Arcane Knight Custom Class (Please Help)


Homebrew and House Rules


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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


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


Ok, two things

1.) Wrong forum section. You are looking for homebrew.

2.) Why are you connecting law and magic here? This seems fairly much like a paladin of magic or something. Not getting the connection of those themes, since a lot of chaotic things can be arcane too. Is this a magus with a paladin slant? What can you do to really distinguish it from that view?

So, on the actual material:

You are giving this a whole lot of defenses. You will give it 20 resistance to all of the main elements. That seems a bit much. Most classes/archetypes only give like... resist 10 in one of their archetypes. Maybe have a use/day thing that lets you get that resist to an element that you pick at your leisure.

Spell resistance is less of an issue, since you are giving it a base 5. Not serious enough to take on an appropriate caster, but may well let you ignore the SLAs of lesser mobs.

What does this have to encourage melee? This is an issue that I find with some of the published classes too. Paizo has somewhat raised the bar for acceptable attack bonus: martials get 20 BAB and about a +5 from a mechanic, and the gishier classes get 15 and a +5 mechanic. Without that... you start looking like core only rogue.

For comparison, the magus class has an arcana that lets them add their int to attack (which can easily get a +2 to +5 with modest investment). Sure, they spend arcane points to do it, but they have plenty of those.


You have some things on the table that aren't described. Basically everything that is gained at 1st level. 1st level class features are probably the most important ones.

Why is there a focus on alignment? This is an arcane class, not divine? It doesn't make sense to me. Scrap it.

Spells? I don't see anything on the table or in the class features, but you refer to them. Is this a 6-level caster? Does he suffer from arcane spell failure for wearing armor?

Channel Magical Energy
Is the duration in rounds or minutes or what? So the character has uses per day, but also has to sacrafice a spell slot to gain the benefit. He has to spend from two different resources to gain something. Thats double dipping, and is kind of crappy. Those that benefit gain the bonus at half strength. Does the arcane knight gain it at full strength? The way this is written, he does not.

Arcane shield
Deals damage to anything that comes into contact. You need to define how that happens. Does the character need to make an attack with the shield? Does he need to deflect an attack? Please explain. If this a shield he has to strap on his arm or a magical barrier? If its a shield, be aware that you are steering this class away from ranged attacks, two-handed weapons, and two-weapon fighting. Thats OK, but it sounds liek you are pushing the character towards one specific combat style.

Spell conversion
He gains a bonus to his defensive abilities. What does that mean? AC, CMD, saves?

Sigils
This is very vague. I have no idea how it works. Please explain.

Elemental resistance
I know what the four elements are, but this term is not defined in-game. If you want resistance to acid, cold, electricity, and fire then you should say so. You mention in channel magical energy that this ability costs a point/charge, but the write up of this class feature makes it seem like a constant ability. please explain.

Spell return
You spend points equal to the spell level. Since the size of the point pool does not scale with level, this sounds like a bad ability.


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.


Gadico wrote:
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.

People just flag it to move it to another forum. No big deal.

You could consider making this just a Magus archetype. If you want to make it an entirely new class, you should introduce a mechanic that no other classes have, to make it unique. Channel Magical Energy seems like a pretty powerful, flexible, caster-hunter catchall defense. Smite is a primary-feature type of ability, and Spellstrike is as well. I'm not sure what you're going to get with this sort of class.

Arcane Shield seems to be a fairly weak option. Assuming it means you spend a spell slot to deal damage equal to the level of the spell slot used, you'd only get 6 damage from your highest level of spell slot. That's less than the average damage of the Magus Elemental Aura spell, which is 3rd level, and activates on proximity, not on hit, lasts for several rounds, and can apply a debuff. I'm also not sure how Arcane Shield would function with Channel Magical Energy.

Perhaps you work off of the Paladin base instead of the Magus base? Basically, drop casting to 4 levels, increase BAB and HD to d10 HD full BAB. Maybe give cantrips, like how the Medium can use them. If you do so, I'd recommend having a large or refreshable resource pool that lets you add magic/elemental damage to your attacks. Perhaps a cheap and easy way to recover expended spells, or a decently expensive way to cast higher-level spells (5th and 6th).

Instead of Smite Chaos, why not some sort of "Smite (magical school)" or "Smite Divine"? Since your kobold folks are hated by the divine, why not hate them right back? Or perhaps you give the class option of what to smite- Either divine spells, arcane spells, psychic spells, or innate SLA users (Kineticists, lots of outsider types, etc.)? You'd pick one and stick with it, not change day-by-day. Or instead of having it be a smite, perhaps more like a sort of favored enemy deal.


Or make it a paladin archetype. Give it the magus spell list, spell progression, and light armor casting but modified paladin features.


Hello Gadico, here are a few thoughts I have about the Arcane Knight:

Detect Magic: I suppose this is ment to be like the paladins Detect Evil ability. There are several reasons why the paladins ability is better and and why this ability should probably be made better, assuming it is an ability that allows the spell detect magic to be used at will. First of all the paladin is letting them use a first level spell at will, which is normally not possible, detect magic is a level 0 spell, so it is by default used at will. Second the paladin can gain information about an item or creature much faster than the spell usually allows, I suppose the same could be done for detect magic. The paladin also can use detect evil in conjunction with their smite evil ability, it's a good combo allowing them to determine if a creature can be effected by smite evil so they don't waste their smite evil. Since you have given this class smite chaos, I'm supprised it doesn't have Detect chaos instead.

This class seems to depend on quite a few different ability scores for it's abilities. There are 2 mental stats: Int and Cha, as well as a physical stat Con. I would consider consolidating these, to make the class less MAD (multi ability dependant).

