elindred
(?)Community Member
- Posted: Wed, 23 Feb 2005 07:08:10 +0000
i've been pretty bored this spring break, so i sat down and put together this base class, which i've been meaning to do for a while. it's my answer to the fighting arcane caster. as always, i'm looking for any comments or feedback you guys might provide.
this writeup pulls material from complete adventurer, complete arcane and complete warrior. the most vital piece of info is the Arcane Strike feat, which lets you sacrifice one of your spells per day to give yourself a bonus to hit and damage depending on the level of the spell sacrificed.
so, without further ado..
Attention!!!this post has been updated with new info. red text is new stuff. gray text is stuff that's been removed
Alignment: Any
Hit Die: d8
Class Skills: Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (architecture & engineering), Knowledge (history), Knowledge (geography), Knowledge (nobility/royalty), Profession, Ride, Speak Language, Spellcaft, Swim
//no longer class skills: Climb, Handle Animal, Intimidate, Jump, Use Magic Device
Skill Points at 1st Level: (4 + int mod) * 4
Skill Points at Each Additional Level: 4 + int mod
Class Features:
Weapon and Armor Proficiency: Mageknights are proficient in all simple and martial weapons, and light and medium armor and bucklers and light shields.
Spells/Spells known: (see Cleric description, except that spells are drawn from Mageknight list, spells are Intelligence based, Mageknight spells are arcane spells, Mageknights have no domain abilities, nor is their spellcasting affected by alignment, and not all Mageknight spells have verbal components).
//Mageknight spellcasting was formerly bard-like
Armoured Mage (Medium) (Ex): Mageknights can cast spells in medium armour and bucklers and light shields without suffering from arcane spell failure. this ability does not apply to spells gained from a different spellcasting class.
Magic Weapon (Sp): a Mageknight can use Magic Weapon as a spell-like ability 3 times per day, at a caster level equal to his Mageknight level.
Combat Casting : a Mageknight of at least 2nd level is treated as having the Combat Casting feat.
//entirely new ability
Improved Spell Duration (Su): when a Mageknight reaches 3rd level, the duration of any of his Mageknight spells with which he targets himself is calculated as if his caster level were 1 higher. If the spells duration is fixed, it’s duration is doubled. In the case of spells that specify multiple targets, only the Mageknight is affected by this ability.
If a Mageknight applies the Extend Spell feat (or a similar effect) to any of his spells, its effects stack with Improved Spell Duration (remember that doubling a double is a triple, etc). //entirely new description
At 11th level, this benefit is doubled, and at 19th level this benefit is tripled.
Arcane Strike: at 4th level, a Mageknight is treated as having the Arcane Strike feat, even if he does not have the normal prerequisites for that feat.
Bonus Feat: at 5th, 10th, 15th and 20th levels, a Mageknight gains a bonus feat, which must be chosen from either the fighter's bonus feat list or the list below. He must still meet all prerequisites for a bonus feat.
Mageknight Bonus Feats List: Battle Caster, Combat Casting, Craft magic Arms & Armor, Eschew Materials, Extend Spell, Extend Spell-like Ability, Extra Slot, Extraordinary Concentration, Heighten Spell-like Ability, Insightful Strike, Mobile Spellcasting, Obtain Familiar, Scribe Scroll, Shielded Casting
//no longer bonus feats: Extra Spell, Magical aptidude, Spell Mastery
Magic Vestment (Sp): a Mageknight of at least 6nd level can use Magic Vestment as a spell-like ability 2 times per day, at a caster level equal to his Mageknight level.
//entirely new ability
Hardened Caster (Ex): a Mageknight of 7th level gains a +2 competence bonus on Fortitude saves and concentration checks related to spellcasting. This bonus increases to +4 at 13th level, and +6 at 19th level. A Mageknight loses this bonus when he suffers from arcane spell failure or when carrying a medium or heavy load.
Heightened Arcane Strike (Su): when a Mageknight of at least 8th level activates the Arcane Strike feat, the level of the sacrificed spell is treated as 1 higher for the purposes of calculating the extra attack and damage bonuses. Every 6 levels beyond 8th (ie, 14th and 20th) the sacrificed spell's effecitve level is raised again by 1 for this purpose. //this ability used to be granted 4 times, for a total of +4 at 20th.
Greater Magic Weapon (Sp): a Mageknight of at least 11th level can use Greater Magic Weapon as a spell-like ability 3 times per day, at a caster level equal to his Mageknight level. This replaces the Mageknight's Magic Weapon ability.
Extended Spell Power (Su): when a Mageknight reaches 16th level, the duration of any of his Mageknight spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell?s effective level or casting time).
