Knight-Chandler

Like all mystics, those who become knight-chandlers are warriors who utilize discipline and enlightenment to shape powerful and unstable magical energies within them. What sets these warriors apart from other mystics, however, is the fierce hope that burns within their souls.

Knight-chandlers are marked by indomitable hope, intense loyalty, deep compassion, and a concern for others that shapes their worldview and actions. They transform the arcane energies within themselves into something that illuminates the world with their unrelenting passion and hope. The light they wield shelters those they call friends and family—and burns those that would threaten the ones they love.

Table: The Knight-Chandler

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialManeuvers
Known
Maneuvers
Readied
Stances
Known
1st+0+0+0+2Animus, blade meditation, elemental attunement, soul candle75 (2)1
2nd+1+0+0+3Bonus feat, arcane defense +185 (2)2
3rd+2+1+1+3Candle magic (votive auras)96 (3)2
4th+3+1+1+4Mystic artifice106 (3)2
5th+3+1+1+4Withstand spell116 (3)3
6th+4+2+2+5Instant enlightenment 1/day, arcane defense +2127 (4)3
7th+5+2+2+5Bonus feat137 (4)3
8th+6/+1+2+2+6Candle magic (lantern auras)147 (4)3
9th+6/+1+3+3+6Share the light158 (5)4
10th+7/+2+3+3+7Instant enlightenment 2/day158 (5)4
11th+8/+3+3+3+7Arcane defense +3168 (5)5
12th+9/+4+4+4+8Bonus feat169 (6)5
13th+9/+4+4+4+8Candle magic (bonfire auras)179 (6)5
14th+10/+5+4+4+9Instant enlightenment 3/day179 (6)5
15th+11/+6/+1+5+5+9Flare of illumination1810 (7)6
16th+12/+7/+2+5+5+10Arcane defense +41810 (7)6
17th+12/+7/+2+5+5+10Bonus feat1910 (7)6
18th+13/+8/+3+6+6+11Instant enlightenment 4/day1911 (8)7
19th+14/+9/+4+6+6+11Candle magic (dual aura)2011 (8)7
20th+15/+10/+5+6+6+12Glyph mastery, arcane defense +52112 (9)7

Class Features

A Knight-Chandler does not gain the Elemental Glyph, Quell Magic, Font of Animus, and Glyph Mastery class features.

Weapon and Armor Proficiency

A Knight-Chandler gains no proficiency with any type of weapon, armor, or shield.

Alignment

Any non-evil. Knight-chandlers are defined by their concern for others, passionate friendship, and unquenchable hope.

A knight-chandler who becomes of evil alignment finds themselves deprived of the hopeful, valorous worldview that shapes their unique power. Such characters may not advance further as knight-chandlers until such a time as they cease being of evil alignment, though they do not lose access to their class features. Even an evil knight-chandler remembers her former loyalty and compassion, and by focusing on these memories, she can still summon a candle and use her candle magic.

Soul Candle

At 1st level, you create a flickering ball of energy formed from a combination of arcane power and your own soul energy, known as your Candle. Your candle is a fist-sized mote of light that normally hovers in your space and has the following properties:

  • The candle is not a creature or an object and is not subject to attacks of any kind.
  • The candle sheds bright light out to a distance of 5 feet per point of illumination you have in your illumination pool (see below) and normal light for an equal distance beyond that.
  • Once per round as a free action, you can will your candle to move up to your speed. The candle’s movement is not inhibited in any way by difficult terrain or environmental conditions, although it cannot move through solid objects. The candle remains within one mile of you at all times; you may not move the candle beyond that radius, and if you attempt to move further than one mile from your candle, it floats along gently at the limit of its range. If you move outside this range faster than the candle can follow (for example, by teleportation), the candle appears one round later in a random space precisely one mile from you.
  • If the candle is in your space, you can instruct it to move with you; it moves when you do, remaining in your space until directed elsewhere. In addition, you may include your candle in teleportation effects that affect you. If you do so, it arrives in the same space you do.
  • As a swift action, you may summon your candle to your space from wherever it is.
  • Allies within 15 feet of the candle gain resistance to your active element’s associated energy type equal to the number of points in your illumination pool, up to a maximum of your class level plus your knight-chandler initiation modifier.

