- Baseado na aparencia do personagem do filme.
- Armadura será azul e branca
- Meio cavaleiro, meio mago.
Mageknight
Class Features:
[edit] Weapon and Armor Proficiency
Mageknights are Proficient in all Simple Weapons, all One-handed Martial Weapons, and all Bows. Additionally, Mageknights are proficient with all Shields (except Tower Shields) but no armor.[edit] Spells
Mageknights cast arcane spells, the same type of spells available to wizards and sorcerers. A Mageknight must prepare their spells as a wizard does using a spell book, requiring a good nights sleep and one hour of study. A Mageknight may know any number of spells but cannot cast spells above 5th level, they can otherwise cast any spell available to a wizard, and can also cast the following Cleric spells as arcane spells: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Remove Disease, Neutralize Poison, Raise Dead. Additionally, unlike other arcane casters, Mageknights incur no arcane spell failure when using shields (except Tower shields.) In order to cast a spell, the Mageknight must possess an Intelligence score of at least 10 + the spell's level. The save DC for Mageknight spells is 10 + spell level + Int modifier.Minor/Moderate/Major Arcane Mastery (Su): Starting at 10th level (for Minor, which applies to cantrips and 1st level spells) 15th level (for Moderate, which applies to 2nd and 3rd level spells) and 20th level (for Major, which applies to 4th and 5th level spells) a Mageknight gains the ability to cast their spells to greater effect. A Mageknight can either increase the DC of saves against spells they cast by 2, or increase the dice of damage dealing spells by one level (to a maximum of d10s) for example, a Burning Hands spell cast by a 10th level Mageknight enhanced by this option would deal 5d6 damage instead of 5d4 damage. This Class feature is gained once more at 20th level (for Minor) 25th level (for Moderate) and 30th Level (for Major)
Bonus Feat: At 3rd Level, a Mageknight gains a Fighter Bonus Feat. At 5th Level, they gain a Metamagic Feat.
Summon Familiar: The Mageknight gains a familiar with this ability. Doing so takes 24 hours and uses up materials worth 100 gp.
Size Up (Ex): Starting at 1st level, at any time during combat, a Mageknight can spend a full-round action observing all opposition within 120 feet (assumes line of sight) Beginning during the next round, this Mageknight gains a bonus to their attack rolls equal to their Intelligence Modifier (if positive) to their attack rolls against all enemies observed. This ability reflects the Mageknight's ability to observe enemy movements and exploit weakness in their physical form. Because this ability exploits an enemies structure (and not biology) this ability even works against undead and constructs. This ability does not work against oozes and creatures similar in structure and form to oozes such as Gibbering Mouthers (since they have uniform, Mutable structures) invisible creatures (unless they can be seen) or creatures with no permanent physical form, such as Chaos Beasts (although this ability work fine on other shapeshifters.) If an observed shapeshifter assumes a new form, this ability must be repeated to regain the benefit. (If a shapeshifter resumes a former observed form, the bonus is regained, if it does so within 10 rounds)
Canny Defense (Ex): Beginning at 1st level, a Mageknight gains a Dodge Bonus equal to their Intelligence modifier (if positive) to their armor class. Anytime a Mageknight would lose their Dodge bonuses, they lose this bonus. Armor interferes with this ability, although a shield may still be used without losing it's benefits.
Uncanny Dodge (Ex): Starting at 5th level, a Mageknight retains their Dexterity and Dodge bonuses to Armor Class Even when caught flat-footed. This does not apply if a Mageknight is immobilized (such as by a Hold Person spell or a Tanglefoot Bag.)
Evasion (Ex): Starting at 10th Level, a Mageknight avoids all damage on a successful reflex save against attacks that allow a reflex save.
Practical Knowledge (Ex): Starting at 15th Level, a Mageknight gains a +1 Bonus to all Skill Ckecks. Mageknights are still considered untrained in all abilities in which they possess no ranks.
http://www.dandwiki.com/wiki/Mageknight_%283.5e_Class%29
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