//entirely new ability
Enhance Weapon(Su): when a Mageknight reaches 17th level, any weapon he wields gains an enhancement bonus to hit and damage equal to one fourth his Mageknight level. This benefit lasts as long as he wields the weapon and is immediately lost if it is dropped, sheathed, disarmed or otherwise let go of. This enhancement effect can be dispelled with a successful caster level check DC 10 + the wielder’s Mageknight level, in which case the weapon cannot be affected by this ability for 1d4 rounds. //entirely new description
//formerly called "Magic Arsenal", formerly a Spell-like ability useable at will, formerly useful for thrown weapons
Mageknight spells:
0-level: Arcane Mark, Dancing Lights, Guidance, Mending, Message, Read Magic, Resistance, Virtue
1st-level: Alarm, Benign Transposition, Deathwatch, Enlarge Person, Entropic Shield, Expeditious Retreat (swift), Faerie Fire, Guiding Light, Mage Armor, Magic Mouth, Magic Weapon, Mount, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Shield, True Strike, Ventriloquism
//no longer on list: Chill Touch, Shocking Grasp
2nd-level: Aid, Bear's Endurance, Blades Of Fire, Blur, Bull's Strength, Daggerpsell Stance, Fly (swift), Fog Cloud, Fox's Cunning, Heroism, Invisibility (swift), Mirror Image, Protection From Arrows, Rage, See Invisibility, Sonic Weapon, Status, Tactical Precision, Whispering Wind, Wraithstrike
//no longer on list: Cat's Grace, Mindless Rage, Whirling Blade
3rd-level: Blink, Displacement, Good Hope, Haste, Keen Edge, Mage Armor (greater), Magic Vestment, Magic Weapon (greater), Phantom Steed, Ring of Blades, Sleet Storm
//no longer on list: Vampiric Touch
4th-level: Dimension Door, Fire Shield, Globe of Invulnerability, Invisibility (greater), Locate Creature, Sending, Solid Fog, Stoneskin, War Cry
5th-level: Blink (greater), Heroism (greater), Nightstalker's Transformation, Prying Eyes, Righteous Might, Telepathic Bond
6th-level: Antilife Shell, Brilliant Blade, Cacophonic Shield, Find The Path, Globe of Invulnerability, Guards And Wards, Tenser's Transformation
//old table
//no longer abilities:
Arcane Grace (Su): starting at 6th level, a Mageknight can sacrifice one of his spells for the day (of 1st level or higher) as a free action that provokes no attacks of opportunity, and gain a bonus to all saving throws equal to the level of the spell sacrificed, up to his intmod. This bonus lasts for a number of minutes equal to his Mageknight level.
Imbue Arms and Armour (Ex): a Mageknight of at least 14th level can create magic weapons and armour without knowing the spells required to make the item (though he still must know Craft Magic Arms and Armor). He can substitude a Use Magic Device check (dc 15 + spell level or 25 + spell level for arcane and divne spells respectively) in place of a spell he doesn't know or can't cast. If the check succeeds, the Mageknight can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry his Use Magic Device check for tha tspell until he gains a new level.
this writeup pulls material from complete adventurer, complete arcane and complete warrior. the most vital piece of info is the Arcane Strike feat, which lets you sacrifice one of your spells per day to give yourself a bonus to hit and damage depending on the level of the spell sacrificed.
so, without further ado..
Attention!!!this post has been updated with new info. red text is new stuff. gray text is stuff that's been removed
Alignment: Any
Hit Die: d8
Class Skills: Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (architecture & engineering), Knowledge (history), Knowledge (geography), Knowledge (nobility/royalty), Profession, Ride, Speak Language, Spellcaft, Swim
//no longer class skills: Climb, Handle Animal, Intimidate, Jump, Use Magic Device
Skill Points at 1st Level: (4 + int mod) * 4
Skill Points at Each Additional Level: 4 + int mod
Class Features:
Weapon and Armor Proficiency: Mageknights are proficient in all simple and martial weapons, and light and medium armor and bucklers and light shields.
Spells/Spells known: (see Cleric description, except that spells are drawn from Mageknight list, spells are Intelligence based, Mageknight spells are arcane spells, Mageknights have no domain abilities, nor is their spellcasting affected by alignment, and not all Mageknight spells have verbal components).
//Mageknight spellcasting was formerly bard-like
Armoured Mage (Medium) (Ex): Mageknights can cast spells in medium armour and bucklers and light shields without suffering from arcane spell failure. this ability does not apply to spells gained from a different spellcasting class.
Magic Weapon (Sp): a Mageknight can use Magic Weapon as a spell-like ability 3 times per day, at a caster level equal to his Mageknight level.
Combat Casting : a Mageknight of at least 2nd level is treated as having the Combat Casting feat.
//entirely new ability
Improved Spell Duration (Su): when a Mageknight reaches 3rd level, the duration of any of his Mageknight spells with which he targets himself is calculated as if his caster level were 1 higher. If the spells duration is fixed, it’s duration is doubled. In the case of spells that specify multiple targets, only the Mageknight is affected by this ability.
If a Mageknight applies the Extend Spell feat (or a similar effect) to any of his spells, its effects stack with Improved Spell Duration (remember that doubling a double is a triple, etc). //entirely new description
At 11th level, this benefit is doubled, and at 19th level this benefit is tripled.
Arcane Strike: at 4th level, a Mageknight is treated as having the Arcane Strike feat, even if he does not have the normal prerequisites for that feat.
