Whether the dark knight dabbles in dark powers, the paladin in mysterious connections, or the mystic knight with their elemental mysticisms: The Ark Knight chooses a path that walks the line between malice and measured control. Employing the use of sword spirits and Ruination to devastate their foes.

Ark Knight is an archetype of Mystic Knight

Weapon and Armor Proficiencies

The ark knight is proficient with katanas, nodachis, and one other exotic weapon of the ark knight’s choice as long as it is a melee weapon that deals either slashing or piercing damage.

This modifies starting proficiencies.

Spirit Attunement(Su)

At 1st level, an ark knight attunes to a sword spirit instead of an element. The ark knight can align herself with one of the following sword spirits: Ashura, Kotetsu, Osafune, Muramasa, Kiku-Ichimonji, and Chirijiraden. Each sword spirit grants a different benefit when the ark knight aligns themselves with them and develops a noticeable quirk. A sword spirit’s power can dwell within the body of the ark knight but their powers only manifest when the ark knight wields a suitable weapon(unarmed strikes and natural attacks do not count as suitable weapons). If the weapon of an ark knight is broken, they lose 1 MP per minute the weapon is left unrepaired as the energy of the spirit seeps out. If the ark knight’s weapon is destroyed, the spirit violently leaves the ark knight’s body, dealing 1d6 points of damage per mystic knight level to the ark knight. This damage cannot be mitigated, and the ark knight cannot attune to the affected sword spirit for 1 week. The ark knight only suffers these effects of he is attuned to a spirit and wielding a weapon. The benefits and quirks of the sword spirits are as listed below:

Name and Description Benefit Quirk
Ashura: The spirit of an old demon who shares the name of a warrior goddess dwells within your weapon. None are safe from it’s touch Weapons you wield while attuned to Ashura are treated as having the ghost touch special quality and give the wielded weapon a misty aura that emanates from it. The ghostly nature of your weapon can occasionally make it hard to see. Unless the ark knight has the Blind-Fight feat, you suffer a -2 penalty on attack rolls with the wielded weapon.
Kotetsu: This spirit belongs to a collective of howling, malevolent spectres that lurked in darkness for their millenia, allowing them to summon that same darkness. Weapons you wield while attuned to Kotetsu can be covered in darkness mid-swing. When you make an attack action, you can spend 1 MP as part of the action to coat it in inky darkness. Creatures that are hit by the attack and suffer damage, must make a Fort Save (DC 10 + half your mystic knight level, + your Focus modifier). A failure results in your target being Blinded for a number of rounds equal to your Focus modifier. The Spirits of Kotetsu are often noisy and distracting to the mind. The ark knight suffers a -4 penalty to Charisma-, Dexterity-, and Intelligence-based skills checks(except Acrobatics, Fly, Intimidate, and Ride) or any ability check that requires patience or concentration (such as spellcasting).
Osafune: Within this spirit resides a ravenous hunger for magicks. Weapons you wield while attuned to Osafune have a tendency to drain MP and magical resources. When your weapon strikes a target creature and deals damage, it must make a Will save (DC 10 + half your Mystic Knight level + your Focus modifier). On a failure, the creature loses 1d4 points of MP or one daily use of a spell-like ability (ark knight's choice). The ark knight regains 1d4 MP or a daily use of a spell-like ability he has based on his choice(this does not extend to spell-like abilities granted by magic items). A success negates the added effect. The ark knight may use this ability a number of times per day equal to his spirit bonus. The spirit of Osafune's hunger extends even to its wielder. The ark knight cannot spend MP from Pseudomagic for as long as they are attuned to Osafune
Muramasa: This spirit instils a sense of madness, unhinging all it touches. This cursed spirit makes spectral markings, almost like tattoos, pop in and out of existence on its wielder's skin. This is reflected on the wielded weapon as well. While attuned to Muramasa, should a weapon the ark knight wields hits and damages a creature, that creature suffers a -2 penalty to saving throws for 1 round. This is a curse effect. Creatures immune to curses or do not have a soul are unaffected by this added effect. The mad murmurings of Muramasa seep into the edges of the mind, like an itch. For as long as the ark knight is attuned to Muramasa, they gain a -1 penalty to all Will saving throws.
Kiku-Ichimonji: This spirit raged for eons as it was betrayed by a former master. As such, that rage can flow into the ark knight. While attuned to Kiku-Ichimonji, the weapon of the ark knight is tinged red with hatred. Creatures hit and damaged by the wielded weapon are dealt an amount of bleed damage equal to the critical multiplier of the weapon + his spirit bonus. This bleed lasts for 3 rounds until healed (whether by the Heal skill, spells or other abilities). The rage of Kiku-ichimonji is near instinctual and intoxicating. While attuned to Kiku-Ichimonji, should the ark knight deal an amount of damage to a creature equal to 10 + half their total hit dice in a single turn, the ark knight must make a Will saving throw or gain the Berserk status for 1 minute(this quirk can only be triggered once in a round in case the Ark Knight damages multiple creatures).
Chirijiraden: This spirit is that of ancient, noble Wisp born of a dazzling blue flame. The heat of that flame washes over it’s wielder. While attuned to Chirijiraden, the weapon of the ark knight has small tongues of flames dancing about their form. If the ark knight uses any swordplay technique or mysticism that deals fire damage, the DC of that ability increases by 1 and deals an additional 1d4 points of fire damage. Otherwise, the wielded weapon deals an additional 2 points of fire damage on weapon attack rolls. While attuned to Chirijiraden, the ark knight’s body heat tends to rise and fall at varying rates. The ark knight suffers a - 2 penalty on saves or checks against extreme heat or against the Burning and Heat status effects

