Like all mystics, those who become knight-chandlers are warriors who utilize discipline and enlightenment
to shape powerful and unstable magical energies
within them. What sets these warriors apart from other
mystics, however, is the fierce hope that burns within
their souls. Knight-chandlers are marked by indomitable
hope, intense loyalty, deep compassion, and a concern
for others that shapes their worldview and actions.
They transform the arcane energies within themselves
into something that illuminates the world with their
unrelenting passion and hope. The light they wield
shelters those they call friends and family—and burns
those that would threaten the ones they love.
Alignment: Any non-evil. Knight-chandlers are
defined by their concern for others, passionate
friendship, and unquenchable hope.
Soul Candle (Su)
At 1st level, a knight-chandler creates
a flickering ball of energy formed from a combination
of arcane power and her own soulstuff, known as her
candle. The knight-chandler’s candle is a fist-sized mote
of light that normally hovers in the knight-chandler’s
space, and has the following properties:
• The candle is not a creature or an object and is not subject to attacks of any kind.
• The candle sheds bright illumination out to a distance of 5 feet per point of illumination the
knight-chandler has in her illumination pool (see
below), and shadowy illumination for an equal
distance beyond that.
• Once per round as a free action, the knight-chandler
can will her candle to move up to her speed. The
candle’s movement is not inhibited in any way
by difficult terrain or environmental conditions,
although it cannot move through solid objects. The
candle remains within one mile of its creator at all
times; the knight-chandler may not move the candle
beyond that radius, and if she attempts to move
further than one mile from her candle, it floats
along gently at the limit of its range. If the knight-
chandler moves outside this range faster than the
candle can follow (for example, by teleportation),
the candle appears one round later in a random
space precisely one mile from the knight-chandler.
• If the candle is in the knight-chandler’s space, she
can instruct it to move with her; it moves when
she does, remaining in her space until directed
elsewhere. In addition, the knight-chandler may
include her candle in teleportation effects that
affect her. If she does so, it arrives in the same space
she does.
• As a swift action, the knight-chandler may summon
her candle to her space from wherever it is.
• Allies within 15 feet of the candle gain resistance
to the knight-chandler’s active element’s associated
energy type equal to the number of points in
the knight-chandler’s illumination pool, up to a
maximum of the knight-chandler’s class level plus
her knight-chandler initiation modifier.
Unlike other supernatural abilities, a knight-chandler’s
candle is not completely suppressed when it or the knight-
chandler is within an antimagic field or similar effect.
If the knight-chandler or her candle enters the area of
such an effect, the candle immediately dims, shedding
shadowy illumination with a radius of 5 feet, rather than
its normal light. It loses all other abilities (including
those gained through other class features) except for the
knight-chandler’s ability to direct it to move once per
round as a free action. The candle regains its full power
once both it and the knight-chandler remove themselves
from the area of effect suppressing the ability.
Illumination (Su)
Unlike a normal mystic, a knight-
chandler tempers her inner animus into an energy
called illumination, fueling her candle and its effects.
Outside combat, a knight-chandler has one point of
illumination in her illumination pool; she may not gain
additional points of illumination outside of combat.
When a knight-chandler enters combat, she adds one
point of illumination to her illumination pool at the start
of her first turn, and one more point of illumination
to her illumination pool at the start of each turn
thereafter. In addition, a knight-chandler gains one
point of illumination whenever she initiates a boost, and
she can focus her power as a swift action to add two
points of illumination to her pool. A knight-chandler’s
illumination pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise
ends, after which it drops back down to one point.
In addition, the knight-chandler gains Tap Animus as
a bonus feat, even if she does not meet the prerequisites.
Her levels in knight-chandler count as arcane spellcaster
levels for the purposes of qualifying for prerequisites
(such as those of item creation feats or the Arcane Strike
feat), and if a knight-chandler ever develops arcane
spellcasting from another class, she may add her knight-
chandler level to her levels in that class to determine
her overall caster level for the purposes of item creation
feats.
A knight-chandler’s inner illumination manifests in
both her candle and a powerful enhancement of her
body and soul:
• Starting at 1st level, a knight-chandler can empower
her attacks with a brilliant luminescence. Whenever
the knight-chandler hits a creature with an attack,
she can choose to have her target become outlined
as if by a faerie fire spell, with a caster level equal
to the knight-chandler’s initiator level. Successive
uses of this ability against the same creature do not
stack; instead, they extend the duration.
• Starting at 4th level, a knight-chandler deals
additional damage equal to her initiator level on
any attack she makes as part of a strike against an
opponent that threatens one of her allies other than
herself.
• Starting at 9th level, when a knight-chandler hits
a creature outlined by her illumination with an
attack, she can choose to snuff out the light affecting
that creature to heal herself for a number of hit
points equal to 1/2 the damage dealt by her attack.
Activating this ability is a free action that can be
taken even if it isn’t the knight-chandler’s turn,
although it can only be used once per round. The
knight-chandler cannot heal more damage than her
target’s maximum hit points with this ability.
• Starting at 17th level, the knight-chandler can
perceive the surroundings of her candle as if she
herself were there. She can treat the candle’s space
as her own for the purposes of determining line of
sight, making Perception checks, or the range of any
special senses she possesses (such as blindsense). In
addition, once per encounter, the knight-chandler
can teleport to her candle as a standard action. The
knight-chandler does not require line of effect to
use this ability, although if her candle’s space is
occupied by another creature, she is shunted to the
nearest unoccupied space. This is a teleportation
effect.
