New class: Spellknight


Homebrew and House Rules


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Yes, this is yet another attempt at making a gish base class, sorry ;_; . It is based loosely on the Duskblade and is meant to play out like an arcane counterpart to the paladin, with a heavier emphasis on spellcasting. I'm pretty pleased with the outcome and I don't see any glaring problems with it, but I guess that's why post things here :)

The Spellknight(spreadsheet and abilities)

Alignment: Any
HD/Base attack: d10/Full
Good saves: Fortitude/Will

Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

For spells per day and spells known, just look at the link above.

Level progression
1st: Arcane strike, arcane bond, cantrips
2nd: Combat casting
3rd: Mystic shroud +2
4th: Spellstrike
5th: Bonus feat
6th: Spell power +1
7th: Mystic shroud +3
8th: Efficient metamagic
9th: Spell power +2
10th: Bonus feat
11th: Mystic shroud +4
12th: Spell power +3
13th: Intense spellstrike
14th: Arcane aura
15th: Bonus feat, mystic shroud +5, spell power +4
16th: Shape strike
17th: High arcana
18th: Spell power +5
19th: Mystic shroud +6
20th: Arcane champion, bonus feat

Spoiler:
Weapon and Armor Proficiency: Spellknights are proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields). A spellknight can cast spellknight spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellknight wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellknight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A spellknight casts arcane spells from the sorcerer/wizard spell list. Hhe can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a spellknight must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellknight's spell is 10 + the spell level + the spellknight's Charisma modifier.

A spellknight's selection of spells is extremely limited. A spellknight begins play knowing four 0-level spells of his choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Spellknight Spells Known. (Unlike spells per day, the number of spells a spellknight knows is not affected by her Charisma score; the numbers on Table: Spellknight Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the spellknight has gained some understanding of through study.

A spellknight can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Cantrips: Spellknights learn a number of cantrips, or 0-level spells, as noted on Table: Spellknight Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Arcane strike: A spellknight gets arcane strike as a bonus feat at first level.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your spellknight level. Your spellknight levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.

Combat casting: A spellknight gets combat casting as a bonus feat at second level.

Mystic shroud (Su): At 3rd level, the spellknight gets a +2 bonus on all saving throws made against spells or spell-like abilities. Every four levels thereafter (7th, 11th, 15th, 19th) this bonus increases by +1.

Spellstrike (Su): Beginning at 4th level, you may as a standard action make an attack at your full attack bonus and cast any spell you know. Casting a spell in this manner does not cause an attack of opportunity. The spell must have a casting time of 1 standard action or less. If the spell used has a target other than the caster, the target of the spell must be the creature attacked. If the attack misses and the target is an enemy, the spell fails and is used up. Otherwise it is cast as normal, even if the attack misses. If the spell used is a touch attack, the touch attack roll is automatically made if your attack hits. If the spell used has an area of effect, it is centered on the target of the spellstrike. Any spell used in conjunction with spellstrike counts as used for the spellknight‘s spells per day.

Bonus Feat: At 5th level, and at every five levels thereafter, a spellknight gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or metamagic feats.

Spell power (Su): At 6th level, the spellknight gets a +1 bonus to the DC of his spells when used in conjunction with spellstrike and a +1 bonus to overcome any spell resistance the target might have. Every three levels thereafter (9th, 12th, 15th, 18th) this bonus increases by +1.

Efficient metamagic (Su): At 8th level the spellknight can apply metamagic feats to his spells without increasing their casting time. In addition, the level adjustment required for using metamagic feats is decreased by 1. For example, an empowered spell usually takes up a spellslot two levels higher than the usual spell level. Efficient metamagic reduces that to a spellslot one level higher than the usual spell level.

Intense spellstrike (Su): At 13th level, whenever the spellknight casts an evocation spell that deals hit point damage, he adds 1/2 his spellknight level to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell.

Arcane aura (Su): At 14th level, each ally within 10 feet of the spellknight gains half the benefits of mystic shroud and spell power (rounded down).

Shape spellstrike (Su): At 16th level, whenever the spellknight uses a spell with an area of effect in conjunction with spellstrike, he may choose to exclude himself from the area of effect.

High arcana (Sp): At 17th level, the spellknight may choose one spell of seventh level or lower from the sorcerer/wizard spell list. He may from then on cast that spell once per day as a spell-like ability. This ability can be used in conjunction with spellstrike.

Arcane champion (Su): At 20th level, the spellknight‘s bond with the mystic arts peaks. He gains damage reduction 10/magic. In addition, he is forevermore treated as an outsider rather than as a humanoid (or whatever the spellknight's creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the spellknight can still be brought back from the dead as if he were a member of his previous creature type.

So yeah, there it is. Like I said earlier, it has some things in common with the duskblade, but I never really liked that class too much so I fixed what I didn't like about it.


Dude, this is awesome! You think you can send me a pdf of this?


Thanks!

I'm not much good with pdfs, but I made a doc you can get here.


Is efficient metamagic limited to once per spell or minimum adjustment +1 level or no limitation at all?

What slot would a silent, still, extended, enlarged grease expend? If there's no restriction, there won't ever be a reason not to cast all your spells stilled, silent, and extended (enlarge might not be worth the feat). If it's lowered once per spell, as your text could be interpreted, you can apply one of these per spell for free which seems reasonable.

Other than that, it's a purely fantastic class.


stringburka wrote:

Is efficient metamagic limited to once per spell or minimum adjustment +1 level or no limitation at all?

What slot would a silent, still, extended, enlarged grease expend? If there's no restriction, there won't ever be a reason not to cast all your spells stilled, silent, and extended (enlarge might not be worth the feat). If it's lowered once per spell, as your text could be interpreted, you can apply one of these per spell for free which seems reasonable.

Other than that, it's a purely fantastic class.

The intention was to do it once per spell, so a silent, still, extended, enlarged grease would take up a spell slot three levels higher than normal, but I can see where the confusion comes from. I'll be sure to make the wording more clear when I go over the class later.

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