Mystic Knight (3.5e Class)
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Making a Mystic Knight
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: As with any fighting class, Constitution is fairly important. Also important (depending on focus in combat) are Strength and/or Dexterity. A mystic knight should never neglect his Charisma score, because that's what drives his spellcasting
Races: <-description of relative likelihood of various races to join this class->.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+2||Advanced Learning, Eschew Materials, Spellsmite||3||—||—||—||—|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the mystic knight.
Weapon and Armor Proficiency: A mystic knight is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A mystic knight can cast spells in light and medium armor and light shields without suffering from arcane spell failure.
Spells: A mystic knight casts arcane spells, which are drawn from the mystic knight spell list. When she gains access to a new level of spells, she automatically knows all the spells for that level on the mystic knight's spell list. She can cast any spell she knows without preparing it ahead of time. Essentially, her spell list is the same as her spells known list.
To cast a mystic knight spell, she must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a mystic knight's spell is 10 + the spell’s level + the mystic knight's Cha modifier. Like other spellcasters, a mystic knight can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table: The Mystic Knight. In addition, she receives bonus spells for a high Charisma score.
A mystic knight need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Mystic knights choose their spells from the following list:
1st — Burning Hands, Cause Fear, Chill Touch, Color Spray, Cure Light Wounds, Daze, Detect Magic, Entropic Shield, Expeditious Retreat, Faerie Fire, Feather Fall, Flare, Grease, Hideous Laughter, Inflict Light Wounds, Lesser Confusion, Light, Magic Fang, Magic Missile, Magic Stone, Magic Weapon, Ray of Enfeeblement, Read Magic, Shocking Grasp, Sleep, True Strike
2nd — Acid Arrow, Blur, Cure Moderate Wounds, Darkness, Daze Monster, Entangle, Fog Cloud, Glitterdust, Heroism, Hold Person, Inflict Moderate Wounds, Invisibility, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, Scare, Scorching Ray, Shatter, Shatter, Sound Burst, Spider Climb, Touch of Idiocy, Web
3rd — Blink, Call Lightning, Confusion, Contagion, Crushing Despair, Cure Serious Wounds, Daylight, Deeper Darkness, Dimensional Anchor, Dispel Magic, Fear, Fireball, Flame Arrow, Greater Magic Fang, Greater Magic Weapon, Halt Undead, Haste, Inflict Serious Wounds, Keen Edge, Lightning Bolt, Ray of Exhaustion, Slow, Stinking Cloud, Vampiric Touch
4th — Cure Critical Wounds, Death Ward, Dismissal, Enervation, Freedom of Movement, Greater Invisibility, Hold Monster, Inflict Critical Wounds, Poison, Rusting Grasp
5th — Baleful Polymorph, Cloudkill, Cone of Cold, Disrupting Weapon, Feeblemind, Greater Dispel Magic, Greater Heroism, Mind Fog, Slay Living, Spell Resistance, Waves of Fatigue
Advanced Learning: At each class level a mystic knight may add a single spell from the sorcerer/wizard spell list of a level that he can cast to her spells known. Whenever the mystic knight's spells known are advanced by a prestige class, so is this class feature.
Eschew Materials: A mystic knight gains Eschew Materials as a bonus feat at first level.
Spellsmite (Su): As a swift action, a mystic knight may cast any spell available to her into a weapon that she's wielding (or a group of up to fifty pieces of ammunition, collectively sharing the effects and limits). This spell must be a targeted effect (including touch spells, etc.) or an area effect and have a casting time no longer than one full-round action. While the weapon is so charged, the spell takes effect on whatever the mystic knight strikes with the weapon. Regardless of whether the spell is an area effect or can affect multiple targets, a spellsmite only targets one creature with each blow; an area effect reduces to the single 5' space that is struck. A spell that requires a touch attack no longer needs one; that necessity is subsumed by the attack roll with the weapon. A weapon remains charged with spellsmite for a number of hits equal to the mystic knight's charisma bonus, minimum 1. A weapon can remain charged with a spellsmite indefinitely, but the charge disappears when the mystic knight next regains spells. Only the mystic knight who charged the spellsmite can use it. A mystic knight may only have a single weapon at a time charged with spellsmite, and can dismiss any or all active spellsmite charges in that weapon as a free action. A single weapon can hold as many spellsmite effects at once as 1/4 the mystic knight's class level; with each strike, the mystic knight chooses which one of the spellsmite effects goes off. This ability can only be used with spells gained from the mystic knight class. The spell effect takes place after other effects of the weapon attack (such as weapon damage).
