Ziegander
2011-04-29, 05:18 AM
The Mageknight
http://vgart.org/image.php?twg_album=Dissidia+Final+Fantasy&twg_type=small&twg_show=dissidia-final-fantasy-exdeath.jpg&twg_rot=-1
"Those that cannot endure the brunt of magic need not be wielding it. Leave this to me!" - Golbez, Mongrelfolk Mageknight.
Born with an endurance rarely seen outside of storytales, Mageknights often begin their lives as trade workers and laborers. With inexhaustible stamina they are able to withstand hours of demanding work, shake off accidental injuries as if they were flea bites, and tirelessly press on through athletic exercises. It's no wonder they eventually draw the attention of fighting-men.
But at some point, the exact age and timeframe differs between Mageknights, each of them suddenly show hidden talent, something truly beyond the pale to explain their extraordinary endurance. They are natural spellcasters, like Sorcerers to an extent, however their magic comes not from force of personality or bloodline, but from the fiber of their being.
As they become learned in the basic ways of warfare, being trained in both melee weaponry as well as armors and shields, Mageknights also develop their innate magical ability. Some show casting prowess before they become guardsmen or mercenaries, others afterward. All rely on their magic spells to do the "hard" work like solving ancient puzzles, tracking hidden foes, or navigating the intricate web of social intrigue. Fighting, well fighting's what always came easy to them.
Making a Mageknight
A Mageknight is a natural born spellcaster, possessed of great durability and vitality. While he may not have began his life with the desire or drive to learn and cast spells, he relies on this ability to overcome difficult challenges. Mageknights will withstand the minor cuts and scrapes of adventuring just like their heavy armor, but when push comes to shove they bring a combination of martial training and magical might to bear down on their foes.
Abilities: Constitution is by far the most important ability to a Mageknight. Not only does it increase their already formidable hit points, but it determines their number of spells per day and the save DCs of their spells. Without a high enough Constitution a Mageknight cannot even attempt to cast spells. Strength is a good secondary skill for melee attack and damage rolls, but without ranged weapon proficiencies or useful skills Dexterity is unimportant to a Mageknight. Even less important to a Mageknight are Wisdom and Charisma, though Intelligence can be useful to pick up an extra skill point or two.
Alignment: Mageknights come from widely varied backgrounds, some starting as farmhands, others as wild children raised by wolves. As they progressed through life some became town guards, others shock troopers in a wealthy military, and others mercenaries. As such, Mageknights come in equal numbers of all alignments.
Races: Of all the races, Elves comprise the very least of Mageknights. Their frail physical form notwithstanding, Elves place little value on heavy armor and rely on their keen intellect and acquired cunning. Dwarves and humans make fine Mageknights, the former ever more durable than most, the latter with greater capability and versatility. Golbez, a Mageknight famous in folk lore was a simple Mongrelfolk boy that grew to monumental fame for his deeds.
Starting Gold: 6d4x10 (150gp).
Starting Age: As Fighter.
Playing a Mageknight
You have a formidable base chassis given d12 hit points per level, full base attack, martial melee and heavy armor/shields proficiencies. On top of that you have arcane casting at full caster level dependent on your Constitution! Aside from your spellcasting; however, you have no other active class features and precious few spell slots per day. You will become a tough and combative spellcaster, but you have neither the ferocity of a Barbarian nor the tactical skill of a Warblade. Don't allow the little encounters to throw you off balance and let that chassis carry you as much as possible, but don't be afraid to utilize your powerful spells to save your skin or defeat the tougher encounters. You will never have the quantity or the quality of a Wizard or Sorcerer's spellcasting ability, but your ability to absorb damage and stand and fight will rival a Crusader for toughest customer on the block.
Mageknights have many reasons to adventure, but perhaps the one most core to their heart is to practice their spellcasting craft. As they get older and more experienced, their innate spell gift continues to be a constant fascination for Mageknights. It is an endless source of entertainment and creativity to travel the world experimenting with natural magical power to find new solutions to unique problems.
Alignment: Any
HD: d12
The Duskblade is, as I see it, a Tier 4 class, but supposedly it's considered a low Tier 3. The Knight is a Tier 5 class, or as I see it, a low Tier 4. Anyway, this was an attempt at making a mid-to-high Tier 3 class combining elements of both the Duskblade and the Knight, a dash of unique flavor here and there, hoping to be comparable with Beguilers/Dread Necros or Crusaders and Warblades.
