The Mystic Knight


Homebrew and House Rules


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I started this under the title of The Soulknight (thread here), but it has changed so much that I decided to give it a thread of its own. The Mystic Knight is an arcane adaptation of the Soulknife, with a few twists and wrinkles all of its very own. Throw mindblade has so many things wrong with it, I simply decided to ditch itself and give the class a few little gems of arcane use.

Now, I haven't playtested this, so any critiques or criticisms or suggestions you might have would be more than welcome. We all improve when we have feedback, after all. And I hope that you enjoy it!

MA

Mystic Knight
Never caught without a weapon at her fingertips, the Mystic Knight is a character who uses the arcane arts not for spellcasting, but to mold and to call to hand a powerful weapon comprised of mystical energy, the mystic blade. Invoking a mystic blade is the core of the Mystic Knight, and with it, she is a deadly combatant. Versatile and varied, the Mystic Knight can be found in all races and genders, wielding weapons unique to each wielder and customized to fit the needs of any situation.

Role: As a wielder of a weapon first and foremost, the Mystic Knight excels as a front-line combatant on the battlefield. Her limited armor options and defensive abilities can be a hindrance, but her varied blade abilities can make her an excellent mobile warrior or battlefield controller.

Alignment: Any.

BAB: Full

Hit Die: d10.

Good Saving Throws: Reflex and Will.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A Mystic Knight is proficient with all simple weapons, with her own mystic blade (regardless of form or shape), with light and medium armor, but she is not proficient with heavy armor or any type of shield.

Bonus Feat (Ex): A Mystic Knight can select one of the following bonus feats at 1st level and again at 2nd level: Cleave, Combat Expertise, Combat Reflexes, Dodge, Power Attack, Two-Weapon Fighting, or Weapon Focus (mystic blade). The Mystic Knight does not need to meet the prerequisites of the feat in order to select it.
At 6th level, and every four Mystic Knight levels gained thereafter, the Mystic Knight may select an additional bonus feat from the list above. In addition, the following feats are added to the bonus feat list at 6th level: Great Cleave, Mobility, Two-Weapon Defense, and Weapon Specialization (mystic blade). Instead of choosing a feat, a 6th level Mystic Knight can instead gain a familiar as if she were a wizard of her Mystic Knight class -3.
At 10th level, add the following feats to the list of those that can be selected: Greater Weapon Focus (mystic blade), Improved Critical (mystic blade), Improved Two-Weapon Fighting, and Spring Attack.
At 14th level, add the following feats to the list of those that can be selected: Greater Weapon Specialization (mystic blade) and Penetrating Strike.

Fast Movement (Ex): A Mystic Knight gains a +10’ bonus to her base movement rate. Starting at 8th level, she is no longer slowed by wearing medium armor.

