Magic Knight/Gish (Base Class)
Posted: Tue Jan 19, 2010 2:06 am
Magic Knight
d10 HD
Good BAB
Good Fort and Will
Martial Weapon proficiency, Medium armor and normal shield Proficiency
4 + Int skill points ()
1 Techique, Magic, Healing,
2 Jack of All Trades, Defensive Sphere
3 Technique, Magic
4 Talent Boost
5 Technique, Magic
6 Swift Skill, Improved Magic
7 Technique, Magic
8 Augmented Healing
9 Improved Technique, Magic
10 Talent Boost
11 Improved Technique, Magic
12 Amazing Skill, Improved Magic
13 Improved Technique, Magic
14 High-Energy Form
15 Best Technique, Magic
16 Talent Boost
17 Best Technique, Magic
18 Smoothest Skill, Improved Magic
19 Best Technique, Magic
20 Unity of All
Technique: Pick Demon Fang or Sonic Thrust or Light Spear. I'll add more later.
Demon Fang: This technique requires a weapon which can be reasonably expected to do slashing damage (such as a sword or axe). It is a ranged attack as an attack action, and is essentially identical to a melee attack, with all relevant bonuses and multipliers.
Sonic Thrust: This technique requires a weapon which can reasonably be expected to be used in a thrust (such as a rapier or longsword).
Light Spear: This technique requires a one-handed weapon. It lifts the opponent.
Rain of Blows:
Magic: Pick one 'spell' each time you gain the ability Magic. Casting is usually a standard action which provokes an AoO. You do not take a spell failure chance from armor or shields you are proficient in, but other distractions can make you lose the spell.
Selecting the same element of a spell unlocks a more advanced form of it, but a given element can only be selected three times.
Spells are divided up into Basic, Advanced, and Expert. Basic spells require a standard or move action and Advanced spells take a full round. Expert spells take a round to 'construct' and then a round to release. This holds until the Magic Knight gains abilities which improve his spellcasting.
When the Magic Knight casts magic, he must wait around before doing it again.
Basic spells do 2 damage of their energy/damage type per character level + A mental stat of your choice (This is the casting stat and can't be changed once selected).
Advanced Spells do 3 damage of their energy/damage type per character level + the casting stat.
Expert spells do 4 damage of their energy/damage type per character level + the casting stat.
Any effects which require a save uses DC 10 + A Number (usually 1/2 character level) + the character's casting stat. Any spells which also mimic combat maneuvers use the Magic Knight's own bonuses for these, with any modifications described.
Basic Magic:
-Firedarts: A ranged touch attack which does fire damage and dazes the enemies.
-Wind Blade: A ranged touch attack which does a bit of ongoing damage.
-Stone Blast: Bludgeoning damage with the earth subtype and a bull rush, maybe.
-Lightning: Lightning damage, blinded and deafened for a round.
-Icicle: Ice damage, save or lose your next move action.
-Aqua Edge: Slashing damage with the water subtype. Ignores the Casting Stat's value in Armor/Natural Armor AC and DR.
-Acid Spray: Acid damage, Sickens the opponent.
Advanced Magic: You may now upgrade your original magic spells by selecting one of the same element. The new upgrades do 3*character level damage + 2*Casting stat.
Eruption: A ten-foot radius effect which does fire damage and (can knock people prone?)
Air Thrust: a 10-foot-radius sphere of tearing wind which does slashing damage and can disarm.
Grave: First, a Hold Down is initiated, using the Magic Knight's BAB + Casting Stat + 4 against DC 10 + (Opponent's BAB + Str or Dexterity + Size bonus). Should the Hold Down succeed, the opponent is considered pinned until the beginning of the Magic Knight' next turn, and they take 5/character Level + Casting Stat in Constriction damage.
Thunderblade: Lightning bolt hits target, does half-damage to those within 10 feet, some kind of effect...
Freeze Lancer: Shoot icicle spears at people. Effect later.
Aqua Laser: A line effect, does a bull rush to everyone in the way.
Acid Rain: Area Acid damage and eats into their armor.
Expert magic:
Explosion: Fire damage, thrown, fall prone.
Wind:
Earth:
Lightning:
Water:
Acid:
First Aid: The Magic Knight can heal one person within 30 feet as a standard action. This heals 2 damage per character level, plus his casting stat.
