikes a creature in range for melee damage and entangles it for 1d4 rounds (no save).

Level 4

Arcing Arc ­- Focus 0. Arc strikes a creature in range for melee damage, then ricochets for half damage to another creature within 10 feet. Escalation ­1. The ricochet now has a range of 30 feet and deals full damage.
Break the Alien ­- Focus +1. Arc strikes a creature in range for melee damage, treating itself as silver and cold iron for damage reduction.
Breath from Beyond - Focus +1. Arc strikes a creature in range for melee damage and sickens for 1d4 rounds (no save). Escalation ­2. The arc now nauseates rather than sickens. Etherknight 8 is required to escalate.
Extremophilic Arc ­- Focus 0. Arc strikes a creature in range for melee damage, but this damage is your choice of cold or fire. Escalation ­1. The arc now detonates for melee damage in a 10­foot radius. Reflex negates.
Fingers of Madness ­- Focus +1. Arc strikes a creature in range for melee damage and shakening for 1d4 rounds (no save). Escalation ­2. The arc now nauseates rather than shakens. Etherknight 8 is required to escalate.
Fusing Arc ­- Focus +1. Arc touches a creature in range, increasing the remaining duration of an etherfusion affecting it by +1 round. Escalation ­1. The chosen etherfusion has its remaining duration increased by 50% of its remaining duration instead.
Hasten the Heat Death ­- Focus ­2. Arc strikes a creature in range, its armor, and any actively­wielded equipment, for melee damage.
Electromagnetic Arc ­- Focus ­2. Arc strikes a creature in range for melee damage, then deflects and grants that many temporary hit points to a creature within 30 feet of the target.
Mental Swordplay ­- Focus ­1. Your next ranged technique this round can be performed without moving your body.
Wind Up ­- Focus ­1. Your next ranged technique has its range increased by +60 feet and the radius of any effects increased by +5 feet.

Level 6

Arcmeister ­- Passive. Five times per day, treat an unescalated technique with a Focus Change of 0 as though it has a Focus Change of +1.
Dampen Physics ­- Focus ­2. Choose acid, cold, electricity, fire, or sonic. Arc touches a creature in range, causing all sources of damage of the chosen type to ignore 10+ resistance.
Empowered Arc ­- Focus +1. Arc strikes a creature in range for melee damage, plus additional damage equal to your Charisma modifier.
Maddening Arc ­- Focus +1. Arc touches a creature in range and confuses it for 1 round. Will negates. Escalation ­1. Arc now deals damage as a melee attack and confuses for 1d4 rounds.
Pray to Infinity ­- Focus 0. Arc touches a creature in range and either grants it a +1 luck bonus to attack rolls, damage rolls, saves, and skill checks or imposes a ­1 penalty to these quantities. Escalation ­ 2. The arc detonates in a 40­-foot-radius burst, affecting each creature caught in it.
Reclaim Ether ­- Focus +1. Your EP regeneration rate increases by +1 for the duration of a voidmeld etherspell. Escalation ­1. Perform as a swift action.
Rewrite Causality ­- Focus ­1. Arc touches a creature in range and steals one of its forms of movement. You gain it. Fortitude negates.
Screaming Ether ­- Focus ­1. Arc strikes a creature in range for melee damage, but this damage is sonic.
Streaking Comet ­- Focus ­2. Arc strikes a creature in range for melee damage, and also lights the ground between you and the target on fire for 2 rounds, dealing 1d8 + 1/2 etherknight level points of fire damage to those who enter or begin their turn in the fire.
Temporal Arc ­- Focus ­1. Arc touches a creature in range, granting it the benefits of haste or imposing the penalties of slow for 2 rounds. Fortitude negates. Escalation ­2. Arc detonates, affecting all creatures within 10 feet of the primary target with the chosen effect.

