Latest News

Happy Halloween Update!

Home > Classes > Core Classes > Knight > Archetypes (Knight) >

Azure knights take the bits and pieces of creatures they fought and killed, to imbue their shields with the creature’s powers.

The azure knight is an archetype of the knight class.

Archetype Main Ability Scores:
The azure knight mainly focuses on STR for martial combat, CHA for their class features, and CON for optional features.

Archetype Feature Replacements:
1stDefend Ally, Defensive Stance, Threat Control. 2ndKnight Talent. 4thKnight Talent, Active Defense. 6thKnight Talent. 7thShield Ally. 8thKnight Talent. 10thKnight Talent, Stalwart. 11thImproved Defensive Stance. 12thAdvanced Knight Talent. 14thAdvanced Knight Talent, Improved Shield Ally. 16thAdvanced Knight Talent. 17thTireless Stance. 18thAdvanced Knight Talent. 20thAdvanced Knight Talent, Superior Defensive Stance.

Shieldplay (Su)

This ability functions the same as the sword saint’s swordplay ability, except an azure knight gains less swordskills (see below) and may only choose swordskills from Universal forms and Shield forms (see below). In addition, he may use any swordskill/shieldskill he knows without needing to ready them. Each shieldskill can still only be used once per encounter. If a shieldskill inflicts shield bash damage, it inflicts damage as if you could shield bash with a shield.

LevelSwordskills Known
1st1
2nd2
3rd2
4th2
5th3
6th3
7th3
8th4
9th4
10th4
11th5
12th5
13th5
14th6
15th6
16th6
17th7
18th7
19th7
20th8

This ability replaces threat control and active defense.

Azure Pool (Su)

At 1st level, the azure knight gains a reservoir of mystical blue energy that he can draw upon to fuel his powers and enhance his shield. This azure pool has a number of points equal to his knight level + his Charisma modifier. The pool refreshes once per day when the azure knight rests for a full 8 hours.

At 1st level, an azure knight can expend 1 point from his azure pool as a swift action to grant any shield he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st the shield gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the shield, stacking with existing shield enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following shield properties: animated, arrow catching, arrow deflection, assiduous, bashing, bastion, blinding, bolstering, clangorous, fortification, frosted, grinding, impervious, jarring, jawbreaker, mirrored, ramming, rebounding, or reflecting.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the shield already has, but duplicates do not stack. If the shield is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the azure pool point is spent and cannot be changed until the next time the azure knight uses this ability. These bonuses do not function if the shield is wielded by anyone other than the azure knight.

An azure knight can only enhance one shield in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces defend ally.

Imbue Shield (Su)

Also at 1st level, the azure knight can imbue their shields even further by sacrificing pieces of creatures that he has slain to imbue his shield with supernatural abilities. Sacrificed creatures that have supernatural abilities that can be learned by blue mages are immediately learned by the azure knight. Instead of spells, they become supernatural abilities that the azure knight can use. Each supernatural ability learned become on the azure knight’s known ability list. Accessing a specific supernatural ability requires a move action to attune to. To use a supernatural ability, the azure knight must spend points from his azure pool equal to the spell level equivalent of the ability (with a DC of 10 + the spell level equivalent + his Charisma modifier) and must have a knight level equal to double the spell level.

At 6th level, the azure knight can spend one point from his azure pool to add any metamagic feat of 1 MP or lower onto any supernatural ability he uses. He can only apply this once per spell.

At 11th level, the azure knight can access a specific supernatural ability as a swift action and can spend two points from his azure pool to add any metamagic feat of 2 MP or lower onto any supernatural ability he uses. He can only apply this once per spell and doesn’t stack with the previous ability.

At 16th level, the azure knight can access a specific supernatural ability as a free action and can spend three points from his azure pool to add any metamagic feat of 3 MP or lower onto any supernatural ability he uses. He can only apply this once per spell and doesn’t stack with the previous ability.