Curiously, I chiefly balanced this against Bards, Duskblades, and with a look at Wizards, Sorcerers, and Factotums. It has its advantages and disadvantages when compared to them all.
{table="head"]Level|Base Attack|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th|6th|7th
1st|+1|+2|+0|+0|Armored Ease (-2), Armored Mage (Full)|2|0||||||
2nd|+2|+3|+0|+0|Combat Casting|3|1||||||
3rd|+3|+3|+1|+1|Spellstrike|4|1|0|||||
4th|+4|+4|+1|+1|Armored Ease (-4)|4|2|1|||||
5th|+5|+4|+1|+1|Iron Knight|4|2|1|||||
6th|+6/+1|+5|+2|+2||4|2|2|0||||
7th|+7/+2|+5|+2|+2||4|3|2|1||||
8th|+8/+3|+6|+2|+2|Armored Ease (-6)|4|3|2|1||||
9th|+9/+4|+6|+3|+3||4|3|3|2|0|||
10th|+10/+5|+7|+3|+3|Stalwart Mage|4|3|3|2|1|||
11th|+11/+6/+1|+7|+3|+3||4|4|3|2|1|||
12th|+12/+7/+2|+8|+4|+4|Armored Ease (-8)|4|4|3|3|2|0||
13th|+13/+8/+3|+8|+4|+4||4|4|4|3|2|1||
14th|+14/+9/+4|+9|+4|+4|Spellfury|4|4|4|3|2|1||
15th|+15/+10/+5|+9|+5|+5||4|4|4|3|3|2|0|
16th|+16/+11/+6/+1|+10|+5|+5|Armored Ease (-10)|4|4|4|4|3|2|1|
17th|+17/+12/+7/+2|+10|+5|+5||4|4|4|4|3|2|1|
18th|+18/+13/+8/+3|+11|+6|+6||4|4|4|4|3|3|2|0
19th|+19/+14/+9/+4|+11|+6|+6|Adamantine Lord|4|4|4|4|4|3|2|1
20th|+20/+15/+10/+5|+12|+6|+6|Argentum Apotheosis, Armored Ease (-12)|4|4|4|4|4|3|2|1
[/table]
Class Skills (2 + Int modifier): Climb, Concentrate, Handle Animal, Intimidate, Jump, Knowledge (Arcane), Ride, Spellcraft, and Swim.
Proficiencies: A Mageknight is proficient with all simple and martial melee weapons, with light, medium, and heavy armors, and with shields (including tower shields).
Spells: A Mageknight casts spells from the Wizard/Sorcerer spell list. He casts spontaneously as a Sorcerer, begins play with knowledge of four cantrips and two 1st level spells. A Mageknight learns a new spell at each class level of any spell level available to him.
Upon reaching 4th level, and once every three levels after that, a Mageknight can choose to learn a new spell in place of one he already knows. In effect, he "loses" the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the Mageknight can cast. A Mageknight may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A Mageknight's Constitution score determines the highest level spell he can cast, the save DCs of spells he casts, and bonus spell slots per day.
A Mageknight has a caster level equal to his class level.
Armored Ease (Ex): A Mageknight of 1st level ignores up to -2 in armor check penalties from worn items. As a Mageknight gains levels he is able to ignore larger and larger penalties, up to -4 at 4th level, and an additional -2 at every four levels thereafter.
If a Mageknight would ignore the armor check penalty of worn armor altogether he ignores the speed penalty of that armor as well (if any) and may run at full speed while wearing that armor.
A Mageknight may sleep in any armor he is proficient with without becoming fatigued.
Armored Mage (Ex): A Mageknight ignores the arcane spell failure of any armor or shield he is proficient with.
Combat Casting: At 2nd level, Mageknights receive Combat Casting as a bonus feat.
*Revised Casting Defensively? DC: 15 + highest base attack bonus among creatures threatening you +2 per creature threatening you beyond the first.
Spellstrike (Sp): Beginning at 3rd level, a Mageknight is able to combine his martial prowess and innate spell talent, resulting in a strike imbued with arcane power. Whenever the Mageknight casts a spell defensively he may accept a -4 penalty to his Concentration check. If he does, and his Concentration check succeeds he may make a single attack as a free action at his highest attack bonus against any foe he threatens. The attack is made either before or after the spell resolves, Mageknight's choice.
