Mageknight

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.

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

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

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.

Table: The Mageknight
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Magic Talents
1st +1 +2 +0 +2 Casting, resist magic (+1), spell pool +0 (1) 1 (+2)
2nd +2 +3 +0 +3 Mystic combat +1 2
3rd +3 +3 +1 +3 Stalwart +1 2
4th +4 +4 +1 +4 Combat feat +2 3
5th +5 +4 +1 +4 Resist magic (+2) +2 3
6th +6/+1 +5 +2 +5 Mystic combat +3 4
7th +7/+2 +5 +2 +5 Marked +3 4
8th +8/+3 +6 +2 +6 Combat feat +4 5
9th +9/+4 +6 +3 +6 Resist magic (+3) +4 5
10th +10/+5 +7 +3 +7 Mystic combat +5 6
11th +11/+6/+1 +7 +3 +7 Mystic defense +5 6
12th +12/+7/+2 +8 +4 +8 Combat feat +6 7
13th +13/+8/+3 +8 +4 +8 Resist magic (+4) +6 7
14th +14/+9/+4 +9 +4 +9 Mystic combat +7 8
15th +15/+10/+5 +9 +5 +9 Draw power +7 8
16th +16/+11/+6/+1 +10 +5 +10 Combat feat +8 9
17th +17/+12/+7/+2 +10 +5 +10 Resist magic (+5) +8 9
18th +18/+13/+8/+3 +11 +6 +11 Mystic combat +9 10
19th +19/+14/+9/+4 +11 +6 +11 Spell critical +9 10
20th +20/+15/+10/+5 +12 +6 +12 Combat feat, spellsword +10 11

Class Features

Weapon and Armor Proficiency

A mageknight is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Casting

A mageknight may combine spheres and talents to create magical effects. A mageknight is considered a Low-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

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.

Magic Talents

A mageknight gains a magic talent at 1st level, 2nd level, and again at every even level thereafter, according to Table: Mageknight.

Resist Magic (Ex)

A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.

Mystic Combat (Su)

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.

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, spell-like 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, spell-like 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.

Section 15: Copyright Notice

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

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