Knight of Etro
Etro, goddess of death, chaos, and time. She is a misunderstood being, reviled by those who know not Her true nature: that of a loving protector, one who sympathizes with Her beloved mortals. Being a goddess, She cannot take a direct hand in their affairs on a grand scale, and so She gifts a chosen subject with great power, to fight in Her name and to spread Her love across the world. These select few, the knights of Etro, wield a variety of powers to achieve their goddess’ ultimately noble goals.
The knight of Etro is an archetype of the sword saint class.
Alignment: Any nonevil. Etro has no room amongst Her servants for those who harbor vileness in their hearts; being a death goddess does not necessarily mean She wishes it upon the undeserving. Becoming evil forsakes all supernatural abilities granted by this class as Etro strips them of Her gifts, until some form of atonement is achieved and their alignment becomes compatible again.
This changes the alignment of the sword saint.
Limit Break (Su): At 1st level, the knight of Etro receives a limit break (Worlds Collide).
Worlds Collide (Su): This Limit Break allows the knight of Etro to subtly manipulate time when using her swordskills, the temporal warping giving her the ability to use both her normal fighting and her supernatural prowess simultaneously. For a number of rounds equal to 1 + 1 for every four levels after 1st, the knight of Etro is given an insight bonus to all attack rolls, damage rolls, saving throws, Armor Class, and skill checks equal to her Charisma modifier. Whenever using a swordskill that targets a single enemy, she may make a free melee attack at her highest attack bonus. If the target is not within melee range, the attack is still rolled as a melee attack, but with the range of the swordskill being used. This limit break requires only a swift action to activate.
This replaces the Master Swordsman limit break.
Swordplay (Su): Rather than the Sword Saint’s standard progression when learning and readying swordskills, the knight of Etro uses the following:
To recover swordskills, the knight of Etro must activate an impulse (see below). Alternately, she may recover one swordskill of her choice as a standard action. In addition, she exchanges access to one swordskill form for a new form (Valhallan).
This modifies swordplay.
Impulse (Ex): At 1st level, a knight of Etro has already begun to master her perception of time, and can make calculated judgements in what appears to be mere milliseconds. These daring moves are not without their risks, but they are very rewarding when they can be pulled off. She may select one impulse from the list below, gaining another at 5th level, 10th level, 15th level, and 20th level. Succeeding in these snap decisions recovers a number of expended swordskills equal to her Charisma modifier (minimum 2), as well as whatever other bonus is detailed in the impulse’s description. She gains a luck bonus equal to ½ Charisma modifier to any rolls associated with the impulse. Failure to meet the demands of the impulse imposes a -2 penalty to all of her d20 rolls for one round. Impulses that involve the usage of a combat maneuver do not provoke attacks of opportunity, even if she does not have the proper feat.
Agile Impulse: The knight of Etro makes an Acrobatics check to move through an opponent’s threatened area without provoking an attack of opportunity; this impulse requires a swift action to activate. If successful, she gains a bonus to her AC against any further attacks of opportunity equal to 2 + Charisma modifier for a number of rounds equal to her Charisma modifier.
Brutish Impulse: After activating this impulse as a swift action, the knight of Etro makes an overrun attempt. If successful, the opponent is staggered for a number of rounds equal to half of the knight of Etro’s Charisma modifier.
Cartbird’s Impulse: After activating this impulse as a swift action, the knight of Etro makes a drag attempt. If successful, the opponent is also knocked prone, and suffers a penalty to their Armor Class equal to the knight of Etro’s Charisma modifier for a like number of rounds.
Conniving Impulse: After activating this impulse as a swift action, the knight of Etro makes a dirty trick attempt. If successful, the duration of the dirty trick’s effects last for an additional number of rounds equal to half of her Charisma modifier (minimum 1).
Courageous Impulse: After activating this impulse as a swift action, the knight of Etro makes a charge attack; if she is able to make more than one attack during or at the end of a charge, the bonuses for activating an impulse only apply to the first attack, and that attack must hit for this impulse to be considered a success. Success grants an insight bonus to the damage roll of her next attack equal to her Charisma modifier.
