The Kingdom of Lucis had always had neighbors that envied the Stone of Legend that fuels the magic of the Lucii. So the royal family blesses elite soldiers with a fraction of the Stone’s divine power, creating the Kingsglaives. However, other kingdoms have also begun to adopt this method of producing magically enhanced soldiers. Kingsglaives use the power of magic to warp and disorient their foes. With conviction and patriotism, they fight for Hearth and Home.
Kingsglaive is an archetype for the Dragoon.
Weapon Proficiency
Kingsglaives are proficient in all simple weapons and martial weapons found in the Light Blades, Spears, and Polearms categories. The kingsglaive is not proficient with any exotic weapons found in those groups.
Limit Break
At first level, the kingsglaive loses Dragoon's Pride but may use a limit break unique to them:
For Hearth and Home (Su): As a full-round action, the glaive may warp to the nearest target in charge range and make an attack roll. Should he hit, he deals double weapon damage, plus his warpstrike damage. For each stack of Limit Break gauge spent, the kingsglaive may warp to deliver this attack to another opponent on the way to his original target. A kingsglaive may not use this limit break to attack the same creature multiple times. The kingsglaive may apply the bonus damage from his warpstrike using the distance calculated from his original target rather than the distance between himself and his additional target(s). Whether the kingsglaive succeeds or fails on his attack, he is fatigued for 1 round after using this limit break.
This modifies Limit Break.
Chosen Glaive (Su)
A kingsglaive is bestowed with the power of their king, ruler, state, or country. This gives the kingsglaive the ability to bind a single weapon to their king’s power. The glaive may perform a 1-hour ritual to magically bind a single melee weapon from the Light Blades, Spear, and Polearm weapon groups as their chosen glaive. A weapon bound in this way is treated as magical for the purposes of detecting magical auras in items and that the weapon glows faintly when drawn. A chosen glaive gives off a faint aura of abjuration for this purpose. So long as his chosen glaive is within 10ft and the kingsglaive has 1MP, the glaive can teleport it into an available hand as a move action. At 3rd level, 5th level, and every two levels thereafter, the distance at which the kingsglaive can summon their glaive is increased by 5ft (to a maximum of 60ft at 19th level). A kingsglaive can only summon their chosen glaive if they can see or otherwise recall the whereabouts of where their glaive was last placed (this may be subject to GM discretion on the exact details). A kingsglaive cannot summon their chosen glaive in areas that deny dimensional travel or are covered in antimagic.
A kingsglaive may change their chosen glaive by performing the ritual again (whether it is destroyed or intact); however, doing so removes the magics bound to the previous weapon and cannot be performed again until 1 week has elapsed.
This ability replaces Lancet.
Warpstrike (Ex/Su)
A kingsglaive focuses more on throwing techniques and teleportation as their staple of combat. As a standard action, a kingsglaive can declare the use of a Special thrown weapon attack action called a Warpstrike.
To make a warpstrike, the kingsglaive makes a thrown weapon attack roll with a -2 penalty. He treats the thrown weapon as having a range increment equal to the kingsglaive's land speed. The kingsglaive may add an additional +1 circumstance bonus to his attack roll or a +2 circumstance bonus to his damage roll per 10ft between the kingsglaive and his target. This is an extraordinary effect.
In addition, the kingsglaive may spend a swift action during the attack. Doing so allows the kingsglaive to warp to his weapon mid-flight to deliver his Warpstrike as a melee attack, rather than a thrown weapon attack, or to warp to whatever square or surface his weapon lands. This effect is a supernatural, teleportation effect. The movement of the warp does not provoke attacks of opportunity but the thrown weapon attack provokes as normal. A kingsglaive can teleport in this way a number of times equal to their Focus modifier (Minimum 1). The kingsglaive recovers all uses of this teleport 3 rounds after he last teleported this way. A kingsglaive that is out of teleportation uses can still make the thrown weapon attack normally.
Warpstrike can only be performed with weapons from the Light Blades group and with his Chosen Glaive.