Iron Knight (Su): Beginning at 5th level, as long as a Mageknight wears medium or heavy armor he adds his Constitution modifier to all saving throws and no longer automatically fails saving throws on a roll of 1.
Stalwart Mage (Su): Beginning at 10th level, as long as a Mageknight wears medium or heavy armor, whenever he casts a spell he gains temporary hit points for 1 round equal to twice that spell's level (Temporary hit points don't stack).
Spellfury (Sp): Beginning at 14th level, a Mageknight's skill with magic and melee has become a thing of mythic tales. Whenever the Mageknight makes a full attack he may accept a -2 penalty to his attack rolls that round. If he does, for each attack that hits, he may cast a spell targeting the struck foe without provoking attacks of opportunity.
Adamantine Lord (Su): Beginning at 19th level, as long as a Mageknight wears medium or heavy armor, whenever he casts a spell he gains temporary hit points for 1 round equal to five times that spell's level (Temporary hit points don't stack).
Argentum Apotheosis (Su): Beginning at 20th level, as long as a Mageknight wears medium or heavy armor, and has an unexpended spell slot of 5th level or higher, he is immune to all effects that Constructs are immune to, he is immune to Cold, Electricity, and Fire, and finally he does not need to eat, sleep, or breathe.
~
Okay, so, this class seems to have drummed up quite a lot of controversy and knee-jerk reactions. I honestly didn't expect that, which, in hindsight makes me seem naive. When the Warlock came out with it's at-will spells controversy and knee-jerk reactions abounded. When the Duskblade was released with its full base-attack, full caster level, and almost idiotic number of spells per day I myself called it ridiculously broken. But look at how far we've come since then. Tome of Battle has since been released and in my opinion Warblades are almost the perfect baseline for class balance and it beats the living tar out of Duskblades, and Warlocks too as long as it's invested in some form of persistent flight item. Let's try and clear away the cobwebs.
Compare and Contrast
1) Against the Bard.
--Advantages: Higher HD, higher base attack, better proficiencies, and finally, access to 7th level spells (though note that a Bard's spell list includes a few spells that are ordinarily 7th or even 8th level for Wiz/Sorcs). The Mageknight can cast from the Wiz/Sorc list which gives him better offensive capability.
--Disadvantages: Fewer skill points per level. One good save instead of two good saves. MUCH fewer spells known (less than half the spells known of a Bard). No active resource other than spell slots (the Bard has Bardic Music). No access to powerful Cleric spells/No access to powerful party buffs.
--My Conclusion: Mageknights and Bards play mostly different games. The Bard is more of a spell caster than the Mageknight, but only by a small margin. On the other hand the Mageknight is MUCH more of a frontline character. While the Mageknight stands and fights, using his arcane casting for utility and specialized offense, the Bard is standing back, supplying the whole party with very powerful, long duration buffs, and is using his arcane casting for misdirection, additional buffing, and other effects unique to the Bard spell list.
Even trade.
2) Against the Duskblade.
In comparison with the Duskblade, Spellstrike can be used with any spell, but is otherwise somewhat inferior in that you can't just declare that you're doing it. You might fail. Also, the Duskblade's spell list is drastically limited, but he has a HUGE amount more spells per day, whereas the Mageknight can cast up to 7th level spells from the complete Wiz/Sorc list.
Spellfury on the other hand is quite good, allowing multiple spells cast per round, up to 4, but these spells are reliant on flurry of blows attacks hitting and must be spells that are effective against the targets of your attacks. The Mageknight doesn't have the spell slots to keep this up forever like a Duskblade can with Arcane Channeling (Full Attack), and while the Duskblade can hit multiple targets with one spell slot, the Mageknight must expend a new spell slot with each hit. Of course, the Mageknight can cast entirely different spells each time as well.
--My Conclusion: The Duskblade and the Mageknight play the same game, and while the Duskblade has a dizzying amount of spell slots per day ahead of the Mageknight, the Mageknight has a few more tricks up his sleeve, access to higher level spells, a better spell list, better class features, better proficiencies, etc, etc...
In my opinion the Mageknight comes out on top, and that was exactly my intention.
