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Lanth Sor
2017-12-15, 08:06 PM
Mage Knight
https://img00.deviantart.net/d934/i/2017/196/6/2/mordred_by_wlop-dbghdql.jpg
"Its not the armor or blade that make a knight its their determination and the might of the knight." Resnik Tetragon Knight Errant


Table: Mage Knight



Level
BAB
F
R
W
Special
Enhancements
Known
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+1
+2
+2
+2
Enhancement Magic
3
5
3
-
-
-
-
-
-
-
-


2nd
+2
+3
+3
+3
-
6
6
4
-
-
-
-
-
-
-
-


3rd
+3
+3
+3
+3
Enhance Technique
9
6
5
-
-
-
-
-
-
-
-


4th
+4
+4
+4
+4
-
12
6
6
3
-
-
-
-
-
-
-


5th
+5
+4
+4
+4
Noble Phantasm
15
6
6
4
-
-
-
-
-
-
-


6th
+6
+5
+5
+5
Enduring End(1 round)
18
6
6
5
3
-
-
-
-
-
-


7th
+7
+5
+5
+5
-
21
6
6
6
4
-
-
-
-
-
-


8th
+8
+6
+6
+6
-
24
6
6
6
5
3
-
-
-
-
-


9th
+9
+6
+6
+6
Enduring Enhancements
27
6
6
6
6
4
-
-
-
-
-


10th
+10
+7
+7
+7
Advanced Enhancements
30
6
6
6
6
5
3
-
-
-
-


11th
+11
+7
+7
+7
Inhuman Enhancement
33
6
6
6
6
5
3
-
-
-
-


12th
+12
+8
+8
+8
Enduring End(5 rounds)
36
6
6
6
6
6
4
-
-
-
-


13th
+13
+8
+8
+8
-
39
6
6
6
6
6
5
3
-
-
-


14th
+14
+9
+9
+9
-
42
6
6
6
6
6
6
5
3
-
-


15th
+15
+9
+9
+9
-
45
6
6
6
6
6
6
6
4
-
-


16th
+16
+10
+10
+10
-
48
6
6
6
6
6
6
6
5
3
-


17th
+17
+10
+10
+10
-
51
6
6
6
6
6
6
6
6
4
-


18th
+18
+11
+11
+11
Enduring End(1 minute)
54
6
6
6
6
6
6
6
6
5
3


19th
+19
+11
+11
+11
-
57
6
6
6
6
6
6
6
6
6
4


20th
+20
+12
+12
+12
Magic Bones
60
6
6
6
6
6
6
6
6
6
6



Class Skills: Balance, Climb, Craft, Escape Artist, Heal, Intimidate, Jump, Listen, Profession, Sense Motive, Spot, Survival, Swim and Tumble
Skill Points per Level: 4 + Int-mod

Weapon and Armor Proficiency: Mage knight are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Physical Magic: Mage knights gain spell slots as presented in the table above. These spell slots cannot be used for casting spell. They are present to power the classes unique abilities. The mage knight gains bonus spells slots based on their intelligence score. These spell slots follow the normal rules of all spell casters. The mage knight can as, a free action on any turn, end an enhancement bonus they are receiving from a class feature. This must be done before the roll affected by the bonus is made. Ending the bonus provides different bonuses depending on ability being ended.

Enhance Technique(Su): Starting at the 3rd level, the mage knight can grant themselves knowledge beyond their normal learning. The mage knight may grant themselves any any one feat as a standard action by spending a spell slot. The feat allowed is based on spell level. This bonus lasts 1 hour. A feat the mage knight meets all the requirements for normally take a 0 level spell to learn. Each requirement the mage knight does not meet adds 1 to the spell level required. The mage knight cannot ignore level dependent requirements such as 10 mage knight levels or caster level 9th. Skills or similar abilities dependent on level cannot be ignored if the a character of the mage knights level could not have them, IE a 5th level mage knight cannot use enhance technique to gain Improved Critical(requires +8 BAB mage knight max is +5), Acrobatic Backstab(requires 12 ranks mage knight max is 8 ranks), or Accurate Jaunt(requires spells not available until later levels).