Level 8

Athermal Arc ­- Focus 0. Arc strikes a creature in range for melee damage, but this damage is your choice of acid or electricity. Escalation ­1. The arc now detonates for melee damage in a 10­foot radius. Reflex negates.
Charge Blade ­- Focus ­1. Your next single­arc­producing technique produces two arcs. Escalation ­2. Your next singlearc­producing technique produces three arcs.
Deconstructing Arc ­- Focus 0. Arc strikes a creature in range for melee damage, treating itself as adamantine for damage reduction.
Impending Singularity ­- Focus ­2. Arc strikes a creature in range for melee damage, then steals a 1st­level spell, or its equivalent, with a Will save to negate. You gain the ability to cast the stolen spell as a spell­like ability.
Radiating Ether ­- Focus ­1. Your next single­arc­producing technique this round is instead a 15­foot cone.
Reality Breaks - Focus ­2. Arc strikes a creature in range, causing it to explode the next time your choice of one of four trigger occurs. This explosion is a 10­foot­radius burst that deals 3d8 + melee damage with all but the primary target entitled to a Reflex save for half.
Shadow Ether ­- Focus ­3. Arc strikes a creature in range, dealing melee damage and triggering your choice of any 1stlevel spell from the wizard spell list.

Level 10

**Thrumming Polarity ** - Arc touches a creature in range, either pulling all creatures within 15 feet 10 feet directly toward the target or pushing them directly away 10 feet. Fortitude negates.

Level 12

Dust to Dust ­- Focus ­1. Arc strikes a creature in range, granting it three charges that are removed, one by one, at the beginning of its turns. When the last charge is removed, it takes 1d4 points of bludgeoning damage per etherknight level (no save).
Interpose ­- Focus ­2. Arc strikes a creature in range for melee damage and teleports you to a square adjacent to that creature.

Level 14

Juxtapose ­- Focus ­2. Arc touches two creatures and forces them to switch places, dealing damage if one creature resists, and nothing if both resist. Will negates the teleportation.


Sidebar: Techniques and Quicken Spell-Like Ability

One of the key restrictions of the Quicken Spell­-Like ability feat is that the spell­like ability to be targeted by said feat must be "a spell­like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down)". While some etherknight techniques cleave very closely to extant spells, or even mimic their functionality with different targeting and duration language, none of them are an exact duplicate. To alleviate bickering at the game table, the following etherknight techniques are considered to be "close enough" to qualify as a target for selection when taking the Quicken Spell­-Like Ability feat. These techniques have no spell level; just pick one if you know it and meet the caster level prerequisite of the feat:

  • enfeebling arc
  • interpose
  • juxtapose
  • mindfraying arc
  • pray to infinity
  • shadow ether
  • temporal arc

Please note that if your gaming table is one that actively likes bickering over/discussing minutiae, go right on ahead and rule 0 your own list in. This sidebar merely exists as a tool to smooth out a wrinkle that pops up thanks to my presentation of a system that is based on another one of my systems that itself was created to get as far away from standard magic as was physically possible. In short, it's all my fault, and I had to do something about it.


Ablative Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 3 rounds, or until discharged; see text
Requires: Etherknight 2

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target, granting it 1d4 temporary hit points, plus an additional 1d4 temporary hit points for every two etherknight levels you possess. These temporary hit points persist for the duration of the technique; however, ablative arc ends immediately if you perform it again with an instance of ablative arc already ongoing. Record the number of temporary hit points granted by the technique. If these temporary hit points are entirely removed by damage or removed by performing the technique again and ending an instance of the technique early, then you take points of damage equal to the recorded number. This damage cannot be mitigated, redirected, or prevented by any means. If the technique's duration expires naturally, you do not take damage.

Escalation: You may set the Focus Required of this technique to 2, 3, or 4 and its Focus Change to ­2. If you do, the technique's Duration is set to 1 minute and you no longer take damage from this technique.