3) Against the Wizard/Sorcerer.
--Advantages: MUCH better HD, base attack, and proficiencies. The ability to cast in dwarven stone plate (if desired). Relevant class features. The ability to mix melee combat and arcane spellcasting. Significantly more reliable at low levels.
--Disadvantages: MUCH, MUCH fewer spells known. The Wizard and Sorcerer know at least twice the amount of spells, the Wizard could potentially know vast quantities of spells on top of this. No access to 8th or 9th level spells. Fewer spell slots per day (compared to a Sorcerer or Specialist Wizard MUCH fewer). Overall lower save DCs due to lower spell levels. Significantly less powerful at high levels.
--My Conclusion: Although the Mageknight is more reliable at low levels, the Wiz/Sorc is always the one with more power than the Mageknight. Casting 3, 4, or 5 Color Sprays at level 1 is always, always going to be better than casting 1 Color Spray and auto-attacking for the rest of the day. As the Mageknight and Wiz/Sorc gain levels there is no time when the Mageknight can do anything as effectively as a Wiz/Sorc can and never anywhere close to as often.
Wiz/Sorc beats the living hell out of a Mageknight. As was the intention.
4) Against the Factotum.
--Advantages: Better HD, base attack, and proficiencies (though not by a huge margin here). Can combine melee combat with spellcasting. Many more "spell slots" per day. Spontaneous casting.
--Disadvantages: Much inferior skill points and skill list. No active resource other than spell slots. Factotum "knows" the ENTIRE Wiz/Sorc list while the Mageknight knows only a minute fraction of it.
--My Conclusion: My only real points of comparison here were around spellcasting. The Mageknight has many more spells per day and casts spontaneously from a small list of spells known. The Factotum can only prepare one of the same "spell" per day at a time, but prepares spells from the complete Wiz/Sorc list. The rest is comparing apples to oranges. They do entirely different things, the Mageknight isn't even necessarily a better meleer but it does require the Factotum to spend more of its resources than it ordinarily would to compete. They both have relevant class features, but the Factotum's allow him to do more things than the Mageknight.
In my opinion, it looks like the Factotum has a slight edge over the Mageknight, but it's a very close call.
http://vgart.org/image.php?twg_album=Dissidia+Final+Fantasy&twg_type=small&twg_show=dissidia-final-fantasy-exdeath.jpg&twg_rot=-1
"Those that cannot endure the brunt of magic need not be wielding it. Leave this to me!" - Golbez, Mongrelfolk Mageknight.
Born with an endurance rarely seen outside of storytales, Mageknights often begin their lives as trade workers and laborers. With inexhaustible stamina they are able to withstand hours of demanding work, shake off accidental injuries as if they were flea bites, and tirelessly press on through athletic exercises. It's no wonder they eventually draw the attention of fighting-men.
But at some point, the exact age and timeframe differs between Mageknights, each of them suddenly show hidden talent, something truly beyond the pale to explain their extraordinary endurance. They are natural spellcasters, like Sorcerers to an extent, however their magic comes not from force of personality or bloodline, but from the fiber of their being.
As they become learned in the basic ways of warfare, being trained in both melee weaponry as well as armors and shields, Mageknights also develop their innate magical ability. Some show casting prowess before they become guardsmen or mercenaries, others afterward. All rely on their magic spells to do the "hard" work like solving ancient puzzles, tracking hidden foes, or navigating the intricate web of social intrigue. Fighting, well fighting's what always came easy to them.
Making a Mageknight
A Mageknight is a natural born spellcaster, possessed of great durability and vitality. While he may not have began his life with the desire or drive to learn and cast spells, he relies on this ability to overcome difficult challenges. Mageknights will withstand the minor cuts and scrapes of adventuring just like their heavy armor, but when push comes to shove they bring a combination of martial training and magical might to bear down on their foes.
Abilities: Constitution is by far the most important ability to a Mageknight. Not only does it increase their already formidable hit points, but it determines their number of spells per day and the save DCs of their spells. Without a high enough Constitution a Mageknight cannot even attempt to cast spells. Strength is a good secondary skill for melee attack and damage rolls, but without ranged weapon proficiencies or useful skills Dexterity is unimportant to a Mageknight. Even less important to a Mageknight are Wisdom and Charisma, though Intelligence can be useful to pick up an extra skill point or two.