Form Mystic Blade (Su): As a move action, a Mystic Knight can form a semi-translucent weapon comprised of arcane energy distilled from the latent weave of the universe. This mystic blade is every bit as real and solid as any manufactured weapon.
At 1st level, a Mystic Knight must choose the form that her mystic blade will take: a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mystic blade remains in this form every time she summons the blade forth into her hand. Regardless of the form or the shape (see below), a mystic blade is obviously supernatural in origin. The weapon is comprised of arcane energy that ripples with and sparkles with eldritch forces. Although the color of her mystic blade may vary (typically being shades of black, blue, green, or red), the mystic blade is always semi-translucent and glows with the illumination of a candle. There are some who believe that the alignment of the Mystic Knight can be determined by the shade of her mystic blade, but this belief is a falsehood.
The Mystic Knight chooses the exact appearance of her mystic blade, although it is obviously a weapon and its shape must reflect the selections of both form and shape that the Mystic Knight has chosen: a bludgeoning mystic blade should have a blunt impact surface, slashing would have an edge, etc., a two hand weapon should require two-hands to wield, a light weapon should be quick and easy to maneuver in tight spaces.
The damage that a mystic blade inflicts is determined by its form. A light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. In all forms, the mystic blade has a critical range of 19-20/x2. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized Mystic Knights.
Despite the form chosen by the Mystic Knight, the mystic blade does not have a set damage type. When the Mystic Knight summons forth her mystic blade, she chooses whether it will deal bludgeoning, piercing, or slashing damage. As a full-round action, a Mystic Knight may change the damage type of an existing mystic blade; otherwise, the mystic blade retains the last damage type chosen every time it is summoned.
The mystic blade can be broken (it has hardness 10 and 10 hit points, plus those granted by any enhancement bonus possessed by the mystic blade); however, a Mystic Knight can simply create another on her next move action. The moment she relinquishes her grip on the mystic blade, it dissipates. A mystic blade cannot be thrown. A mystic blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon (including the +1 bonus on attack rolls).
A Mystic Knight can use feats such as Power Attack or Combat Expertise in conjunction with her mystic blade just as if it were a normal weapon. She can also choose to designate her mystic blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Spells that upgrade weapons (such as greater magic weapon) can be used on a mystic blade, but have no effect if the mystic blade already possesses a higher bonus than the spell would grant. In addition, any such spell automatically ends if the Mystic Knight releases her grip on her mystic blade. If the Mystic Knight has chosen a light weapon as her form, she can use feats such as Weapon Finesse, but only when the mystic blade is in light weapon form.
Even in places where magical effects do not normally function (such as within an anti-magic field), a Mystic Knight can attempt to sustain her mystic blade by making a DC 20 Will save. On a successful save, the Mystic Knight maintains her mystic blade for a number of rounds equal to one-half her class level before she needs to check again, although the mystic blade loses any enhancement bonus or speical weapon properties while it remains in the confine of the area of anti-magic. On an unsuccessful attempt, the mystic blade vanishes. As a move action on her turn, the Mystic Knight can attempt a new Will save to rematerialize her mystic blade if she remains within the magic-negating effect. She gains a bonus on Will saves made to maintain or form her mystic blade equal to the total enhancement bonus that her mystic blade normally possesses (see below).
A mystic blade cannot be dispelled or disjoined.

Arcane Eye (Su): A 2nd level or higher Mystic Knight can perceive magical auras, as if using the spell detect magic. Using arcane eye requires concentration and the Mystic Knight can take no additional actions—not even a move action or a 5-foot step—during the round which she uses this ability.
Starting at 4th level, the Mystic Knight may use this ability to read magic, as per the spell. The Mystic Knight can also read and activate any arcane scroll (bard, magus, sorcerer, witch, or wizard) with an effective caster level equal to her Mystic Knight class level -3. She still requires an ability score appropriate to the class in question of high enough score to cast the spell, however. Activating a scroll requires the same depth of concentration as specified above, and the Mystic Knight can take no further actions during a round in which she uses this ability.

Mystic Strike (Su): As a move action, a Mystic Knight of 2nd level or higher can imbue her mystic blade with destructive arcane energy by spending a move action to charge her mystic blade.
The mystic blade retains this charge until it is activated (even if the blade is sundered or dropped, when the Mystic Knight summons a new mystic blade it retains the charge), but a mystic strike charge harmlessly dissipates if the Mystic Knight is rendered unconscious or goes to sleep without using it. After a successful attack with her mystic blade, a Mystic Knight can, as a swift action choose to deal an extra 1d6 points of damage. This extra damage is not precision damage and can affect any creature, regardless of type or range. On a successful critical hit, the extra damage from a mystic strike is not multiplied. At 6th level, and every four Mystic Knight levels gained thereafter, the extra damage from a mystic strike increases by an additional 1d6 points to a maximum of +5d6 at 18th level.

Enhanced Mystic Blade (Su): As a Mystic Knight gains experience, her mystic blade slowly improves. At 3rd level, and every four Mystic Knight levels gained thereafter, a mystic blade gains a +1 enhancement bonus on attack and damage rolls, to a maximum of a +5 enhancement bonus at 19th level.

Combat Slide (Su): At 4th level, upon striking an enemy in melee with her mystic blade, a Mystic Knight may immediately make a 5-foot step (even if she has already taken a 5-foot or spent a move action earlier in the round; this movement is bonus movement and does not subtract from the Mystic Knight’s subsequent actions). A Mystic Knight is limited to one combat slide per round.

Quick Draw (Su): At 4th level, a Mystic Knight may summon her mystic blade as a free action, although she may still only attempt to do so once per round.