Arcing Arc (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3, 4
Focus Change: +0
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. Moreover, the arc keeps going; make a ranged attack against a creature within 10 feet of your primary target, dealing damage as normal for a melee attack, halved, on a successful hit. If a secondary target is available, you must attack, even if you have strong personal feelings against doing this.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, when your arc keeps going, you make a ranged attack against a creature within 30 feet of your primary target and deal full damage, not half damage, on a successful hit.

Arcmeister (Su)

Requires: Etherknight 6

Five times per day, you may treat a technique with a Focus Change of +0 as though it had a Focus Change of +1 instead. This does not apply to escalated techniques.

Athermal Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3, 4
Focus Change: +0
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 8

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, save that the damage is your choice of acid or electricity damage rather than your weapon's native type(s).

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, your arc of energy detonates on a successful hit, dealing damage as normal for a melee attack to all creatures other than your primary target within a 10­foot radius. A successful Reflex saving throw negates this damage.

Break the Alien (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and bypassing damage reduction, but not hardness, as though it were made of both cold iron and silver.

Breath From Beyond (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and sickening the target for 1d4 rounds with no saving throw allowed.

Escalation: You may set the Focus Required of this technique to 3 or 4 and its Focus Change to ­2. If you do, your arc of energy nauseates your target rather than sickens it. The duration remains 1d4 rounds, and a Fortitude save negates. You must be at least an 8th­-level etherknight to use this escalation.

Bright Blade (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and dazzling the target for 1d4 rounds with no saving throw allowed.

Escalation: You may set the Focus Required of this technique to 3 or 4 and its Focus Change to ­2. If you do, your arc of energy blinds your target rather than dazzles it. The duration becomes 1 round, and there is still no saving throw. You must be at least an 8th­-level etherknight to use this escalation.

Charge Blade (Su)

Range: personal
Target: you
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 move action
Requires: Etherknight 8

Your next technique this round that produces a single arc of energy produces two arcs of energy instead. Each arc may be directed at a different creature, and you make a separate attack roll for each such arc. If you escalate your arc­producing technique, then the escalation applies to all arcs produced by that technique.

Escalation: You may set the Focus Required of this technique to 2, 3, or 4 and its Focus Change to ­2. If you do, your next technique this round that produces a single arc of energy produces three arcs of energy rather than only two.

Dampen Physics (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 2, 3, 4
Focus Change: ­2
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 3 rounds
Requires: Etherknight 6

Before performing this technique, choose acid, cold, electricity, fire, or sonic. Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target, causing all sources of damage of the chosen energy type affecting the target creature to ignore up to 10 points of resistance, increasing by +5 at 9th, 12th, 15th, and 18th levels, for a total of ignoring 30 points of resistance at 18th level. When the effect ends, you deal damage equal to your etherknight level to the target, where the damage type is the chosen type. There is no saving throw.

Deconstructing Arc (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3, 4
Focus Change: 0
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 8

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and bypassing damage reduction, but not hardness, as though it were made of adamantine.

Doppler Blade (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 5 rounds

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and reducing its base land speed by ­10 feet, to a minimum of 5 feet, for the duration of the technique. In return, your base land speed increases by +10 feet for the same duration. This is an enhancement bonus. If any effect would cause your target to lose its speed penalty, you immediately lose your speed bonus.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, the penalty/bonus to base land speed imposed/granted by doppler blade now applies to all forms ofmovement and not just base land speed.

Dust to Dust (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 1, 2, 3, or 4
Focus Change: ­1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: see text
Requires: Etherknight 12

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, granting it 3 time charges. At the beginning of the target's turn, it loses 1 time charge. When it no longer possesses time charges, your target takes 1d4 points of bludgeoning damage per etherknight level you possess; there is no saving throw. The technique then ends.

Empowered Arc (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, plus additional damage equal to your Charisma modifier.