Crushing Impulse: After activating this impulse as a swift action, the knight of Etro makes a sunder attempt. If successful, the sunder attempt treats the target’s hardness as though it was the knight of Etro’s Charisma modifier lower than normal.
Deadly Impulse: At the beginning of her turn, as a swift action before taking any other actions, the knight of Etro designates a single enemy. If she brings the enemy to 0 hit points or less by the beginning of her next turn, this impulse is considered a success, and she is granted an insight bonus equal to her Charisma modifier on her next attack roll.
Deft Impulse: The knight of Etro activates this impulse as an immediate action when targeted by a combat maneuver. She makes a matching combat maneuver attempt of her own, using her Charisma modifier in place of her Strength modifier, and if her check matches or surpasses the combat maneuver attempts being made against her, the effect of the enemy’s combat maneuver is negated, and they are given a penalty on all further combat maneuver attempts against her equal to her Charisma modifier for a like number of rounds.
Dropping Impulse: After activating this impulse as a swift action, the knight of Etro makes a trip attempt. If successful, the knight of Etro can make an attack of opportunity against the tripped enemy, adding her Charisma modifier as an insight bonus to damage if the attack hits.
Evasive Impulse: The knight of Etro activates this impulse as an immediate action when making a Reflex save against a non-harmless effect, before the results of the saving throw are determined. If successful, she increases her base movement speed by 10 ft. and does not provoke attacks of opportunity through any kind of movement for a number of rounds equal to her Charisma modifier.
Enduring Impulse: The knight of Etro activates this impulse as an immediate action when making a Fortitude save against a non-harmless effect, before the results of the saving throw are determined. If successful, she heals a number of hit points and recovers a number of stamina points equal to two times her Charisma modifier.
Forceful Impulse: After activating this impulse as a swift action, the knight of Etro makes a bull rush attempt. If successful, the opponent is so rattled that they suffer a penalty on all d20 rolls equal to the knight of Etro’s Charisma modifier for one round.
Locking Impulse: After activating this impulse as a swift action, the knight of Etro makes a grapple attempt. If successful, after having pinned her opponent, the knight of Etro gains an insight bonus to damage equal to her Charisma modifier when dealing damage as part of a grapple check. This bonus lasts until the grapple is ended.
Manipulating Impulse: After activating this impulse as a swift action, the knight of Etro makes a repositioning attempt. Success indicates that the harsh shoving pushes the enemy into an undesirable position, inducing a penalty to their AC equal to the knight of Etro’s Charisma modifier until the beginning of the knight of Etro’s next turn.
Neutralizing Impulse: After activating this impulse as a swift action, the knight of Etro makes a disarm attempt. If successful, the knight of Etro can make an attack of opportunity against the disarmed enemy, adding her Charisma modifier as an insight bonus to damage if the attack hits.
Precise Impulse: After activating this impulse as a swift action, the knight of Etro attempts a called shot. If successful, she is granted a number of temporary hit points equal to three times her Charisma modifier that last until either consumed by damage or until the end of combat.
Sharpshot Impulse: By making a ranged attack against a single enemy after having moved at least 10 ft. this round, the knight of Etro gains an insight bonus to her AC equal to her Charisma modifier for a like number of rounds. This impulse requires a swift action to activate, and must be declared before the attack roll is made.
Snatching Impulse: After activating this impulse as a swift action, the knight of Etro makes a steal attempt. Success gives the opponent the antagonized condition either for a number of rounds equal to the knight of Etro’s Charisma modifier or until they shake the condition on their own (DC 10 + sword saint level + Charisma modifier).
Staunch Impulse: The knight of Etro activates this impulse as an immediate action when making a Will save against a non-harmless effect, before the results of the saving throw are determined. If successful, she gains an insight bonus to any further Will saves equal to her Charisma modifier for a like number of rounds; repeated uses of this impulse do not stack, but they do reset the duration.