This ability replaces animus.
Candle Magic (Su)
The bright energy that the knight-chandler’s candle releases is more than mere light; it is
her raw power, infused with her loyalty and devotion.
As her illumination builds, the knight-chandler can
shape this energy into various effects.
At 3rd level, the knight-chandler can project a votive
effect from her candle. At 8th level, she can also project a
lantern effect from her candle. Finally, at 15th level, the
knight-chandler can also project a bonfire effect from
her candle.
The knight-chandler may change which effects her candle projects as a
swift action, though she can never
project more than one effect of the same type at a time.
All allies within 15 feet of the knight-chandler’s candle
gain the benefits of the projected effect.
Votive Effects
• Affected allies gain a morale bonus to saving throws against mind-affecting abilities equal to the knight-
chandler’s illumination, up to a maximum bonus
equal to her knight-chandler initiation modifier.
• Affected allies add energy damage of the knight-
chandler’s active element’s associated energy type
equal to the knight-chandler’s illumination to their
melee and ranged attacks, up to a maximum amount
equal to her class level.
• Affected allies gain the ability to a take 5-foot step
as a swift action, even if they’ve already moved or
taken a 5-foot step during their turn.
• Affected allies gain the ability to tap into the candle’s
energy as a swift action, gaining temporary hit
points equal to the knight-chandler’s illumination,
up to a maximum number of temporary hit points
equal to her class level. These temporary hit points
do not stack with themselves, and last for up to 1
minute.
Lantern Effects
• Affected allies gain the ability to teleport to an unoccupied space adjacent to the knight-chandler
as a move action. If there is no such space available,
the ally does not spend their move action and
does not teleport, instead getting a sense of being
impeded. The knight-chandler cannot benefit from
this effect when it is projected from her own candle.
• Affected allies gain immunity to death effects, and
gain a bonus on saving throws against psi-like
abilities, psionic powers, spell-like abilities, spells,
and supernatural abilities of undead creatures
equal to the knight-chandler’s illumination, to a
maximum bonus equal to the knight-chandler’s
initiation modifier.
• Affected allies gain a bonus on caster level checks,
manifester level checks, and skill checks equal
to the knight-chandler’s illumination, up to a
maximum bonus equal to her knight-chandler
initiation modifier.
• Affected allies gain a deflection bonus to their
AC equal to the knight-chandler’s illumination, to
a maximum bonus equal to her knight-chandler
initiation modifier.
Bonfire Effects
• Affected allies gain fast healing equal to the knight-chandler’s illumination, to a maximum amount
equal to her class level.
• Whenever an affected ally recovers one or more
maneuvers, that ally heals up to 2 points of ability
damage to a single ability score of their choice. If
an ally does not have maneuvers or does not wish
to recover maneuvers, they can activate this ability
as a standard action.
• Affected allies gain the ability to move up to twice
their speed as a swift action without provoking
attacks of opportunity.
• If an affected ally would be reduced to 0 or fewer
hit points, that ally can trigger the candle’s power as an immediate action. If they do, that ally is
immediately restored to 1/2 their maximum
hit point total, and all of the following adverse
conditions affecting that ally (if any) immediately
end: ability damage, blinded, confused, dazed,
dazzled, deafened, diseased, exhausted, fatigued,
feebleminded, insanity, nauseated, poisoned,
sickened, and stunned. The damage that would
have reduced the ally to 0 or fewer hit points is
negated.
Triggering the candle’s power in this fashion is
draining to the knight-chandler; doing so reduces
the knight-chandler’s illumination pool to one point
(even if her minimum is normally higher) and
renders her incapable of projecting bonfire effects
for the remainder of the encounter.
This ability replaces elemental glyphs.
Share the Light (Su)
Starting at 9th level, the knight-chandler can share the fierce light that wells up from
deep within her soul, bestowing it upon her allies. As
a swift action, she can select an ally within 15 feet.
That ally chooses a single boost or counter that the
knight-chandler has readied and unexpended. Until
the beginning of the knight-chandler’s next turn, that
ally can initiate that maneuver as if they had readied
it normally, using the knight-chandler’s initiator level
or their own, whichever is higher. If the ally chooses to
initiate the maneuver, the knight-chandler expends that
boost or counter (even if it isn’t currently granted to her;
if it wasn’t granted to her, treat it as though it had been
granted, then expended).
This ability replaces quell magic.
Eternal Candle (Su)
At 20th level, the knight-chandler transcends to something more than mortal, her fierce
soul transforms her body with its overflowing light. Her
type changes to Outsider, and she gains the Native and
Good subtypes. In addition, she ceases aging, and her
minimum illumination becomes equal to her knight-
chandler initiation modifier; increasing as normal
during combat and resetting to her new minimum after
spending one minute outside combat. Finally, the knight-
chandler gains the ability to initiate two boosts with the
same swift action, expending each as normal.
This ability replaces glyph mastery.
Ex-Knight Chandlers
A knight-chandler who becomes of evil alignment finds themselves deprived
of the hopeful, valorous worldview that shapes their
unique power. Such characters may not advance further
as knight-chandlers until such a time as they cease being
of evil alignment, though they do not lose access to their
class features. Even an evil knight-chandler remembers
her former loyalty and compassion, and by focusing on
these memories, she can still summon a candle and use
her candle magic.