Enfeebling Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3, or 4
Focus Change: 0
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 5 rounds

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, your target takes a penalty to your choice of Strength or Dexterity equal to 1d3+1 per four etherknight levels (maximum 1d3+5). An ability score penalized in this manner cannot drop below 1. A successful Fortitude save negates the penalty. This penalty does not stack with itself. Apply the highest penalty instead.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, you may select Constitution in addition to Strength or Dexterity when choosing which ability score to penalize.

Ethereal Haze (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, you are surrounded in a haze of ether until the beginning of your next turn, imposing a 20% miss chance on all ranged attacks made against you that require an attack roll.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you to, the miss chance imposed upon ranged attacks by this technique increases to 50%.
You must be at least a 6th­-level etherknight to use this escalation.

Extremophilic Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3, 4
Focus Change: +0
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, save that the damage is your choice of cold or fire damage rather than your weapon's native type(s).

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, your arc of energy detonates on a successful hit, dealing damage as normal for a melee attack to all creatures other than your primary target within a 10­foot radius. A successful Reflex saving throw negates this damage.

Fingers of Madness (Sp) [mind­-affecting]

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and shakening the target for 1d4 rounds with no saving throw allowed.

Escalation: You may set the Focus Required of this technique to 3 or 4 and its Focus Change to ­2. If you do, your arc of energy frightens your target rather than shakens it. The duration remains 1d4 rounds, and a Will save negates.
You must be at least an 8th-­level etherknight to use this escalation.

Fusing Arc (Su)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, nominate a single ongoing etherfusion affecting the target, if any. The remaining duration of that etherfusion increases by +1 round. A particular etherfusion may only be affected by this technique once.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, the remaining duration of the nominated etherfusion increases by +50% of its maximum duration rather than merely 1 round.

Galaxy Underfoot (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, save that this damage is bludgeoning damage rather than your weapon's native type(s). In addition, on a successful hit, motes of energy scatter from your target. Choose up to two unoccupied squares within 15 feet of your target. The motes tend to congregate here and are considered to be equivalent to caltrops, save that they fade after 5 rounds and detonate upon hitting a creature, dealing 1d4 + half your etherknight level (rounded down) points of force damage with no saving throws allowed. Detonated motes are destroyed and cannot detonate again.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, you may choose up to five unoccupied squares within 15 feet of your target rather than only two. Motes congregate in the chosen squares, generating squares of caltrops, as detailed above.

Grip From Beyond (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 2

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and entangling the target in rubbery, ethereal tentacles for 1d4 rounds. There is no saving throw.

Hasten the Heat Death (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 2, 3, or 4
Focus Change: ­2
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack to your target, your target's armor, and any equipment actively wielded in the target's hands (or what passes for hands, such as a tentacle or pseudopod).

Impactful Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack and imposing a ­2 penalty to hit for its next attack roll made before the beginning of your next turn.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, the penalty to hit imposed by this technique applies to all attacks the target makes before the beginning of your next turn.

Impending Singularity (Sp)

Range: 30 feet
Target: creature in range
Focus Required: 2, 3, or 4
Focus Change: ­2
Execution Time: 1 standard action OR an attack in a full­attack action
Duration: see text
Requires: Etherknight 8

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, you strip the gift of magic from the target and grant it to yourself temporarily. The means by which this technique does so differs based on the style of magic the target uses, though a Will saving throw negates all effects. If the target knows two or more styles ofmagic, choose one to be affected.

No matter what style of magic is assaulted, the end­ result is the same: a single­-use spell­like ability drawn from their power and packaged for your use. You retain the ability to cast a spell­like ability gained in this manner for 10 minutes per etherknight level or for minutes equal to your Charisma modifier (minimum 1) after the subject's death, whichever comes first. Casting the stolen spell or stealing a new spell with this technique (but not other, similar techniques that also steal spells) ends retention immediately.

If the subject has no spells to steal, then the Focus Change of this technique is set to 0.

