‘Twixt the glittering light of stars lies the blackness of the universe, a nothingness with only a life-ending chill and the dust of dead suns for company. This void carries an intangible energy all its own, one that many individuals have tried to tap into in just as many different ways. Abyssal knights are a brand of mystic knight who seek to use the void to decimate their opponents with weapons strengthened by the ravenous darkness within which all realities exist.
The abyssal knight is an archetype of the mystic knight class.
Class Skills:
The abyssal knight loses Knowledge (dungeoneering) (Int) as a class skill and gains Bluff (Cha) and Knowledge (religion) (Int) as class skills.
This changes the mystic knight’s class skills.
Limit Breaks (Su):
At 1st level, alongside the generic limit breaks available to mystic knights (those of the Arcane, Battle, or Stoic modes), the abyssal knight also gains access to the Demon’s Cross limit break.
Demon’s Cross (Su): This limit break lets the abyssal knight supplant her health instead of her mana to empower her fighting. For 2 rounds per stack spent as a swift action, the abyssal knight can spend hit points instead of MP when using class abilities, whether for the cost of mysticisms, augmenting swordplay techniques, or any other sort of ability, with a 1:1 ratio. If below half health, she instead uses them with a 1:2 ratio (treating each hit point as 2 MP).
This replaces the elemental buster limit break.
Elemental Attunement (Su):
This ability works as normal, except that the abyssal knight can only attune to the earth, ice, and dark elements.
This modifies elemental attunement.
Annul (Su):
At 1st level, the abyssal knight is able to radiate the darkness between the stars, destabilizing the elements that are used against her. As a swift action, the abyssal knight can force all elemental and physElemental damage but her own being inflicted within 15 feet of her to have a 20% chance of failure, negating the damage completely, not unlike applying a miss chance to attack rolls. At 11th level, the abyssal knight can apply this chance of failure to her own usage of elemental and physElemental damage, but in turn increase the failure chance of all other elemental/physElemental damage used within range to 50%. This ability lasts for 1 round + 1 round for every three class levels, and the abyssal knight can use it a number of times per day equal to 3 + her Focus modifier.
This replaces the elemental grasp ability.
Dimensional Rift (Su):
At 2nd level, the abyssal knight’s body and soul call out to the power of the interdimensional void, drawing it into the material world for the briefest moment and letting it carry her out of danger. When targeted by an attack, spell, or ability that would cause her damage, she can, as an immediate action, spend 3 MP and make a Perception check. If the damage stems from an attack, then the DC is that of the attack roll made; if the ability is a spell, then the DC is 10 + ½ the caster level of the spell + the casting modifier; if it is any other ability, then the DC is 15 + ½ the HD of the aggressor. If her Perception check succeeds, the abyssal knight can teleport 10 feet in any direction of her choice; if this would take her out of the range of the attack, spell, or ability, then she is unaffected. In no case does this movement provoke attacks of opportunity. Every two levels after 2nd, she can teleport an additional 5 feet. At 5th level, she can instead teleport this distance as a standard action; this counts as knowing the spell dimension door for the purpose of meeting the prerequisites of Dimensional Agility feat and feats that have Dimensional Agility as a prerequisite. When using the aforementioned feats, you instead use this ability, treating it as having cast dimension door when determining the feat’s effects.
This replaces the reversal ability.
Swordplay (Su):
The abyssal knight loses access to the following swordplay techniques: Ashura, Excalibur, Flametongue, Kazekiri, Liquid Steel, Murasame, Raikiri, Rune Tooth, Sakura, Thunderblade, Yakei, and Zanmato. In exchange, she gains access to the following swordplay techniques.
Arondight: In even the blackest of nights there can be found the glitter of starlight, being carried through the cosmos by the darkness it chases. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 dark damage for every two mystic knight levels. By spending 1 MP, you can increase the dark damage by 1d6 for every MP spent, or by spending 2 MP, you can make all additional damage inflicted by this swordplay technique count as either dark or holy, whichever is most advantageous.
