Mageknight (3.5e Class)
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|Editing:||Constructive edits welcome|
- 1 Mageknight
- 1.1 Making a Mageknight
- 1.1.1 Abilities
- 1.1.2 Races
- 1.1.3 Alignment
- 1.1.4 Starting Gold
- 1.1.5 Starting Age
- 1.1.6 Table: The Mageknight
- 1.1.7 Class Features
- 1.1.8 Epic Mageknight
- 1.1.9 Human Mageknight Starting Package
- 1.2 Campaign Information
- 1.2.1 Playing a Mageknight
- 1.2.2 Mageknights in the World
- 1.2.3 Mageknight Lore
- 1.2.4 Mageknights in the Game
- 1.1 Making a Mageknight
Mageknights serve as Jacks and Jills of all trades, specializing in the lesser mastery of every aspect of combat.
Making a Mageknight
Intelligence determines how powerful a spell a Mageknight can cast, how many spells she can cast per day, & how hard those spells are to resist, as well as increasing the effectiveness of other class features. Strength is important to a Mageknight because it increases their Physical Combat abilities. Dexterity and Constitution increase the Mageknight's Armor Class and Hit Points, both of which are invaluable to Mageknights.
Humans, Elves and Half-elves are the most common Mageknights because humans benefit from the diversity the class provides, and elves are able to enhance their combat abilities while satisfying their fascination with Magic. Dwarves and Intelligent Half-orcs may become Mageknights if they desire arcane power without sacrificing their combat abilities. Gnomes and Halflings are rarely Mageknights
6d4×10 gp (150 gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Size Up, Canny Defense, Summon Familiar||4||2||—||—||—||—|
|3rd||+2||+1||+3||+3||Bonus Fighter Feat||5||4||—||—||—||—|
|5th||+3||+1||+4||+4||Uncanny Dodge, Bonus Metamagic Feat||5||5||3||—||—||—|
|10th||+7/+2||+3||+7||+7||Evasion, Minor Arcane Mastery||5||5||5||5||2||—|
|15th||+11/+6/+1||+5||+9||+9||Practical Knowledge, Moderate Arcane Mastery||5||5||5||5||5||4|
|20th||+15/+10/+5||+6||+12||+12||Improved Minor Arcane Mastery, Major Arcane Mastery||5||5||5||5||5||5|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Mageknight.
Weapon and Armor Proficiency
Mageknights are Proficient in all Simple Weapons, all One-handed Martial Weapons, and all Bows. Additionally, Mageknights are proficient with all Shields (except Tower Shields) but no armor.
Mageknights cast arcane spells, the same type of spells available to wizards and sorcerers. A Mageknight must prepare their spells as a wizard does, using a spell book, requiring a good nights sleep and one hour of study. A Mageknight may know any number of spells but cannot cast spells above 5th level, they can otherwise cast any spell available to a wizard, and can also cast the following Cleric spells as arcane spells: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Remove Disease, Neutralize Poison, Raise Dead. Additionally, unlike other arcane casters, Mageknights incur no arcane spell failure when using shields (except Tower shields.) In order to cast a spell, the Mageknight must possess an Intelligence score of at least 10 + the spell's level. The save DC for Mageknight spells is 10 + spell level + Int modifier.
Minor/Moderate/Major Arcane Mastery (Su): Starting at 10th level (for Minor, which applies to cantrips and 1st level spells) 15th level (for Moderate, which applies to 2nd and 3rd level spells) and 20th level (for Major, which applies to 4th and 5th level spells) a Mageknight gains the ability to cast their spells to greater effect. A Mageknight can either increase the DC of saves against spells they cast by 2, or increase the dice of damage dealing spells by one level (to a maximum of d10s) for example, a Burning Hands spell cast by a 10th level Mageknight enhanced by this option would deal 5d6 damage instead of 5d4 damage. This Class feature is gained once more at 20th level (for Minor) 25th level (for Moderate) and 30th Level (for Major)
Bonus Feat: At 3rd Level, a Mageknight gains a Fighter Bonus Feat. At 5th Level, they gain a Metamagic Feat.
Summon Familiar: The Mageknight gains a familiar with this ability. Doing so takes 24 hours and uses up materials worth 100 gp.