Wily Impulse: After activating this impulse as a swift action, the knight of Etro makes a feint attempt. If successful, the enemy is considered flat-footed for one round, even if they have the uncanny dodge ability.
This replaces defensive focus.
Sword Saint Talents (Su): The knight of Etro loses access to one normal talent tree and gains access to the following talent tree.
Etro’s Champion Talent Tree
- Angel of Valhalla: As a swift action, the knight of Etro may activate this talent as a sustained mode. In a burst of white incorporeal feathers, a pair of wings made of aether sprout from the knight of Etro's back, granting her a fly speed of twice her base land speed with good maneuverability. This mode uses up 15 points of the knight of Etro’s current and maximum stamina pool. Prerequisite: Knight of Etro 9
- Aura: At the cost of 5 stamina points, the knight of Etro, as a standard action, can grant herself a +2 insight bonus on attack and damage rolls, a +2 insight bonus to the DCs of her swordskills, or a +30 ft. enhancement bonus to her base land speed. All of these effects last for a number of rounds equal to ½ her level + her Charisma modifier.
- Aura, Improved: At the cost of 10 stamina points instead, when using the Aura talent, the knight of Etro may apply two of the bonuses normally granted by Aura. Prerequisite: Aura
- Aura, Greater: At the cost of 15 stamina points instead, when using the Aura talent, the knight of Etro may apply all of the bonuses normally granted by Aura. Prerequisite: Aura, Improved Aura
- Big Guard: At the cost of 5 stamina points, the knight of Etro, as a standard action, adds her Charisma modifier to her CMD. She also may add a +2 deflection bonus to her AC, a +2 resistance bonus to her saving throws, or gain resistance to a single element equal to ½ her class level. All of these effects last for a number of rounds equal to ½ her level + her Charisma modifier. This talent cannot be used in conjunction with Elemental Aegis or Turn the Blade sustained modes.
- Countless Farewells: Being the follower of a benevolent goddess of death, one learns to take comfort in knowing that Etro’s gentle hands will caress the tired souls of those whom you send her way, giving your heart a brief moment of respite. Upon bringing an opponent to 0 hit points or lower, you regain a number of points to your stamina pool equal to 5 + your Charisma modifier.
- Hardy Guard: At the cost of 10 stamina points instead, when using the Big Guard talent, the knight of Etro may apply two of the bonuses normally granted by Big Guard. Prerequisite: Big Guard
- Immortality: At the cost of 20 stamina points, the knight of Etro renders herself completely invulnerable to any hostile effects for until the end of her next turn as an immediate action, though she can take no actions until the end of her next turn. She must have the Will of the Goddess sustained mode active, and can only use this talent a number of times per day equal to ½ her Charisma modifier (minimum 1). Prerequisite: Aura, Improved Aura, Big Guard, Mighty Guard, Temporal Compression or Angel of Valhalla, Will of the Goddess, Knight of Etro 17
- Mighty Guard: At the cost of 15 stamina points instead, when using the Big Guard talent, the knight of Etro may apply all of the bonuses normally granted by Big Guard. Prerequisite: Big Guard, Hardy Guard
- Cerberus: At the cost of 5 points of stamina, the knight of Etro can make an attack at her highest base attack bonus as a swift action that deals an additional 1d6 damage, with a -2 penalty on the attack roll. At 8th level, she can spend 10 points of stamina to make an attack at her highest base attack bonus as a swift action at no penalty that deals an additional 2d6 damage. At 14th level, she can spend 15 points of stamina to make an attack at her highest base attack bonus as a swift action with a +2 bonus on the attack roll that deals an additional 3d6 damage.
- Temporal Compression: As a swift action, the knight of Etro may activate this talent as a sustained mode. Bending to her will the roiling, entropic chaos within her heart, the same chaos from which the death goddess protects Her precious mortals, the knight of Etro catches the slightest taste of Etro’s hold over the flow of time, granting her one extra swift or immediate action per round. This mode uses up 15 points of the knight of Etro’s current and maximum stamina pool.