Spell Countering: Should require the use of a immediate action, also it should probably require a check of some kind, similar to counterspelling with the spell dispell magic: Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. (Dispell Check) You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends (or is countered)

Spell resistance can be a double edged sword, it can stop both harmful and friendly spells. I'd suggest including the note that it can be lowered as a standard action. I'd also allow allies the chance to not take SR from a channel magical energy if they don't want it.

Elemental Resistance: Seems like too high of a bonus to too many energy types. You should specify what the 4 elements are. Instead of having all 4 at a time, how about 1 at a time, but they can change which one is active as a standard action?

As a note, many of the class abilities don't list what action type they require to activate.

Defensive Abilities: This is listed several times I think they are these: Arcane Shield, Elemental Resistance, Spell Resistance, since they are the effects of Channel magic energy, but I'm not 100% sure

Arcane Shield: It seems this can be shared with allies, if so, who pays the spell slot when "anything comes into contact with" the ally? Does the ally, or the arcane knight? Can allies without spells benefit? Also comes into contact with should be more specific IMO. The damage should probably have a type, like force damage (just as an example). The damage seems too low, I'd suggest at least 1d6 per spell level (with a reflex save to halve the damage). You could also go more along the lines of 1d6 per 1/2 caster level.

Arcane Bond: I'm surprised that since this class is mostly Magus / paladin you use this. I'd suggest the paladin divine weapon bond to reinforce the magus / paladin slant.

Sigils: In another thread (called what other hybrid classes would you like to see you'd like to see) I worked on a hybrid class I eventually call the Rune Knight and gave them a similar ability from what i can tell:

Armor Runes: A Rune Knight may inscribe magical runes on a suit of armor or a shield as a full round action, they may do this a number of times per day equal to 1/2 Rune Knight level + int mod. The runes duration is listed in their description. Erase affects runes as magical writing. A Rune Kight learns 2 runes at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. I'm still working on a list of runes, what triggers them and what they do. Here is one example:

Rune of Elemental Protection: When you take Acid, Cold, Electricity, fire or sonic damage you may expend this rune as a free action and gain energy resistance 10 against this damage for a duration of 1 round per caster level. At caster level 7 this energy resistance increases to 20 and at caster level 11 it reaches it's maximum resistance at 30 (I'm guessing this would be a Advanced Armor Rune).

Sigils also sounds a lot like the spell Contingency.

Maybe my reading of the ability sigil is wrong though. You mention a spell with a duration, I guess you mean a duration other than instantaneous? I'd also say these spells go away after 24 hours, so the class doesn't put the spells on during downtime and have 3 free spells the next day, something I need to add to armor runes actually.

You should add weapon proficiency simple too IMO.

Paizo's stance on Paladins is weird from their spell casting entry they don't get their powers from a deity, but rather from the power of lawful goodness. On page 220 of the Core Rulebook: "Clerics druids, experienced paladins can cast divine spells. Unlike arcane spells, divine spells draw their power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells, and the divine forces of law and good power paladin spells."

Then paizo makes variant oaths to specific deities as if they where given by them, I guess the variant oaths are outside the norm (shrug).


1) Couldn't get the google doc to work. Please post a hyperlink. The "How to format your text" below the box where you write your post can show you how to do so

2) Check out the Child of War fighter archetype. Also why make a new class for this concept? What do you want from it that is impossible to do with current gish builds?

3) A few 3.5 prestige classes you might want to look at to borrow ideas. Spellsword, Abjurant Champion, Suel Arcanamach, and Holy Scourge


there is a focus on alignment presumibly because it's a "knight", and you don't get knighted for plundering murdering raping and being caotic


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
gunny the toad wrote:
you don't get knighted for plundering murdering raping and being [chaotic]

Well, only if it's against approved enemies... (historically speaking)


Off the bat: I think this would be better served as either a full BAB 4th level casting class or a full BAB weak 6th level casting class (like an alchemist or occultist) to better differentiate from the Magus.

If this class is an arcane spell caster why does it receive Detect Magic as a class ability at level 1? That seems unnecessary, everything considered.

I think Channel Magic Energy should be renamed to avoid confusion with the Channel Energy class feature. You could call it something like Arcane Redirect.

Arcane Shield seems like it would be weak as a class ability, as it is essentially a spell that is being used as a class feature (compounded by having to use a spell slot).

I have no idea what Spell Conversion does, but based on context it is probably something defensive?

Remove Spellstrike for something different. This class should also have medium armor from level 1

I'm not sure I understand Sigils or their purpose. It seems at first glance that their just scrolls that you scribe on your armor, which is kind of boring as a class feature.

I don't think Elemental Resistance is a very good ability. It's kind of bland and is kind of weird on a class that otherwise has no other elemental themes.

Spell Resistance is more of a hindrance than a help on an arcane caster.

Eldritch Knight is not a good capstone, it could also stand a rename.

Spellcasting should either be CHA or their class abilities should be based off INT. Right now you have INT/CHA as both important for your class which makes it MAD.

Please don't give it 2+ skills per level. Nobody deserves 2+. At least 4+ skills should be done.

Shield proficiency is weird for this class because they won't be able to use shields while casting unless they go for a feat investment.

Overall, your class is very front-loaded (receiving most of their defined abilities prior to level 5) and lacks a strong identity (as most of its class features are slight alterations of features that already exist elsewhere). I'd suggest a focus on fleshing out new abilities and compounding your existing ones that are otherwise redundant (arcane shield/elemental resistance). I'm also not sure I agree with giving Smite Chaos or Arcane Bond just because they don't seem to be adding much of anything to the class (agreeing with Ciaran, alignment restrictions don't make sense here).

Also, your google spreadsheet link isn't working.

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