This ability replaces Gungnir and Jump.
Lucian Magic (Su)
A kingsglaive can perform impromptu magic in the spur of the moment for both offensive and diversionary tactics, granting them the following abilities:
Elemancy (Su/Sp): The kingsglaive can manifest small, fist-sized motes of magic, similar to an elemental grenade. Thrown grenades have a range of 20 feet, with a burst radius of 10 feet, and use the Throw Splash Weapon special attack. Elemancy grenades are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a kingsglaive’s elemancy grenade explodes and deals 1d6 points of elemental damage (Ice, Fire, Lightning, Water, Earth or Wind) or 1d4 points of poison damage (Decided when using the elemency grenade) + additional damage equal to his Focus modifier. Each time the kingsglaive uses this ability, he must wait 1d4+1 rounds before using it again.
At 3rd level and every 2 levels thereafter, the damage of his elemancy grenades increases by an additional 1d6, or 1d4 if using poison damage (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an elemancy grenade is always equal to the grenade’s minimum damage (so if the grenade would deal 2d6+4 points of fire damage on a direct hit, its radius damage would be 6 points of fire damage). Those caught in the radius damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + half of the kingsglaive level + his Focus modifier.
Additionally, the kingsglaive gains the ability to cast the following spells: Fire, Blizzard, Water, Aero, Thunder, Stone and Bio, using his dragoon level as his caster level. The kingsglaive can only cast these spells "through" his elemancy grenade when dealing the same type of damage (An ice grenade can only cast blizzard, for example), with the rolls made for the elemancy grenade (Both attack rolls and reflex saves) being used for the spell, with the exception of bio which requires a separate Fortitude save. (In other words, resolve the elemancy grenade first, then resolve the spell using where/who the elemancy grenade hits as the origin point of the spell, using the same attack roll/reflex saving throw results as the grenade.)
Metamagic feats may be applied to spells cast this way, as per normal.
Crystal Barrier (Su): A kingsglaive can conjure a crystalline, protective shield to dissuade attackers. As a standard action and at the cost of 1 MP, a kingsglaive can conjure an opaque, forward-facing wall of force. The crystal barrier is a 5ft, semi-solid, translucent wall the occupies one side of the kingsglaive's space. The barrier has an amount of hit points equal to 5 + the kingsglaive's dragoon level * his Focus modifier with a hardness of 1 +1 per four dragoon levels the kingsglaive possesses. This barrier does not block line of sight but does block line of effect; As such, the crystal barrier stops attacks, movement, breath weapons, and spells that rely on a line of effect until the barrier is destroyed.
If a creature is targeted through the side of the kingsglaive's square the barrier occupies, it first deals damage to the barrier itself. If an attack would deal enough damage to destroy the barrier, it continues on to its intended target, resolving the attack against their AC as normal. However, any damage dealt to the crystal barrier is subtracted from the damage dealt to it's intended target or targets. Burst-effect attacks such as splash weapons, augmented spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side.
Any effect that can affect targets around corners or on cover, such as spread-effects and gases, affect both the barrier and the kingsglaive and any other targets at the same time. Incorporeal creatures with more hit dice than the kingsglaive's dragoon level can pass through the barrier but still treats it as difficult terrain when doing so. Otherwise, the barrier moves with the kingsglaive. The crystal barrier lasts for 1 minute or until it is destroyed. The kingsglaive can change what side the barrier covers as a swift action. Otherwise, a kingsglaive can lower a crystal barrier as a free action.
These abilities replace the Dragon Breath, Deep Breath and Ancient Circle abilities from Dragonforce.
Glaive Techniques
At 1st level and every three levels thereafter, a kingsglaive may take one of the following glaive techniques. If a glaive technique requires the kingsglaive to spend MP, they can only spend MP up to their dragoon level. A kingsglaive may take the Extra Dragonforce feat to gain additional glaive techniques.