Alignment: Mageknights come from widely varied backgrounds, some starting as farmhands, others as wild children raised by wolves. As they progressed through life some became town guards, others shock troopers in a wealthy military, and others mercenaries. As such, Mageknights come in equal numbers of all alignments.
Races: Of all the races, Elves comprise the very least of Mageknights. Their frail physical form notwithstanding, Elves place little value on heavy armor and rely on their keen intellect and acquired cunning. Dwarves and humans make fine Mageknights, the former ever more durable than most, the latter with greater capability and versatility. Golbez, a Mageknight famous in folk lore was a simple Mongrelfolk boy that grew to monumental fame for his deeds.
Starting Gold: 6d4x10 (150gp).
Starting Age: As Fighter.
Playing a Mageknight
You have a formidable base chassis given d12 hit points per level, full base attack, martial melee and heavy armor/shields proficiencies. On top of that you have arcane casting at full caster level dependent on your Constitution! Aside from your spellcasting; however, you have no other active class features and precious few spell slots per day. You will become a tough and combative spellcaster, but you have neither the ferocity of a Barbarian nor the tactical skill of a Warblade. Don't allow the little encounters to throw you off balance and let that chassis carry you as much as possible, but don't be afraid to utilize your powerful spells to save your skin or defeat the tougher encounters. You will never have the quantity or the quality of a Wizard or Sorcerer's spellcasting ability, but your ability to absorb damage and stand and fight will rival a Crusader for toughest customer on the block.
Mageknights have many reasons to adventure, but perhaps the one most core to their heart is to practice their spellcasting craft. As they get older and more experienced, their innate spell gift continues to be a constant fascination for Mageknights. It is an endless source of entertainment and creativity to travel the world experimenting with natural magical power to find new solutions to unique problems.
Alignment: Any
HD: d12
The Duskblade is, as I see it, a Tier 4 class, but supposedly it's considered a low Tier 3. The Knight is a Tier 5 class, or as I see it, a low Tier 4. Anyway, this was an attempt at making a mid-to-high Tier 3 class combining elements of both the Duskblade and the Knight, a dash of unique flavor here and there, hoping to be comparable with Beguilers/Dread Necros or Crusaders and Warblades.
Curiously, I chiefly balanced this against Bards, Duskblades, and with a look at Wizards, Sorcerers, and Factotums. It has its advantages and disadvantages when compared to them all.
{table="head"]Level|Base Attack|Fort|Ref|Will|Special |0th|1st|2nd|3rd|4th|5th|6th|7th
1st|+1|+2|+0|+0|Armored Ease (-2), Armored Mage (Full)|2|0||||||
2nd|+2|+3|+0|+0|Combat Casting|3|1||||||
3rd|+3|+3|+1|+1|Spellstrike|4|1|0|||||
4th|+4|+4|+1|+1|Armored Ease (-4)|4|2|1|||||
5th|+5|+4|+1|+1|Iron Knight|4|2|1|||||
6th|+6/+1|+5|+2|+2||4|2|2|0||||
7th|+7/+2|+5|+2|+2||4|3|2|1||||
8th|+8/+3|+6|+2|+2|Armored Ease (-6)|4|3|2|1||||
9th|+9/+4|+6|+3|+3||4|3|3|2|0|||
10th|+10/+5|+7|+3|+3|Stalwart Mage|4|3|3|2|1|||
11th|+11/+6/+1|+7|+3|+3||4|4|3|2|1|||
12th|+12/+7/+2|+8|+4|+4|Armored Ease (-8)|4|4|3|3|2|0||
13th|+13/+8/+3|+8|+4|+4||4|4|4|3|2|1||
14th|+14/+9/+4|+9|+4|+4|Spellfury|4|4|4|3|2|1||
15th|+15/+10/+5|+9|+5|+5||4|4|4|3|3|2|0|
16th|+16/+11/+6/+1|+10|+5|+5|Armored Ease (-10)|4|4|4|4|3|2|1|
17th|+17/+12/+7/+2|+10|+5|+5||4|4|4|4|3|2|1|
18th|+18/+13/+8/+3|+11|+6|+6||4|4|4|4|3|3|2|0
19th|+19/+14/+9/+4|+11|+6|+6|Adamantine Lord|4|4|4|4|4|3|2|1
20th|+20/+15/+10/+5|+12|+6|+6|Argentum Apotheosis, Armored Ease (-12)|4|4|4|4|4|3|2|1
[/table]
Class Skills (2 + Int modifier): Climb, Concentrate, Handle Animal, Intimidate, Jump, Knowledge (Arcane), Ride, Spellcraft, and Swim.
