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Sollir's Final Fantasy: Tactics (Advance) Prestige Class Thread (6 PrCs and counting!
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1354076" data-attributes="member: 748"><p><em><strong>Second Half of Expected PrCs</strong></em></p><p></p><p><strong><u>The Mage Knight</u></strong></p><p><strong><em>Also known as the Biskmatar</em></strong></p><p><strong></strong></p><p><strong>HD-</strong>d8</p><p></p><p><strong>Requisites:</strong></p><p><em>Alignment:</em> Any Evil</p><p><em>BAB:</em> 5+</p><p><em>Skills:</em> Knowledge (Arcana) 4 ranks, Knowledge (History) 4 ranks, Spellcraft 4 ranks</p><p><em>Feats:</em> Exotic Weapon Proficiency (Knight Sword), Expertise, Power Attack, Weapon Focus (Knight Sword).</p><p><em>Special:</em> Ability to cast 1st level arcane spells.</p><p></p><p><strong>Class Skills:</strong></p><p>The Mage Knight’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).</p><p><em>Skill Points Per Level:</em> 4+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +2 +2 +2 Aura of Hate, Dark Magic</p><p>2 +1 +3 +3 +3 Corruption of Spirit, Rip Circle</p><p>3 +2 +3 +3 +3 +1 caster level</p><p>4 +3 +4 +4 +4 Emotionless, Fury Circle </p><p>5 +3 +4 +4 +4 Emptied Soul</p><p>6 +4 +5 +5 +5 Heart Render +1 caster level</p><p>7 +5 +5 +5 +5 </p><p>8 +6 +6 +6 +6 Life Render</p><p>9 +6 +6 +6 +6 +1 caster level</p><p>10 +7 +7 +7 +7 Omega[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Biskmatar gains no new weapon or armor proficiency.</p><p><strong>Aura of Hate (Su):</strong> All non-evil NPC reactions are automatically shifted 1 category lower towards the Biskmatar and may never reach ‘Helpful’ to him. This ability cannot be suppressed.</p><p><strong>Dark Magic (Su):</strong> At 1st level, the Mage Knight gains access to a single Dark Magic ability chosen from the list below. All of these take a standard action to use, and the save DC, where applicable, is 10 + Mage Knight level + Mage Knight’s Intelligence Modifier. Level dependant effects refer to the character’s Mage Knight level. Using a Dark Magic ability inflicts an one point of temporary ability damage to the Mage Knight’s wisdom. Unlike normal ability damage, wisdom damage suffered from using a Dark Magic ability may only be healed naturally. </p><p>Dark Magic abilities never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. </p><p></p><p>-<em>Abyss</em>-Does 1d4 per level (Reflex negates) of acid damage to all targets within a 10’ radius burst. Targets who take damage must make a Fortitude save immediately and then 1 minute later or take 1d4 points of temporary constitution damage for each failed save. Creatures immune to poison are immune to this ability.</p><p>-<em>Death Cold</em>-Does 1d6 per level (Fortitude half) of cold damage. Furthermore, if the target takes any damage, he is slowed (as per the 3rd level wizard spell, Slow) for 1 round per level.</p><p>-<em>Despair</em>-Does 1d4 per level (Will half) of sonic damage. Furthermore, if the target takes any damage, he undergoes an effect similar to a targeted dispel (as per the 3rd level wizard spell, Dispel Magic, except with no cap on the amount that can be added to the die roll) with a caster level equal to the Knight’s class level + all other caster levels he possesses.</p><p>-<em>Hell</em>-Does 1d8 per level (Fortitude half) of fire damage. Furthermore, if the target takes any damage, he must make a Will save or be paralyzed for 1d4 rounds.</p><p>-<em>Loss</em>-Does 1d10 per level (Fortitude half) of electricity damage. Furthermore, if the target takes any damage, he must make a Will save or be confused for 1d4+1 rounds.</p><p>-<em>Nightmare Syndrome</em>-Target must make a Will save or fall asleep for 1d4 minutes (The sleeping effect has the same conditions as the 1st level wizard spell Sleep). If the target has not woken up by the end of the duration, he must make another Fortitude save. If he is successful, he wakes up without any additional harm, if he is unsuccessful, he dies.</p><p></p><p><strong>Corruption of Spirit (Ex):</strong> At 2nd level and every even level after that, the Mage Knight permanently and irrevocably loses 1 point of charisma.</p><p><strong>Rip Circle (Ex):</strong> Once per day for every 2 class levels, the Mage Knight may make a Rip Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except he gains an additional +5 bonus to his damage rolls versus all targets struck by this attack.</p><p><strong>Emotionless (Ex):</strong> At 4th level the Mage Knight becomes immune to both non-magical and magical fear and all compulsions.</p><p><strong>Fury Circle (Ex):</strong> Once per day for every 3 class levels, the Mage Knight may make a Fury Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except in addition to taking damage, all targets struck by his attack are pushed back 1 ft. per point of damage taken away from the Mage Knight.</p><p><strong>Emptied Soul (Ex):</strong> At 5th level the Mage Knight becomes immune to energy draining attacks, spells with the [Death] descriptor, and charisma drain/damage.