Deathbringer: The ultimate fate of all things, even the universes themselves, is death, and you seek to bring it upon those who would oppose you. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 dark damage for every three mystic knight levels. By spending 1 MP, you can increase the dark damage by 1d6, or by spending 5 MP, you can inflict the Doomed status on the target with a successful Fortitude negating the Doomed effect (DC 10 + ½ class level + Focus modifier), or by spending 9 MP, you can force a Fortitude save, instantly reducing the target to -1 hit points and leaving them dying if they fail; if the attack when using this swordplay technique is a confirmed critical, it instead kills the target instantly on a failed save. Prerequisite: Arondight or Blood Sword or Muramasa or Orochi (at least two), Abyssal Knight 16
Earthsabre: The force you strike your opponent with is shocking, pushing them towards Mother Earth’s hungry maw. When using the Koga Blade or Stoneblade swordplay techniques, you can spend 3 MP to leave the creature buried in the ground, sinking into the earth or stone below them 10 under the surface. The ground must be solid, and must occupy enough space to accommodate the creature and have 10 feet of earth or stone above it. As a full-round action, the creature can make a DC 25 Strength check to break enough of the earth or stone to move 5 feet in any direction, unless they have an ability that would let them freely pass through earth or stone. Prerequisite: Koga Blade and Stoneblade, Abyssal Knight 10
Gold Uchigatana: Mere stone will not do; the earth is made of far more than dirt and rock, with metals strewn through it, and your mastery of the earth makes your enemies so much more malleable. When inflicting the Petrified condition through the use of either the Gorgon Gaze or Gran Fissure swordplay techniques, they are turned into gold instead of stone. While transformed into gold, the target is treated as an object made of said metal, except that its hardness does not apply to fire damage. If destroyed, the creature falls to pieces, and what is left can be sold for a price based on its size category; a Medium creature is worth 10,000 gil, increasing and decreasing by 2,000 for every size category larger or smaller. Prerequisite: Gorgon Gaze and Gran Fissure, Abyssal Knight 14
Hoarfrost Saber: The knifing pain of a hundred cruel winters follows in the wake of your strokes, sapping your opponent of their energy. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 ice damage for every two mystic knight levels, and force a Fortitude save (DC 10 + ½ class level + Focus modifier), fatiguing them on a failed save. Multiple uses of this swordplay technique stack, exhausting the target on a second failed save. By spending 1 MP, you can increase the ice damage by 1d6 for every MP spent, or by spending 2 MP, you can increase the DC by 1 for every 2 MP spent, or for 6 MP, you can leave the opponent unconscious for a number of rounds equal to half of your mystic knight level on a failed save, and leaving them exhausted if the save is successful.
Koga Blade: The anger of the earth runs through your arms, and you bring it down upon your enemies to crush them as a boulder would a walnut. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 earth damage for every two mystic knight levels, and force a Fortitude save (DC 10 + ½ class level + Focus modifier). If the saving throw fails, the target is stunned for 1d3 rounds and staggered for 1d4 rounds after. By spending 1 MP, you can increase the earth damage inflicted by 1d6 for every MP spent, or you can spend 2 MP to increase the saving throw by 1 (to a maximum of 6 MP). Prerequisite: Abyssal Knight 6
Laglace Sword: Gripping your enemies relentlessly, crystalline fetters bind your enemy’s limbs to further aid you in your endeavor of freezing your opponent to death. When using Hoarfrost Saber, Ice Brand, or Samidare, you can spend 5 MP to inflict either the Immobilized or Impaired condition upon the target for a number of rounds equal to your Focus modifier. This swordplay cannot be used to inflict both conditions upon the target; the duration of one effect must elapse before the other can be inflicted. This swordplay technique is not, however, subject to such restrictions if the target is suffering one of these conditions from another effect, a spell that inflicts the Immobilized condition would not prevent this swordplay technique from inflicting the Impaired condition. Prerequisite: Hoarfrost Saber or Ice Brand or Samidare (at least two), Abyssal Knight 10
Orochi: Drawing from the underworld the ever-starving soul of a dragon of darkness, you strike with it and let the dragon taste the lifeblood of your enemy for a brief but satisfying moment. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 dark damage for every two mystic knight levels, and force a Fortitude save (DC 10 + ½ class level + Focus modifier), with failure indicating that the target is inflicted with the Sapped condition, inflicting dark damage instead of poison damage. By spending 1 MP, you can increase the dark damage by 1d6 for every MP spent, or by spending 2 MP, you can increase the DC by 1 for every 2 MP spent.
