Mageknight
Table of Contents

The Mageknight is a warrior who mixes magic and blade in the heat of combat. Unlike the Armorist, who focuses on calling forth weapons, the Mageknight prefers to enhance their weapons with a wide variety of magical tricks. Mageknights aren't limited in their choice of Spheres, so they tend to come up with unique combinations that suit their personal style.

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.

Class Features

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

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 [Core]

You gain the Arcane Strike feat, and treat your mageknight level as your caster level when determining its effects.

Arcane Weapon Focus (Su)

You may spend a spell point as a swift action to deal damage with your attacks as if you had the warpriest’s sacred weapon class feature with all your weapons, treating your class level as your warpriest level. This works for both melee and ranged weapons, and unarmed attacks. This effect lasts a number of rounds equal to your casting ability modifier.

Bleeding Wounds [Core]

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 [Core]

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.

Chivalry (Requires Resist Magic class feature, War sphere)

Allies you share a mandate with benefit from your resist magic class feature. You may spend a spell point to create a totem that allows allies to benefit from your resist magic class feature.

Enchanted Touch [Core]

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 [Core]

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.

Form-Breaker (Su)

You may spend a spell point as a swift action to empower your next attack with magical energies disruptive to shapechangers. If the attack successfully strikes a creature under a polymorph effect (such as shapeshift, beast shape, polymorph, or change shape), make an MSB check against the effect’s MSD. You gain a +4 bonus on this check. If successful, the polymorph effect immediately ends and the target cannot benefit from polymorph effects for a number of rounds equal to your CAM.

Graft Weapon (Su)

You may spend a spell point and 1 minute to graft a weapon to a limb capable of wielding a weapon as per the Graft Weapon trait of the Morphic Weapon (Alteration) talent. This graft persists until the weapon is removed as a standard action.

Great Fall [Core]

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 [Core]

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.

Imbued Weapon (Su)

As a swift action, you may spend a spell point to charge a melee weapon you are holding with magical energy. It remains charged for a number of minutes equal to your casting ability modifier. You can add your casting ability modifier instead of your Dexterity or Strength modifier to attack rolls when wielding this weapon.

If the weapon is a melee weapon, you may use the weapon as a thrown weapon with an increment of 20 ft. The weapon keeps its own damage and critical hit characteristics, and is not considered an improvised weapon.

When an imbued weapon is used as a thrown weapon, the weapon teleports back to your hand at the end of your turn, or the beginning of your next turn if used outside your turn. When an imbued weapon is a ranged weapon, then making ranged attacks with the weapon does not draw attacks of opportunity.

Instinct for War (Requires War sphere)

Totems you create use your class level instead of your caster level to determine their effects, but not their size or duration. This stacks normally with caster levels from other classes.

Invisibility [Core]

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.

Karmic Invigoration (Su) (Requires Life sphere, Marked class feature)

As a swift action, you may infuse your marked target with a aura of positive energy. Until the end of your next turn, whenever an ally hits the target, you may invigorate the ally as a free action, even if they are not in range of your invigorate ability or if it is not your turn.

Lingering Pain [Core]

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 [Core]

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.

Mark of Pain (Requires Marked class feature)

Whenever you mark a target, you may also spend a spell point to lower their damage reduction and energy resistance against your attacks by your mageknight level. This condition lasts as long as the mark does.

Martial Adaptation (Ex)

You may spend a spell point as a swift action to gain the benefits of one teamwork feat. You must meet all the feat’s prerequisites. All of your allies are treated as if they possessed the same teamwork feat for the purpose of determining whether you receive a bonus from the teamwork feat acquired. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. Your allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus. You keep the feat for a number of minutes equal to your casting ability modifier, or until you spend another spell point to acquire a different feat.

Mounted Combatant [Core]

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 [Core]

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 [Core]

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 [Core]

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 [Core]

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 [Core]

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 [Core]

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.

Relentless Pursuit (Requires Marked class feature)

You may spend a spell point as a swift action to make a single manufactured or natural weapon attack against an enemy you have marked. This attack is made at your highest base attack bonus, and receives a circumstance bonus to damage equal to your mageknight level.

Resilience of Soul [Core]

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.

Self-Reliance (Ex) (Requires Life sphere)

Whenever you invigorate or cure yourself with the Life sphere, you may use your class level as your caster level. This stacks with other caster levels normally.

Shared Marking (Requires Marked class feature, War sphere)

When you mark a target, allies you share a mandate with gain the same static benefits from the mark that you do. This does not give your ally abilities that trigger from your mark, such as relentless pursuit.

