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The Saving Throw
Dungeons and Dragons, 3.5 Edition Nov. 29, 2006
Prestige Classes for your enjoyment.

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Mageknight
contributed by   Nostrum

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st +1 +2 +0 +2 Spell Drive (touch) -
2nd +2 +3 +0 +3 Extract Spell +1 level of existing arcane spellcasting class
3rd +3 +3 +1 +3 Ignore Spell Failure 10% -
4th +4 +4 +1 +4 Spell Drive (ranged touch) +1 level of existing arcane spellcasting class
5th +5 +4 +1 +4 Imbue with Special Ability (one ability), Ignore Spell Failure 15% -
6th +6 +5 +2 +5   +1 level of existing arcane spellcasting class
7th +7 +5 +2 +5 Spell Drive (area), Ignore Spell Failure 20% -
8th +8 +6 +2 +6   +1 level of existing arcane spellcasting class
9th +9 +6 +3 +6 Ignore Spell Failure (reduce 5%) -
10th +10 +7 +3 +7 Imbue with Special Ability (two abilities) +1 level of existing arcane spellcasting class
Hit Die: d8

Requirements

To qualify to become a Mageknight, a character must fulfill all of the following criteria.

Base Attack Bonus: +3
Feats: Proficient with all martial weapons, Craft Magic Arms and Armor
Skill: Craft (weaponsmithing) 8 ranks, Craft (armorsmithing) 8 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Spells: Able to cast 1st-level arcane spells, able to prepare or cast arcane mark.

Class Skills
The Mageknightís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill points at each level: 2 + Int Modifier

Class Features

All of the following are class features of a Mageknight.

Weapon and Armor Proficiency: A Mageknight gains no proficiencies with any weapon or armor.

Spells per Day: When a new Mageknight level is gained, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a mageknight, she must decide to which class she adds the new level for purposes of determining spells per day.

Spell Drive (Su): A Mageknight gains the gradual ability to channel spells with her weapon, by using the same skills developed to make magic weapons and armor. This ability is used as a full-round action that does not provoke an attack of opportunity in which the Mageknight expends the prepared spell or spell slot to cast the intended spell in her weapon and attack. The spell expended must not exceed a full-round action.

A quickened spell allows the mageknight to use this attack as a standard action instead. If the attack succeeds, the spell's effect is executed instantly.

At 1st level, a mageknight can only use this ability with touch spells. At 4th level, this attack extends to ranged touch attacks. At 7th level, these move can also be used with area spells, but the area is centered towards the enemy, and both the mageknight and the target are not allowed a Reflex save if applicable.

Extract Spell (Su): At 2nd level, a Mageknight can attempt to extract a controlled amount of spell energy from an existing magic weapon or armor and use the spell originally used to create the item as if using a wand, scroll or staff. This ability temporarily drains the weapon or armor of said enhancement, but if used incorrectly, it may drain the weapon of all its power.

As a standard action that provokes an attack of opportunity, a Mageknight may attempt to make a special Use Magic Device check to draw spell energy from the magic item and use it immediately. The DC to use the spell from a magic item as an actual spell is of 25 + the spellís level.

If the skill check succeeds, the Mageknight draws spell energy from the item and expends it as a spell, without using any prepared spell or spell slot. The magic item's special ability is temporarily disabled, as if dispel magic was successfully casted upon it, for a number of minutes equal to 1d20 + 10 + the spell's level. If the skill check fails by 9 or less, the mageknight fails to draw spell energy, but does not drain the item of its base spell, instead disabling it for a number of rounds equal to the check's failure difference + 1. If the check fails by 10 or more, the spell has a 50% chance of being casted or released, but the magic item loses the special ability permanently. If the spell is released, it explodes in a 30 ft. radius, dealing 2d6 per spell level of damage. A Reflex save allows for half damage.

A mageknight may only use this ability with spells of a spell level equal to the mageknightís class level minus one. Extracting weapons with wish or miracle cast upon them always fail, but the spell is never expended.

Ignore Spell Failure (Ex): The mageknight's knowledge of forging and item making, as well as her training, allow her to reduce the chances of losing a spell because of failed somatic components. As an extraordinary ability, at 3rd level, her spell failure chance total is reduced by 10%, up to a maximum of 20% by 7th level.

At 9th level, the Mageknight gains the ability to further improve her chances of casting a spell, but through direct intervention with the item. She may subtract 5% of the item's spell failure chance, but only if she wears an item she has manufactured herself. This bonus stacks with the twilight special ability granted to armor. Also, by applying a special +10 increase to the itemís DC, and succeeding in such roll, any wearer of the item may also benefit from said reduction. This special Craft check can only be tried once. If the check fails, the check is instead treated as normal.

Imbue with Special Ability (Su): At 5th level, a Mageknight has developed the degree of necessary skills in forging, spellcasting and combat to temporarily imbue a nonmagical item with a special ability. This ability echoes the process of item creation, but it is done in a very different way, and without expending lifeforce or raw materials to keep the property in the weapon.

As a 1-round action that involves an attack of opportunity, a mageknight can imbue a nonmagical weapon, armor or shield of masterwork quality with a special ability (special abilities are described under the section of "Magic Items" in the Dungeon Master's Guide). The mageknight must be capable of casting both arcane mark and the item that grants the ability at the moment. If the requirements are met, the mageknight makes a special Craft check relevant to the item to be enhanced, against a DC equal to 15 + the spell level. This DC increases to 20 + spell level if under stressful conditions (as a battle, for example). If she succeeds, she grants the item the desired special ability, up to the duration of the Arcane Mark spell. If the mageknight receives damage, she must make a Concentration check (as if while casting a spell) or the infusion fails.

A mageknight may only infuse an item with one special ability at 5th level. At 10th level, she may imbue the item with two special abilities, but the duration extends to 2 rounds.




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