Samidare: A chill that comes from the depths of outer space bites into your opponent, so cold that even those who thrive in the element of ice feel the intensity of the icy burns. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 ice damage for every two mystic knight levels. The ice damage dealt by this swordplay technique, as well as any physIce damage you may be inflicting with your weapon, treats any targets who absorb or are immune to ice damage as though they are simply strong against it, doing half damage instead of no damage or healing the target.
Shiva’s Shotel: The cold you employ is so bitter that it freezes matter to the point that, on a subatomic level, all movement has ceased. When using Hoarfrost Saber, Ice Brand, or Samidare, you can spend 4 MP to inflict the Frozen condition on a successful hit, with a Fortitude save to negate the condition (DC 10 + ½ class level + Focus modifier); this effect also works on objects, and all manners of creatures who normally are immune to effects requiring a Fortitude save are still able to be affected. Prerequisite: Hoarfrost Saber or Ice Brand or Samidare (at least two), Abyssal Knight 14
Stoneblade: The sharpest of blades are made not of steel, but of stone, the keenness tearing away flesh like an obsidian razor shredding frail silk. Make an attack; if successful, you inflict the damage of the attack, as well as +1d6 earth damage for every two mystic knight levels. If the attack is a confirmed critical hit, the earth damage inflicted increases by 2 per die of earth damage inflicted by this swordplay technique. By spending 1 MP, you can increase the earth damage inflicted by 1d6 for every MP spent, or you can spend 3 MP to increase your weapons critical threat range by 1 (to a maximum of 9 MP); increasing the critical threat range stacks with other increasing effects, but is applied after all other modifiers.
Valhalla: A realm of both death and glory, the collective strength of spirit that courses through the battlefield of the Unseen Realm grips your enemies to rip their soul away and make them join the rest. When using the Arondight, Blood Sword, or Deathbringer swordplay techniques, you can replace the normal extra effects from spending MP with inflicting 1 negative level for every 2 MP spent. Assuming the target survives, these negative levels last for a number of hours equal to your mystic knight level (maximum 15); normally, negative levels become permanent after 24 hours, but these negative levels do not last long enough to become permanent. Prerequisite: Arondight or Blood Sword, Abyssal Knight 12
This modifies swordplay.
Mysticism (Su):
The abyssal knight loses access to the following mysticisms: Dampen Element, Excite Element, Exude Element, Forgiving Element, and Forgoing Element. In exchange, she gains access to the following mysticisms:
Abyssal Slash: An abyssal knight with this mysticism can infuse her swordplay techniques with abyssum to crush her enemies under the force of the universe itself. When using a swordplay technique, she can spend the listed MP as a swift action to force a Will save (DC 10 + ½ mystic knight level + Focus modifier) if the swordplay technique is successful. Failure of the saving throw inflicts the Slowed condition upon the target for a number of rounds equal to ½ the abyssal knight’s class level, rounded up. At 9th level, she can spend an additional 3 MP to inflict the Impaired or Immobilized condition instead. At 15th level, she can spend an additional 7 MP to inflict the Stop condition. Prerequisite: Abyssal Knight 6 MP Cost: 5 MP
Blink Counter: An abyssal knight with this mysticism can, when targeted by an enemy’s attack, spell, or other hostile ability, teleport to any location within 30 feet of her current position, and make a single attack upon the enemy who targeted her, although the place where she ends her teleportation must be able to carry her weight. This movement does not provoke attacks of opportunity. MP Cost: 4 MP