So long as the ark knight is attuned to a spirit, they gain a +1 spirit bonus on weapon attack rolls. This bonus increases by +1 at 5th level, and every four mystic knight levels afterward.

This modifies and replaces elemental attunement.

Spiritual Interference(Su)

At 1st level, When the ark knight is attuned to a spirit, he gains a +4 bonus to saves against possession effects. In addition, when the ark knight is reduced to -1 hit points and dying, the ark knight can add his spirit bonus to stabilise checks.

This replaces elemental grasp and lingering elements.

Spiritual Reversal (Su)

This functions as Reversal but the ark knight can only use it against spells of the necromancy school or have the enfeebling descriptor. The ark knight can also only reverse supernatural attacks (abilities that require attack rolls) that inflict one of the following status effects: Confuse, Berserk, Stun, Daze, Curse, Diseased, Sicken and Nauseated. The ark knight deals 1d4 shadow damage on a successful Reversal.

This modifies Reversal.

Safeguard(Su)

At 3rd level, the ark knight is able to channel the energies of the sword spirits to guard against an incoming onslaught. When the ark knight uses the Total Defense action or begins fighting defensively, he can add his spirit bonus to his saving throws for as long as he maintains fighting defensively or doubles it with Total Defense. In addition, the ark knight can spend 2 MP to grant himself an amount of DR/Magic equal to their Focus modifier as an immediate action for 1 round.

At 8th level, the ark knight can grant themself DR/ Cold Iron. At 13th level, the ark knight can grant themself DR/Adamantine and gains a +4 insight bonus to saves against haunt and possession effects. At 18th level, the ark knight can grant themself DR/Epic.

This replaces Sentinel, Improved Sentinel, Greater Sentinel, Supreme Sentinel.

Vampire(Su)

At 5th level, the spirits within the ark knight begin to sustain their host for the glory of battle. By spending 2 MP as a standard action, the ark knight can make a special attack action. Make a melee weapon attack roll. Should it hit, the weapon deals normal damage and the Ark knight is healed for a number of hit points equal to their Hit dice(1d10) + their Focus modifier. At 10th level, he adds another of his Hit Dice (2d10): At 15th level, he adds 3 of his Hit Dice (3d10 + his Focus modifier). The Ark knight can choose to add half of this healing to his weapon’s hit points, if damaged.

This replaces elemental empowerment.

