The Quasi Knight

Four Hundred Years ago a man by the name of Sterling Ruz found a way to channel Energy from the Quasi Elemental Plane of Energy, thus the Quasi Knight was born.  Though he was only able to harness a small amount of the power at first, it began to grow over time.  His powers were limited but effective when utilized at the right moment in battle.  He was killed Forty Years later when his Keep was was stormed by a Warband of Ogres.  Years earlier he had passed his knowledge to his Apprentice Occam Adan.  When he heard about the untimely death of his Master he was enraged.  With the help of his Apprentice they tracked down the Ogres and killed the entire Tribe.  In the remembrance of their Master, a temple was erected.  It was called the Temple of Ruz.  This became the training grounds for the Knights to come.  Years pasted and their numbers rose, but in recent years the Quasi Knight ranks have fallen to where they are few and far between out from the protection of the Temple walls.  

For their training the Apprentice must venture to the Temple of Ruz.  The First Year she will study in the Great Library of the Temple.  Due to the constant study the character loses all Knowledge (with the exception of the knowledge of the Quasi Elemental Plane), Levels, Hit Points, Skills, Spells, and Special Abilities of any class prior to starting her Quasi Knight training.  The Knight however does get to keep any Feats that she had before starting her Training.  Then after she has gained the Knowledge of the Quasi Elemental Plane of Energy and learned the ways of the Quasi Knight may she then continue her training.  She will then train for another year learning to fight with a Quasi Sword and casting the right spell at the right time.
Hit Dice: d12

Requirements:
To qualify to become a Quasi Knight, the character must fulfill all the following criteria.
Class Levels: Must have at least the following: 5 levels as a Sorcerer/ Fighter/ Monk
Race: Any
Ability Scores: Int 13+, Wis 13+
Alignment: Any Good
Base Attack Bonus: +8
Knowledge: The Planes
Feats: Cleave, Sunder, Dodge, Mobility, Combat Reflexes
Special: The character must find a Quasi Knight to take them as their apprentice, otherwise it is impossible to partake in such training.

Class Skills:
The Quasi Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis) Speak Language, Spot (Wis), Use Magic Device (Cha, exclusive skill).
Skill Points at Each Level: 4+ Int Modifier

 Level	Base Attack  Bonus	Fort  Save	Refl Save	Will Save	AC Bonus	 Special	
1	+1	+2	+2	+2	+0	Quasi Defense	
2	+2	+3	+3	+3	+0	Study Opponent +1	
3	+3	+3	+3	+3	+0	Deflect Attack +1, Quasi Mind	
4	+4	+4	+4	+4	+0	Weapon Specialization	
5	+5	+4	+4	+4	+1	Deflect Attack +1, Quasi Body	
6	+6/+1	+5	+5	+5	+1	Quasi Mobility 	
7	+7/+2	+5	+5	+5	+1	Deflect Attack +3	
 8	 +8/+3	 +6	 +6	 +6	 +1	Create Quasi Dagger/ Sword Feat,  Quasi Leap	
9	+9/+4	+6	+6	+6	+1	Deflect Attack +4	
10	+10/+5	+7	+7	+7	+2	Quasi Iron Will, Study Opponent +2	
11	+11/+6/+1	+7	+7	+7	+2	Deflect Attack +5	
12	+12/+7+2	+8	+8	+8	+2	Quasi Weapon Focus	
13	+13/+8/+3	+8	+8	+8	+2	Deflect Attack +6, Quasi Reaction	
14	+14/+9/+4	+9	+9	+9	+2	Quasi Critical	
15	+15/+10/+5	+9	+9	+9	+3	Deflect Attack +7	
16	+16/+11/+6/+1	+10	+10	+10	+3	Quasi Weapon Specialization	
17	+17/+12/+7/+2	+10	+10	+10	+3	Deflect Attack +8	
18	+18/+13/+8/+3	+11	+11	+11	+3	The Quasi Timeless Body	
19	+19/+14/+9/+4	+11	+11	+11	+3	Deflect Attack +9	
20	+20/+15/+10/+5	+12	+12	+12	+3	The Quasi Perfect Self	

