Steam Knights are users of antique weaponry outfitted with bizarre engines. They are particularly uncommon, and do not like sharing their secrets with the world.
8 Hit Points | 2 Skill Ranks | 2 Soak
Class Abilities
Weapon and Armor Proficiency
Steam Knights gain proficiency with simple weapons, swords, and steam weapons. They’re proficient with armor.
At 1st level the Steam Knight starts with a steam weapon that costs 1,000 G or less and this weapon cannot be sold for more money during character creation. All steam weapons have an engine on them similar to that of a chainsaw, making them bulky. Revving this engine activates the specialized magical cartridges placed into these weapons.
Cool Down: When activating a class ability that states it has cool down, this puts strain on the Steam Knight’s engine after using the ability. While in cool down, the Steam Knight’s steam weapon takes a -2 penalty to attack and damage for the duration of the cool down.
Razor Edge
At 1st level the Steam Knight can make a single melee attack as a standard action. If it hits, it adds +50% of Strength to damage on top of what’s already added. For example: If 4 Strength on top of a Steam Blade means it deals 5k3 damage, with Razor Edge the 4 becomes 6 (4 x 1.5 = 6) and thus the damage is 6k3 instead.
Cool Down: 3 rounds
Heat Sink
At 2nd level and every 4 levels thereafter the Steam Knight can as a swift action use Heat Sink. This reduces the cool down of their weapon by the level of Heat Sink the Steam Knight possesses (Heat Sink I reduces it by 1, and so on).
Charging Edge
At 3rd level the Steam Knight can use their Razor Edge ability as part of their attack on a charge. Doing this doubles the cool down.
Elemental Cartridge
At 4th level and every 4 levels thereafter the Steam Knight receives a cartridge filled with elemental energy which they can insert into their steam weapon as a swift action. When they first get the ability, choose between the following elements: fire, water, ice, earth, wind, electricity, acid, or corruption.
The cartridge adds +1k1 damage to the weapon it is attached to, and allows the weapon to deal that element of damage. If two cartridges are equipped, the weapon deals their damage in place of its own damage. (For example, a Fire and Earth cartridge change the damage to Fire/Earth instead of Fire/Slashing, Earth/Slashing, or Fire/Earth/Slashing).
Every time the Steam Knight gains this ability again past 4th level they can choose a new element or the Steam Knight can choose an element previously chosen and add their Luck onto damage when attacking with that element equipped. For example, if a Steam Knight would have 4 Luck and a +1k1 cartridge, they’d change the +1k1 to +3k2.
Piercing Edge
At 7th level the Steam Knight can make a single attack as a standard action or apply this onto a full-round attack at a -1k0 to hit. This attack adds the Steam Knight’s Luck to their weapon’s Penetration.
Cool Down: 5 rounds
Cooling Edge
At 9th level the Steam Knight can make a single attack as a full-round action, at the same time using their Heat Sink ability. While using this edge, the blade doesn’t take any penalties from being overheated.
Defensive Stance
At 11th level the Steam Knight can spend their move action to remain in place, gaining a bonus to Defense equal to their Luck. This lasts until the beginning of their next turn.
Knight's Resilience
At 13th level the Steam Knight spits in the face of death even when it is staring them in the eyes. A Steam Knight only dies at a negative equal to their Endurance + Luck rather than just Endurance.
By My Honor
At 17th level if an ally within the Steam Knight’s line of sight would take an attack that would kill them or knock them unconscious, the Steam Knight can instead take the damage for them. If this would kill the Steam Knight, the ally which he protected is fully healed and recovers all uses of per day class abilities, and MP.
Overdrive Edge
At 19th level as a full-round action the Steam Knight can make a single melee attack against a foe within 6 squares of him. If that attack hits, in addition to the standard damage of the weapon it also deals +6k6 arcane damage (changing all other damage to arcane). This overrides any cartridges within the steam weapon.
Cool Down: 10 rounds
Elemental Masterpiece
At 20th level the Steam Knight adds their Luck onto Elemental Cartridges gained through the Elemental Cartridge ability. If he already adds Luck onto them, he adds Luck twice instead.
First Awakening
The Steam Knight is resilient and persistent. When under half HP, he gains a +4 bonus to Defense, Avoid, and Mental Defense.
Heroic Awakening
A number of times per day equal to their Luck, the Steam Knight can use an ability with a cool down without invoking said cool down.
Unchained Awakening
On top of Endurance, the Steam Knight adds their Luck onto HP. In addition to this, he receives a +1 bonus to Soak when under half HP.
True Awakening
Once per day the Steam Knight can combine two “Edge” abilities together. One of the abilities cannot be Cooling Edge, and the ability of the Heroic Awakening cannot be used on this ability. Combine the cool downs of the two “Edge” abilities.