(Second class I ever designed; I was never satisfied with it, loosely based on the Red Mage from Final Fantasy) (This class will be updated to the Theurgist)
The Mystic Knight
Whether he has studied countless tomes of magic and perfected his fighting prowess, or he was chosen by a higher power, the Mystic Knight is a paragon of battle. One second unleashing balls of fire upon the enemy, the next charging towards the opposition with his sword in hand and finishing up creating a burst of arcane energy that heals him and his allies. Usually recognized for being clad in red, black and white, Mystic Knights are sought after for their versatility. As the Mystic Knight grows in experience he learns to weave spells more efficiently, being able to cast two spells simultaneously with devastating results.
Role: Having access to both divine and arcane spells and being able to hold his own with a sword and shield, a Mystic Knight excels in supporting the party by filling any needed gaps during combat.
Alignment: Must be lawful
Hit Die: d8
A Mystic Knight’s class skills are: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).
Skills ranks per level: 2+ Int Modifier
Spells per Day
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||0 Level Spells known||1st||2nd||3rd||4th||5th||6th|
|1st||+0||+2||+0||+2||Somatic Weaponry, Cantrips||4||1||–||–||–||–||–|
|2nd||+1||+3||+0||+3||Dual Casting (1/day)||5||2||–||–||–||–||–|
|3rd||+2||+3||+1||+3||Channel Energy (1d6)||6||3||–||–||–||–||–|
|6th||+4||+5||+2||+5||Dual Casting (2/day)||6||4||3||–||–||–||–|
|7th||+5||+5||+2||+5||Channel Energy (2d6)||6||4||3||1||–||–||–|
|10th||+7/+2||+7||+3||+7||Dual Casting (3/day)||6||5||4||3||1||–||–|
|11th||+8/+3||+7||+3||+7||Channel Energy (3d6)||6||5||4||4||2||–||–|
|12th||+9/+4||+8||+4||+8||Improved Arcane Symbiosis||6||5||5||4||3||–||–|
|13th||+9/+4||+8||+4||+8||Improved Spell Synergy, Dual Casting (4/day)||6||5||5||4||3||1||–|
|14th||+10/+5||+9||+4||+9||Greater Dual Casting||6||5||5||4||4||2||–|
|15th||+11/+6/+1||+9||+5||+9||Channel Energy (4d6)||6||5||5||5||4||3||–|
|17th||+12/+7/+2||+10||+5||+10||Dual Casting (5/day)||6||5||5||5||4||4||2|
|18th||+13/+8/+3||+11||+6||+11||Greater Arcane Symbiosis||6||5||5||5||5||4||3|
|19th||+14/+8/+4||+11||+6||+11||Channel Energy (5d6)||6||5||5||5||5||5||4|
|20th||+15/+9/+5||+12||+6||+12||Greater Spell Synergy, Dual Casting (6/day)||6||5||5||5||5||5||5|
Weapon and armor proficiency: The Mystic Knight is proficient with all simple weapons, the short sword, long sword, rapier, scimitar and the bastard sword. The Mystic Knight is proficient with light armor and all shields (except for tower shields). A Mystic Knight can cast Mystic Knight spells while wearing light armor and using a light or heavy shield without inquiring the normal arcane spell failure chance.
Spell Casting: A Mystic Knight casts arcane spells drawn from the Mystic Knight spell list.
Like a Wizard a Mystic Knight has a spell book where he has all of the spells he knows written, but unlike a wizard, when a Mystic Knight prepares a spell, he just needs to prepare it once, he then may use a spell slot of the according level to cast it, much like a Sorcerer. This allows a Mystic Knight to apply metamagic feats to his spells, while he is preparing them, without increasing casting time.
To learn or cast a spell, a Mystic Knight must have an Intelligence score equal to at least 10 + the spell level, a high enough intelligence score may give the Mystic Knight more spells per day. The Difficulty Class for a saving throw against a Mystic Knight’s spell is 10 + the spell level + the Mystic Knight’s Charisma modifier.
At first level the Mystic Knight knows 2 level 1 spells, plus one more level 1 spells per point of intelligence modifier. At each level the Mystic Knight adds 2 more spells of any level he can cast to his spell book.
A Mystic Knight can learn spells from a Wizard’s spellbook, just as a Wizard can from a Mystic Knight. The spells learned must be on the Mystic Knight’s spell list, as normal.
Somatic Weaponry: The Mystic Knight is adept at casting his spells even if his hands are occupied with his sword and shield, thus a Mystic Knight can trace the somatic component for his spells with any weapon he is proficient with.
Cantrips: Mystic Knights learn a number of cantrips (or 0-level spells), as noted above, the Mystic Knight does not need to prepare these ahead of time. These spells are cast like any other spells, but they do not consume any slots and may be used again. These spells must be taken from the Cleric or Sorcerer/Wizard 0-level spell list.
Dual Casting: Once per day at second level the Mystic Knight may, as a full-round action cast two spells from the Mystic Knight spell list that he knows and that he has prepared that day, that don’t have a casting time longer than one standard action.
Due to the overwhelming release of arcane energy the Mystic Knight can’t cast spells for one turn and cannot activate this ability again for two turns afterwards. The Mystic Knight cannot use spells that have been modified by metamagics with dual casing.
If the Mystic Knight has to do a concentration check for any reason, he must do it for each spell separately. When dual casting the Mystic Knight adds his Cha modifier to any concentration check he makes while dual casting. As the Mystic Knight attains levels in this class he gains additional uses of this ability.