Proficiencies: A Mageknight is proficient with all simple and martial melee weapons, with light, medium, and heavy armors, and with shields (including tower shields).
Spells: A Mageknight casts spells from the Wizard/Sorcerer spell list. He casts spontaneously as a Sorcerer, begins play with knowledge of four cantrips and two 1st level spells. A Mageknight learns a new spell at each class level of any spell level available to him.
Upon reaching 4th level, and once every three levels after that, a Mageknight can choose to learn a new spell in place of one he already knows. In effect, he "loses" the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the Mageknight can cast. A Mageknight may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A Mageknight's Constitution score determines the highest level spell he can cast, the save DCs of spells he casts, and bonus spell slots per day.
A Mageknight has a caster level equal to his class level.
Armored Ease (Ex): A Mageknight of 1st level ignores up to -2 in armor check penalties from worn items. As a Mageknight gains levels he is able to ignore larger and larger penalties, up to -4 at 4th level, and an additional -2 at every four levels thereafter.
If a Mageknight would ignore the armor check penalty of worn armor altogether he ignores the speed penalty of that armor as well (if any) and may run at full speed while wearing that armor.
A Mageknight may sleep in any armor he is proficient with without becoming fatigued.
Armored Mage (Ex): A Mageknight ignores the arcane spell failure of any armor or shield he is proficient with.
Combat Casting: At 2nd level, Mageknights receive Combat Casting as a bonus feat.
*Revised Casting Defensively? DC: 15 + highest base attack bonus among creatures threatening you +2 per creature threatening you beyond the first.
Spellstrike (Sp): Beginning at 3rd level, a Mageknight is able to combine his martial prowess and innate spell talent, resulting in a strike imbued with arcane power. Whenever the Mageknight casts a spell defensively he may accept a -4 penalty to his Concentration check. If he does, and his Concentration check succeeds he may make a single attack as a free action at his highest attack bonus against any foe he threatens. The attack is made either before or after the spell resolves, Mageknight's choice.
Iron Knight (Su): Beginning at 5th level, as long as a Mageknight wears medium or heavy armor he adds his Constitution modifier to all saving throws and no longer automatically fails saving throws on a roll of 1.
Stalwart Mage (Su): Beginning at 10th level, as long as a Mageknight wears medium or heavy armor, whenever he casts a spell he gains temporary hit points for 1 round equal to twice that spell's level (Temporary hit points don't stack).
Spellfury (Sp): Beginning at 14th level, a Mageknight's skill with magic and melee has become a thing of mythic tales. Whenever the Mageknight makes a full attack he may accept a -2 penalty to his attack rolls that round. If he does, for each attack that hits, he may cast a spell targeting the struck foe without provoking attacks of opportunity.
Adamantine Lord (Su): Beginning at 19th level, as long as a Mageknight wears medium or heavy armor, whenever he casts a spell he gains temporary hit points for 1 round equal to five times that spell's level (Temporary hit points don't stack).
Argentum Apotheosis (Su): Beginning at 20th level, as long as a Mageknight wears medium or heavy armor, and has an unexpended spell slot of 5th level or higher, he is immune to all effects that Constructs are immune to, he is immune to Cold, Electricity, and Fire, and finally he does not need to eat, sleep, or breathe.
~
Okay, so, this class seems to have drummed up quite a lot of controversy and knee-jerk reactions. I honestly didn't expect that, which, in hindsight makes me seem naive. When the Warlock came out with it's at-will spells controversy and knee-jerk reactions abounded. When the Duskblade was released with its full base-attack, full caster level, and almost idiotic number of spells per day I myself called it ridiculously broken. But look at how far we've come since then. Tome of Battle has since been released and in my opinion Warblades are almost the perfect baseline for class balance and it beats the living tar out of Duskblades, and Warlocks too as long as it's invested in some form of persistent flight item. Let's try and clear away the cobwebs.
Compare and Contrast
1) Against the Bard.