Size Up (Ex): Starting at 1st level, at any time during combat, a Mageknight can spend a full-round action observing all opposition within 120 feet (assumes line of sight) Beginning during the next round, this Mageknight gains a bonus to their attack rolls equal to their Intelligence Modifier (if positive) to their attack rolls against all enemies observed. This ability reflects the Mageknight's ability to observe enemy movements and exploit weakness in their physical form. Because this ability exploits an enemies structure (and not biology) this ability even works against undead and constructs. This ability does not work against oozes and creatures similar in structure and form to oozes such as Gibbering Mouthers (since they have uniform, Mutable structures) invisible creatures (unless they can be seen) or creatures with no permanent physical form, such as Chaos Beasts (although this ability work fine on other shapeshifters.) If an observed shapeshifter assumes a new form, this ability must be repeated to regain the benefit. (If a shapeshifter resumes a former observed form, the bonus is regained, if it does so within 10 rounds)
Canny Defense (Ex): Beginning at 1st level, a Mageknight gains a Dodge Bonus equal to their Intelligence modifier (if positive) to their armor class. Anytime a Mageknight would lose their Dodge bonuses, they lose this bonus. Armor interferes with this ability, although a shield may still be used without losing it's benefits.
Uncanny Dodge (Ex): Starting at 5th level, a Mageknight retains their Dexterity and Dodge bonuses to Armor Class Even when caught flat-footed. This does not apply if a Mageknight is immobilized (such as by a Hold Person spell or a Tanglefoot Bag.)
Evasion (Ex): Starting at 10th Level, a Mageknight avoids all damage on a successful reflex save against attacks that allow a reflex save.
Practical Knowledge (Ex): Starting at 15th Level, a Mageknight gains a +1 Bonus to all Skill Ckecks. Mageknights are still considered untrained in all abilities in which they possess no ranks.
|25th||Improved Moderate Arcane Mastery, Bonus Epic Feat|
|30th||Improved Major Arcane Mastery, Bonus Epic Feat|
4 + Int modifier skill points per level.
The Mageknight’s caster level is equal to his or her class level. The Mageknights’s number of spells per day does not increase after 16th level.
The Epic Mageknight gains a Bonus Epic Feat at level 25, and every 5 levels thereafter.
Heavy Steel Shield (+2 ac, armor check penalty -2, speed 30 ft, 15 lbs)
Shortspear (1d6, crit x2, 3 lbs, one handed, piercing), Short Sword (1d6, 19/20, crit x2, 2 lbs, one handed, piercing) Light crossbow (1d8, crit x3, range inc 80 ft, 4 lbs, piercing)
Pick a number of skills equal to 4 + Int modifier.
Weapon Focus (Shortsword)
Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Bullseye lantern, 3 pints of oil. Quiver with 20 bolts.
Playing a Mageknight
Mageknights serve best as support characters, and should switch between roles as necessary in combat. Because they specialize in all fields of combat/adventuring expertise, they should distribute their skill points so as to be well rounded.
Mageknights generally worship a Deity who's values Match their own. Some Mageknights can be incredibly pious, and embark on self imposed crusades in their name. Most, however, are not as driven.
Mageknights interact best with Paladins (if good aligned), Rangers, and Bards due to the diversity of their roles.
Mageknights have average hit dice, good combat abilities and armor class (due to their class features) and strong spellcasting ability. For this reason, Mageknight can handle themselves well on the front lines for short periods alone, or extended periods with healing and assistance. Mageknights should divide their time between healing and attacking with their magic as well.
Mageknight function well advancing in their own class, but many also multiclass in Rogue or Arcane Trickster to gain the benefits of both of those classes.
Mageknights in the World
|“||One second I was helping out with Healing, the next I ordered my Mageknight unit to advance to the front and begin Smiting Demons, the next I ordered the unit to fall back to the second line and utilize area attacks, and then we fell back to the rear guard and began using Bows and Rays to attack. 1,600 Demons, that's how many we faced. The only thing about that day I can remember with absolute certainty is that my legs were sore for weeks afterward.||”|
|—Zeroth Starfire, Human Mageknight/Paladin|
Mageknights are natural born leaders, due to their ability to switch between roles. Many high level Mageknights become generals in mIlitary organizations.
Mageknights are driven individuals at early levels, due to their natural lack of power early on, and are generally early risers and devoted trainees. As they advance in levels and their power increases greatly, they slack off in their training, and are not opposed to occassionally blowing off training entirely in favor of a day of relaxation.
Zeroth Starfire, a Mageknight turned Paladin, lead a diverse army of looseknit adventurers numbering about 750 against an army of Demons attempting to invade the Free City of Ayas through Portals opened by evil Conjurers. Thanks to the expert leadership and tactical mind of Zeroth, only 73 adventurers lost their lives that day (and were revived at the voluntary expense of thankful Good-aligned Aristocrats) and not a single Demon survived or escaped. Zeroth, 32 years old, is currently the leader of an Adventurer's Guild Centered in and funded by the City of Ayas. Zeroth also Displays her Staff of the Magi in the Guild's Main Hall (protected by powerful Epic Level Wards and Barriers, of course.)
Mageknights can find themselves welcomed in just about any adventuring group or Guild.
Mageknights are viewed with respect and admiration by their communities, and often serve as troubleshooters in towns lacking Spellcasters, Constables or Adventurers.
