Note: I only have an idea of what you're talking about here, to the extent that I have read your last post.
SolosAddie said:
Basically, the knight-mage is a direct agent for the wild magic (the good magic in this case)
Right, so probably Chaotic Good. High-ish Wisdom and Charisma, perhaps?
Good combat ability able to enter a combat mind, where they become aware of enemies move just before they make it, so they know either where to block or where to strike for a best chance of a hit.
Hm. I think Combat Focus and its related feats (found in the Players Handbook II, from Wizards of the Coast) sound absolutely
perfect for this.
The character is tired after battles, so the rage ability looks pretty close.
Indeed, that would make a kind of sense. Also, see a couple of points down.
They have a limited spell casting ability, mostly healing.
Some kind of
spontaneous casting access to Druid (or maybe Cleric) spells --- that variant is from Unearthed Arcana, published by Wizards of the Coast, which is a very useful book IMO --- or even a Bard level or two?
They cannot be turned from their chosen path (ie immune/resistant to charms, dominate)
But then again, maybe some levels in
Paladin of Freedom instead? --- again, from UA. Maybe 4 levels, just to get a tiny bit of magic.
They can get the sense of something about to happen, (ambush about to spring, entering the caves would be bad).
How about Uncanny Dodge, Trap Sense, Survival and Listen for starters (i.e., 3 levels of Barbarian). . .? Even the Divine Grace, from Paladin of Freedom, could represent a kind of intuitive knack or awareness. A bit of reinterpretation, I know. Just an idea.
The interesting thing about the magic system in the books, is that all magic spells have a price. A Knight-mage attempting a healing spell would be given a price, for example a price for a healing was to clean out a fouled pond. The price for a spell can be shared among anyone present who agrees to share it, usually all spells take a portion of participants life force (i was thinking non-lethal damage in this case).
Hm. Well, this steps a bit outside the usual D&D approach, of course. How about just adding it in as flavour - so you just have to do such-and-such for a given spell, as decreed by the GM at the time, according, at least in part, to common sense and previous 'pacts'. If you're talking nonlethal damage, maybe d6 per spell (or even caster) level? Or d4?
When you say that spells "take a portion of participants' life force", do you mean that this is a permanent sacrifice? Or just "ow!", "ugh. . ." or suchlike, and done?
Anyway, in inconclusive conclusion, I'd say it might be something like a Barbarian 3 / Paladin of Freedom 4, er. . . and whatever else.
edit --- what about armour and weapons? any details there?