Air Dance (Su): Whenever a kingsglaive warps vertically in the air, they may spend 1 MP to temporarily use magic to create a translucent, semi-solid, piece of leverage in the air, preventing their fall. This semi-solid leverage can only occupy a 5ft square of unoccupied space beneath the kingsglaive's feet. A kingsglaive may treat the leverage as solid ground for the purposes of Acrobatic prerequisites and for movement. The leverage lasts until the end of the kingsglaive's next turn. Prerequisites: Dragoon 7
Air Stride (Su): Whenever a kingsglaive is in mid-air and successfully strikes a target with a warpstrike, they can slow their descent in the air as if they are under Chocofeather spell, for 1 round. In addition, should a kingsglaive find or make their own leverage during free fall, they may use that leverage to leap or warp horizontally without losing height during their turn.
Blastcast (Su): The kingsglaive widens the area of his elemancy. As a swift action once the kingsglaive's elemancy grenade is mid-flight, they may spend 1MP to increase the effective area of the splash by 5ft per 10ft the spell has traveled. A kingsglaive must declare that he is using this ability before making the attack roll. This ability stacks with other abilities and feats that can increase the affected area of elemancy (such as the Widen Spell metamagic feat). Prerequisites: Greater Elemancy
Enveloping Barrier (Su): The kingsglaive can conjure his crystal barrier as a full-round action, paying 2MP, to completely envelope his square on all sides. This allows the barrier to block spread-effects and attacks from all sides. However, any gaseous, or persistent effects that were present in the kingsglaive's square (such as fog, poisonous gas, water, and any continual fires) remain inside. Gases and liquids are carried within the enveloping barrier. Other unattended objects inside are also carried within the barrier but add their collective weight to the kingsglaive's load and carrying capacity. However, an Enveloping Crystal Barrier requires more effort to maintain. To continue keeping the barrier enveloped on all sides, the kingsglaive must spend a move action each turn to concentrate. Should he fail to do so, the barrier reverts to an ordinary crystal Barrier that defaults to occupying the front of his square. Prerequisites: Dragoon 7
Esoteric Elemancy (Su): The kingsglaive may cast Dark and Dia via his elemancy grenades. When casting these spells, his elemancy grenades deal shadow or holy damage as appropriate. The kingsglaive cannot deal shadow or holy damage without casting the spell.
Expand The Armory (Ex): Upon taking this talent, a kingsglaive selects a specific type of weapon (such as a warhammer, or katana). They add that weapon to their proficiencies and may bind the selected weapon to become their chosen glaive. The weapon can be bound immediately after taking this talent if the glaive has the weapon on his person. If not, the new weapon can be bound normally and at a later time. The kingsglaive can select this talent more than once, selecting a different kind of weapon each time it's taken.
Fluid Elemancy (Su): During a full attack, a kingsglaive may replace one of his iterative attacks (One of the attacks granted to him by virtue of having a high base attack bonus, not a bonus attack such as those granted by haste or two-weapon fighting) with an elemancy grenade without provoking attacks of opportunity. By spending 2MP as a free action, he may cast a spell through his grenade, also without provoking attacks of opportunity. (MP spent in this way does not count as MP spent on the spell). Prerequisites: Dragoon 7
Greater Elemancy (Sp): The kingsglaive becomes immune to the effects of his own elemancy grenades, including the effects of any spells cast through them. Additionally, the kingsglaive may use warpstrike with his elemancy grenades, effectively allowing him to use them as melee touch attacks, rather than ranged. Prerequisites: Dragoon 4.
Healcast (Su): A kingsglaive learns to weave restorative magicks into his Elemancy. The Kingsglaive may now cast the Cure and Regen spells though an elemancy grenade (If he is within reach of an ally, he does not need to make an attack roll) that deals no damage. When used to cast Cure he heals additional damage equal to the amount of dice he has. (So, if he had a 4d6 elemancy grenade, he adds 4 to the healing provided). If he uses a cure spell through his elemancy grenade against an undead target, or other target that is harmed by curative magicks, he adds his full elemancy grenade damage against the target.
