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Knight-Mage
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<blockquote data-quote="Arkhandus" data-source="post: 3283082" data-attributes="member: 13966"><p>Hrm. Probably easiest to model with a new class rather than a sorta-functional hodgepodge of multiclassing and variant rules.</p><p></p><p>d10 hit dice</p><p></p><p>4 skill points per level, + Int mod</p><p>Class skills similar to druid, with a few skills removed and a few bardic skills added, like Knowledge (arcana), Listen, Sense Motive, Spot, etc.</p><p></p><p>Alignment limited to non-evil, non-lawful; violating the alignment restriction prevents further advancement in the class forevermore, and probably takes away most of the class features.</p><p></p><p>Medium base attack bonus</p><p></p><p>all-around high saving throws</p><p></p><p>Proficiencies as per a barbarian</p><p></p><p>Limited access to minor/moderate cleric and druid spells of certain sorts, up to perhaps 5th or 6th level spells at best (but only able to use a few spells per day; probably by 20th-level they'd be able to use a maximum of 4/3/3/2/2/1/1 spells per day (of 0th-6th level), before bonus slots are factored in). Few spells on their list of each spell level. Spells would work like a cleric's, but spontaneous, probably a different divine focus from that of druids and clerics, and would have additional costs when cast. DM determines the RP cost of the spell, and the knight-mage has to accept a certain amount of subdual/nonlethal damage (ignoring resistances/reduction/suchlike). Either 2 subdual/nonlethal damage per spell level, or 1d4 per spell level (whatever ya choose). Allies in close contact (or close range, dunno) can accept some of the subdual/nonlethal damage themselves (choosing a certain number of spell levels worth of damage to take in place of the knight-mage; so a 3rd-level spell could have its backlash divided amongst 4 people at most), but at least 1 spell level's worth must be to the knight-mage.</p><p></p><p>Combat Trance at 1st-level, 1/day initially, gains additional uses and improvements at the same rate as a barbarian's rage, works like rage but with the following changes: ability bonuses are +4 Dexterity and Wisdom, gives +2 Insight bonus to melee attack rolls instead of a further bonus to Will saves, and has a duration of 5 rounds + Constitution modifier. When greater rage would be obtained, instead gets Greater Combat Trance, yielding an increase of +2 to the bonuses of Combat Trance. Mighty rage is replaced with Mighty Combat Trance, which makes the Insight bonus apply to melee damage as well as attack rolls, and allows adding the knight-mage's Wisdom modifier (if positive) to their effective Dexterity bonus to AC. Tireless rage becomes Tireless Combat Trance.</p><p></p><p>Bonus feat from the fighter's list (excluding any feats that are fighter-exclusive) at 2nd-level and every seven or eight levels thereafter.</p><p></p><p>Intuit Danger supernatural ability gained at 3rd, 4th, 5th, or 6th level, gives some of the benefits of a Foresight spell for a few rounds each day, probably triggered when needed rather than useable at will. Gains another daily use (or a few more rounds worth of daily duration) every 5 or 6 levels thereafter.</p><p></p><p>Immunity to Charm extraordinary ability gained between 4th and 6th level, makes them immune to effects of the Charm descriptor of course.</p><p></p><p>Immunity to Compulsion extraordinary ability gained somewhere between 7th and 12th level, renders them immune to effects of the Compulsion descriptor of course.</p><p></p><p>May or may not get Mettle, Evasion, or Defensive Roll at 20th-level (so as not to get <em>absolutely nothing</em> for sticking with the class 20 whole levels).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3283082, member: 13966"] Hrm. Probably easiest to model with a new class rather than a sorta-functional hodgepodge of multiclassing and variant rules. d10 hit dice 4 skill points per level, + Int mod Class skills similar to druid, with a few skills removed and a few bardic skills added, like Knowledge (arcana), Listen, Sense Motive, Spot, etc. Alignment limited to non-evil, non-lawful; violating the alignment restriction prevents further advancement in the class forevermore, and probably takes away most of the class features. Medium base attack bonus all-around high saving throws Proficiencies as per a barbarian Limited access to minor/moderate cleric and druid spells of certain sorts, up to perhaps 5th or 6th level spells at best (but only able to use a few spells per day; probably by 20th-level they'd be able to use a maximum of 4/3/3/2/2/1/1 spells per day (of 0th-6th level), before bonus slots are factored in). Few spells on their list of each spell level. Spells would work like a cleric's, but spontaneous, probably a different divine focus from that of druids and clerics, and would have additional costs when cast. DM determines the RP cost of the spell, and the knight-mage has to accept a certain amount of subdual/nonlethal damage (ignoring resistances/reduction/suchlike). Either 2 subdual/nonlethal damage per spell level, or 1d4 per spell level (whatever ya choose). Allies in close contact (or close range, dunno) can accept some of the subdual/nonlethal damage themselves (choosing a certain number of spell levels worth of damage to take in place of the knight-mage; so a 3rd-level spell could have its backlash divided amongst 4 people at most), but at least 1 spell level's worth must be to the knight-mage. Combat Trance at 1st-level, 1/day initially, gains additional uses and improvements at the same rate as a barbarian's rage, works like rage but with the following changes: ability bonuses are +4 Dexterity and Wisdom, gives +2 Insight bonus to melee attack rolls instead of a further bonus to Will saves, and has a duration of 5 rounds + Constitution modifier. When greater rage would be obtained, instead gets Greater Combat Trance, yielding an increase of +2 to the bonuses of Combat Trance. Mighty rage is replaced with Mighty Combat Trance, which makes the Insight bonus apply to melee damage as well as attack rolls, and allows adding the knight-mage's Wisdom modifier (if positive) to their effective Dexterity bonus to AC. Tireless rage becomes Tireless Combat Trance. Bonus feat from the fighter's list (excluding any feats that are fighter-exclusive) at 2nd-level and every seven or eight levels thereafter. Intuit Danger supernatural ability gained at 3rd, 4th, 5th, or 6th level, gives some of the benefits of a Foresight spell for a few rounds each day, probably triggered when needed rather than useable at will. Gains another daily use (or a few more rounds worth of daily duration) every 5 or 6 levels thereafter. Immunity to Charm extraordinary ability gained between 4th and 6th level, makes them immune to effects of the Charm descriptor of course. Immunity to Compulsion extraordinary ability gained somewhere between 7th and 12th level, renders them immune to effects of the Compulsion descriptor of course. May or may not get Mettle, Evasion, or Defensive Roll at 20th-level (so as not to get [I]absolutely nothing[/I] for sticking with the class 20 whole levels). [/QUOTE]
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