RelentlessImp
2007-10-31, 10:59 AM
The Mageknight
They say that a stout sword and a sturdy shield will take you far; in the case of the Mageknight, neither is required; Magic protects and guides them, and in turn, they use it to defend themselves and others.
The Mageknight fulfills an odd role; their best weapon is themselves. They can fight on par with a full Fighter, but lack weapon proficiencies. They can cast a great many spells, but none of them can bring harm to a foe directly. They are, at their best, front-line fighters in the mix of things, and support before battle to boost the abilities of their allies and themselves.
Class Abilities
HD: d8
BAB: Good
Skill Points: 2+Int Mod (x4 at 1st level)
Class Skills: Balance, Bluff, Craft, Concentration, Diplomacy, Intimidate, Jump, Knowledge (all skills taken seperately), Profession, Ride, Spellcraft, Swim
Fort: Good
Ref: Poor
Will: Good
Weapon and Armor Proficiencies: Magestrike and no armor; the Mageknight may learn them later, however, wielding a weapon of any type keeps them from using their Magestrike, and armor interferes with their spellcasting and Defensive Weave.
Magestrike (Su): A Mageknight learns to channel raw energy through themselves, creating a form of magic which they use to attack. This functions as a one-handed melee weapon. By reducing the damage by two die steps, it can function as a light weapon. The damage dealt by Magestrike can function as any type, such as slashing, bludgeoning, or piercing.
A Magestrike may be channeled from either hand, or both in the same round, with all the associated Two Weapon Fighting penalties.
A Magestrike may be used with any weapon-oriented feats, and to qualify for them, such as Weapon Specialization, Power Attack, Cleave, Two Weapon Fighting, and so on.
A Mageknight uses their INT bonus in place of their STR bonus for attack bonus, damage bonus, and so on for their Magestrike.
A Magestrike may be generated more than once per round as part of a full attack action when a Mageknight's BAB rises to the appropriate point.
At 4th level, and every 4th level afterwards, a Magestrike gains +1 enhancement bonus, as if it were a weapon of the appropriate enchantment. This is for the purposes of bypassing damage reduction only.
A Magestrike is a melee attack with a 5ft range, and as such, is also affected by Armor AC; it is not a touch attack.
Magestrike, BAB, Enhancement Bonus
1st: 1d4, +1
2nd: 1d4, +2
3rd: 1d4, +3
4th: 1d6, +4, +1
5th: 1d6, +5
6th: 1d6, +6/+1
7th: 1d8, +7/+2
8th: 1d8, +8/+3, +2
9th: 1d8, +9/+4
10th: 1d10, +10/+5,
11th: 1d10, +11/+6/+1
12th: 1d10, +12/+7/+2, +3
13th: 1d12, +13/+8/+3
14th: 1d12, +14/+9/+4
15th: 1d12, +15/+10/+5
16th: 2d8, +16/+11/+6/+1, +4
17th: 2d8, +17/+12/+7/+2
18th: 2d8, +18/+13/+8/+3
19th: 2d10, +19/+14/+9/+4
20th: 2d10, +20/+15/+10/+5, +5
Defensive Weave (Su): A Mageknight's close contact with magic grants them a unique understanding of the nature of magic, and causes them to be unduly charged with energies which surrounds them with a strongly-powered aura, which aids in keeping the Mageknight alive. They gain a +1 luck bonus to AC at 1st level and +1 every 2 Mageknight levels afterward (3, 5, 7, 9, 11, 13, 15, 17, 19). This bonus is cancelled if they don any item which gives an Armor, Protection or Shield bonus to AC, and restored when they remove it. Spells do not count for this restriction.
Antimagic Fields and Zones
All abilities of a Mageknight are suppressed when within an Antimagic Field or Zone, meaning they lose Defensive Weave and their Magestrike.
Spellcasting: A Mageknight casts arcane spells spontaneously, as a Sorcerer. Intelligence determines all aspects of their spells, as well as bonus spells.