Mystic Blade Weapon Property (Su): At 5th level, a Mystic Knights mystic blade gains a +1 special weapon property of the Mystic Knights choice from the following options: Bane, Defending, Flaming, Frost, Ghost Touch, Keen, Merciful, Mighty Cleaving, Shock, Thundering, and Vicious. The Mystic Knight can reassign this special property by spending 8 hours in concentration. After that period, the mystic blade materializes with the new ability selected by the Mystic Knight, and the prior ability is no longer in effect. The keen property applies to the Mystic Knight’s mystic blade regardless of whether or not it is a slashing weapon; this is an exception to the normal rules for keen weapons.
At 9th level, the Mystic Knight can apply a single +2 special weapon property from the following list or two +1 properties to her mystic blade: Anarchic, Axiomatic, Flaming Burst, Holy, Icy Burst, Shocking Burst, Unholy, or Wounding.
At 13th level can instead apply the Speed property, or any combination of less properties that totals a +3 bonus, to her mystic blade.
At 17th level, the Mystic Knight gains an additional +1 special weapon property from the options listed above, for a total bonus of +4 (in addition to the enhancement bonus of the mystic blade).
The Mystic Knight may apply any combination of special weapon properties to her mystic blade so long as the total bonus does not exceed her maximum allowed by level.

Vital Strike (Ex): Starting at 6th level, whenever a Mystic Knight takes a move action and then attacks with her mystic blade, she gains the benefits of having the Vital Strike feat on that attack.

Shape Mystic Blade (Su): At 7th level, a Mystic Knight is no longer bound to a single weapon form. As a full-round action that does not provoke an attack of opportunity, the Mystic Knight can transform her mystic blade into a light weapon, a one-handed weapon, or a two-handed weapon. In addition, if she forms her mystic blade as a light weapon, she may split her mystic blade into two identical light weapons that deal 1d4 points of damage each. Each split mystic blade has an enhancement bonus 1 point less than her normal mystic blade, but both blades retain any special weapon properties.
For example, a 7th level Mystic Knight can form a +2 mystic blade with a +1 special weapon property. She has selected Keen. She forms a light mystic blade and splits it into two mystic blades. Each of her mystic blades carries a +1 enhancement bonus and is considered Keen. When split only one mystic blade can be charged with mystic strike at a single time.
In addition, a Mystic Knight can change the shape of her mystic blade between bludgeoning, piercing, and slashing damage as a free action no more than once per round.

Bladewind (Su): A Mystic Knight of 8th level gains the ability to momentarily fragment her mystic blade into numerous identical blades, each of which strikes at a nearby opponent. As a full-attack action, a Mystic Knight gives up her regular attacks and instead makes one melee attack at his highest base attack bonus against each opponent within reach. Each fragment inflicts the normal damage for a Mystic Knights mystic blade, including any special weapon properties and mystic strike damage (if any). The mystic blade immediately reverts to its previous form after the bladewind attack.

Reaper’s Blade (Su): At 9th level, a Mystic Knight automatically charges her mystic strike ability if she reduces an opponent’s hit points to below 0 with a melee attack using her mystic blade. If her mystic blade was already charged, her next mystic strike deals 1.5 times the damage rolled.

Rapid Reassignment (Su): At 10th level, a Mystic Knight may reassign the special weapon properties of her mystic blade after one hour of concentration instead of eight hours of concentration.

Wall of Steel (Su): Starting at 11th level, the Mystic Knight can choose to take a -2 penalty on all of her attack rolls (this penalty stacks with Combat Expertise, Power Attack, and/or Two-Weapon Fighting). If she does so, she concentrates on parrying her opponents blows and gains a +4 shield bonus to her armor class. The Mystic Knight must be engaged in melee combat and must attack at least once during the round in which she uses this ability.

Cleave the Soul (Su): At 12th level, when a Mystic Knight activates her mystic strike ability she may choose to substitute one or more 1d6 of mystic strike bonus damage for 1 point (per 1d6) of Intelligence, Wisdom, or Charisma damage. The Mystic Knight can combine extra dice of damage and ability damage in any combination up to her total mystic strike damage, but she must choose how it will be distributed before she rolls damage.

Improved Vital Strike (Ex): Starting at 13th level, whenever a Mystic Knight takes a move action and then attacks with her mystic blade, she gains the benefits of having the Improved Vital Strike feat on that attack.

Tactical Reassignment (Su): Starting at 14th level, the Mystic Knight may reassign the special weapon properties of her mystic blade with just one minute of concentration instead of eight hours.