Infiltrator (Sp): Once every 10 minutes, a kingsglaive can cast the Vanish spell as a spell-like ability with a caster level equal to his dragoon level. He treats the spell as if it was augmented with an amount of MP equal to his Focus modifier. The kingsglaive may use this again at the cost of 5 MP. Prerequisites: Dragoon 7
Light Phase (Ex): Whenever an attack misses the kingsglaive, or he succeeds on a Reflex saving throw, he may expend a use of his Warpstrike's teleportation effect to warp to a square occupied by his chosen glaive or to an adjacent square within 5ft as an immediate action without provoking an attack of opportunity. Both instances of movement are subtracted from his total movement allotted to him on his next turn. If the kingsglaive has the Rapid Warps ability, he may use this ability without cost so long as he warps to a distance within half his base land speed. Prerequisites: Dragoon 4
Lucian Infiltrator (Ex): When the kingsglaive casts Vanish from his Infiltrator ability, he treats the spell as if it was augmented by an amount of MP equal to double his Focus modifier. Prerequisites: Dragoon 10, Infiltrator.
Osmose Strike (Su): A Warpstrike from a kingsglaive is charged with draining magicks. When a kingsglaive hits a creature with a Warpstrike, that creature must make a Will save (DC = 10 + half your Dragoon level + your focus modifier). A failure makes the creature lose 1d6 points of MP from their magic pool and gives the kingsglaive an equal amount from the result. If the creature does not have a magic pool, the kingsglaive only drains and recovers 1 MP on a failure. A success negates this effect. Prerequisites: Dragoon 7.
Quickened Ritual (Ex): A kingsglaive may perform the ritual to bind a weapon as their chosen glaive in 10 minutes, instead of 1 hour. At 8th level, they may perform the ritual in 5 minutes. At 12th level, the ritual can be performed in 1 minute. Prerequisites: Dragoon 4
Restorativecast (Su): A kingsglaive can cast Restore, Blindna, and Poisona through an elemancy grenade that deals no damage. Prerequisites: Dragoon 8, Healcast.
Renewing Barrier (Su): The kingsglaive's crystal barrier gains fast healing equal to the kingsglaive's focus modifier.
Shooting Star (Su): As a move action, a kingsglaive can sleep his warping magic into his weapons and magic. At the cost of 1MP, his next thrown weapon attack or elemancy grenade increases it's range increment by an additional 5ft as it warps further along it's trajectory. A kingsglaive can spend MP up to his class level, increasing the range increment by 5ft per MP spent. Prerequisites: Kingsglaive 4
Steel Pirouette (Ex): A kingsglaive uses tricky movements in-between warps to disorient foes. During an attack action, charge, or Warpstrike, a kingsglaive can make a feint attempt using their Acrobatics in place of Bluff as a swift action. A kingsglaive may spend a use of his warpstrike's teleportation effect to warp to an adjacent square within 5ft to gain a +4 circumstance bonus on the feint attempt. Should he succeed, he feints the target successfully and may continue his attack action as normal. A failure makes him provoke an attack of opportunity and loses his attack. A kingsglaive may make a steel pirouette once per round per target.
Warp Critical (Ex): Whenever a kingsglaive makes a Warpstrike with a melee weapon, they can spend 2MP as a free action once per turn to double their critical threat range of their weapon for the attack. The kingsglaive must declare the use of this ability before his attack is rolled. The critical threat increase is applied additively with feats and special abilities, such as the Improved Critical feat and the keen enchantment. (Tripling the critical threat range, rather than quadrupling it) Prerequisites: Dragoon 13.
Warp Cut (Ex): Whenever the kingsglaive hits a Warpstrike against a hostile creature, he may make an additional weapon attack against the same target with his chosen glaive at a -2 penalty. Should he hit, he deals Bleed damage to that creature equal to his strength modifier. The kingsglaive can only use this ability with a slashing or piercing melee weapon.