Humans and Elves often welcome Mageknights, and Mageknights of great renown may occasionally receive offers for temporary work in such communities they pass through.
Mageknights get along with Multi-talented adventurers, although they have problems relating to Barbarians due to their lack of formalized talents.
Characters with ranks in Knowledge (Arcana) can research Mageknights and find out more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Mageknights are skilled in all aspect of combat.
Mageknights have diverse skills and good combat ability coupled with arcane power.
A Mageknights keen intellect enhance their physical combat capabilities.
Mageknights gain the ability of Arcane Mastery, with strengthens their spells.
Mageknights in the Game
Mageknights as NPC tend to be curious individuals, and will eagerly converse with other adventurers including PC's about rumors, secrets and advice. Any PC using a Gather Information check in the presence of a Mageknight indifferent, friendly or helpful to the party gains a +2 circumstance bonus.
Mageknights adapt well to any campaign due to their versatility. Possible variations include a Mageknight who casts Divine spells instead of Arcane spells, or Mageknights who lose Size Up and Canny Defense in favor of a Fighters Attack Bonuses and no arcane spell failure for armor.
Mageknights are likely to be on the frontline with Fighters a good portion of their time. On the frontlines, they make use of spells that enhance their combat abilities or make Melee Attack Rolls, such as Mage Armor, True Strike, Bull's Strength, Cat's Grace, Fox's Cunning, and Burning Hands. From the second line, they are likely to use area attack spells such as Fireball. At long range, they alternate between ranged attacks and ranged touch attack spell like Scorching Ray.
Because I don't like the formatting (it seems disorganized to me), this NPC uses the Monster Manual Stat Block Setup.
This Mageknight uses Telathra Diras, an 15th level Elite Mageknight/5th Level Rogue Female Human as the creature.
Hit Dice: 15d8+5d6+20 (99hp)
Speed: 30ft. (6 squares)
Armor Class: 28 (+1 Dex, +4 Int, +8 Bracers of Armor, +5 +3 Winged Shield) Touch 15, Flat-footed 28
Base Attack/Grapple: +15/+18
Attack: +4 Sun Blade +24 Melee (1d10+9) or Composite Shortbow, +2 Strength bonus, +18 (1d6+2)
Full Attack: +24/+19/+14 (1d10+9) or Composite Shortbow, +2 Strength bonus +18/+13/+8 (1d6+2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Sneak Attack +3d6
Special Qualities: Canny Defense, Improved Evasion, Improved Uncanny Dodge, Size Up, Practical Knowledge (not factored into statistics block,) Minor Arcane Mastery (Damage Dice Increase), Moderate Arcane Mastery (Damage Dice Increase)
Saves: Fort +7, Ref +13, Will +10
Abilities: Str 16, Dex 13, Con 12, Int 18, Wis 10, Cha 8
Skills: Bluff +18, Concentration +20, Craft +20, Heal +20, Knowledge (Arcana) +20, Listen +18, Open Lock +24, Sense Motive + 20, Spellcraft +20, Spot +18
Feats: Improved Initiative, Empower Spell, Weapon Focus (Shortsword,) Weapon Specialization (Shortsword,) Greater Weapon Focus (Shortsword,) Greater Weapon Specialization (Shortsword,) Scribe Scroll, Brew Potion, Craft Magical Arms and Armor, Craft Staff, Forge Ring
Organization: Adventuring Group (Mageknight plus 1 20th Level Fighter or Paladin, 1 20th Level Cleric, 1 20th Level Rogue, 1 20th Level Wizard or Sorcerer)
Challenge Rating: 20
Treasure: +4 Sun Blade, +3 Winged Shield, +8 Bracers of Armor, Healing Staff, Masterwork Composite Shortbow (+2 Strength Bonus), 3 Potion of Cure Serious Wounds, 1 Potion of Haste, 1 Potion of Remove Disease, 1 Potion of Mage Armor, Thief's Masterwork Tools, Healer's Kit, Artisan's Tools 3,911 pp.
Alignment: Chaotic Good
Advancement: By Character Class
Level Adjustment: 0
Cantrips: Detect Magic, Read Magic, Ray of Frostx2, Distrupt Undead The save DC's are 16
1st Level: Mage Armor, Cure Light Wounds, True Strike, Burning hands, Magic Missile, Shocking grasp The save DC's are 17
2nd Level: Cure Moderate Woundsx2, Scorching Ray, Spectral Hand, Bull's Strength, Cat's Grace The save DC's are 16
3rd Level: Cure Serious Woundsx2, Remove Disease, Fireball, Lighting Bolt, Vampiric touch The save DC's are 17
4th Level: Remove Curse, Cure Critical Woundsx2, Shout, Fire Shield, Greater Invisibility The save DC's are 18
5th Level: Break Enchantment, Teleport, Hold Monster, Cone of Cold The save DC's are 19