Blades of Ruin(Su)

At 7th level, the ark knight has grown strong enough to learn of the greater techniques the spirits can teach him. While attuned to a particular sword spirit, the ark knight can perform a Ruination. The ark knight can only perform a ruination a number of times per day equal to his Focus modifier + half his spirit bonus, rounded down (minimum of 1). Should the ark knight attune to another spirit before the benefits of a ruination expires, it ends immediately instead. The ark knight can perform the following ruinations:

Spirit Blade(Ashura): As a move action, the ark knight channels more of Ashura’s spirit into all of his wielded weapons. For a number of rounds equal to his Focus modifier, an ark knight’s weapon deals full damage to incorporeal creatures and ignores an amount of damage reduction equal to his spirit bonus.

Binding Darkness(Kotetsu): As a standard action, the ark knight can summon a plume of billowing darkness within 30ft, as the darkness spell. However, a swarm of grasping, shadowy hands impair the movements of creatures caught within. Creatures within the area gain the Entangled status as long as they remain in the area.

Verse of Oblivion(Osafune): As a standard action, the ark knight releases the hunger of Osafune - allowing it to devour magicks in short frenzy. Osafune's hunger blossoms out in a 10ft wide sphere. If a creature within the area is benefiting from a beneficial status effect or spell, they must make a Fortitude save(DC 10 + half your mystic knight level + your Focus modifier). Failure results in one beneficial status effect or spell effect per creature to be transferred to the ark knight. The ark knight can only gain the most recent status effect a creature is under and retains that effect for a number of rounds equal to his spirit bonus. A successful save negates this effect.

Doomed Aspirations(Muramasa): As a standard action, the ark knight channels the mad murmurings of Muramasa into a wave of rapid haunting chants. The ark knight unleashes Muramasa in a 15ft cone in front of him. All creatures within the area must make a Will save (DC 10 + half your mystic knight level + your Focus modifier). Failure results in the creature gaining either the Confused, Debrave or Defaith status (ark knight’s choice) for 1 minute. Success negates this effect. Affected creatures that fail can attempt a new saving throw each round at the end of their turns.This is a mind-affecting effect.

Sanguine Blossom(Kiku-Ichimonji): As a full-round action, the ark knight can focus the rage of Kiku-Ichimonji in a whirlwind of blades and blood..The ark knight swings his weapon to all creatures within his reach. Creatures within the area must make a reflex save. Failure results in the creatures taking double weapon damage(this includes any special weapon qualities, like flaming). A success halves this damage. If the ark knight activates Kiku-Ichimonji’s Quirk with this ability and gains the Berserk status, the ark knight retains control for 1 round and gains a +2 bonus on damage rolls while under Berserk.

Raging Inferno(Chirijiraden): As a move action, the ark knight can grant his weapon the Ignition special weapon quality for 1 minute(This does not count against the maximum enhancement bonus a weapon can have). Should the ark knight confirm a critical hit with his weapon while this benefit is active, a 15ft line of flame erupts from the end of his weapon’s reach. Creatures caught within the area must make a Reflex save. Failure results in the affected creatures taking double the ark knight weapon damage as physFire damage. A success halves the damage. In addition, any unattended, flammable objects in the affected area are set ablaze.

This replaces Assault and the swordplay technique gained at 8th level.

Spiritual Counsel(Su)

The ark knight can host more than one spirit within himself. This allows the ark knight to be able to grasp their ancient knowledge; even allowing him to invite lesser spirits into his body. At 9th level, the ark knight gains the Spirit Ridden feat as a bonus feat. When using the Spirit Ridden feat, instead of inviting a single nearby spirit for 1 hour, he can choose to consult a Sword Spirit instead. Should he choose to hold a seance with a Sword spirit, instead of gaining skill ranks, whenever the ark knight uses a designated skill provided by a sword spirit, he can roll twice and take the better result. This benefit persists for 24 hours. However, the sword spirits are divisive, forcing you to prioritize what they view as necessary and true. If the ark knight is attuned to any of the other sword spirits other then the one he performed the seance with, he suffers a -2 penalty to all other skill checks covered by his sword spirits that did not participate in the seance. The sword Spirits provide the following skill sets:

Ashura: Knowledge(Religion, History and Geography). and Linguistics
Kotetsu: Stealth and Acrobatics.
Osafune: Spellcraft, Use Magic Device, and Fly.
Muramasa: Craft(Weapons, Armor, and Alchemy). and Profession(Any).
Kiku-Ichimonji: All Strength-based skills.and Intimidate.
Chirijiraden: Perception, Sense Motive, and Survival.