This ability replaces defensive stance, improved defensive stance, tireless stance, and superior defensive stance.

Azure Arcana (Ex or Su)

As he gains levels, an azure knight learns special arcanas tailored to his specific way of blending martial puissance and azure power. Starting at 2nd level, an azure knight gains one azure arcana. He gains an additional azure arcana for every two levels of knight attained after 2nd level or he can choose a knight talent from the knight’s talent list. Unless specifically noted in an azure arcana’s description, an azure knight cannot select a particular azure arcana more than once.

Accurate Strike (Ex): The azure knight can expend 2 points from his azure pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. Prerequisite: Knight 8

Azure Accuracy (Su): The azure knight can expend 1 point from his azure pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Azure Edge (Su): The azure knight can expend 1 point from his azure pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). Prerequisite: Knight 8

Azure Redoubt (Su): As a swift action, the azure knight can expend 1 point from his azure pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

Azure Redoubt, Greater (Su): Whenever the azure knight uses his azure redoubt azure arcana, he may spend an additional point from his azure pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his azure pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion. Prerequisite: Knight 12, azure redoubt azure arcana

Dispelling Strike (Su): The azure knight can spend 1 or more points from his azure pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the knight’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of azure pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. Prerequisite: Knight 8

Enduring Shield (Su): Whenever the azure knight enchants his shield using his azure pool, he may spend 1 additional point from his azure pool to increase the duration to 1 minute per knight level.

Extra Azure Pool (Su): The azure knight’s azure pool increases by 2. This arcana can be taken more than once.

Ghost Touch (Su): Whenever the azure knight enchants his shield using his azure pool, he may spend 1 additional point from his azure pool to add the ghost touch special abilities to the list of available options. Prerequisite: Knight 8

Hasted Assault (Su): The azure knight can expend 1 point from his azure pool as a swift action to move more quickly. This functions as haste, but only targets the azure knight and lasts for a number of rounds equal to the azure knight’s Charisma bonus. Prerequisite: Knight 8

Lingering Pain (Su): The azure knight can expend 1 point from his azure pool as an immediate action after hitting a target with a weapon attack. All damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the azure knight’s next turn.

Prescient Attack (Su): The azure knight can expend 1 point from his azure pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the azure knight’s attacks until the end of the azure knight’s next turn.

Prescient Defense (Su): The azure knight can expend 1 point from his azure pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The azure knight gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn. Prerequisite: Knight 8

These abilities may replace knight talents.

Practiced Skill (Ex)

When an azure knight reaches 7th level, he has become so proficient in the basic skills that he can further his skill with that particular skill unlocking its true power, truly mastering his skills. He may select one basic sword skill he has learned and choose to gain its Practiced effect. The azure knight may choose an additional swordskill at 12th level and 17th level.

This ability replaces shield ally.

Clear Mind (Ex)

At 10th level, an azure knight can regain his azure pool quicker. The azure knight must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The azure knight regains 1 azure point per hour.

This ability replaces stalwart.

Perfected Skill (Ex)

When an azure knight reaches 14th level, he has become so extraordinarily adept in the basic skills and has perfected his power. He may choose a single sword skill that he has chosen to have practiced and now gain its Perfected effect. The azure knight may choose an additional swordskill at 20th level.

This ability replaces improved shield ally.

Shield Forms

Night Terror

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: 30-ft.-cone
Target: Enemies within the area of effect
Saving Throw: Will partial

The azure knight can use the power of his shield to cause terror in a cone in front of him. Enemies within the area of effect take focus shield bash damage + 1d6 points of non-elemental damage per four knight levels and are inflicted with the Shaken condition for 1d6 rounds, a successful Will save (DC 10 + half of the knight’s level + his Charisma modifier) negates the Shaken condition.

Practiced: This shieldskill with practice, inflicts Frightened condition on targets for 2d4 rounds instead.

Perfected: This shieldskill when perfected, inflicts Panicked condition on targets for 3d3 rounds instead.