A Mageknight learns spells using the Duskblade's spell progression. They may, for a cost of 100XP*(Spell Level^2), exchange any spell they know for any other on their class list, at any time.
The Mageknight's class spell list is drawn primarily from the Sorcerer/Wizard list, with a few spells from the Cleric's list. If a spell on their Spells Known is both classes, assume it is the Sorcerer/Wizard spell.
A Mageknight's class spell list is as follows;
0-level: arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sounds, light, mage hand, prestidigitation, read magic, resistance, virtue
1st-level: alarm, bane, bless, cause fear, comprehend languages, deathwatch, divine favor, disguise self, endure elements, feather fall, floating disc, hold portal, hypnotize, identify, jump, true strike, mage armor, magic aura, mount, protection from good/evil/chaos/law, remove fear, shield, shield of faith
2nd-level: bear's endurance, bull strength, blindness/deafness, cat's grace, continual flame, eagle's splendor, false life, fox's cunning, invisibility, glitterdust, owl's wisdom, protection from arrows, see invisibility, shatter, shield other, status, spider climb, web
3rd-level: arcane sight, dispel magic, displacement, fly, haste, invisibility purge, magic circle against/chaos/evil/good/law, nondetection, magic vestment, rage, slow, stinking cloud, water breathing, water walk, wind wall
4th-level: air walk, bestow curse, crushing despair, death ward, fire shield, freedom of movement, greater invisibility, lesser globe of invulnerability, spell immunity, stoneskin
5th-level: break enchantment, false vision, interposing hand, overland flight, spell resistance, telekinesis
6th-level: animate objects, antimagic field, blade barrier, contingency, mislead, forceful hand, globe of invulnerability, greater dispel magic, greater heroism, true seeing
-My first truly original class, and I don't have my books with me to make the tables properly. Apologies to everyone to whom the mess irritates. This was an attempt at making a "magic fighter", that is, a tank that uses magic to the exclusion of all else to do their jobs properly.
They say that a stout sword and a sturdy shield will take you far; in the case of the Mageknight, neither is required; Magic protects and guides them, and in turn, they use it to defend themselves and others.
The Mageknight fulfills an odd role; their best weapon is themselves. They can fight on par with a full Fighter, but lack weapon proficiencies. They can cast a great many spells, but none of them can bring harm to a foe directly. They are, at their best, front-line fighters in the mix of things, and support before battle to boost the abilities of their allies and themselves.
Class Abilities
HD: d8
BAB: Good
Skill Points: 2+Int Mod (x4 at 1st level)
Class Skills: Balance, Bluff, Craft, Concentration, Diplomacy, Intimidate, Jump, Knowledge (all skills taken seperately), Profession, Ride, Spellcraft, Swim
Fort: Good
Ref: Poor
Will: Good
Weapon and Armor Proficiencies: Magestrike and no armor; the Mageknight may learn them later, however, wielding a weapon of any type keeps them from using their Magestrike, and armor interferes with their spellcasting and Defensive Weave.
Magestrike (Su): A Mageknight learns to channel raw energy through themselves, creating a form of magic which they use to attack. This functions as a one-handed melee weapon. By reducing the damage by two die steps, it can function as a light weapon. The damage dealt by Magestrike can function as any type, such as slashing, bludgeoning, or piercing.
A Magestrike may be channeled from either hand, or both in the same round, with all the associated Two Weapon Fighting penalties.
A Magestrike may be used with any weapon-oriented feats, and to qualify for them, such as Weapon Specialization, Power Attack, Cleave, Two Weapon Fighting, and so on.
A Mageknight uses their INT bonus in place of their STR bonus for attack bonus, damage bonus, and so on for their Magestrike.
A Magestrike may be generated more than once per round as part of a full attack action when a Mageknight's BAB rises to the appropriate point.