Improved Arcane Eye (Su): At 15th level, a Mystic Knight can concentrate on her arcane eye ability as a standard action rather than a full-round action (this includes reading scrolls). She also gains see invisibility, as per the spell, expect that the duration is only for her concentration + 3 rounds.

Deadly Blow (Su): At 16th level, a Mystic Knight’s mystic blade critical multiplier increases by 1, granting her mystic blade a critical threat range and multiplier of 19-20/x3.

Greater Cleave the Soul: At 17th level, the Mystic Knight deals 2 points of ability damage per d6 of mystic strike damage that she sacrifices with her cleave the soul ability.

Instant Reassignment (Su): Starting at 19th level, the Mystic Knight may reassign the special weapon properties of her mystic blade with just a full-round action instead of one minute.

True Mystic Blade (Su): At 20th level, a Mystic Knight reaches the pinnacle of her art and her connection to her mystic blade is so strong that it cannot be severed. She no longer requires a Will save to maintain her mystic blade in an anti-field field, although it still loses any enhancement bonus and special weapon properties. She may assign a total of +5 in special weapon properties to her mystic blade and her assignment options now include the Vorpal property. Her arcane eye ability now gives her true sight, as per the spell, except the duration is concentration +3 rounds. When the Mystic Knight takes a move action and then attacks with her mystic blade, she gains the benefits of having the Greater Vital Strike feat.


This reminds me of a Rifts Cyber Knight conversion I was thinking about doing. I like it. It's interesting what you did with vital strike.


What's wrong with throw mindblade?

I can spend a FRA to change the damage type, or drop it as a free action, and use a move action to reform it.

Being able to overcome antimagic zones is dumb. Especially with a good Will save.

Arcane Eye goes to (Sp). Because that's what it is :)

Enhanced Mystic Blade: 3 and every 3 levels thereafter. Merge it with Mystic Blade Weapon Property. After 6th level, they can use the bonuses for properties. +4 weapon at level 9? That's way, way too good. At higher levels, give some of those floating weapon abilities, to add the last 4 enhancement bonuses.

Vital strike is boring. Come up with something more interesting!

These are all combat abilities. Boring, uninteresting, and at odds with just about every PF class. Even the barbarian can use rage for out of combat stuff!

...times up! I've been keeping an eye out for an arcane version of this. So far SGG's Shadow Assassin has been the closest bet.


Cheapy wrote:
What's wrong with throw mindblade?

It seems like a lot of complaining about the old Soulknife centered on the Throw Mind Blade. Since you can reform the mystic blade once per round as a free action; then you should be able to throw at least two a round (if you BAB if high enough), if you can throw them at all. And then later on (at 17th level, if I remember right), you can suddenly throw a number equal to your full normal attacks. It doesn't make sense to me; so I removed it. That does leave open the possibility of a ranged archetype. A Mystic Archer perhaps.

Quote:
I can spend a FRA to change the damage type, or drop it as a free action, and use a move action to reform it.

The mystic blade retains the damage type each time it is summoned. So, if it is a slashing weapon, it always comes as a slashing weapon . . . until the Mystic Knight spends a FRA to change the type.[/b]

Quote:
Being able to overcome antimagic zones is dumb. Especially with a good Will save.

Straight port from the 3.5 class.

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Arcane Eye goes to (Sp). Because that's what it is :)

I will change. Thank you.

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Enhanced Mystic Blade: 3 and every 3 levels thereafter. Merge it with Mystic Blade Weapon Property. After 6th level, they can use the bonuses for properties. +4 weapon at level 9? That's way, way too good. At higher levels, give some of those floating weapon abilities, to add the last 4 enhancement bonuses.

How about moving Combat Slide to 3rd and Enhanced Mystic Blade to 4th, with +2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th. Then move Vital Strike to 5th, and Mystic Blade Weapon Property to 6th, +2 at 11th, +3 at 16th, and +4 at 20th?

Quote:
Vital strike is boring. Come up with something more interesting!

Most people don't take the Vital Strike chain because in the world of full-attack actions it seems like a waste. However, by giving the Mystic Knight those feats for free, it opens up the possibilities of them being used. And it is very good way to get additional damage on a move-and-attack. I don't think it boring it at all!

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These are all combat abilities. Boring, uninteresting, and at odds with just about every PF class. Even the barbarian can use rage for out of combat stuff!

...times up! I've been keeping an eye out for an arcane version of this. So far SGG's Shadow Assassin has been the closest bet.