Air Strike Shield

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: 50 feet
Area: Creates 1 5’ unmovable shield in a square within 50 feet
Saving Throw: None

The azure knight can use the power of his shield to summon an unmovable 5’ shield. If summoned in front of a creature, the creature takes focus shield bash damage + 1d6 points of non-elemental damage per four knight levels. While the shield is unmovable, it can be destroyed. It has a number of hit points equal to 5 x his knight level and a hardness equal to his knight level. The shield lasts for a duration of 1 round per knight level.

Practiced: This shieldskill with practice, allows the azure knight to summon 2 shields.

Perfected: This shieldskill when perfected, allows the azure knight to summon 3 shields.

Shield Prison

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: 50 feet
Area: Creates a barrier around a number of creatures (see below)
Saving Throw: Reflex negates

The azure knight can use the power of his shield to summon a barrier in a 10-ft’-radius around creatures. If used on allies or himself, this barrier provides DR equal to his knight level and elemental resistance equal to his knight level to those within. If used on enemies, it provides the same bonuses but also traps them within. The azure knight can dismiss the barrier at any time. The barrier lasts for a minute. While the barrier is unmovable, it can be destroyed. It has a number of hit points equal to 5 x his knight level and a hardness equal to his knight level.

Practiced: This shieldskill with practice, doubles the amount of DR, elemental resistance, hit points, and hardness it has.

Perfected: This shieldskill when perfected, triples the amount of DR, elemental resistance, hit points, and hardness it has.

Shooting Star Shield

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: 50 feet
Area: Creates 1 10’ unmovable shield within 50 feet
Saving Throw: None

The azure knight can use the power of his shield to summon an unmovable 10’ shield but allows allies to walk through it. While the shield is unmovable, it can be destroyed. It has a number of hit points equal to 5 x his knight level and a hardness equal to his knight level. The shield lasts for a duration of 1 round per knight level.

Practiced: This shieldskill with practice, allows the azure knight to summon 2 shields.

Perfected: This shieldskill when perfected, allows the azure knight to summon 3 shields.

Chain Shield

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: 50 feet
Target: A created shield using Air Strike Shield or Shooting Star Shield
Saving Throw: Reflex negates

As a swift action, the azure knight can cause chains to erupt from a shield when using Air Strike Shield or Shooting Star Shield to immobilize a creature. A creature who is affected by Air Strike Shield or Shooting Star Shield must make a Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) or be immobilized for 1 minute. If the shield is destroyed, the chains fade away as well. If there are multiple shields around 1 creature, the DC increases by 2 per shield deployed.

Practiced: This shieldskill with practice, now affects enemies within 10 feet of a shield.

Perfected: This shieldskill when perfected, now affects enemies within 20 feet of a shield.

Hate Reaction

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: 50 feet
Area: All enemies within 50 feet
Saving Throw: Will negates

The azure knight can cause creatures within 50 feet to him to attack only him for 1 round. Creatures within the area of effect must make a Will save (DC 10 + half of the knight’s level + his Charisma modifier) or be forced to attack the azure knight for 1 round.

Practiced: This shieldskill with practice, now increases the duration to 1d4 rounds, a creature can make an additional Will save each round.

Perfected: This shieldskill when perfected, now increases the duration to 2d4 rounds, a creature can make an additional Will save at an -2 penalty each round.

Dog Bite Shield

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: Melee
Target: 1 creature
Saving Throw: None

As an immediate action, the azure knight can cause a pair of dog heads to appear on his shield and bite a creature who attacked him. The azure knight makes two attack rolls at his highest BAB and if they hit, they each deal 2d4+2 points of damage and has a chance to grapple (using his CMB as normal). These dog heads last a number of rounds equal to his Charisma modifier or until he uses another shield skill.

Practiced: This shieldskill with practice, can either increase the number of dog heads to 3 or increase the dog heads by 1 size and adding his Strength modifier to the damage (inflicting 2d6+4 + STR modifier).