At 15th level, the ark knight can better focus the knowledge he gains. The ark knight can invite up to two spirits when using the Spirit Ridden feat. When the ark knight attunes to two spirits, he can choose to have it be a lesser spirit from the Spirit Ridden feat and a Sword Spirit or two Sword Spirits. Should the ark knight perform the seance with two sword spirits, he applies the benefit listed above to both of the skill sets of the sword spirits and no longer suffers a penalty to the other skill checks. Should the ark knight deign to invite a lesser spirit and the sword spirit, he gains the benefits of both the sword spirit and the benefit from the Spirit Ridden feat.

This replaces Elemental Efficacy and Elemental Saturation.

Dual Ruination(Su)

At 11th level, whether by prowess or the mercy of the sword spirits, the ark knight can attune to two sword spirits instead of 1. The ark knight can attune in this way as a standard action, selecting one sword spirit as the primary spirit and another as the secondary spirit. Attune to two spirits can be taxing as the spirits may be less inclined to work in tandem. When the ark knight attunes to two spirits, he cannot switch until 1 hour has passed. However, this union does bring a swath of benefits. The designated “primary” spirit functions as normal, bestowing it’s quirks, benefits and ruinations. The “secondary” spirit only gives the benefits and quirks of Spirit attunement, but not it’s Ruinations unless it was a spirit you performed Spiritual Counsel with. If you attune to two spirits that participated in your Spiritual counsel, you gain the benefits and Ruination of both and do not suffer their quirks so long as you remain attuned to them and are under the benefits of Spiritual counsel. The ark knight can choose to only be attuned to one spirit as normal with move action instead of a standard.

This replaces Elemental Dualism.

Further Ruination(Su)

At 12th level, the power of both the ark knight and the sword spirits grows. The ark knight learns new Ruinations. These particular ruinations can only be used twice per encounter but still spend a daily use of ruination. The ark knight can perform the following Ruinations:

Soul Sunder(Ashura): As a special attack action, the ark knight channels the life-rending power of the demon, Ashura. Make a melee weapon attack. Should you hit, you deal double weapon damage + the Hit Die of the damaged creature as non-elemental damage. If the ark knight is under the benefits of the Spirit Blade ruination, he deals double weapon damage + twice the creature’s Hit Dice as non-elemental damage.
Added Effect:If Ashura participated in your Spiritual Counsel ability, this attack targets touch AC instead of regular AC.

Ever-Churning Dark(Kotetsu): As a move action, you can have the shadowy collective of kotetsu blanket your hands and feet in squirming shadows. For a number of minutes equal to your spirit bonus, you can teleport up to your base land speed to any space with dim light or darkness as a move action. This special movement subtracts from your normal movement but can be spent in up to 10ft increments. Should the ark knight charge an opponent while this benefit is active, he ignores difficult terrain so long as he maintains sight or can otherwise sense his target.
Added Effect: If Kotetsu participated in your Spiritual Counsel ability, should you run, charge or move more than 10ft without teleporting, the ark knight is treated as incorporeal for the duration of the movement.

Spell-Famine(Osafune): When the ark knight is subject to a spell that is a ranged or melee touch attack, they can summon the gaping maw of Osafune as an immediate action. The ark knight must then make a caster level check against the spell(using his mystic knight level as his caster level and his Focus modifier as his casting modifier). This is treated as counterspell except that if the ark knight succeeds, he gains MP equal to his Spirit Bonus + the effective spell level of the spell.
Added Effect: If Osafune participated in your Spiritual Counsel ability, Spell Famine can target area spells as well so long as the ark knight is within 30ft of the spell effect.