- Will of the Goddess: As a swift action, the knight of Etro may activate this talent as a sustained mode. Channeling through her body what of her patron deity’s power she can handle, the knight of Etro becomes a vessel of divine energy. She uses her Charisma modifier in place of her Strength and Dexterity modifiers on attack rolls and damage rolls as appropriate, multiplying the modifier by 1.5 as normal if the melee attack is made with a two-handed weapon, but not reducing it by half if the attack is made off-hand or with a light weapon. She also adds her Charisma modifier to all insight bonuses granted by any of the Aura talents, and the normal +30 ft. enhancement bonus to her base land speed by the Aura talent is replaced by the Haste status effect. She adds her Charisma modifier to the deflection and resistance bonuses granted by any of the Guard talents (Big/Hardy/Mighty Guard), and her elemental resistance granted by any of the Guard talents becomes equal to her class level and applies to all elements. This mode uses up 30 points of the knight of Etro’s current and maximum stamina pool. Prerequisite: Aura, Big Guard, Temporal Compression or Angel of Vallhalla, Knight of Etro 11
This modifies sword saint talents.
Lightning-Fast (Ex): At 2nd level, a knight of Etro’s experiences with time have given her a knack for reaction and acting on instinct. She may add her Charisma modifier (minimum 0) and her Dexterity modifier to determine her Reflex saves, and adds her Charisma modifier to her initiative. If the character is ever able to add her Charisma modifier to her Reflex save through use of another ability (for example, the holy knight’s divine grace) she may only add his Charisma modifier once to her Reflex save.
This replaces force of personality.
Bonus Feats: At 3rd level, the knight of Etro is given a combat feat as a bonus feat (all prerequisites must be met for these feats). She gains another bonus combat feat at 8th level and every four levels afterward (12th, 16th, and 20th).
This replaces warleader and master warleader.
Launch (Ex): Etro’s chosen warriors are known for their combat prowess, performing impressive feats of strength and skill in their efforts to further their goddess’ wishes. At 4th level, as a standard action that does not provoke attacks of opportunity, a knight of Etro may make a single melee attack at her highest base attack bonus against an enemy that is staggered, dazed, stunned, or otherwise helpless. If the attack is successful, she makes a Strength check, adding any attack bonuses aside from her base attack bonus to the roll. If the Strength check is successful, the enemy is knocked 10 ft. into the air for 1 round and loses their turn, falling to the ground at the end of the next turn of the one who sent them upwards. The DC for a Medium creature is 20, increasing by 5 for every size category larger, and decreasing by 5 for every size category smaller, regardless of the actual weight of the target.
This replaces tactical flanker.
Smite (Ex): Merely flinging their enemies into the air is not enough for more able-bodied warriors who fight in Etro’s name, delivering killer blows to those who would dishonor their goddess. At 8th level, a knight of Etro can, as a standard action, leap into the air and make a single attack roll at her highest base attack bonus upon an enemy she launched. If the attack hits, the knight of Etro deals triple damage, and the enemy falls to the ground and is knocked prone. The knight of Etro does not take falling damage when using this ability.
This replaces first blood.
Scourge (Ex): At 14th level, a knight of Etro grows ever more dedicated to the defeat of her enemies, taking any advantage that presents itself. When attacking a creature who is knocked prone, staggered, dazed, stunned, paralyzed, or otherwise helpless, her attack deals double damage. If making multiple attacks on the creature, the double damage only applies to the first attack.
This replaces improved warleader.
Legion of One (Su): At 20th level, a knight of Etro has reached her fullest potential as a fighter, and perfects one last fighting technique that harnesses her subtle powers over time granted by Etro. A number of times per day equal to 3 + her Charisma modifier, she may either maximize the damage dealt by her swordskills (all dice, including the focus sword's damage, are considered to have rolled their maximum), or immediately use a swordskill a second time as a free action when using it. Doing either of these expends the swordskill used for the rest of the day.
This replaces last blood.