Ethermagic - Ethermagus, Ethermancer, Etherslinger, etc.
Randomly select a 1st-level blast­-compatible manifestation known by the subject. You gain the ability to cast a lesser blast etherspell once as a spell­like ability with a caster level equal to half your etherknight level, rounded down, without paying its ether point cost, and treat Charisma as your key ability. This lesser blast etherspell has the aforementioned randomly­determined blast­compatible manifestation applied to it, again at no cost to you. The subject loses EP equal to the total cost of the stolen etherspell (1 + 1/8 your etherknight level + the EP cost of the randomly­selected manifestation), and cannot use the randomly­selected manifestation until this technique ends.

Known Magic ­- Cantor, Maestro
Randomly select one of the subject's known 1st­level spells that has not been cast today. You gain the ability to cast that spell once as a spell­like ability with a caster level equal to half your etherknight level, rounded down, and Charisma as your key ability. The subject's daily use of that spell is consumed.

Prepared Magic ­- Cleric, Wizard, etc.
Randomly select one of the subject's unexpended 1st­level spell slots. You gain the ability to cast that spell once as a spell­like ability with a caster level equal to half your etherknight level, rounded down, and Charisma as your key ability. The subject's prepared spell is consumed.

Psionics­ - Psion, Psychic Warrior, etc.
Randomly select one of the subject's 1st­level powers known. You gain the ability to manifest that power once as a psi­like ability with a manifester level equal to half your etherknight level, rounded down, and Charisma as your key ability. The subject expends power points equal to one­half your etherknight level (rounded down), and cannot manifest the randomly­selected power until this technique ends.

Spontaneous Magic ­- Bard, Sorcerer, etc.
Randomly select one of the subject's known 1st­level spells. You gain the ability to cast that spell once as a spell­like ability with a caster level equal to half your etherknight level, rounded down, and Charisma as your key ability. The subject consumes one of his daily castings of spells of that level.

Truenaming - Scion of Discordia, Truenamer, etc.
Randomly select one of the subject's known 1st­level recitations from the Codex of Heart and Mind. You gain the ability to recite that recitation once as a spell­like ability without the need to make a truenaming check. Your reciter level is equal to half your etherknight level and Charisma is your key ability. Trigger the Law of Finite Malleability and the Law of Flowing Rhetoric as though the subject recited it himself.

Interpose (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 2, 3, or 4
Focus Change: ­2
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 12

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, you teleport, as the dimension door spell, to an unoccupied space that is adjacent to your target.

You may begin a full­ attack action with interpose under the assumption that you will successfully teleport. If you do not and cannot find a way to continue the iterative attacks of your full­attack action, then the remainder of the action is lost.

Juxtapose (Sp)

Range: 60 feet
Target: two creatures in range
Focus Required: 2, 3, 4
Focus Change: ­2
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 14

Using a melee weapon you are wielding, make a ranged touch attack against each of two creatures in range. For each hit, an arc of energy slams into your target, and that target must make a Will saving throw. This technique has variable effects based on how many targets are hit, and whether or not those targets make their Will saving throw.

  • If you hit both target creatures and both of them make their saving throw, then there is no effect.
  • If you hit both target creatures and one of them makes its saving throw, then both creatures have their innards scrambled as the juxtaposition fails to occur, dealing 8d6 points of slashing damage to both of the target creatures and staggering the creature that failed its saving throw for 1 round.
  • If you hit both target creatures and they both fail their saving throw, then their positions change places as the dimension door spell. If this effect is stopped for any reason, such as a dimensional anchor, then both targets take 8d6 points of slashing damage and are staggered for 1 round.
  • If you hit one target creature and it makes its saving throw, then there is no effect.
  • If you hit one target creature and it fails its saving throw, then that creature becomes subject to a failed juxtaposition, taking 8d6 points of slashing damage and becoming staggered for 1 round.
  • If you hit no creatures, there is, obviously, no effect.