Unlike other supernatural abilities, your candle is not completely suppressed when either you or your candle is within an antimagic field or similar effect. If you or your candle enters the area of such an effect, the candle immediately dims, shedding normal light with a radius of 5 feet, rather than its bright light. It loses all other abilities (including those gained through other class features) except for your ability to direct it to move once per round as a free action. The candle regains its full power once both you and your candle leave the area of effect suppressing the ability.

Animus

A knight-chandler tempers their inner animus, calling this new energy illumination. This functions as normal animus except as described here and counts as animus for the purpose of meeting prerequisites. You cannot possess both animus and illumination.

Your levels in mystic count as arcane spellcaster levels as normal.

Outside combat, you have one point of illumination. Should you use this point, it is regained after 1 minute. You may not gain more than this one point of illumination while outside of combat.

When you enter combat, you gain one additional point of illumination at the start of each turn and another point at the end of any round in which you initiate a boost. In addition, you can focus your power as a swift action to gain immediately two points of illumination.

Your illumination pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends, after which it drops back down to one point.

You cannot use illumination for any of the normal animus ability of the mystic. Instead, you gain the following abilities.

  • Illuminate Target: Starting at 1st level, you can empower your attacks with a brilliant luminescence. Whenever you hit a creature with a weapon attack, you can spend one point of illumination to illuminate that creature as by the faerie fire spell with a caster level equal to your initiator level. Successive uses of this ability against the same creature do not stack; instead, they extend the duration. 
  • Guarding Strike: Starting at 4th level, you can spend one point of illumination to deal additional damage equal to your initiator level on any attack you make as part of a melee attack against an opponent that threatens one of your allies other than yourself.
  • Healing Illumination: Starting at 9th level, when you hit a creature affected by your Illuminate Target ability, you can spend one point of illumination to extinguish that light, immediately ending the ability to heal yourself for a number of hit points equal to 1/2 the damage dealt by your attack. This is a free action that can be taken even if it isn’t your turn, although it can only be used once per round. You cannot heal more damage than your target’s maximum hit points with this ability.
  • Piercing the Darkness: Starting at 17th level, you can perceive the surroundings of your candle as if you were there. You can treat the candle’s space as your own for the purposes of determining line of sight, making Perception checks, or the range of any special senses you possess (such as blindsense). In addition, You do not require line of effect to use this ability, although if your candle’s space is occupied by another creature, you are shunted to the nearest unoccupied space. This is a teleportation effect.

Candle Magic

The bright energy that your candle releases is more than mere light; it is raw power infused with your loyalty and devotion. As your illumination builds, you can shape this energy into various auras.

At 3rd level, you can project a votive aura from your candle. At 8th level, you can also project a lantern aura from your candle. Finally, at 13th level, you can also project a bonfire aura from your candle.

You may change which auras your candle projects as a swift action, though you can never project more than one aura of the same type at a time. All allies within 15 feet of your candle gain the benefits of the projected aura.

When you reach 19th level, you can project up to two auras of the same type; however, you are still limited to a maximum of three auras a time. This means you could project one votive and two bonfire auras or two lantern and one bonfire or any other such combination.

Votive Auras

  • Burn-Guard Votive: Affected allies add energy damage of your active element’s associated energy type equal to your current illumination pool to their melee and ranged weapon attacks, up to a maximum amount equal to your class level.
  • Mind-Guard Votive: Affected allies gain a morale bonus to saving throws against mind-affecting abilities equal to your current illumination pool, up to a maximum bonus equal to your initiation modifier.
  • Swift Votive: Affected allies gain the ability to move 5 feet as a swift action without provoking attacks of opportunity.
  • Vigorous Votive: Affected allies gain the ability to tap into the candle’s energy as a swift action, gaining temporary hit points equal to your current illumination pool, up to a maximum number of temporary hit points equal to your class level. These temporary hit points do not stack with themselves, and last for up to 1 minute.

