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Mage Knight/Mystic Combat abilities

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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.

Arcane Strike

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

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.

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.

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.

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

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.