Leaping Ether (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target, generating your choice of one of the following effects:

  • your target gains a +1 dodge bonus to AC for 2 rounds; or
  • your target takes a ­2 penalty to its dodge bonus to AC, if any, for 2 rounds.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, your arc of energy detonates in a 10­foot­radius burst centered on your target should you successfully hit. For each creature caught in the burst, choose one of the two effects listed above.

Maddening Arc (Sp) [mind­-affecting]

Range: 30 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target, confusing the target for 1 round with a Will save to negate.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, your arc of energy now deals damage as normal for a melee attack to the target, and the confusion effect persists for 1d4 rounds. It is still a ranged touch attack.

Mask the Source (Su)

Range: personal
Target: you
Focus Required: 1, 2, 3, or 4
Focus Change: ­1
Casting Time: 1 move action
Duration: see text

Your next technique performed before the beginning of your next turn is considered to be supernatural if it is normally spell­like.

Electromagnetic Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 2, 3, or 4
Focus Change: ­2
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 4

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack; the arc then deflects. Make a ranged touch attack against a creature within 30 feet of your primary target, granting temporary hit points equal to the damage dealt by the primary attack on a successful hit (max 5 + etherknight level). These temporary hit points persist for 1 minute.

Escalation: You may increase the Casting Time of this technique to 1 standard action. If you do, this technique restores hit points rather than grant temporary hit points. Once a creature has been healed by electromagnetic arc, it cannot be healed by it again for 24 hours.

You must be at least a 12th­-level etherknight to use this escalation.

Mental Atrophy (Su)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, choose Intelligence, Wisdom, or Charisma. The target takes 1 point of ability damage of the chosen type, increasing to 2 points of damage at 8th level and 3 points of damage at 16th level. A successful Fortitude save negates the ability damage.

Escalation: You may set the Focus Required of this technique to 2, 3, or 4 and its Focus Change to ­2. If you do, you deal damage to all three mental ability scores (Intelligence, Wisdom, Charisma) rather than just one of them.

Mental Swordplay (Su)

Range: personal
Target: you
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 free action
Duration: see text
Requires: Etherknight 4

Your next technique with a range of greater than personal performed this round may be performed without you needing to move your body, thus allowing you to swing arcs of energy at a creature with nothing but the force of your personality. This does, however, carry the side effect of reducing the range of the affected technique to 10 feet. Applications include the ability to attack a creature that has you immobilized or pinned and the ability to function while paralyzed.

This technique does not have somatic components.

Merciful Arc (Su)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack; however, this damage is non­lethal.

Mindfraying Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3, or 4
Focus Change: 0
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 5 rounds

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, your target takes a penalty to your choice of Intelligence or Charisma equal to 1d3+1 per four etherknight levels (maximum 1d3+5). An ability score penalized in this manner cannot drop below 1. A successful Will save negates the penalty. This penalty does not stack with itself. Apply the highest penalty instead.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, you may select Wisdom in addition to Intelligence or Charisma when choosing which ability score to penalize.

Physical Atrophy (Su)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, choose Strength, Dexterity, or Constitution. The target takes 1 point of ability damage of the chosen type, increasing to 2 points of damage at 8th level and 3 points of damage at 16th level. A successful Will save negates the ability damage.

Escalation: You may set the Focus Required of this technique to 2, 3, or 4 and its Focus Change to ­2. If you do, you deal damage to all three physical ability scores (Strength, Dexterity, Constitution) rather than just one of them.

Rewrite Causality (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 1 minute
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target. Choose one of the following forms of movement: flight, swimming, or burrowing. If your target possesses a move speed for the chosen form of movement, then it loses that form of movement for the duration with a Fortitude save to negate. On a failed saving throw, you gain that form of movement for the duration. The speed and­ if applicablemaneuverability of this stolen form of movement is equivalent to the speed and maneuverability the target creature had before you stole it.