Channel Energy: At third level the Mystic Knight learns to channel energy like a Cleric can, with the exception that the Mystic Knight must be able to present the weapon he is currently holding (it has to be a weapon he is proficient with).
Although the Mystic Knight can channel energy he cannot channel positive or negative energy, rather he channels arcane energy, thus he can choose whether to heal all creatures within 30ft. or deal damage to every creature within 30ft when he activates this ability. The Mystic Knight can channel energy a number of times per day equal to 1+ his Cha modifier. The Mystic Knight cannot take any feat to modify this channel energy, with the exception of Selective Channeling and Channel Smite.
This is a spell-like ability that provokes attacks of opportunity as normal. Creatures that do a successful reflex save can halve the damage of this ability, the save DC is 10+half the Mystic Knight level+ the Mystic Knight’s Cha modifier.
Spell Synergy: At fourth level and onward whenever the Mystic Knight uses his dual casting special ability and targets the same creature with both spells he can choose to gain one of the following bonuses.
- +2 on caster level checks to overcome spell resistance
- +2 on the save DC of both spells
Arcane Symbiosis: At fifth level when the Mystic Knight is preparing his spells he can infuse a part of his magic unto his armor, his weapon or the spells he prepared, he must choose one of the following benefits.
- Weapon: +1 bonus on weapon damage rolls. Creatures immune to sneak attack and critical hits are unaffected by this additional damage.
- Armor: +1 bonus to AC. This bonus does not apply to Touch of Flat-Footed AC.
- Spells: +1 bonus on the Mystic Knight’s spells that deal hit point damage and spells that cure hit point damage.
These bonuses increase by +1 at level 10 and every 5 levels thereafter. These bonuses are constant and the Mystic Knight may change the bonus he is using at any time he would prepare his spells.
Fighter Training: At level eight the Mystic Knight can qualify for fighter feats using half his Mystic Knight level as his levels in fighter. Fighter Training stacks with any level in fighter the Mystic Knight might posses.
Improved Arcane Symbiosis: At twelfth level the Mystic Knight can choose 2 arcane symbiosis benefits instead of one.
Improved Spell Synergy: At level thirteen the Mystic Knight may apply both spell synergy bonuses to both his spells if they target the same creature.
Greater Dual Casting: From level fourteen and onward when the Mystic Knight uses Dual Casting, he does so as a standard action, instead of a full-round action, both spells must still have a casting time no longer than a standard action, although the Mystic Knight can now dual cast spells modified with metamagic feats. In addition if the Mystic Knight has to make a concentration check to cast his spells, he may make only one concentration check for both spells using the higher DC between them, also the Mystic Knight now adds his Cha modifier to any concentration check he makes, even if it’s not made while dual casting. The Mystic Knight can also cast a single 0-level spell as a free action when using dual casting, in addition to the other 2 spells he casts.
Greater Arcane Symbiosis: From level eighteen and onward the Mystic Knight gains all three benefits from Arcane Symbiosis.
Greater Spell Synergy: At twentieth level when the Mystic Knight would cause Spell Synergy, in addition to choosing both benefits, these benefits are increased to +4 rather than +2, in addition the Mystic Knight may add any of the following metamagics without increasing spell level or casting time; Empower, Enlarge, Extend or Widen.
1st-level Mystic Knight Spells – alarm, burning hands, cause fear, chill touch, cure light wounds, doom, endure elements, enlarge person, entropic shield, expeditious retreat, feather fall, jump, mage armor, magic missile, magic weapon, mount, obscuring mist, ray on enfeeblement, reduce person, shield, shocking grasp, sleep, true strike.
2nd-level Mystic Knight Spells – acid arrow, aid, bear’s endurance, blur, bull’s strength, calm emotions, cat’s grace, cure moderate wounds, darkness, darkvison, daze monster, eagle’s splendor, fog cloud, fox’s cunning, glitterdust, invisibility, lesser restoration, levitate, owl’s wisdom, remove paralysis, resist energy, scare, scorching ray, see invisibility, touch of idiocy, web.
3rd-level Mystic Knight Spells – blindness/deafness, blink, contagion, cure serious wounds, deep slumber, dispel magic, displacement, fireball, fly, haste, heroism, hold person, invisibility purge, keen edge, lightning bolt, magic vestment, protection from energy, rage, ray of exhaustion, remove blindness/deafness, remove disease, slow, stinking cloud, vampiric touch.
4th-level Mystic Knight Spells – bestow curse, charm monster, confusion, contagion, crushing despair, cure critical wounds, death ward, fear, fire shield, freedom of movement, greater invisibility, greater magic weapon, ice storm, mass enlarge person, mass reduce person, neutralize poison, phantasmal killer, poison, restoration, remove curse, stoneskin, solid fog, wall of fire, wall of ice.
5th-level Mystic Knight Spells – baleful polymorph, break enchantment, breath of life, cloud kill, cone of cold, disrupting weapon, dominate person, flame strike, hold monster, mass cure light wounds, mind fog, overland flight, permanency, raise dead, righteous might, slay living, spell resistance, teleport, waves of fatigue.
6th-level Mystic Knight Spells – acid fog, chain lightning, disintegrate, eyebite, flesh to stone, greater dispel magic, greater heroism, harm, heal, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass cure moderate wounds, mass eagle’s splendor, mass fox’s cunning, mass owl’s wisdom, stone to flesh, transformation, true seeing, undeath to death, word of recall.