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Difference between revisions of "Mage Knight"

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(Mystic Combat (Su))
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=== Arcane Strike ===
 
=== Arcane Strike ===
 
You gain the [[Arcane Strike]] feat, and treat your mageknight level as your caster level when determining its effects.
 
You gain the [[Arcane Strike]] feat, and treat your mageknight level as your caster level when determining its effects.
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=== Black Dog Companion ===
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'''Prerequisites:''' level 4, at least one talent with the curse descriptor
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You gain a lesser cù-sìth as a companion. This functions as a wolf animal companion with an effective druid level of your mageknight level –3, except that it has an Intelligence score of 10 and you may spend a spell point as an immediate action on your companion’s turn to allow it to use its Baleful Howl special attack (see Section 6: Bestiary) as a standard action, with a DC equal to 10 + 1/2 its Hit Dice + your casting ability modifier. If you already have such a companion or else later gain a companion through another source (such as the Animal domain, divine bond, hunter’s bond, mount, or nature bond class features), the effective druid level granted by this mystic combat stacks with that granted by other sources.
  
 
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Latest revision as of 16:24, 23 November 2019

Main > > Classes > Mage Knight


Magic has appeal for people of any trade, and many warriors find great strength in mixing magical power with martial training. The mageknight is such a combatant, combining magic and skill into a seamless, deadly whole. For the mageknight, magic is just another weapon, which when combined with sword, bow, and armor, transform the mageknight into a uniquely deadly adversary.

Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Role: A mageknight is primarily an offensive expert, but may accomplish this through any number of weapon and sphere combinations, making each mageknight a unique individual.

Alignment: Any.

Hit Die: d10

Class Skills: The mageknight’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana; Int), Knowledge (Nature; Int), Knowledge (Nobility; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Proficiencies: Mageknights are proficient with simple weapons, as well as light armor and bucklers.

In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Class
Level
Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Caster
Level
Talents
1 +1 +2 +0 +2 Blended training, casting, resist magic (+1), spell pool +0 (1) 1 (+2)
2 +2 +3 +0 +3 Mystic combat +1 2
3 +3 +3 +1 +3 Stalwart +1 2
4 +4 +4 +1 +4 Combat feat +2 3
5 +5 +4 +1 +4 Resist magic (+2) +2 3
6 +6/+1 +5 +2 +5 Mystic combat +3 4
7 +7/+2 +5 +2 +5 Marked +3 4
8 +8/+3 +6 +2 +6 Combat feat +4 5
9 +9/+4 +6 +3 +6 Resist magic (+3) +4 5
10 +10/+5 +7 +3 +7 Mystic combat +5 6
11 +11/+6/+1 +7 +3 +7 Mystic Defense +5 6
12 +12/+7/+2 +8 +4 +8 Combat feat +6 7
13 +13/+8/+3 +8 +4 +8 Resist magic (+4) +6 7
14 +14/+9/+4 +9 +4 +9 Mystic combat +7 8
15 +15/+10/+5 +9 +5 +9 Draw power +7 8
16 +16/+11/+6/+1 +10 +5 +10 Combat feat +8 9
17 +17/+12/+7/+2 +10 +5 +10 Resist magic (+5) +8 9
18 +18/+13/+8/+3 +11 +6 +11 Mystic combat +9 10
19 +19/+14/+9/+4 +11 +6 +11 Spell critical +9 10
20 +20/+15/+10/+5 +12 +6 +12 Combat feat, spellsword +10 11

Class Abilities

Blended Training (Ex)

A mageknight may combine spheres and talents to create magical effects and powerful martial techniques. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and practitioner modifier and must make this choice at 1st level. Once made, this choice cannot be changed.

A mageknight gains a talent at 1st level, 2nd level, and again at every even level thereafter, according to Table: Mageknight. This can be used for a combat talent or a magic talent. (Note: All casters gain 2 bonus magic talents and may select a casting tradition the first time they gain the casting class feature. These two talents cannot be chosen as combat talents)

Spell Pool

A mageknight gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Resist Magic (Ex)

At 2nd level and every 4 levels thereafter, a mageknight gains a new way to enhance her physical abilities through magic. Each time she gains mystic combat, she chooses and gains one of the following abilities.

Stalwart (Ex)

At 3rd level, a mageknight can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless mageknight does not gain the benefit of the stalwart ability.

Combat Feat

At 4th level and every four levels thereafter, the mageknight gains a bonus combat feat of her choice, chosen from those for which she qualifies.

Marked (Su)

At 7th level, a mageknight who successfully deals damage with a weapon or natural attack to a target may, as a swift action, leave a magical mark on that target. The target suffers a -2 penalty to saving throws against the spells, spelllike abilities, and sphere abilities of the mageknight, and the mageknight gains a +2 bonus to saving throws against the spells, spell-like abilities, and sphere abilities of the target. This mark lasts for 1 minute. The mageknight may not have more than 1 mark active at a time; giving a second mark causes the first to be dismissed.