Screaming Ether (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, save that the damage is sonic damage rather than your weapon's native type(s).

Seeking Arc (Su)

Range: personal
Target: you
Focus Required: 0, 1, 2, 3, 4
Focus Change: 0
Casting Time: 1 move action
Duration: see text

Your next technique whose target is a willing creature no longer requires an attack roll; it automatically hits.
You may perform an additional technique this round, but only if it targets a willing creature.

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, the text of this technique becomes, "Your next technique that requires an attack roll this round gains a +10 insight bonus to its attack roll."

Shadow Ether (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 3, 4
Focus Change: ­3
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: see text
Requires: Etherknight 8

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack. In addition, choose a 1st­level evocation spell from the wizard spell list. Your target becomes subject to the chosen spell with a caster level equal to your etherknight level and Charisma as your key ability. The spell is considered to be part of your technique; as a result, it is an etherspell with save DCs and counterspelling rules as an etherspell.

This particular technique is always spell­-like and may never be made supernatural.

Shaped Arc (Su)

Range: 60 feet
Target: creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, save that the damage is your choice of bludgeoning, piercing, or slashing damage rather than your weapon's native type(s).

Escalation: You may set the Focus Required of this technique to 1, 2, 3, or 4 and its Focus Change to ­1. If you do, your arc of energy detonates on a successful hit, dealing damage as normal for a melee attack to all creatures other than your primary target within a 10­foot radius. A successful Reflex saving throw negates this damage.

Streaking Comet (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 2, 3, or 4
Focus Change: ­2
Casting Time: 1 standard action OR an attack in a full­ attack action
Duration: instantaneous
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged attack against a creature in range. If you hit, an arc of energy slams into your target, dealing damage as normal for a melee attack, plus an additional 1d8 + half your etherknight level (rounded down) points of fire damage. In addition, draw a line from yourself to your intended target. Your arc of energy ignites all squares through which this line travels for 2 rounds, dealing 1d8 + half your etherknight level (rounded down) points of fire damage to creatures that either enter an ignited square or begin their turn in one. There is no saving throw.

Temporal Arc (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: 2 rounds
Requires: Etherknight 6

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target, producing your choice of one of two effects:

  • Your target gains the benefits of the haste spell for 2 rounds; or
  • You impose the penalties of the slow spell upon your target for 2 rounds.

In either case, your target is entitled to a Fortitude saving throw to negate.

Escalation: You may set the Focus Required of this technique to 2, 3, or 4 and its Focus Change to ­2. If you do, your arc of energy detonates on a successful hit, spreading your choice of effect to all creatures in a 10-­foot radius centered on your primary target. As for the primary target, a successful Fortitude save negates.

Thrumming Polarity (Sp)

Range: 60 feet
Target: creature in range
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 standard action OR an attack in a full­attack action
Duration: instantaneous
Requires: Etherknight 10

Using a melee weapon you are wielding, make a ranged touch attack against a creature in range. If you hit, an arc of energy slams into your target, producing your choice of one of two effects:

  • All other creatures within 15 feet of your target must succeed on a Fortitude saving throw or be pulled 10 feet directly toward your target. This movement halts immediately once a creature is adjacent to the space occupied by your target or when it comes into contact with a solid obstruction, such as a fence or wall. This movement provokes attacks of opportunity.
  • All other creatures within 15 feet of your target must succeed on a Fortitude saving throw or be pushed 10 feet directly away from your target. This movement halts immediately once a creature comes into contact with a solid obstruction, such as a fence or wall. This movement provokes attacks of opportunity.

Wind Up (Su)

Range: personal
Target: you
Focus Required: 1, 2, 3, 4
Focus Change: ­1
Casting Time: 1 free action
Duration: see text
Requires: Etherknight 4

Your next technique with a range of greater than personal performed this round has its range increased by +60 feet. Further, the radius of any effect it produces, if any, is increased by +5 feet.