Jack of All Trades: The Magic Knight gets free skill ranks in a few skills. Number of skills to be determined later.
Defensive Sphere: Once every five rounds as an immediate action, the Magic Knight may summon up a defensive barrier which gives him either 90% Damage reduction or 90# Energy resistance. It also blocks line of effect.
Talent Boost:[/i] Choose one of: Technique, Magic, or Skill. Each time Technique is chosen (some buff to abilities, extra damage, increase DCs, etc). Each time Magic is chosen, magic and Healing effects go up by 2. Each time Skill is chosen, choose another skill to get free ranks in. This does not work if you ditch the class.
Swift Skill: A basic technique or spell takes one attack action, and thus can be used in a full attack.
Spellsword: You have the edge against enemies you've successfully struck with magic for one round after they've been hit.
Channel Power: Your weapon attacks are backed up with the element damage, and can combine techniques with magic. This takes the highest action out of the two (so right now, doing a technique with some power channeled would be a standard action).
Augmented Healing: By combining the elemental forces of magic and the energy of Healing, the Magic Knight can create a healing effect over an area as a full-round action. Once created, it lasts for a number of rounds equal to his casting stat. This is a 10-foot-radius effect. His healing value increases to 5*character level +character's casting stat. Creatures entering the area are healing for his healing value.
Amazing Skill: Improved Techniques and magic now take two attacks out of a full attack. Basic techniques and magic can be a swift action.
Improved Technique:
Fierce Demon Fang:
Super Sonic Thrust:
Victory Light Spear: Hit, Lift, AoO
High-Energy Form: A buffed up state similar to Rage. Except does more actions rather than more damage, generally. Has a theme (angelic, demonic, etc.)
Best Technique:
Demonic Circle: Heavy damage to all nearby
Ultra Sonic Thrust: Super stabbing attack!
Light Spear Cannon: Hit, lift, crit.
Rain of Blows: Several more hits.
Smoothest Skill: Best techniques now take two attacks out of a full attack. Improved techniques take one attack, and you get both a free action and a swift action to use basic techniques and spells.
Unity of All: The Magic Knight now understands how all forces of the universe work together, and is now able to maintain High-Energy Form all the time if he so chooses.
d10 HD
Good BAB
Good Fort and Will
Martial Weapon proficiency, Medium armor and normal shield Proficiency
4 + Int skill points ()
1 Techique, Magic, Healing,
2 Jack of All Trades, Defensive Sphere
3 Technique, Magic
4 Talent Boost
5 Technique, Magic
6 Swift Skill, Improved Magic
7 Technique, Magic
8 Augmented Healing
9 Improved Technique, Magic
10 Talent Boost
11 Improved Technique, Magic
12 Amazing Skill, Improved Magic
13 Improved Technique, Magic
14 High-Energy Form
15 Best Technique, Magic
16 Talent Boost
17 Best Technique, Magic
18 Smoothest Skill, Improved Magic
19 Best Technique, Magic
20 Unity of All
Technique: Pick Demon Fang or Sonic Thrust or Light Spear. I'll add more later.
Demon Fang: This technique requires a weapon which can be reasonably expected to do slashing damage (such as a sword or axe). It is a ranged attack as an attack action, and is essentially identical to a melee attack, with all relevant bonuses and multipliers.
Sonic Thrust: This technique requires a weapon which can reasonably be expected to be used in a thrust (such as a rapier or longsword).
Light Spear: This technique requires a one-handed weapon. It lifts the opponent.
Rain of Blows:
Magic: Pick one 'spell' each time you gain the ability Magic. Casting is usually a standard action which provokes an AoO. You do not take a spell failure chance from armor or shields you are proficient in, but other distractions can make you lose the spell.
Selecting the same element of a spell unlocks a more advanced form of it, but a given element can only be selected three times.
Spells are divided up into Basic, Advanced, and Expert. Basic spells require a standard or move action and Advanced spells take a full round. Expert spells take a round to 'construct' and then a round to release. This holds until the Magic Knight gains abilities which improve his spellcasting.
When the Magic Knight casts magic, he must wait around before doing it again.
Basic spells do 2 damage of their energy/damage type per character level + A mental stat of your choice (This is the casting stat and can't be changed once selected).
Advanced Spells do 3 damage of their energy/damage type per character level + the casting stat.