Bonus Feat: at 5th, 10th, 15th and 20th levels, a Mageknight gains a bonus feat, which must be chosen from either the fighter's bonus feat list or the list below. He must still meet all prerequisites for a bonus feat.
Mageknight Bonus Feats List: Battle Caster, Combat Casting, Craft magic Arms & Armor, Eschew Materials, Extend Spell, Extend Spell-like Ability, Extra Slot, Extraordinary Concentration, Heighten Spell-like Ability, Insightful Strike, Mobile Spellcasting, Obtain Familiar, Scribe Scroll, Shielded Casting
//no longer bonus feats: Extra Spell, Magical aptidude, Spell Mastery
Magic Vestment (Sp): a Mageknight of at least 6nd level can use Magic Vestment as a spell-like ability 2 times per day, at a caster level equal to his Mageknight level.
//entirely new ability
Hardened Caster (Ex): a Mageknight of 7th level gains a +2 competence bonus on Fortitude saves and concentration checks related to spellcasting. This bonus increases to +4 at 13th level, and +6 at 19th level. A Mageknight loses this bonus when he suffers from arcane spell failure or when carrying a medium or heavy load.
Heightened Arcane Strike (Su): when a Mageknight of at least 8th level activates the Arcane Strike feat, the level of the sacrificed spell is treated as 1 higher for the purposes of calculating the extra attack and damage bonuses. Every 6 levels beyond 8th (ie, 14th and 20th) the sacrificed spell's effecitve level is raised again by 1 for this purpose. //this ability used to be granted 4 times, for a total of +4 at 20th.
Greater Magic Weapon (Sp): a Mageknight of at least 11th level can use Greater Magic Weapon as a spell-like ability 3 times per day, at a caster level equal to his Mageknight level. This replaces the Mageknight's Magic Weapon ability.
Extended Spell Power (Su): when a Mageknight reaches 16th level, the duration of any of his Mageknight spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell?s effective level or casting time).
//entirely new ability
Enhance Weapon(Su): when a Mageknight reaches 17th level, any weapon he wields gains an enhancement bonus to hit and damage equal to one fourth his Mageknight level. This benefit lasts as long as he wields the weapon and is immediately lost if it is dropped, sheathed, disarmed or otherwise let go of. This enhancement effect can be dispelled with a successful caster level check DC 10 + the wielder’s Mageknight level, in which case the weapon cannot be affected by this ability for 1d4 rounds. //entirely new description
//formerly called "Magic Arsenal", formerly a Spell-like ability useable at will, formerly useful for thrown weapons
Mageknight spells:
0-level: Arcane Mark, Dancing Lights, Guidance, Mending, Message, Read Magic, Resistance, Virtue
1st-level: Alarm, Benign Transposition, Deathwatch, Enlarge Person, Entropic Shield, Expeditious Retreat (swift), Faerie Fire, Guiding Light, Mage Armor, Magic Mouth, Magic Weapon, Mount, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Shield, True Strike, Ventriloquism
//no longer on list: Chill Touch, Shocking Grasp
2nd-level: Aid, Bear's Endurance, Blades Of Fire, Blur, Bull's Strength, Daggerpsell Stance, Fly (swift), Fog Cloud, Fox's Cunning, Heroism, Invisibility (swift), Mirror Image, Protection From Arrows, Rage, See Invisibility, Sonic Weapon, Status, Tactical Precision, Whispering Wind, Wraithstrike
//no longer on list: Cat's Grace, Mindless Rage, Whirling Blade
3rd-level: Blink, Displacement, Good Hope, Haste, Keen Edge, Mage Armor (greater), Magic Vestment, Magic Weapon (greater), Phantom Steed, Ring of Blades, Sleet Storm
//no longer on list: Vampiric Touch
4th-level: Dimension Door, Fire Shield, Globe of Invulnerability, Invisibility (greater), Locate Creature, Sending, Solid Fog, Stoneskin, War Cry
5th-level: Blink (greater), Heroism (greater), Nightstalker's Transformation, Prying Eyes, Righteous Might, Telepathic Bond
6th-level: Antilife Shell, Brilliant Blade, Cacophonic Shield, Find The Path, Globe of Invulnerability, Guards And Wards, Tenser's Transformation
//old table
//no longer abilities:
Arcane Grace (Su): starting at 6th level, a Mageknight can sacrifice one of his spells for the day (of 1st level or higher) as a free action that provokes no attacks of opportunity, and gain a bonus to all saving throws equal to the level of the spell sacrificed, up to his intmod. This bonus lasts for a number of minutes equal to his Mageknight level.
Imbue Arms and Armour (Ex): a Mageknight of at least 14th level can create magic weapons and armour without knowing the spells required to make the item (though he still must know Craft Magic Arms and Armor). He can substitude a Use Magic Device check (dc 15 + spell level or 25 + spell level for arcane and divne spells respectively) in place of a spell he doesn't know or can't cast. If the check succeeds, the Mageknight can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry his Use Magic Device check for tha tspell until he gains a new level.