Mystic Defense (Su)

At 11th level, a mageknight gains resistance to magical damage. This functions as damage reduction, except it only applies to damage sustained from spells, spelllike abilities, and sphere abilities. This only affects abilities that allow Spell Resistance. This damage reduction is equal to 1/2 the mageknight’s class level. This does not apply to damage from magic weapons.

Draw Power (Su)

At 15th level, whenever the mageknight successfully confirms a critical hit, she gains 1 temporary spell point which lasts for 1 round.

Spell Critical (Su)

At 19th level, whenever a mageknight successfully confirms a critical hit, she can use a sphere ability as an immediate action. The sphere ability must include the target of the attack as one of its targets or in its area of effect. Using this sphere ability does not provoke an attack of opportunity.

Spellsword

At 20th level the mageknight may effortlessly combine magic and combat. Choose one mystic combat abilities that costs a spell point to use. You may use this ability without spending a spell point.


Mystic Combat (Su)

A mageknight gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Arcane Strike

You gain the Arcane Strike feat, and treat your mageknight level as your caster level when determining its effects.

Black Dog Companion

Prerequisites: level 4, at least one talent with the curse descriptor

You gain a lesser cù-sìth as a companion. This functions as a wolf animal companion with an effective druid level of your mageknight level –3, except that it has an Intelligence score of 10 and you may spend a spell point as an immediate action on your companion’s turn to allow it to use its Baleful Howl special attack (see Section 6: Bestiary) as a standard action, with a DC equal to 10 + 1/2 its Hit Dice + your casting ability modifier. If you already have such a companion or else later gain a companion through another source (such as the Animal domain, divine bond, hunter’s bond, mount, or nature bond class features), the effective druid level granted by this mystic combat stacks with that granted by other sources.

Bleeding Wounds

You may spend a spell point as a swift action to inflict bleed damage equal to 1/2 your mageknight level (minimum: 1) with every attack for a number of rounds equal to your casting ability modifier. Bleed damage does not stack.

Bloodlust

You may spend a spell point as a standard action to increase your damage dealt to creatures depending on how many times you’ve hit them. For 1 round per level, whenever you successfully strike an opponent with a weapon or natural attack, you gain a cumulative +1 bonus on future damage rolls, to a maximum equal to your class level. If you miss with an attack, the bonus to damage for all opponents resets to +0.

Enchanted Touch

You may spend a spell point as a standard action to grant enhancement bonuses to all attacks you make for 1 round per level. Your unarmed strikes, natural attacks, and wielded weapons gain a +1 enhancement bonus which does not stack with any enhancement bonus your weapons already possess. This bonus increases by +1 for every 5 levels you possess, to a maximum of +5 at 20th level.

Enhanced Physicality

You may spend a spell point to reroll an Acrobatics, Climb, Fly, or Swim check you just made with a bonus to your roll equal to 1/2 your mageknight level (minimum: 1). You must take the second roll, even if it is worse.

Great Fall

When falling, you treat the distance fallen as being 10 ft shorter per mageknight level when determining the amount of damage you sustain. At 20th level, you may fall any distance without taking damage.

High Jump

You may add your level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.

In addition, you always counts as having a running start when making jump checks using Acrobatics. By spending 1 spell point as a swift action, you may gain a +20 bonus on Acrobatics checks made to jump for 1 round.

Invisibility

As a swift action, you may spend a spell point to become invisible for 1 round per mageknight level, or until you target a foe with an attack or magic.

Karmic Invigoration

Prerequisite: Life sphere, Marked class feature.

As a swift action, you may infuse your marked target with a aura of positive energy. Until the end of your next turn, whenever an ally hits the target, you may invigorate the ally as a free action, even if they are not in range of your invigorate ability or if it is not your turn.

Lingering Pain

As an immediate action after successfully dealing damage to an opponent, you may spend a spell point to cause that damage to be considered continuous damage for the purpose of concentration checks made by the target prior to the beginning of your next turn.

Mage’s Charge

When making a charge, you may spend a spell point as a free action to add your mageknight level as a bonus to your attack roll.

Mounted Combatant

When using any mystic combat ability, you may spend an additional spell point to extend the benefit of that ability to your mount as well.

Mystic Adaption

You may spend a spell point as a swift action to gain the benefits of one combat feat of your choice for a number of rounds equal to your casting ability modifier. You must meet all of this feat’s prerequisites.

At 7th level, you may gain the benefits of two combat feats of your choice whenever you use this ability.