Expert spells do 4 damage of their energy/damage type per character level + the casting stat.
Any effects which require a save uses DC 10 + A Number (usually 1/2 character level) + the character's casting stat. Any spells which also mimic combat maneuvers use the Magic Knight's own bonuses for these, with any modifications described.
Basic Magic:
-Firedarts: A ranged touch attack which does fire damage and dazes the enemies.
-Wind Blade: A ranged touch attack which does a bit of ongoing damage.
-Stone Blast: Bludgeoning damage with the earth subtype and a bull rush, maybe.
-Lightning: Lightning damage, blinded and deafened for a round.
-Icicle: Ice damage, save or lose your next move action.
-Aqua Edge: Slashing damage with the water subtype. Ignores the Casting Stat's value in Armor/Natural Armor AC and DR.
-Acid Spray: Acid damage, Sickens the opponent.
Advanced Magic: You may now upgrade your original magic spells by selecting one of the same element. The new upgrades do 3*character level damage + 2*Casting stat.
Eruption: A ten-foot radius effect which does fire damage and (can knock people prone?)
Air Thrust: a 10-foot-radius sphere of tearing wind which does slashing damage and can disarm.
Grave: First, a Hold Down is initiated, using the Magic Knight's BAB + Casting Stat + 4 against DC 10 + (Opponent's BAB + Str or Dexterity + Size bonus). Should the Hold Down succeed, the opponent is considered pinned until the beginning of the Magic Knight' next turn, and they take 5/character Level + Casting Stat in Constriction damage.
Thunderblade: Lightning bolt hits target, does half-damage to those within 10 feet, some kind of effect...
Freeze Lancer: Shoot icicle spears at people. Effect later.
Aqua Laser: A line effect, does a bull rush to everyone in the way.
Acid Rain: Area Acid damage and eats into their armor.
Expert magic:
Explosion: Fire damage, thrown, fall prone.
Wind:
Earth:
Lightning:
Water:
Acid:
First Aid: The Magic Knight can heal one person within 30 feet as a standard action. This heals 2 damage per character level, plus his casting stat.
Jack of All Trades: The Magic Knight gets free skill ranks in a few skills. Number of skills to be determined later.
Defensive Sphere: Once every five rounds as an immediate action, the Magic Knight may summon up a defensive barrier which gives him either 90% Damage reduction or 90# Energy resistance. It also blocks line of effect.
Talent Boost:[/i] Choose one of: Technique, Magic, or Skill. Each time Technique is chosen (some buff to abilities, extra damage, increase DCs, etc). Each time Magic is chosen, magic and Healing effects go up by 2. Each time Skill is chosen, choose another skill to get free ranks in. This does not work if you ditch the class.
Swift Skill: A basic technique or spell takes one attack action, and thus can be used in a full attack.
Spellsword: You have the edge against enemies you've successfully struck with magic for one round after they've been hit.
Channel Power: Your weapon attacks are backed up with the element damage, and can combine techniques with magic. This takes the highest action out of the two (so right now, doing a technique with some power channeled would be a standard action).
Augmented Healing: By combining the elemental forces of magic and the energy of Healing, the Magic Knight can create a healing effect over an area as a full-round action. Once created, it lasts for a number of rounds equal to his casting stat. This is a 10-foot-radius effect. His healing value increases to 5*character level +character's casting stat. Creatures entering the area are healing for his healing value.
Amazing Skill: Improved Techniques and magic now take two attacks out of a full attack. Basic techniques and magic can be a swift action.
Improved Technique:
Fierce Demon Fang:
Super Sonic Thrust:
Victory Light Spear: Hit, Lift, AoO
High-Energy Form: A buffed up state similar to Rage. Except does more actions rather than more damage, generally. Has a theme (angelic, demonic, etc.)
Best Technique:
Demonic Circle: Heavy damage to all nearby
Ultra Sonic Thrust: Super stabbing attack!
Light Spear Cannon: Hit, lift, crit.
Rain of Blows: Several more hits.
Smoothest Skill: Best techniques now take two attacks out of a full attack. Improved techniques take one attack, and you get both a free action and a swift action to use basic techniques and spells.
Unity of All: The Magic Knight now understands how all forces of the universe work together, and is now able to maintain High-Energy Form all the time if he so chooses.