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Awesome,is there a way for me to mov ethis entire thread, or repost it the only option? and you're right, its essentially a magus with a heavy paladin slant.


Wow, alright. so dont copy paste from google spreadsheets. got it.

(https://docs.google.com/spreadsheets/d/1XBRTYEcPVj9ygpIGRISvH4P4XBQFNfbrM2 qeAoqDHcc/edit#gid=689184439)

Anyway, Intro. Hello everyone. I am sort of new to this whole posting thing. Ive been on the threads for a while, not-registered. Love the content. Been a DM for 18 years. Made countless campaigns, classes, and characters.

This time, I am sharing a class. I would like this to be balanced as I am finally getting a chance to play in a game and am trying to pitch the class for my Leadership Cohort to use. (If that doesnt make sense, i'll try and explain it differently)

So, the idea is An arcane paladin. (Original, right?) In this homebrew world, there is a race of dragon-like folk we can play, and kobolds. They are hated by deities, and have none of their own. So, they cannot play divine classes (his rule. he understand clerics using concepts instead of deities, but prefers not to use this in his game).

Arcane Knight is what i came up with.
Spell Casting is Int based. Magus Spells per day.

I havent fully decided on skills, but im going with 2+int mod.

d10 hp.

Light armour, shields (no tower), and martial weapons.

Whatelse...Looking to make archtypes later on, such as Shadow knight (no med/hvy. stealthy. dodgy.), Death Knight (hvy sooner, life tap like lay of hands, skeleton pet), and a dark knight (Fear, smite law), but those dont matter much.

Any suggestions?
Also, thank you in advance. Dont be afraid to educate me, im open minded. Both on board protocol and gaming.

Thanks much


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Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 2 0 2 Detect Magic, Aura of Law, Arcane Bond, Smite Chas 1/Day
2nd +1 3 0 3 Channel Magical Energy, Arcane Shield, Spell Conversion
3rd +2 3 1 3 Medium Armor, Spellstrike, Sigils
4th +3 4 1 4 Warrior's Prowess, Smite Chaos 2/day
5th +3 4 1 4 Elemental Resistance
6th +4 5 2 5 Bonus Feat
7th +5 5 2 5 Smite Chaos 3/day
8th +6/+1 6 2 6 Spell Resistance
9th +6/+1 6 3 6 Bonus Feat
10th +7/+2 7 3 7 Smite chaos 4/day
11th +8/+3 7 3 7 Spell Countering
12th +9/+4 8 4 8 Bonus Feat
13th +9/+4 8 4 8 Smite Chaos 5/day
14th +10/+5 9 4 9 Spell Return
15th +11/+6/+1 9 5 9 Bonus Feat
16th +12/+7/+2 10 5 10 Smite Chaos 6/day
17th +12/+7/+2 10 5 10
18th +13/+8/+3 11 6 11 Bonus Feat
19th +14/+9/+4 11 6 11 Smite Chaos 7/day
20th +15/+10/+5 12 6 12 Eldritch Knight (Full share on channel, sr 5 to 11, etc)

Channel Magical Energy: A pool of magical energy the Knight may expend to share their defensive qualities with anyone friendly with in a 30ft radius and has line of sight of the Arcane Knight.
Those that benefit from from a Knight's Channel receive the bonuses at half strength.
Charges: 3 + Cha Mod per day (Channel Energy Feats apply). Duration: Con Mod + 1/2 level. Affects: Arcane Shield, Elemental Resistance, Spell Resistance.

Arcane Bond, like a wizard, but weapon only.

Arcane Shield: The Knight may Expend a spell slot to gain a shield that deals damage with anything that comes into contact with the Knight. Damage is equal to to the spell slot used.

Spell Conversion: A knight may expend a spell to gain a bonus to their defensive abilities equal to the level of spell slot used, for Channel's duration.

Spellstrike: A knight may channel a spell in their weapon and expel the spell upon a successful attack. (Don't want it to be like a magus, so thinking may keep the spell for as long as they concentrate on it?)

Sigils: May cast a beneficial spell with a duration on their armor and shield. The sigil is then later expelled on command. Spells in this way are automatically treated as having extend spell, and does not stack with the extend spell feat. May only have a number of sigils equal to their Cha bonus.
**(Was thinking after typing this, of allowing the same thing on weapons, but only offensive spells. Would that solve the spell strike duration dilema?)

Elemental Resistance: A Knight gains A resistance to the 4 elements equal to their level.

Spell Resistance: A Knight games Spell Resistance equal to 5 + their Arcane Knight Level

Spell Countering: A Knight may expend uses of their Channel ability to counter a spell, using a number of charges equal to the spell being countered.

Spell Return: A Knight mey expend uses of their Channel ability to refill a used spell slot using charges equal to the spell level being refilled.

Warrior's Prowess. A Knight is able to choose feats from the Fighter's only feat tree as if they were a Fighter of their Arcane Knight level -3.

Bonus Feat: An Arcane Knight may pick a feat from the Combat and Metamagic feat trees.

Eldridtch Knight: An Arcane Knight now grants full bonus with their Channel ability to their allies, their Spell Resistance increases to a base of 11