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The Diamond Throne
warrior can ignore the hardness of an object he is striking. To do so, he must succeed at a Concentration check (DC equal to the object’s hardness) as a free action. He can attempt only a single shattering blow that round. Crystal Barrier (Sp): Once per day, starting at 5th level, a crystal warrior can create a wall-like barrier, no larger than 10 feet square and 1 inch thick. (The warrior can shape it, for instance, so that it measures 2 feet by 5 feet, but it always remains 1 inch thick). It is always flat. The crystal wall has a hardness of 30 and 200 hit points. It fuses with materials around it, so that it solidly repairs a breach in an existing wall or stands upright in the middle of a room, resting on the floor. The barrier must touch a solid surface along one full edge. It can seal a corridor or doorway, or cover a pit. It cannot appear in mid-air. The barrier deteriorates on its own, disintegrating after one hour, regardless of what the crystal warrior does. Splinter Storm (Sp): Once per day, a 7th-level and higher crystal warrior can fling razor-sharp crystal threads from his fingers in a 50-foot cone. Anyone in this area suffers 10d6 points of slashing damage, although they can attempt a Reflex saving throw for half damage (DC 10 + crystal warrior class levels + crystal warrior’s Dexterity bonus). The crystal threads turn to dust immediately afterward. Crystalline Encasement (Sp): Once per day, beginning at 8th level, a crystal warrior can use the crystal threads from his hands to encase a Large or smaller foe in a crystal cocoon, imprisoning it. The victim must be within 25 feet and can make a Reflex saving throw to avoid the threads (DC 10 + crystal warrior class levels + crystal warrior’s Dexterity bonus). If the victim fails the save, the crystal wraps around her and imprisons her. Within the prison, she is bound—she can take no actions that are not purely mental. She cannot break free on her own. However, the crystal cocoon renders her immune to all forms of attack, and keeps her alive without need of air, water, food, and so on. The cocoon does not move, even if the victim was flying at the time of her imprisonment (in which case, the cocoon floats in mid-air). The cocoon lasts for 1d3 days, unless the crystal warrior is present to renew it and keep the victim imprisoned. Outside forces can attempt to destroy the cocoon. It has a hardnesss of 30 and 200 hp. Crystal Body (Sp): The 10th-level crystal warrior can, for up to one hour once per day, lace his own body with crystal threads. Doing so grants his Strength and Constitution a +6 enhancement bonus and adds a +6 natural armor bonus to his Armor Class (a +3 net increase, since his crystal nature ability already granted him +3 natural armor at this point). He gains damage reduction of 10/+2 (10/magic).
Darkbond Although it’s often spoken of in hushed whispers, most people who are aware of the Green—the force of life energy to which greenbonds devote themselves—are also aware of the Dark. The Dark is the opposite of the Green. It drains life, it destroys souls, and it provides sustenance to the undead. The darkbond is one of the most feared and dreaded mages in the realm. Darkbonds are usually cruel, sadistic, and cold hearted. They revel in the fear, suffering, and death of others. A darkbond often dwells in the company of undead, even preferring them to the living. Magisters are likely to become darkbonds, as are dark-hearted mage blades. Champions of death sometimes multiclass as magisters or mage blades and then take up the darkbond path. Very rarely, a greenbond is tempted away from her path to become her opposite. Darkbonds are usually human, although occasionally a faen, sibeccai, or mojh becomes one. Litorians and giants are the races least likely to become darkbonds.