Lantern Auras

  • Death-Guard Lantern: Affected allies gain immunity to death effects and a bonus on saving throws against the esoteric abilities of undead creatures equal to your current illumination pool, to a maximum bonus equal to your initiation modifier.
  • Deflecting Lantern: Affected allies gain a deflection bonus to AC equal to your current illumination pool, to a maximum bonus equal to your knight-chandler initiation modifier.
  • Flickering Retreat: Affected allies gain the ability to teleport to an unoccupied space adjacent to you as a move action. If there is no such space available, the ally does not spend their move action and does not teleport, instead getting a sense of being impeded. You cannot benefit from this effect when it is projected from your own candle.
  • Luminous Magic: Affected allies gain a bonus on caster level checks and manifester level checks equal to the your current illumination pool, up to a maximum bonus equal to your initiation modifier.

Bonfire Auras

  • Healing Bonfire: Affected allies gain fast healing equal to your current illumination pool, to a maximum amount equal to your initiation modifier. This healing only functions while an ally is below half of their maximum hit points.
  • Restorative Bonfire: Whenever an affected ally recovers one or more maneuvers, that ally heals up to 2 points of ability damage to a single ability score of their choice. If an ally does not have maneuvers or does not wish to recover maneuvers, they can activate this ability as a standard action.
  • Soul-Guard Bonfire: If an affected ally would be reduced to 0 or fewer hit points, that ally can trigger the candle’s power as an immediate action. If they do, that ally is immediately restored to 1/2 their maximum hit point total, and all of the following adverse conditions affecting that ally (if any) immediately end: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. The damage that would have reduced the ally to 0 or fewer hit points is negated. Triggering the candle’s power in this fashion is draining to you; doing so reduces your illumination pool to one point (even if your minimum is normally higher) and renders you incapable of projecting bonfire effects for the remainder of the encounter.
  • Swift Bonfire: Affected allies gain the ability to move up to twice their speed as a swift action without provoking attacks of opportunity.

This ability replaces Elemental Glyph.

Share the Light

Starting at 9th level, you can share the fierce light that wells up from deep within your soul, bestowing it upon your allies. As a swift action, you can select an ally within 15 feet. That ally chooses a single boost or counter that you have readied and unexpended. Until the beginning of your next turn, that ally can initiate that maneuver as if they had readied it normally, using your initiator level or their own, whichever is higher. If the ally chooses to initiate the maneuver, you expend that boost or counter, even if it isn’t currently granted to you. (If it wasn’t granted to you, treat it as though it had been granted, then expended.)

This ability replaces Quell Magic.

Flare of Illumination

At 15th level, you gain the ability to draw in light from the world around you, converting it into illumination to fuel your own power. As a move action, you can add 1d6 points of illumination to your illumination pool. This may be used outside of combat to generate a small pool of illumination that persists for one minute. You cannot use this ability multiple times to accumulate illumination points; additional attempts only reset your illumination pool to 1d6 plus the 1 point you normally possess outside of combat. You may use this ability a number of times per day equal to your mystic initiation modifier + 1 (minimum of 1).

This ability replaces Font of Animus.

Eternal Candle

At 20th level, you transcend to something more than merely mortal, your fierce soul transforming your body with its overflowing light. Your type changes to Outsider, and you gains the Native and Good subtypes.

In addition, you cease aging, and your minimum illumination becomes equal to your initiation modifier; increasing as normal during combat and resetting to your new minimum after spending one minute outside combat.

Finally, you gain the ability to initiate two boosts with the same swift action, expending each as normal.

This ability replaces Glyph Mastery.