Perfected: This shieldskill when perfected, can either increase the number of dog heads to 3 or increase the dog heads by 1 size and adding his Strength modifier to the damage (inflicting 2d6+4 + STR modifier). He must choose the option he did not picked for practiced.

Poison Snake Fang

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: Melee
Target: 1 creature
Saving Throw: None

As an immediate action, the azure knight can cause a poisonous snake to appear on his shield and bite a creature who attacked him. The azure knight makes an attack rolls at his highest BAB and if it hits, it deals 1d6 points of damage and has a chance to grapple (using his CMB as normal).

  • Bite – injury; save Fort DC (10 + half of the knight’s level + his Charisma modifier); frequency 1/round for 6 rounds; effect Sap status effect and 1d4 Con damage; cure 1 save.

Practiced: This shieldskill with practice, increases the bite damage to 2d6, the number of Con damage to 1d6, and the number of saves to cure to 2.

Perfected: This shieldskill when perfected, increases the bite damage to 3d6, the number of Con damage to 2d4, and the number of saves to cure to 3.

Magic Eater

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: Melee
Target: 1 creature
Saving Throw: None

As an immediate action, the azure knight can cause his shield to sprout a face and fangs to appear on his shield and bite a creature who attacked him. The azure knight makes an attack rolls at his highest BAB and if it hits, it deals 1d4+1 points of MP or resource (Arcane, Azure, Veil, etc.) damage and grants him a number of azure points that inflicts on his target. If this would increase his azure points beyond his maximum, the extra points fades away after an hour.

Practiced: This shieldskill with practice, increases the number MP or resource drain to 2d4+2.

Perfected: This shieldskill when perfected, increases the number MP or resource drain to 3d4+3.

Needle Shield

Shield Skill: Shield (Basic)
Element: Non-Elemental
Range: Melee
Target: 1 creature
Saving Throw: Fortitude partial

As an immediate action, the azure knight can cause his shield to sprout needles to appear on his shield and causing them to attach to a creature who attacked him. If a creature within melee range attacks the azure knight, who then uses needle shield, takes an amount of damage equal to 4d6 points of piercing damage and must make a Fortitude save (DC 10 + half of the knight’s level + his Charisma modifier) or become paralyzed for 1d6 rounds.

Practiced: This shieldskill with practice, increases the damage to 6d6 points of piercing damage and paralyzed for 2d4 rounds.

Perfected: This shieldskill when perfected, increases the damage to 8d6 points of piercing damage and paralyzed for 3d3 rounds.

Iron Maiden

Shield Skill: Shield (Master)
Element: Non-Elemental
Range: 50 feet
Area: Creatures inside Shield Prison
Saving Throw: None

As a swift action, the azure knight can cause the creatures inside of a Shield Prison to be wrapped in an Iron Maiden. This ability deals focus shield bash damage plus 1d10 points of damage per two knight levels to all enemies within the Shield Prison.

Practiced: This shieldskill with practice, now also inflicts bleeding equal to 1 per dice.

Perfected: This shieldskill when perfected, increases the damage to 1d12 per two knight levels.

Shooting Star Wall

Shield Skill: Shield (Master)
Element: Non-Elemental
Range: 15 feet
Area: Creates a shield on all allies within 15 feet
Saving Throw: None

The azure knight can use the power of his shield to summon a shield on all allies within 15 feet. It grants al allies (including himself) a +4 deflection bonus to AC and damage reduction of 2/-. While the shield is on an ally, it can be destroyed if targeted. It has a number of hit points equal to 5 x his knight level and a hardness equal to his knight level. The shield lasts for a duration of 1 round per knight level.

Practiced: This shieldskill with practice, increases the deflection bonus to AC to +6 and damage reduction to 3/-.

Perfected: This shieldskill when perfected, increases the deflection bonus to AC to +8 and damage reduction to 4/-.

Azure Knight