Noble Phantasm(Su): Beginning at the 5th level, something awakens in the mage knight unlocking a powerful ability unique to the knight. This ability can be anything from a simple manipulation of your environment such as your sword being invisible

Enduring End(Su): Starting at 6th level mage knights enhancements end benefit last 1 round from when they are activated. Starting at the 12th level the end benefit lasts 5 rounds. Starting at the 18th level the benefits last 1 minute.

Inhuman Enhancement(Su): At the 11th level the no longer is subject to their own mortal frailty. Any result of a successful roll benefiting from an enhancement bonus, cannot be harmful to the mage knight. IE making a mile long jump would normally do 264d6 fall damage, but the mage knight can catch themselves safely, Fireball on successfull save does no damage, Disintergrate on succesful save does no damage.

Magic Bones(Su): Upon reaching the 20th level the magic of their enhancements seeps into their bones. When ever they end an active benefit instead of ending it lowers one spell level. If lowering its spell level would result in the spell level being below 0 the effect ends.


Example Enhancement
Passive: The benefit granted by learning the enhancement. Feats granted ignore normal prerequisites. If a benefit grants a feat you already have you instead gain the improved or greater version, if no upgrade feat is available you instead gain a bonus feat you qualify for.
Active: The benefit provided when a spell slot is expended for an enhancement.
End Benefit: The benefit provided when the active is ended early.

Enhance Acid Resistance
Passive: Gain or increase acid resistance by 5.
Active: Gain +5 enhancement bonus to acid resistance. The bonus is increased by 5 per level of the spell slot expended past 0.
End Active: Gain acid immunity for triggering effect.

Enhance Aid
Passive: When aiding another you grant an additional +2 to the aid.
Active: Gain +4 enhancement bonus to any aid another attempt. The bonus is increased by 4 per level of the spell slot expended past 0. The mage knight can aid another from a range of 5ft + 5ft per spell slot level.
End Active: Square the enhancement bonus to aid another and the mage knight can aid another on any roll. They can additionally aid another as long as they have line of sight.

Enhance Armor
Passive: Gain proficiency with all armors
Active: Gain +1 enhancement bonus to any armor you wear. The bonus is increased by 1 per level of the spell slot expended past 0. If the Mage Knight is not wearing armor treat their armor as 0 and double the bonus.
End Active: Square the enhancement bonus to armor against the attack roll and negate any critical hit..

Enhance Bull Rush
Passive: Improved Bull Rush
Active: Gain +4 enhancement bonus to any Bull Rush attempt. The bonus is increased by 4 per level of the spell slot expended past 0. The mage knight need only follow the target for half the distance they travel due to the bull rush, and can be done with a 5ft charge instead of the normal 10ft.
End Active: Square the enhancement bonus to bull rush and the mage knight does not have to move with the target of the bull rush, and the enhanced bull rush does not require a charge to be used..

Enhance Charge
Passive: Increase bonus to hit at the end of a charge by 2, additionally when attacked during a charge you may give up an attack of opprotunity
Active: Gain +2 enhancement bonus to any charge attempt. The bonus is increased by 2 per level of the spell slot expended past 0. The mage knight take no penalty to AC for the charge, and can be done with a 5ft charge instead of the normal 10ft.
End Active: Square the enhancement bonus to charge and the mage knight does not provoke attacks of opportunity while charging, and the enhanced charge does not require a movement to be used..

Enhance Charisma
Passive: Gain +1 to charisma score.
Active: Gain +1 enhancement bonus to charisma. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to charisma for the triggering roll or action benefiting from charisma.

Enhance Cold Resistance
Passive: Gain or increase cold resistance by 5.
Active: Gain +5 enhancement bonus to cold resistance. The bonus is increased by 5 per level of the spell slot expended past 0.
End Active: Gain cold immunity for triggering effect.

Enhance Constitution
Passive: Gain +1 to constitution score.
Active: Gain +1 enhancement bonus to constitution. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to constitution for the triggering roll or action benefiting from constitution.