At 14th level, you gain the benefits of three combat feats of your choice.

Multiple uses of this ability do not stack, only the most recent use applies. If a combat feat has a limited number of daily uses (such as Stunning Fist), any uses of that combat feat while using this ability counts towards that feat’s daily limit.

Mystic Maneuver

Select one combat maneuver. You may spend a spell point to perform this maneuver as a swift action that does not provoke an attack of opportunity, with a bonus to your CMB equal to 1/2 your mageknight level (minimum: 1). You may select this mystic combat multiple times. Each time it is selected, choose a different maneuver.

Mystic Might

As a swift action, you may spend a spell point to increase your size category to Large for a number of rounds equal to your casting ability modifier. You gain a +4 size bonus to Strength and suffer a -2 penalty to Dexterity while enlarged in this fashion.

Penetrating Blow

You may spend a spell point as a swift action to cause all your attacks to be resolved as touch attacks until the end of your turn.

Quickened Reflexes

You may spend a spell point as a swift action to gain a dodge bonus to AC equal to half your mageknight level (minimum: 1) for a number of rounds equal to your casting ability modifier.

Raging Combatant

As a standard action, you may spend a spell point to enter a rage for 1 round per level. This is similar to a barbarian’s rage, granting a +4 morale bonus to Strength and Constitution, a +2 morale bonus to Will saves, and suffering a -2 penalty to AC. You are under the same restrictions with skills, spells, and sphere abilities as a barbarian, but you may use mystic combat abilities as normal. You are fatigued afterward as a barbarian. You may end a rage prematurely as a free action.

Resilience of Soul

As an immediate action, you may spend a spell point to reroll a saving throw you just failed. You must take the second result, even if it is worse.

Self-Reliance

Prerequisite: Life sphere.

Whenever you invigorate or cure yourself with the Life sphere, you may use your class level as your caster level. This stacks with other caster levels normally.

Signature Scar

When you damage an enemy with a melee weapon or natural weapon, you may spend a spell point as a free action to give them a scar. The target may make a Fortitude save against a DC equal to 10 + 1/2 your mageknight level plus your casting ability modifier to avoid the scar. Any hit points a scarred enemy would regain are diverted to you, unless you are at your full hit point total. The scar fades away after 1 minute.

Sustain

You may spend a spell point as an immediate action to grant yourself temporary hit points equal to your mageknight level + your casting ability modifier that last 1 hour. This can keep you from dying.

Swift Combatant

You may spend a spell point as a swift action to move up to 30 ft. This movement provokes attacks of opportunity as normal.

Time Shift

When using any ability gained through the mystic combat class feature, you may spend an extra spell point to decrease that ability’s required action by one step: standard actions become move actions, swift actions become free actions, etc. This cannot reduce an immediate action.

Unbreakable

You may spend a spell point as a swift action to grant yourself DR equal to your mageknight level for a number of rounds equal to your casting ability modifier.

Vengeful

If a target strikes you and is within your threatened area, you may spend a spell point as an immediate action to make a single attack against that target at your highest BAB.

Whirl of Blows

You may spend a spell point as a swift action to gain the benefits of the Whirlwind Attack feat for a number of rounds equal to your casting ability modifier, even if you don’t meet the prerequisites.


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers

Spheres of Might © 2017 Drop Dead Studios LLC, Authors Adam Meyers, Ehn Jolly, Michael Sayre, Andrew Stoeckle

Player’s Guide to Skybourne© 2016 Drop Dead Studios LLC, Author Adam Meyers, Mike Myler, David Silver

Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.

Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.

Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ Brown, John Compton, Alex Riggs, and David Ross.

Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.

Pathfinder Roleplaying Game: Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.

Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors.

Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, based on material by Owen K.C. Stephens.

Ultimate Charisma. © 2015, Everyman Gaming, LLC; Author; Alexander Augunas.

Spheres of Power: Expanded Options © 2015, Authors: Adam Meyers, J Gray, James Mars, Michael Sayre & Douglas Schaub

The Battlemage’s Handbook © 2016, Drop Dead Studios; Author: Andrew J. Gibson

The Destroyer’s Handbook © 2016, Drop Dead Studios; Author: Andrew Stoeckle

The Diviner’s Handbook © 2016, Drop Dead Studios; Author: Derfael Oliveira

The Enhancer’s Handbook © 2016, Drop Dead Studios; Author: Marcus Dirr

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The Telekinetic’s Handbook © 2015, Drop Dead Studios; Author: Amber Underwood

Worlds of Power © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, Richard Cramer, and Alexander Corrin

Fantastical Creatures & How to Survive Them: A Student’s Guide for Adventure & Study © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, Derfael Oliveira, Michael Uhland, Douglas Schaub, John Little, Case Hayes

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

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