Spirit Knight
Alignment: Any good.
Hit Die: d8.

Class skills
The spirit knight’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana/history/religion) (Int), Listen (Wis), Move Silently (Dex)Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill points at 1st level: (4+int modifier)*4

Skill points at each additional level: 4+int modifier

Table: The Spirit Knight
Level Base Attack Bonus Fort Save Ref Save Will Save SP Reserve Max SP Per Turn Special

Class features
All of the following are class features of the Spirit Knight.

Weapon and Armor Proficiency: A spirit knight is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spirit Points: Spirit Knights have a small reserve of rapidly-recharging spirit points (SP) which fuel their special powers. The table above lists the base SP reserve, and how many SP the spirit knight may spend each turn. The knight's intelligence modifier applies to his reserve, and the knight's charisma modifier applies to the amount he may spend. At the beginning of each round, he regains a number of SP equal to his wisdom modifier. Generally speaking, the knight's reserve is considered full at the beginning of combat and other times when it might need to be tracked.

A spirit knight may have as many spirit powers as he wants active each turn, so long as he doesn't spend more than he is allowed.

Spirit Sense: The spirit power spirit knights utilize pervades and connects all living things. Spirit knights are very aware to drastic changes in their surroundings. Whenever something tragic, such as the loss of many lives, occurs, the spirit knight is very aware. In fact, the loss of a great deal of life may even stun the knight! At the DM's discretion, the knight may be required to make will save (DC as appropriate based on proximity and sheer magnitude of the occurence. 15 is a good base DC) or be stunned for a number of rounds equal to however much the check was failed by. If the save is failed by 10 or more, the knight is knocked unconscious.

Additionally, spirit knights are aware of others that can channel spirit power (typicall other spirit knights) who are in close proximity. Whenever another spirit knight is within a quarter mile, the DM should make a secret spot check, DC 20-the other person's spirit knight level. A spirit knight may try to hide their power with a DC 15 concentration check. Add the amount of success to the spot DC to detect the knight. This sense doesn't let a knight know exactly where another one is, just that there is one nearby. The DM should give a general assessment of distance and power (i.e. very close, moderately powerful).

Spirit Weapon: The iconic symbol of spirit knights everywhere is their spirit weapon, an example of their power made manifest. A spirit weapon normally appears to be nothing more than an exquisite grip or handle, but a spirit knight may use SP to make the a shining weapon appear from it. The type of weapon is different from knight to knight, but typically it is one associated with their god. Agnostic knights tend to prefer long swords. Spirit weapons are very bright and clearly illuminate a 10 foot radius, providing shadowy illumination out to a 20-foot radius. Calling forth or dismissing the spirit weapon, as long as the grip is held, is a free action, and if the spirit knight loses hold of the grip the weapon disappears. Maintaining the spirit weapon costs 2 SP per round.

At level 3, the spirit weapon gains a +1 enhancement bonus, and may defeat damage reduction as a magic weapon.

Battle Sense: All spirit knights are trained in the martial arts, and the first thing they all learn is how to use their gift to defend themselves. This spirit power allows the knight to spend any amount of SP and add an equal amount to his AC for one round. This is a dodge bonus. This spirit power may not be used if the knight is wearing medium or heavy armor.

Spirit Weapon Enhancement: At level 5, the spirit knight may spend SP to enhance his spirit weapon. He may spend SP to give it special abilities each, according to the following list:

Ghost Touch: 2 SP
Merciful: 3 SP
Disruption: 3 SP
Throwing: 3 SP (The blade doesn't disappear until after it's been thrown)
Returning: 2 SP (Requires throwing)
Dancing: 10 SP (As long as this is in effect, the grip need not be held to maintain the weapon)
Brilliant Energy: 15 SP
+2 enhancement upgrade: 2 SP
+3 enhancement upgrade: 3 SP (requires +2, i.e. total of 5 SP)
+4 enhancement upgrade: 5 SP (requires +3, i.e. total of 10 SP)
+5 enhancement upgrade: 7 SP (requires +4, i.e. total of 17 SP)

Spirit Power: Upon attaining 2nd level and every 4 levels thereafter (6th, 10th, 14th and 18th), the spirit knight may learn a new spirit power from among the following options:

Spirit Speed: You may spend 2 SP to increase your base speed by 5 feet for this round. This spirit power may not be used if the knight is wearing medium or heavy armor.

Spirit Leap: You may spend 1 SP to increase your jump skill by 2 for the round. You may also spend 1 SP to treat any jump as if you had a running start. This spirit power may not be used if the knight is wearing medium or heavy armor.

Spirit Influence: You may spend 1 SP to increase your diplomacy skill against any character by 1 for this round. If you spend more SP than you have ranks in bluff, the target may make a will save (DC 10+spirit knight level+wisdom modifier). Regardless of how many SP you spend, the target may only attempt one will save per round. If the target makes the will save, this power will not work on him for 24 hours.

Spirit Attack: As battle sense, but you improve your attack bonus. This spirit power may not be used if the knight is wearing medium or heavy armor.

Telekinesis: You can lift an object (or person) telekinetically. Spending 1 SP gives you the ability to lift up anything as if with a stength score of 8. For each extra SP you spend, increase the strength by 1. A creature which does not wish to be picked up may make a will save (DC 10+spirit knight level+charisma modifier) to ignore this power. If trying to take something from a creature's possession, make an oppoed strength check. If what you're lifting is a light load, you may violently fling it 50 ft directly towards or away from you. If flinging it towards you, you may catch it as a free action, provided your hands are empty.

Spirit Stealth: You may spend 1 SP to increase your move silently or hide by 1 for one round. This spirit power may not be used if the knight is wearing medium or heavy armor.

A knight may also elect to take an improved version of any power he already has, including Battle Sense (i.e. if the knight already has Spirit Speed, he could take Improved Spirit Speed). Having an improved version of a power allows you to gain twice the normal benefit (for example, Improved Battle Sense gives you two AC for each SP you spend).

For all these powers, more than 1 SP may be spent. For example, you could spend 3 SP on Spirit Stealth for +2 hide and +1 move silently for a round.

Improved Spirit Weapon: As long as the spirit weapon is being maintained, it generates 2 SP per turn which may only be spent on enhancements. These SP do not count against the knight's limit per round. If unspent, the SP is wasted.

Superior Spirit Weapon: As Improved Spirit Weapon, except it now generates 5 SP per round.

Greater Spirit Weapon: As Improved Spirit Weapon, except it now generates 8 SP per round

Perfect Spirit Weapon: As Improved Spirit Weapon, except it now generates 12 SP per round