Coral Knight (Aegis Archetype)

Some ceptu take their relationship with other marine life to powerful state of symbiosis gaining the ability to form coral, crustaceans, and other creatures into a type of living armor.

Metabolic Acceleration (Ps): Coral knights gain the Heal skill at 1st level as a class skill. Additionally, a coral knight is capable of accelerating the natural healing powers of wounded creatures, restoring 2 hit points of damage to the touched creature as a standard action usable at will. However, this healing can only bring a creature to half of its maximum hit point total.

If you are using the Spheres of Power alternate magic rules, the coral knight may instead become a low caster gaining the life sphere as one of their initial 2 bonus spheres. If the coral knight chooses this option, the power points class feature is replaced by a spell pool:

Spell Pool: A coral knight gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

This ability replaces astral repair and may alter power points.

Shape Living Armor (Su): The coral knight can manipulate and rapidly accelerate the growth of coral or crustaceans around their form. The coral can emulate astral armor types as per the aegis: skin, armor, or juggernaut. A coral knight is always considered to be proficient with their armor, even if he does not have the appropriate armor proficiency. Shaping the coral armor is normally substantially slower than forming astral armor taking 1 hour. Different armor forms grant different free customizations. These free customizations never count against the coral knight’s total number of customization points spent. Additionally the following customizations are available to the coral knight:

  • Reefmight (2 points): Like brawn (which overlaps it), the reefmight customization adds a +2 enhancement to Strength, but the organisms of the armor must be soaked in water for 1 hour to thoroughly hydrate them or this bonus fails. This customization may be taken again at 4th level and every 4 levels thereafter.
  • Metanode (3 points): You gain the ability to manifest a psionic or magical power. You may select one psionic power of 1st level from any power list. Alternatively gain an additional Magic Talent feat if using the Spheres of Power system. You gain a caster or manifester level of half your aegis level if you do not have one or you may add the power to another classes powers known for you if you possess one.
  • Omninode (3 points): Your armor acts as a magical converter allowing you to move energies between your various abilities. You may recharge a spell slot or regain a prepared spell you have cast from any class by paying twice is level in psionic power points. Alternatively you can pay half a spell point to regain half your caster level in power points, restore a spell slot, or a spent prepared spell of half your spherecaster level.
  • Psychokinetic Augmentation (4 points): Weapons and objects that are wielded via racial or other telekinetic abilities are treated as though they are one size category larger.
  • Specialized Colony (2 points): Your coral armor amplifies a specific sort of power very well. Select one school of magic, sphere of power or psionic discipline. Your caster, manifester, or veilweaving level you have for the selected type from any source increase by a +4 bonus up to the limit of your current hit dice. This customization may be taken again at 4th level and every 4 levels thereafter.

This ability alters form astral suit and customizations.

Sustaining Suit (Su): A coral knight of at least 3rd level wearing their living armor loses their sleep difficulties species trait and gains a +2 bonus on the following checks and saves:

  • Swim checks made to resist nonlethal damage from exhaustion
  • Constitution checks made to continue running
  • Constitution checks made to avoid nonlethal damage from a forced march
  • Constitution checks made to hold breath
  • Constitution checks made to avoid nonlethal damage from starvation or thirst
  • Fortitude saves made to avoid nonlethal damage from hot or cold environments
  • Fortitude saves made to resist damage from suffocation.

Molt Suit (Su): Starting at 3rd level, a coral knight can reconfigure up to his Intelligence modifier in customization points on his living armor once per day over the course of 10 minutes. Every two levels thereafter, he can use this ability an additional time per day.

Augment Armor (Su): A coral knight learns how to infuse his living armor with his psionic or magical power, augmenting the capacity of his suit. Beginning at 4th level, the coral knight may spend up to half their level in power points or a single spell point. If they do, they gain one temporary customization point per four class levels to customize their living armor.

This ability, activated as a standard action, lasts for a number of rounds equal to the coral knight’s Intelligence modifier. Activating this ability again, while already in use, immediately causes the previous duration to end. A coral knight may end the duration as a free action at any time.

This ability replaces augment suit.

Healer (Ex): Beginning at 2nd level, a coral knight gains a +1 bonus to Heal skill checks. At 6th level and every four levels thereafter, this bonus increases by 1.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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