Bonecrusher: An abyssal knight with this mysticism can, when targeted by an enemy’s attack, spell, or other hostile ability that would inflict damage, make an attack as an immediate action, adding her Focus modifier to the attack roll and damage roll. If successful, she inflicts the damage of her attack, as well as the damage that the attack, spell, or ability targeting her would inflict, with all damage types being that of her own attack, rather than that of the enemy’s attack, spell, or ability. For example, were the abyssal knight wielding a katana and attuned to ice and used this mysticism when targeted by a black dragon’s breath weapon, dealing 25 dark damage after the rolls are made and all other factors are taken into account, her attack would inflict the damage of her attack + her Focus modifier + 25 damage in slashing and physIce damage. Her attack is resolved after the enemy’s attack, spell, or ability is resolved. The abyssal knight must wait at least 1 round before she can use this mysticism again. MP Cost: 4 MP
Rebirth: An abyssal knight with this mysticism can use the crushing gravity that holds the spacetime fabric of the dimensions together to do the same for herself. When she would be reduced to 0 hit points or lower, or otherwise die, the abyssal knight can take a negative level to prevent the damage or effect that would kill her, remove a number of negative conditions equal to a number up to her Focus modifier, and be healed a number of hit points equal to her mystic knight level + her Focus modifier. If the negative level inflicted by this mysticism would kill her anyway, she instead takes 2 points of Constitution drain. If the Constitution drain would reduce her Constitution score to 0, she cannot use this ability, and dies as normal. Prerequisite: Abyssal Knight 12 MP Cost: 12 MP
Saber: An abyssal knight with this mysticism can strengthen her weapons by using gravity magic to increase their density. As a swift action, for a number of rounds equal to her Focus modifier, the abyssal knight increases the critical threat range of any weapon she wields by 2, stacking with any other bonuses, but applied after all other modifiers are calculated. The damage she inflicts with these weapons ignores a number of any kind of damage reduction except for DR/- or DR/epic equal to her class level. MP Cost: 3 MP
This modifies mysticism.
Sheol (Su):
At 3rd level, the abyssal knight can reach into the various realms of the dead to draw their energies to the realm of the living as a standard action at the cost of 3 MP, polluting the occupants with the taint of the underworld to either help or hinder at their whim. When targeting herself or an ally within Close range, she can suffuse them with traces of the soulstuff of those who have passed to the netherrealm, granting fast healing 3, increasing by 2 for every five levels after 3rd. Alternately, the abyssal knight can let the draw of the realm tug at an opponent within Close range, reducing their speed by 10 feet and inflicting a -2 penalty to all attack rolls and skill checks on the target, increasing by 5 feet and an additional -2 for every five levels after 3rd; the target can make a Will save to halve these penalties (reducing their speed by 5 feet and inflicting a -1 penalty to attack rolls and skill checks) with a DC of 10 + ½ class level + Focus modifier. In either case, these effects last for a number of rounds equal to the abyssal knight’s Focus modifier.
At 8th level, the abyssal knight can bless herself or an ally within range, using the pull of the netherworld to subtly warp space and granting the Haste condition (as the spell, using her class level as the effective caster level). Alternately, she can use this energy to impede an enemy, inflicting them with the Slow status (Will save DC 10 + ½ class level + Focus modifier to negate). Both effects have a duration of a number of rounds equal to her Focus modifier, and cost 5 MP to use.
At 13th level, the abyssal knight’s ability to manipulate the powers of the underworld grows ever keener, allowing her to grant herself or an ally both the fast healing and Haste effects of this ability at a cost of 9 MP, or inflict an enemy with the Immobilized condition and stagger them, following the normal formula for the Will save to negate the effect.
At 18th level, the abyssal knight is able to draw in so much of the essence of the planes of the dark afterlife that she can affect either all allies or enemies within Close range, using the appropriate effects for the targeted creatures. As well, when either inflicting Immobilized and staggered, or Slowed, she can also apply the attack roll and skill check penalty. Using this ability in this way costs 13 MP.
This replaces the sentinel, improved sentinel, greater sentinel, and supreme sentinel abilities.