At 4th level, and every 4th level afterwards, a Magestrike gains +1 enhancement bonus, as if it were a weapon of the appropriate enchantment. This is for the purposes of bypassing damage reduction only.
A Magestrike is a melee attack with a 5ft range, and as such, is also affected by Armor AC; it is not a touch attack.
Magestrike, BAB, Enhancement Bonus
1st: 1d4, +1
2nd: 1d4, +2
3rd: 1d4, +3
4th: 1d6, +4, +1
5th: 1d6, +5
6th: 1d6, +6/+1
7th: 1d8, +7/+2
8th: 1d8, +8/+3, +2
9th: 1d8, +9/+4
10th: 1d10, +10/+5,
11th: 1d10, +11/+6/+1
12th: 1d10, +12/+7/+2, +3
13th: 1d12, +13/+8/+3
14th: 1d12, +14/+9/+4
15th: 1d12, +15/+10/+5
16th: 2d8, +16/+11/+6/+1, +4
17th: 2d8, +17/+12/+7/+2
18th: 2d8, +18/+13/+8/+3
19th: 2d10, +19/+14/+9/+4
20th: 2d10, +20/+15/+10/+5, +5
Defensive Weave (Su): A Mageknight's close contact with magic grants them a unique understanding of the nature of magic, and causes them to be unduly charged with energies which surrounds them with a strongly-powered aura, which aids in keeping the Mageknight alive. They gain a +1 luck bonus to AC at 1st level and +1 every 2 Mageknight levels afterward (3, 5, 7, 9, 11, 13, 15, 17, 19). This bonus is cancelled if they don any item which gives an Armor, Protection or Shield bonus to AC, and restored when they remove it. Spells do not count for this restriction.
Antimagic Fields and Zones
All abilities of a Mageknight are suppressed when within an Antimagic Field or Zone, meaning they lose Defensive Weave and their Magestrike.
Spellcasting: A Mageknight casts arcane spells spontaneously, as a Sorcerer. Intelligence determines all aspects of their spells, as well as bonus spells.
A Mageknight learns spells using the Duskblade's spell progression. They may, for a cost of 100XP*(Spell Level^2), exchange any spell they know for any other on their class list, at any time.
The Mageknight's class spell list is drawn primarily from the Sorcerer/Wizard list, with a few spells from the Cleric's list. If a spell on their Spells Known is both classes, assume it is the Sorcerer/Wizard spell.
A Mageknight's class spell list is as follows;
0-level: arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sounds, light, mage hand, prestidigitation, read magic, resistance, virtue
1st-level: alarm, bane, bless, cause fear, comprehend languages, deathwatch, divine favor, disguise self, endure elements, feather fall, floating disc, hold portal, hypnotize, identify, jump, true strike, mage armor, magic aura, mount, protection from good/evil/chaos/law, remove fear, shield, shield of faith
2nd-level: bear's endurance, bull strength, blindness/deafness, cat's grace, continual flame, eagle's splendor, false life, fox's cunning, invisibility, glitterdust, owl's wisdom, protection from arrows, see invisibility, shatter, shield other, status, spider climb, web
3rd-level: arcane sight, dispel magic, displacement, fly, haste, invisibility purge, magic circle against/chaos/evil/good/law, nondetection, magic vestment, rage, slow, stinking cloud, water breathing, water walk, wind wall
4th-level: air walk, bestow curse, crushing despair, death ward, fire shield, freedom of movement, greater invisibility, lesser globe of invulnerability, spell immunity, stoneskin
5th-level: break enchantment, false vision, interposing hand, overland flight, spell resistance, telekinesis
6th-level: animate objects, antimagic field, blade barrier, contingency, mislead, forceful hand, globe of invulnerability, greater dispel magic, greater heroism, true seeing
-My first truly original class, and I don't have my books with me to make the tables properly. Apologies to everyone to whom the mess irritates. This was an attempt at making a "magic fighter", that is, a tank that uses magic to the exclusion of all else to do their jobs properly.