Enhance Damage Reduction
Passive Gain Toughness and Improved Toughness feats.
Activate: Gain +2/x enhancement bonus to damage reduction. The bonus is increased by 2 per level of the spell slot expended past 0. If the Mage Knight has no damage reduction treat their damage reduction as as 0/x. x is the the normal requirement to overcome the mage knights DR or an enhancement bonus equal to the level of spell slot used to create the enhancement, whichever is greater. If the DR is /- then its /-.
Mage Knight has no DR: 0lvl DR 2/magic, 1st DR 4/+1, 2nd DR 6/+2, 3rd DR 8/+3, 4th DR 10/+4
End Active: Square the enhancement bonus to damage reduction against the attack and the damage reduction cannot be overcome.

Enhance Dexterity
Passive: Gain +1 to dexterity score.
Active: Gain +1 enhancement bonus to dexterity. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to dexterity for the triggering roll or action benefiting from dexterity.

Enhance Fire Resistance
Passive: Gain or increase fire resistance by 5.
Active: Gain +5 enhancement bonus to fire resistance. The bonus is increased by 5 per level of the spell slot expended past 0.
End Active: Gain fire immunity for triggering effect.

Enhance Electricity Resistance
Passive: Gain or increase electricity resistance by 5.
Active: Gain +5 enhancement bonus to electricity resistance. The bonus is increased by 5 per level of the spell slot expended past 0.
End Active: Gain electricity immunity for triggering attack.

Enhance Grapple
Passive: Improved Grapple
Active: Gain +4 enhancement bonus to any roll related to grappling. The bonus is increased by 4 per level of the spell slot expended past 0. While grappling you count as being 1 size larger per spell levels.
End Active: Square the enhancement bonus to grapple and if the grapple is successful the mage knight can pick a number of grappling options equal to the spell level used + 1 an all of them were considered successful. A 15th level mage knight expending a 7th level spell slot for enhance grapple could Initiate the grapple, pin the opponent, disarm them, deal 3 instances of damage, draw rope, and bind them in the rope as part of the individual grapple attempt.

Enhance Healing
Passive: Gain or increase fast healing by 1/2.
Active: Gain +2 enhancement bonus to any healing received. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to healing for the triggering effect.

Enhance Melee Attack
Passive: Gain proficiency with all melee weapons
Active: Gain +2 enhancement bonus to hit with any melee weapon wielded. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to hit for the attack roll and the attack ignores miss chance.

Enhance Intelligence
Passive: Gain +1 to intelligence score.
Active: Gain +1 enhancement bonus to intelligence. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to intelligence for the triggering roll or action benefiting from intelligence.

Enhance Natural Armor
Passive: Gain or increase natural armor by 1.
Active: Gain +1 enhancement bonus to natural armor. The bonus is increased by 1 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to natural armor against the attack roll and half the damage taken if the attack still hits.

Enhance Ranged Attack
Passive: Gain proficiency with all ranged weapons
Active: Gain +2 enhancement bonus to hit with any ranged weapon wielded. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to hit for the attack roll and the attack ignores miss chance.

Enhance Shield
Passive: Gain proficiency with all shields
Active: Gain +1 enhancement bonus to any shield you wield. The bonus is increased by 1 per level of the spell slot expended past 0. If the Mage Knight is not wielding a shield they gain no bonus.
End Active: Square the enhancement bonus to shield against the attack roll and reflect a missed attack back to the attacker.

Enhance Sonic Resistance
Passive: Gain or increase sonic resistance by 5.
Active: Gain +5 enhancement bonus to sonic resistance. The bonus is increased by 5 per level of the spell slot expended past 0.
End Active: Gain sonic immunity for triggering effect.

Enhance Strength
Passive: Gain +1 to strength score.
Active: Gain +1 enhancement bonus to strength. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to strength for the triggering roll or action benefiting from strength.

Enhance Wisdom
Passive: Gain +1 to wisdom score.
Active: Gain +1 enhancement bonus to wisdom. The bonus is increased by 2 per level of the spell slot expended past 0.
End Active: Square the enhancement bonus to wisdom for the triggering roll or action benefiting from wisdom.