Shining Armor (Su)

You may spend a spell point as a swift action to cause you armor to give off a slight glow as it becomes partially translucent. While in this state, you take no armor check penalties for wearing the armor, nor do you take any penalties to your speed from wearing armor, and your Dexterity bonus to AC is unlimited. This lasts a number of rounds equal to your casting ability modifier.

Signature Scar (Su)

When you damage an enemy with a melee weapon or natural weapon, you may spend a spell point as a free action to give them a scar. The target may make a Fortitude save against a DC equal to 10 + 1/2 your mageknight level plus your casting ability modifier to avoid the scar. Any hit points a scarred enemy would regain are diverted to you, unless you are at your full hit point total. The scar fades away after 1 minute.

Silvered Blade (Su)

Any weapon you wield counts as silver. If you threaten a critical against a creature under a polymorph effect, you may spend a spell point to automatically confirm the critical.

Strategic Planning (Requires War sphere)

At the beginning of the day, choose a (mandate) talent or (totem) talent you qualify for. You gain that mandate or totem for the duration of the day. At any time during the day, you may change your choice by meditating for 10 minutes.

Sustain [Core]

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 [Core]

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 [Core]

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 [Core]

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 [Core]

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 [Core]

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.

Wrestler

You gain the Improved Unarmed Strike and Improved Grapple feats.

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, spelllike 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, spelllike 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.


Favored Class Bonuses

Aasimar

Gain a +1/6 bonus to all saving throws made against effects originating from outsiders.

Dwarf

+1/6 bonus to all saving throws vs magic. This stacks with the resist magic class feature.

Elf

+1/2 to all Acrobatics checks made to avoid attacks of opportunity, and to Escape Artist checks made to escape a grapple.

Gnome

Increase the bonuses and penalties bestowed by the mageknight’s marked ability by +1/8th.

Goblin

Gain a +1 ft increase to the mageknight’s base move speed. In combat, this increases the mageknight’s move speed by 5 ft per 5 times this benefit is taken.

Half-Elf

Choose a single mystic combat with a duration measured in rounds. Increase the duration of that mystic combat by 1/2 a round (maximum: 4 rounds per mystic combat). This may be taken and applied to different mystic combats.

Half-orc

Gain +1/6th of a bonus combat feat.

Halfling

Gain +1/6th of a mystic combat.

Human

Gain +1/6th of a bonus magic talent.

Merfolk

Gain +1 ft to the mageknight’s land base movement. In combat, this adds 5 ft to the mageknight’s movement for every 5 times it is taken.

Orc

Increase the mageknight’s effective level by +1/5 when determining the potency of mystic combat abilities.

Tiefling

Gain a +1/6 bonus to attack rolls made against outsiders.


Archetypes

-Divine Lariat

The Divine Lariat specializes in the use of the lasso, and learns a number of unique tricks and techniques to further improve their talent with it.

-Doomblade

The Doomblade uses the Destructive Blast of the Destruction sphere as a weapon, replacing their normal mode offense with a tool of pure energy.

-Dragoon

The Dragoon trades their ability to resist magic for the services of a capable mount.

-Herculean Scion

With divine power flowing through their veins, the Herculean Scion is able to improve their own abilities better than other Mageknights can.

-Kinetic Scourge

The Kinetic Scourge is a master of the Energy Tether talent from the Destruction sphere, quickly learning a number of special tricks they can perform with it.

-Resizer

As the name suggests, the Resizer is particularly talented at growing and shrinking their body, quickly learning to avoid penalties and shift faster than before.

-Sun Warrior

The Sun Warrior is particularly talented with the Light sphere, and gains an improved caster level with any powers affected by their Glory.

-Utterdark Champion

The Utterdark Champion is an evil warrior, using the powers of darkness and corruption to eliminate their foes.

-Wardmage

The Wardmage is capable of generating Mystic Wards, special connections that allow them to protect designated allies from the many threats that adventurers face.

-Warrior of Holy Light

Champions of virtue, Warriors of Holy Light can empower their weapons with light that cleanses evil.

Archetype Compatibility
Weapon & Armor Casting & Talents Resist Magic Mystic Combat Stalwart Combat Feats Marked Mystic Defense Draw Power Spell Critical Spellsword
Divine Lariat M X X X
Doomblade M X
Dragoon X X
Herculean Scion M X X X X
Kinetic Scourge M M M
Resizer M M M X X X X
Sun Warrior M X
Utterdark Champion M X M M X
Wardmage M X X X
Warrior of Holy Light M X M M X

Guide: M = Modifies, X = Replaces, Blank = No Change


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