Sapping Curse(Muramasa): As standard action, the ark knight lets the maddening utterances of Muramasa leak into the world; draining the sanity and vigor from it’s victims. Choose a target creature within 30ft. Then choose one Physical Ability score( Strength or Dexterity) or one Mental Ability score (Intelligence, Wisdom, Charisma). The targeted creature must make a Fortitude Save(if a physical stat was chosen) or Will Save(if a mental stat was chosen). Failure results in the creature taking 1d4 points of ability damage for the chosen score. Success negates this effect. This is a curse effect.
Added Effect: If Muramasa participated in your Spiritual Counsel ability, creatures who fail take 1d4 + your spirit bonus in ability damage. In addition, the ark knight may roll 1d4 and add the result as a sacred bonus to an ability score that was chosen during the ability(Muramasa may target Constitution with this added effect). This benefit lasts for 1 hour.

Plague of Hatred and Betrayal(Kiku-Ichimonji): As a full-round action, the ark knight and Kiku-Ichimonji let out a hateful scream. All enemy creatures within 60ft that can see or hear the ark knight must make a Will save(10 + half your mystic knight level + your Focus modifier). A failure results in the affected creatures gaining the Berserk status for 1 minute. Success negates this effect. This is an emotion and compulsion effect.
Added Effect: If Kiku-Ichimonji participated in your Spiritual Counsel ability, creatures that fall under the Berserk status gain a +4 morale bonus on damage rolls when attacking former allies.

Conflagration(Chirijiraden): As a full-round action, the ark knight can let the flames of Chirijiraden engulf the world. Choose a space within 50ft. The ark knight launches a ball of flame that explodes in a 20ft wide, 30ft tall pillar of dazzling flame. Creatures within the area (excluding the ark knight) must make a Reflex save( DC 10 + half your mystic knight level + your Focus modifier). Failure results in creatures taking your weapon damage + 6d6 physFire damage and gain the Burning status for a number of rounds equal to your Focus modifier. A success halves the damage and negates the burning status.
Added Effect: If Chirijiraden participated in your Spiritual Counsel ability, you can increase the width and height of the area by up to 10ft as a free action during the beginning of the effect. In addition, creatures who fail the Save gain the Heat status, taking 3d6 fire damage should they perform an action but it lasts for only half the duration.

At 17th level, each Ruination gives an added effect if the spirit is one that participated in your Spiritual Counsel ability. In addition, the ark knight can add his spirit bonus to all his damage rolls when attuned to a sword spirit.

This replaces Improved Assault, Greater Assault, the mysticism and Swordplay technique gained at 12th level.

Call to Glory(Su)

At 19th level, the ark knight’s connection with his spirits is nearly seamless. He can attune to a spirit as a swift action instead of a standard. In addition, the ark knight can spend a full-round action to summon two, unattuned sword spirits to combine and become a Geist.The Geist appears with a phantom weapon that is the same as the ark knight’s and has the ghost touch special quality. It has an amount of HP equal to half ark knight’s and does not have the usual special abilities befitting of a Geist. When summoning the Geist, the ark knight must choose who is the primary spirit and the secondary spirit, like his dual Ruination ability. The Geist can then perform the same ruinations that belong to the respective spirits with the same amount of uses as the ark knight. The Geist adds the ark knight’s spirit bonus on all it’s attack rolls and saving throws. The Geist lasts for 1 minute before the spirits separate and disappear. If the Geist is defeated, the ark knight cannot summon or attune to the two joined spirits for 1 week. The ark knight can use this ability once per day.

This replaces Elemental Devastation.

Spiritual Mastery(Su)

At 20th level, the ark knight is under the permanent protection of the spirits. So long as the ark knight is attuned to a spirit, he is immune to ability damage, ability drain, negative levels, and curse effects. Should the ark knight be subject to a spell from the necromancy school or a death effect that instills a saving throw, he may roll twice and take the better result.

This replaces Elemental Mastery.