--Advantages: Higher HD, higher base attack, better proficiencies, and finally, access to 7th level spells (though note that a Bard's spell list includes a few spells that are ordinarily 7th or even 8th level for Wiz/Sorcs). The Mageknight can cast from the Wiz/Sorc list which gives him better offensive capability.
--Disadvantages: Fewer skill points per level. One good save instead of two good saves. MUCH fewer spells known (less than half the spells known of a Bard). No active resource other than spell slots (the Bard has Bardic Music). No access to powerful Cleric spells/No access to powerful party buffs.
--My Conclusion: Mageknights and Bards play mostly different games. The Bard is more of a spell caster than the Mageknight, but only by a small margin. On the other hand the Mageknight is MUCH more of a frontline character. While the Mageknight stands and fights, using his arcane casting for utility and specialized offense, the Bard is standing back, supplying the whole party with very powerful, long duration buffs, and is using his arcane casting for misdirection, additional buffing, and other effects unique to the Bard spell list.
Even trade.
2) Against the Duskblade.
In comparison with the Duskblade, Spellstrike can be used with any spell, but is otherwise somewhat inferior in that you can't just declare that you're doing it. You might fail. Also, the Duskblade's spell list is drastically limited, but he has a HUGE amount more spells per day, whereas the Mageknight can cast up to 7th level spells from the complete Wiz/Sorc list.
Spellfury on the other hand is quite good, allowing multiple spells cast per round, up to 4, but these spells are reliant on flurry of blows attacks hitting and must be spells that are effective against the targets of your attacks. The Mageknight doesn't have the spell slots to keep this up forever like a Duskblade can with Arcane Channeling (Full Attack), and while the Duskblade can hit multiple targets with one spell slot, the Mageknight must expend a new spell slot with each hit. Of course, the Mageknight can cast entirely different spells each time as well.
--My Conclusion: The Duskblade and the Mageknight play the same game, and while the Duskblade has a dizzying amount of spell slots per day ahead of the Mageknight, the Mageknight has a few more tricks up his sleeve, access to higher level spells, a better spell list, better class features, better proficiencies, etc, etc...
In my opinion the Mageknight comes out on top, and that was exactly my intention.
3) Against the Wizard/Sorcerer.
--Advantages: MUCH better HD, base attack, and proficiencies. The ability to cast in dwarven stone plate (if desired). Relevant class features. The ability to mix melee combat and arcane spellcasting. Significantly more reliable at low levels.
--Disadvantages: MUCH, MUCH fewer spells known. The Wizard and Sorcerer know at least twice the amount of spells, the Wizard could potentially know vast quantities of spells on top of this. No access to 8th or 9th level spells. Fewer spell slots per day (compared to a Sorcerer or Specialist Wizard MUCH fewer). Overall lower save DCs due to lower spell levels. Significantly less powerful at high levels.
--My Conclusion: Although the Mageknight is more reliable at low levels, the Wiz/Sorc is always the one with more power than the Mageknight. Casting 3, 4, or 5 Color Sprays at level 1 is always, always going to be better than casting 1 Color Spray and auto-attacking for the rest of the day. As the Mageknight and Wiz/Sorc gain levels there is no time when the Mageknight can do anything as effectively as a Wiz/Sorc can and never anywhere close to as often.
Wiz/Sorc beats the living hell out of a Mageknight. As was the intention.
4) Against the Factotum.
--Advantages: Better HD, base attack, and proficiencies (though not by a huge margin here). Can combine melee combat with spellcasting. Many more "spell slots" per day. Spontaneous casting.
--Disadvantages: Much inferior skill points and skill list. No active resource other than spell slots. Factotum "knows" the ENTIRE Wiz/Sorc list while the Mageknight knows only a minute fraction of it.
--My Conclusion: My only real points of comparison here were around spellcasting. The Mageknight has many more spells per day and casts spontaneously from a small list of spells known. The Factotum can only prepare one of the same "spell" per day at a time, but prepares spells from the complete Wiz/Sorc list. The rest is comparing apples to oranges. They do entirely different things, the Mageknight isn't even necessarily a better meleer but it does require the Factotum to spend more of its resources than it ordinarily would to compete. They both have relevant class features, but the Factotum's allow him to do more things than the Mageknight.
In my opinion, it looks like the Factotum has a slight edge over the Mageknight, but it's a very close call.