Magi-Knight R.C.C
The magi-knight is a person or thing that has tapped
into the natural power of the elements. In doing this, the
magi-knight has gained the ability to use a certain element's
power (choose one later). The magi-knight, being charged
with magical power, also has a limited amount of wizard magic
at his or her disposal.

Alignment : Any, mostly good or selfish although occaisionaly
some turn evil.

Physical Appearance : Human features except for the eyes
which glow a color (player's choice)
and hair which is usually spiked.

Magical Appearance : Sense magic will show the presence of
a little magic.

PALLADIUM O.C.C's : Usually a men of arms.

Attributes :
IQ : 3d6 + 2 , ME : 4d6 + 3, MA : 3d6, PS : 3d6 + 5,
PP : 3d6, PE : 3d6 + 4, PB : 2d6 + 4, SPD : 3d6

PPE : 1d6 X 10 + 3d6/level

HP : PE + 2d6 + 2d4/level

SDC : 3d6 X 20 + 40/level

Experience level : Level 2 because of intense training.
(charaters need to be level 2 to become
a magi-knight)

Natural abilities : telepathy with elementals of character's
element, night vision 50ft +5/level.

Magical Knowledge : At level 2, characters know these spells
See Aura, Globe of daylight, Sense evil,
and Sense magic. Every other level
character chooses 3 spells from that
level.

Psionic Knowledge : None ; all time is spent on forming magic
abilities.

Bonuses :+1 action/attack per melee. +1 initiative at every
other level. +2 strike, parry, and dodge.
resistant to fire, ice and energy (1/2 damage)

Skills : By O.C.C

Control of elements : When a person decides to dedicate his
life to becomming a magi-knight, he or
she must choose which element to use. The character will not
be able to choose a differant path until level 15. Because
of the limited power over the elements, the character will
not be able to control and create elementals until level 10.
The elemental paths and powers are as follows :

Fire :
Becomes immune to fire and heat.
*5 PPE Level 2 : Fire Strike - 3d6 sdc used with any body
part.
*10 PPE Level 3 : Fire Ball - 1d6 + 4/level sdc 100ft
*15 PPE Level 4 : Flame saber - 2d6 + 5 sdc/level
*20 PPE Level 5 : Flame Shield - creates a body-length shield
with 50 sdc/level.
*30 PPE Level 6 : Fire Breath - 6d6 sdc 20ft
*40 PPE Level 7 : Shape Change : Fire - knight can shapeshift
into fire. Punch does normal damage + 3, kick does normal
damage + 5
*50 PPE Level 8 : Fire Armour - 100 sdc/level.
*70 PPE Level 9 : Fire Storm - 2d6 X 10 sdc 1000 radius
around caster.
*80 PPE Level 10 : Create Fire Elemental. (see PFRPG)

Water :
Breath underwater, swim as fish.
*5 PPE Level 2 : Water Strike - 2d6 sdc (5d6 sdc vampires)
*10 PPE Level 3 : Water Wave - enemy loses 1 action (3d6 sdc
vampires)
*15 PPE Level 4 : Water fountain - knight can created a
flowing water fountain 5 feet in hight for 5 min/level.
*20 PPE Level 5 : Hold Water - Knight can hold 2
gallons/level of water.
*30 PPE Level 6 : Water Blast - 5d6 sdc (2d10 sdc vampires)
100ft.
*40 PPE Level 7 : Create Water - knight can create water from
the molecules in the air.
*50 PPE Level 8 : Form Change : water - knight can shapeshif
into water for 10 min/level, allowing the knight to swim at
100 mpg + 50mph/level, breath underwater, and nightvision
200ft underwater.
*70 PPE Level 9 : Acid rain - 1d6 X 10 1 mile radius.
*80 PPE Level 10 : Create water elemental. (see PFRGP)

Earth :
+ 20 sdc, punch and kick do + 2 damage.
*5 PPE Level 2 : Earth Strike - 5d6 sdc
*10 PPE Level 3 : Stone throw - 2d6 sdc 300ft
*15 PPE Level 4 : Raise rock - knight can make the rock from
the ground rise up from the ground to form a wall or spike.
Spike does 1d6 + falling (see any main book for fall
damage) sdc to a falling target.
*20 PPE Level 5 : Earth Shield - 60 sdc/level.
*30 PPE Level 6 : Shape Earth - knight can mold the earth as
if it were soft clay.
*40 PPE Level 7 : Meld with Earth for 20 min/level. knight
gets + 100 sdc, and punch, and kick do +10 sdc damage.
Normal weapons do 1/2 damage.
*50 PPE Level 8 : Lift rock - the knight can lift rock with
an effective PS X 100.
*70 PPE Level 9 : Earth Quake - 4d6 X 10 sdc 500ft radius
*80 PPE Level 10 : Create earth elemental. (see PFRPG)

Wind :
Fly as eagle, fingers of wind
*5 PPE Level 2 : Wind Strike - 2d6 sdc 50ft
*10 PPE Level 3 : Wind Blade - 3d6 sdc 6ft
*15 PPE Level 4 : Wind Blast - 4d6 sdc enemy loses 1 attack
and next initiative.
*30 PPE Level 5 : Form Change : Wind - knight can become air
allowing him or her to fly at 120 mph + 60mph/level and gets
+6 dodge, and +3 strike
*40 PPE Level 6 : Tornado - 6d6 sdc, duration 1melee/level
Level 7 - 9 : if any one has any ideas, please tell me.
*80 PPE Level 10 : Create wind elemental. (see PFRPG)