Example Enhancement
Prerequisite: What is required to learn the enhancement.
Passive: The benefit granted by learning the enhancement. Feats granted ignore normal prerequisites.
Active: The benefit provided when a spell slot is expended for an enhancement.
End Benefit: The benefit provided when the active is ended early.

ngilop
2017-12-15, 08:25 PM
this really does not do a single thing to make the fighter better.

Fighter but with bigger numbers does not address any of the issues at the core of the fighter class.

here is a short list.


fighter cannot do anything except hit point damage
fighter cannot affect all 3 of the saves with his abilities
fighter cannot do anything outside of hitting something upside the face with a sharp and/or heavy object
fighter cannot cause any status effect cept dead-when they deal enough HP damage

Seerow
2017-12-15, 09:06 PM
I'm curious about the skill boost. You use a mile jump as an example which would be pretty cool at least. But then your skill boost gives a Max of +40 as a 9th level slot. You need a multiplier about 200x higher to make a mile jump plausible, and to be on par with caster level exponential scaling that needs to be online somewhere between 4th and 5th level slots.

For comparison +30 to a skill check is a 2nd level bard spell.

Grod_The_Giant
2017-12-15, 09:47 PM
this really does not do a single thing to make the fighter better.

Fighter but with bigger numbers does not address any of the issues at the core of the fighter class.
I mean, to be fair, bigger numbers (slightly bigger combat numbers maybe, bigger skill numbers absolutely) help with some of the Fighter's issues, as can playing with bonus feats. Neither will get you to spellcaster levels, but they can certainly help get you to T3ish. But this is just an unnecessarily convoluted way of boosting numbers, and I really can't tell what Enhance Combat is supposed to do. From a cursory glance, though... this doesn't look quadratic, but it does look broken. Not in the Wizard-y "I can address any challenge with an appropriate spell" way, but in a "lol, I attack with +100 and do 1000 damage, then make a DC 500 skill check, lol" sort of way-- the sorts of numbers that really only come up in hardcore optimization, and which aren't really pertinent to most of the reasons why full casters are problematic.

Lanth Sor
2017-12-15, 09:55 PM
I had to publish because work ended. It's not close to complete, I was in the middle of the combat one when I had to publish. But the class design is based on squaring bonuses for quite a bit of stuff I'll note when I have all class features complete. After I'll be open for number balance discussion.

Morphic tide
2017-12-16, 12:27 PM
If you want to replicate the Quadradic Wizard, you're going about it the exact wrong way. The Quadratic Wizard's overwhelming potency comes from having three scaling factors that act in different ways:

1. Caster Level. A flat number that defines how potent their abilities are.

2. Spells Available. A number with a bounded minimum and unlimited maximum defining how many abilities they have.

3. Spells per Day. A number with a bounded minimum and complicated maximum that defines how many times they can use their abilities.

A Quadratic Fighter, therefore, needs to have a value that scales directly with level applying to many abilities, a series of abilities that they get more of as they level with some unlimited means of acquiring more and some form of ability use frequency improvement.

Keep this in mind as you work on it more. I suggest you look into Ambush feats and combat maneuvers for stuff to base the combat effects on. And Incarnum for some idea of how per-round ability resources function.

Gideon Falcon
2017-12-16, 10:39 PM
this really does not do a single thing to make the fighter better.

Fighter but with bigger numbers does not address any of the issues at the core of the fighter class.

here is a short list.


fighter cannot do anything except hit point damage
fighter cannot affect all 3 of the saves with his abilities
fighter cannot do anything outside of hitting something upside the face with a sharp and/or heavy object
fighter cannot cause any status effect cept dead-when they deal enough HP damage


Thing is, there's literally no consensus on what the core issues are and how to fix them. I have seriously tried gathering opinions on what a Fighter should be able to do, and for every person that presented a list like that, there was somebody saying there was no 'issue' at all, somebody saying the issue is with casters, and somebody saying the issue is unfixable. Heck, there was even someone who insisted that nobody should ever even want to play a warrior class.

It's all well and good to point out how every attempted fix doesn't actually fix anything, but we've heard it all so often that it doesn't actually help anymore. Especially when people complain just as much when you try to make a fighter that can do more than just hit stuff with heavy/sharp objects.