Class Features: 
All of the following are class features of the Quasi Knight Prestige Class.
Spells: Beginning at First level the Quasi Knight is able to cast a limited amount of Spells each day.  These spells are granted to him and forever in his memory.   
Meditation:  The Knight must meditate for at least one hour each day to cast her spells.  The meditation allows her to channel the power of the Quasi Elemental Plane into Magical Energy, thus allowing her to cast spells.
Weapon and Armor Proficiency:  The Quasi Knight’s weapon training focuses on a very small list of weapons.  The Knight is proficient with the following weapons: Long sword, Quarterstaff, Dagger, Quasi Energy Dagger, and Quasi Energy Sword.  The Quasi Knights do not partake in the using of ranged weapons, They prefer swords to bows as the best form of combat.  Quasi Knights cannot wear any kind of Armor nor are they proficient with the using of shields.  Doing so will hinder them so they cannot channel the power of the Quasi Elemental Plane.  
Quasi Defense: When not wearing armor, Quasi Knights add their Intelligence bonus to thier Dexterity bonus to modify Armor Class while wielding their Quasi Dagger or Sword.  If the Knight is caught flatfooted or otherwise denied this Dexterity bonus, he also loses this bonus.
Study Opponent: At 2nd level (+2 at 10th lv) the Knight is adept at spotting weaknesses in her foes’ fighting styles.  If she takes an all-out defense action, she gains a dodge bonus to her AC against any opponent who attacks her in melee combat that round.  The dodge bonus begins the round after that opponent attacks her and lasts for the duration of the fight.
Deflect attack:  Beginning at 3rd level and every second level after (+2 at 5th, +3 at 7th, +4 at 9th etc.), the Quasi Knight can attempt to parry a melee attack against her.  She must be within 5 feet and holding a melee weapon or shield to deflect the attack.  Once per round when she would normally be hit with a melee weapon, she may make a Reflex saving throw against DC 20. (If the melee weapon has a magical bonus to attack, the DC increases by that amount.)  She gains a competence bonus to her Reflex save as indicated on the chart.  If she succeeds, she deflects the blow as a free action.  She must be aware of the attack before hand and not flat-footed.
The Quasi Mind:  At 3rd  level the Knight gains a +2 bonus to saving throws against spells and effects from the Enchantment school, since her meditation and training enable her to better resist mind affecting attacks.
Weapon Specialization:  On achieving 4th level or higher, as a feat the Knight my take Weapon Specialization.  Weapon Specialization adds a +2 damage bonus with a chosen weapon.  The Knight must have Weapon Focus with that weapon to take this feat.  The Knight can take this feat as a bonus feat or as a regular one.
The Quasi Body:  At 5th level, the Knight gains control over her body’s immune system.  She gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Quasi Mobility:  When unarmored, the Knight gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area.
The Quasi Leap:  At 8th level or higher, the Knight’s jumping distance (vertical or horizontal) is not limited according to her height.
Create Quasi Dagger/ Sword Feat:  The Knight can now channel enough energy to create her very own Quasi Dagger or Sword.  Prerequisite: Caster Level 8th + Benefits: The Knight can create a Quasi Dagger/Sword.  The Dagger/Sword takes a week to create, the handle of the Dagger/Sword can be of any make and fashion.  For the Color of the blade, the creator must have a gem of the color wished and it must be of at least 1000gp worth.  Also the Knight must spend 3000 XP for the creation of the Dagger/Sword.  See description below.
Quasi Iron Will:  This ability provides an additional +2 bonus to Will saves.  It stacks with the Iron Will Feat.
Quasi Weapon Focus:  Stacking on top of any existing Weapon Focus bonus, this ability grants the Quasi Knight and additional +1 to attack rolls with a Quasi Dagger or Sword.
Quasi Reaction:  At 13th level, the Knight gains a +2 to initiative rolls.  This ability stacks with Improved Initiative Feat.
Quasi Critical: At 14th level, the Knight gains a +2 advantage on critical threat ranges.  This ability stacks with the Improved Critical Feat.
Quasi Weapon Specialization:  Stacking on top of any existing weapon specialization bonus, this adds an additional +2 to all damage rolls made with a Quasi Dagger or Sword.
The Quasi Timeless Body:  After achieving 18th level, the Knight no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the Knight still dies of age when her time is up.
The Quasi Perfect Self:  Upon reaching 20th level, the Knight has tuned her body with skill and Quasi-Magical abilities to the point that she becomes a Magical Creature.  She is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid.  For instance, charm person does not affect her.  Additionally, the monk gains damage reduction 20/ +2.  This means that the Knight ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is delt by a weapon with a +2 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.).  As an outsider, a 20th level Knight is subject to spells that repel enchanted creatures, such as Protection from Law.
The Quasi Dagger/Sword:  The Dagger/Sword has a Metal handle with a blade of Energy about 15 inches (Dagger)/40 inches (Sword) long.  To create a Quasi Dagger/Sword the creator must have the Feat Create Quasi Dagger/Sword. (Exclusive to the Quasi Knight Only) The blade will activate and deactivate at the will of the caster.  The Dagger/Sword must be in the Knights hand for it to activate, also if the Sword is activated and is dropped, it will automatically deactivate.  Anyone other than the creator of the Dagger/Sword that attempts to wield it, it will not function.  If that person is other than Good Aligned they will take damage in the amount of 5d10 for Neutral and 10d10 for Evil Aligned creatures.  A Reflex save for half is allowed at DC 18.  The Dagger/Sword each have Special Abilities.