Good skills for out-of-combat, scroll use (from ALL arcane classes), I don't see it as being any less useful out-of-combat than a fighter.

Master Arminas


Cheapy wrote:
Vital strike is boring. Come up with something more interesting!

The hell it is.

In the hands of a Soulknife (though not sure if it's possible in the hands of a Mystic Knight), the Vital Strike chain becomes really powerful.

With a combination of the Quick Draw ability and a feat called Psionic Meditation, you can recharge Psychic Strike as a Movement Action, regain Psionic Focus as a Swift Action, and then use your remaining Standard Action to fire off a single hit at your highest BAB, fueled by Power Attack, Psychic Strike, Greater Vital Strike, and whatever other modifiers you can toss onto your weapon at one time.

Again, not sure if it's still possible with the Mystic Knight, but with the right tools, a single hit using the above tactic dealt 100 damage on average (granted, this required being 20th level and having some really ideal equipment, but still, that's nothing to scoff at).


Let's look at this guys damage at 20th level. For the purpose of this exercise we will presume he took Weapon Specializaiton, Weapon Focus, Greater Weapon Specialization, Greater Weapon Focus, and Power Attack. We will also give him a Strength score of 26 (+8 modifer).

He is using a two-handed blade form (2d6 base damage) and he has selected Holy, Ghost Touch, and Keen as his special weapon properties. He has spent a move action to charge mystic strike and will add +5d6 damage from that.

His attack bonus is +30 (including PA) and he will do 2d6+5 (enhancement bonus) +12 (Strength x 1.5) +4 (WS/GWS) +15 (Power Attack) for a total of 43 points of damage on average. This goes to 50 points per attack versus evil creatures. His critical threat range is 17-20/x3, and he therefore does 129 average damage on a critical (136 vs. evil).

He can probably use his mystic strike once per round, adding another +5d6 (+17.5 on average).

Now, he decides to move and use Greater Vital Strike: that adds another +6d6 weapon damage (average of +21), but nothing else is multiplied. Average damage is 81.5, 88.5 vs. an evil creature. If he scores a critical hit, he is looking at 168.5 average damage, 175.5 vs. evil. On a single critical hit.

With an attack bonus of +30, after power attack. And that is not even assuming that the character tries to max out his Strength (most optimizers laugh at a full-BAB character with only a 26 at 20th level!).

No, he can deal out the damage when he has too. Still has nothing on a well-built paladin, ranger, or fighter however (it's all about the bonuses, and those classes can stack the bonuses).

Master Arminas


Harrison wrote:
Cheapy wrote:
Vital strike is boring. Come up with something more interesting!

The hell it is.

In the hands of a Soulknife (though not sure if it's possible in the hands of a Mystic Knight), the Vital Strike chain becomes really powerful.

With a combination of the Quick Draw ability and a feat called Psionic Meditation, you can recharge Psychic Strike as a Movement Action, regain Psionic Focus as a Swift Action, and then use your remaining Standard Action to fire off a single hit at your highest BAB, fueled by Power Attack, Psychic Strike, Greater Vital Strike, and whatever other modifiers you can toss onto your weapon at one time.

Again, not sure if it's still possible with the Mystic Knight, but with the right tools, a single hit using the above tactic dealt 100 damage on average (granted, this required being 20th level and having some really ideal equipment, but still, that's nothing to scoff at).

So let him take it as a feat chain, and replace it with a more interesting ability.


Aww man, line by line quotes make it so hard to reply.

1) Seemed like the best way to make a throwing weapon based character.

2)

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When the Mystic Knight summons forth her mystic blade, she chooses whether it will deal bludgeoning, piercing, or slashing damage.

I take this to mean that when she summons the blade, she chooses the damage type. This is at odds with text below.

3) The 3.5 class version is dumb.

4) Remember that as a constant affect Sp, even if it's dispelled, it's a swift action to return!

5) skipping

6) It's boring from a class design point of view. They could get the ability to split the essence of the blade into a smaller blade for two weapon fighting, or into a shield. Maybe some sort of arcane blast now that you neutered their ability to use the weapon at range. But instead, they get a vital strike, something they could've grabbed with their feats if they had so desired.

7) Fighter is not the class you should be comparing it to. All they're meant to do is fighter. It's their niche. A better comparison would be Paladin or something.

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