Warp Factor I (Ex): When making a Warpstrike, a kingsglaive can sacrifice up to two points of his bonus warpstrike damage to add an additional 1d4 points of weapon damage in its place. A kingsglaive must declare the use of this ability before making the attack roll. He suffers a cumulative -1 penalty to the attack for every 2 points of Warpstrike's bonus damage he sacrificed. The bonus damage that is sacrificed is calculated from the distance between the kingsglaive and his intended target.
Warp Factor II (Ex): The kingsglaive may increases the damage from Warp Factor I from 1d4 to 1d6. The kingsglaive no longer suffers the penalty to the attack roll. Prerequisites: Dragoon 7, Warp Factor I
Warp Slide (Ex): Whenever the kingsglaive warps into a hostile creature's threatened area, they may make a 5ft step as a free action once per turn. The kingsglaive may only use this ability if they warp onto a solid, unoccupied surface.
These abilities replace Dragonforces.
Responsibility to the Crown (Ex)
A kingsglaive is often trained to be an elite soldier, infiltrator, and on occasion, representative for his King or state. At 2nd level, a kingsglaive takes one social talent (including advanced talents, if he is a high enough level) from the thief class in place of a Dragon Talent. The kingsglaive gains an additional Social Talent every two levels after 2nd. For the purpose of thief social talents, a kingsglaive does not have a thief identity and is always considered to be in his social identity. The kingsglaive cannot take any talent that references his dual identity feature in its prerequisites nor can he take any talent that requires dual identity to activate or use (Talents that merely reference the dual identity ability but do not necessarily require it, such as combat artist or martial arts training, can be taken by a kingsglaive). The kingsglaive treats his dragoon level as his thief level for the purposes of meeting the prerequisites for, and determining the effects of, social talents. (Including any thief levels the dragoon has, if any.)
A complete listing of social talents can be found here.
This ability replaces Dragon Talents.
Warp Mastery (Su)
As a kingsglaive becomes more experienced, they make more liberal use of their warping ability. At 5th level, a kingsglaive may have up to two weapons, melee or ranged, as chosen glaives (they must still perform the ritual to bind the weapons as normal).
In addition, the glaive may summon her chosen glaives to their person as a swift action. The kingsglaive may choose to transport their chosen glaives into an available hand with which to wield it or into an available sheathe as part of the action. Lastly, a warpstrike is now a standard action to perform.
This ability replaces Jump Mastery.
Rapid Warps (Su)
At 8th level, a kingsglaive may warp to any single square within half of his base speed and does not have to expend teleportation uses to do so. He may warp like this once per turn during a charge, run, or during a portion of his ordinary movement. A kingsglaive cannot use this ability where spatial and dimensional travel is restricted, or if he enters an area of antimagic. A kingsglaive can also only warp in this fashion if he has a line of sight to his intended destination or square.
This ability replaces Horizontal Jump.
Extended Strike (Ex)
At 12th level, the kingsglaive uses twice his base land speed to determine the range increments of his warpstrike.
This ability replaces Vertical Jump.
Blessing of the Kingdom (Su)
A kingsglaive's growing prowess and accomplishments are further rewarded with extended power from their masters. At 17th level, whenever the kingsglaive successfully attacks with Warpstrike, they gain Strong: Physical until the end of their next turn.
This ability replaces Blood of the Dragon.
Freecast (Ex)
At 18th level, a Kingsglaive reaches the apex of his magical prowess. The kingsglaive can spend a move action to have the next elemancy spell the kingsglaive casts augmented to its maximum possible value, without costing the kingsglaive any MP. After using this ability, the kingsglaive must wait 10 minutes before using it again.
This ability replaces Geirskogul.
Hero of the Kingdom (Ex)
At 20th level, the kingsglaive is a paragon of conviction. Whenever the kingsglaive spends MP to cast a spell via his elemancy ability (but not when using freecast), the cooldown only applies to that element and spell, not to his other elements and spells, though if he uses another spell on his next turn, the new spell shares the first spells's cooldown, rather than rolling for a new cooldown.
This replaces Immense Dragonforce.