Wielder    Level	Dagger/Sword Damage	 Crit	 Wt	 Special	
8	1d6/1d8	X2	1lb	+1 Magical ability, Grants Extra Attack	
9	1d6/1d8	X2	1lb		
10	1d8/1d10	X2	1lb		
11	1d8/1d10	X3	1lb		
12	1d10/1d12	X3	1lb	+2 Magical ability	
13	1d10/1d12	X3	1lb	Acts as a Sword of Sharpness	
14	1d10/1d12	X3	1lb		
15	1d10/1d12	X3	1lb	+3 Magical ability	
16	1d12/2d8	X4	1lb	Ability to cut through Steel	
17	1d12/2d8	X4	1lb	Grants Extra Attack	
18	2d8/1d20	X4	1lb	+4 Magical ability	
19	2d8/1d20	X4	1lb		
20	1d20/2d20	X4	1lb	+5 Magical, Ability to cut through anything	

Quasi Knight Spell List: Quasi Knight’s choose their spells from the following list:
0 Level Spells:  Detect Poison, Detect Magic, Light, Mage Hand, Resistance, Sparks, Vision
1st Level Spells:  Anti-Magic Aura, Cause Fear, Charm Person, Command, Destroy Barrier, Expeditious Retreat, Force Bolt, Hypnotism, Influence Other, Jump, Mage Armor, Shield, True Strike, Unguided Missile
2nd Level Spells:  Blindness/Deafness, Blur, Detect Thoughts, Endurance, Hypnotic Pattern, Improved Magic Missle, Power Bolt, Protection From Arrows, Resist Elements, Shatter, Shield II, Sound Burst
3rd Level Spells:  Deadly Strike, Displacement, Dispel Magic, Force Shield, Force Ball, Haste, Hold Person, Laser Bolt, Leap, Negative Energy Protection, Quasi Force Bolt’s, Quasi Mystical Coat of Armor, Suggestion, Water Breathing
4th Level Spells:  Armour, Charm Monster, Force Bolt [1], Improved Charm Person, Lesser Planar Ally (Quasi Elemental Only), Minor Globe of Invulnerability, Power Word Fear, Resist Sleep, Quasi Minor Wall of Force, Quasi Shockwave, Spell Immunity, Sword of Force
5th Level Spells:  Dismissal, Displacement [2], Dominate Person, Hold Monster, Permanency, Plane Shift (Quasi Elemental Plane Only) , Protection From Psionics, Quasi Protection From Siege Missiles, Spell Resistance, Superior Sleep, Telekinesis 
6th Level Spells:  Bigby’s Forceful Hand, Force Blast, Globe of Invulnerability, Globe of Force, Greater Dispel Magic, Mass Suggestion, Planar Ally, Ruz’s Eternal Sleep, Ruz’s Invulnerability, True Seeing
7th Level Spells:  Aura of Panic, Charm Dragon, Force Armour, Insanity, Invulnerability, Mind Find, Permanent Charm, Power Word Stun, Quasi Petrifying Gaze, Read Mind, Resist Magic
8th Level Spells:  Demand, Greater Planar Ally, Major Globe of Invulnerability, Mass Charm, Mind Blank, Power Word Blind, Protection From Spells, Reduce Magic Resistance, Seizure, Sonic Blast 
9th Level Spells:  Dominate Monster, Energy Bolt, Freedom, Gate, Mental Resistance, Sheets of Force, Shockwave, Temporal Stasis

Spells Known: 
Level	0	1	2	3	4	5	6	7	8	9	
1	4	2									
2	4	2									
3	4	3									
4	5	3	1								
5	5	4	2								
6	5	4	2	1							
7	6	5	3	2							
8	6	5	3	2	1						
9	6	5	4	3	2						
10	7	5	4	3	2	1					
11	7	5	5	4	3	2					
12	7	5	5	4	3	2	1				
13	7	5	5	4	4	3	2				
14	7	6	5	5	4	3	2	1			
15	7	6	5	5	4	4	3	2			
16	7	6	6	5	4	4	3	2	1		
17	7	6	6	5	5	5	4	3	2		
18	7	6	6	5	5	5	4	3	2	1	
19	7	7	7	6	6	6	5	3	3	2	
20	7	7	7	6	6	6	5	4	4	3	

Spells Per Day:
Level	0	1	2	3	4	5	6	7	8	9	
1	5	2									
2	5	2									
3	5	3									
4	6	3	1								
5	6	4	2								
6	6	4	2	1							
7	6	5	3	2							
8	6	5	3	2	1						
9	6	5	4	3	2						
10	6	5	4	3	2	1					
11	6	5	5	4	3	2					
12	6	5	5	4	3	2	1				
13	7	5	5	4	4	3	2				
14	7	5	5	4	4	3	2	1			
15	7	5	5	4	4	4	3	2			
16	7	6	5	4	4	4	3	2	1		
17	7	6	5	4	4	4	3	3	2		
18	7	6	5	5	4	4	3	3	2	1	
19	7	6	6	5	4	4	3	3	3	2	
20	7	6	6	5	4	4	3	3	3	3