Spell Evasion (Ex): At 2nd level and higher, a mystic knight can avoid magical attacks with great agility. If she makes a successful Reflex saving throw against a spell or spell-like ability that normally deals half damage on a successful save, she instead takes no damage. Spell evasion can be used in any armor, but only against spells and spell-like abilities. A helpless mystic knight does not gain the benefit of spell evasion.
Bonus Feat: A mystic knight gains a Combat or Metamagic feat at third level and every three levels thereafter. If Races of War material is not being used, one could substitute Fighter Bonus feats for Combat feats.
Effortless Spell (Su): Beginning at fifth level, a mystic knight learns to cast her spells in more difficult circumstances. When she casts a spell of at least one level lower than her maximum spell level, it is automatically affected by Silent Spell, without changing the spell level. When she casts a spell of at least two levels lower than her maximum spell level, it is automatically affected by Still Spell, without changing the spell level. This ability only applies to spells gained from the mystic knight class.
Raze Aegis (Su): Whenever a mystic knight of at least eighth level deals damage to an enemy with a weapon or a weapon-like spell (see Complete Arcane), the enemy's spell resistance is reduced by one. This is treated for all purposes as ability score damage, but regains and heals at double the normal rate. A single attack roll can only deal one point of SR damage per target, even if it is a spellsmite with a weapon-like spell.
Spell Mettle (Ex): A mystic knight knows very well how to resist magic. Starting at eleventh level, a mystic knight who succeeds on a Will or Fortitude save against a spell or spell-like ability for a partial effect instead suffers no effect.
Augment Blade (Su): Beginning at fourteenth level, a mystic knight can expend a spell to temporarily grant magical power to one weapon that she wields. As a standard action, a mystic knight may spend an unused spell slot to grant the weapon a special ability, enhancement bonus, or combination thereof with a total bonus value equal to the level of the slot expended. Enhancement bonuses from this ability stack with other enhancement bonuses to the weapon, to a maximum total of +5. This effect lasts for one minute. This ability can only be used with spells gained from the mystic knight class.
Disarm Spell (Su): Beginning at seventeenth level, a mystic knight can actually disarm a spell from a spellcaster's hands. When a creature in reach casts a spell or uses a spell-like ability, the mystic knight may use an immediate action to try to disarm and steal the spell. The mystic knight rolls an attack roll opposed by the target's 1d20 + CL + spell level + casting ability modifier. If the mystic knight wins the opposed roll, the spell is not cast, and the mystic knight gains that spell as a spell-like ability, usable once at the same spell level as it would have been cast. This spell-like ability fades if not used within one hour, and still requires any focuses, expensive materials, or XP that the spell would have. When used, it is treated for all purposes as a spell gained from the mystic knight class, so long as the spell is no higher than fifth level (so it can be used with other mystic knight abilities, such as spellsmite). If the mystic knight fails the opposed roll, follow the normal rules for failing a disarm check. These checks may be voluntarily failed.
Arcane Riposte (Su): After a twentieth-level mystic knight succeeds on a save against a spell or spell-like ability, she may as an immediate action turn the spell back upon its caster, as spell turning.
<-Sample race of your choice-> Mystic Knight Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Mystic Knight
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Mystic Knights in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Mystic Knights in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: This class can be altered to be a psionic class, or its abilities that relate to enemy spells can also relate to enemy powers.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.