</p><p><strong>Heart Render (Su):</strong> Once per day for every 2 class levels, the Mage Knight may make a Heart Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally, but in addition the Mage Knight’s foe must make a Will save or lose all prepared and/or unused spell slots of the highest spell level he has available (targets unable to cast spells or have unused spells remaining are immune to this effect). For every spell lost this way, the Mage Knight regains 5 hit points, up to his total maximum.</p><p><strong>Life Render (Su):</strong> Once per day for every 3 class levels, the Mage Knight may make a Life Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally and gains a number of temporary hit points equal to the amount of damage dealt.</p><p><strong>Omega (Su):</strong> Once per day, the Mage Knight may use this ability against one opponent within 100’. This attack deals 1d12 points of unholy damage for every character level the Mage Knight possesses (Reflex save against DC 10 + Mage Knight level + Mage Knight’s intelligence modifier for half).</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1354076, member: 748"] [i][b]Second Half of Expected PrCs[/b][/i] [b][u]The Mage Knight[/u] [i]Also known as the Biskmatar[/i] HD-[/b]d8 [b]Requisites:[/b] [i]Alignment:[/i] Any Evil [i]BAB:[/i] 5+ [i]Skills:[/i] Knowledge (Arcana) 4 ranks, Knowledge (History) 4 ranks, Spellcraft 4 ranks [i]Feats:[/i] Exotic Weapon Proficiency (Knight Sword), Expertise, Power Attack, Weapon Focus (Knight Sword). [i]Special:[/i] Ability to cast 1st level arcane spells. [b]Class Skills:[/b] The Mage Knight’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). [i]Skill Points Per Level:[/i] 4+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +2 +2 +2 Aura of Hate, Dark Magic 2 +1 +3 +3 +3 Corruption of Spirit, Rip Circle 3 +2 +3 +3 +3 +1 caster level 4 +3 +4 +4 +4 Emotionless, Fury Circle 5 +3 +4 +4 +4 Emptied Soul 6 +4 +5 +5 +5 Heart Render +1 caster level 7 +5 +5 +5 +5 8 +6 +6 +6 +6 Life Render 9 +6 +6 +6 +6 +1 caster level 10 +7 +7 +7 +7 Omega[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Biskmatar gains no new weapon or armor proficiency. [b]Aura of Hate (Su):[/b] All non-evil NPC reactions are automatically shifted 1 category lower towards the Biskmatar and may never reach ‘Helpful’ to him. This ability cannot be suppressed. [b]Dark Magic (Su):[/b] At 1st level, the Mage Knight gains access to a single Dark Magic ability chosen from the list below. All of these take a standard action to use, and the save DC, where applicable, is 10 + Mage Knight level + Mage Knight’s Intelligence Modifier. Level dependant effects refer to the character’s Mage Knight level. Using a Dark Magic ability inflicts an one point of temporary ability damage to the Mage Knight’s wisdom. Unlike normal ability damage, wisdom damage suffered from using a Dark Magic ability may only be healed naturally. Dark Magic abilities never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. -[i]Abyss[/i]-Does 1d4 per level (Reflex negates) of acid damage to all targets within a 10’ radius burst. Targets who take damage must make a Fortitude save immediately and then 1 minute later or take 1d4 points of temporary constitution damage for each failed save. Creatures immune to poison are immune to this ability. -[i]Death Cold[/i]-Does 1d6 per level (Fortitude half) of cold damage. Furthermore, if the target takes any damage, he is slowed (as per the 3rd level wizard spell, Slow) for 1 round per level. -[i]Despair[/i]-Does 1d4 per level (Will half) of sonic damage. Furthermore, if the target takes any damage, he undergoes an effect similar to a targeted dispel (as per the 3rd level wizard spell, Dispel Magic, except with no cap on the amount that can be added to the die roll) with a caster level equal to the Knight’s class level + all other caster levels he possesses. -[i]Hell[/i]-Does 1d8 per level (Fortitude half) of fire damage. Furthermore, if the target takes any damage, he must make a Will save or be paralyzed for 1d4 rounds. -[i]Loss[/i]-Does 1d10 per level (Fortitude half) of electricity damage. Furthermore, if the target takes any damage, he must make a Will save or be confused for 1d4+1 rounds. -[i]Nightmare Syndrome[/i]-Target must make a Will save or fall asleep for 1d4 minutes (The sleeping effect has the same conditions as the 1st level wizard spell Sleep). If the target has not woken up by the end of the duration, he must make another Fortitude save. If he is successful, he wakes up without any additional harm, if he is unsuccessful, he dies. [b]Corruption of Spirit (Ex):[/b] At 2nd level and every even level after that, the Mage Knight permanently and irrevocably loses 1 point of charisma. [b]Rip Circle (Ex):[/b] Once per day for every 2 class levels, the Mage Knight may make a Rip Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except he gains an additional +5 bonus to his damage rolls versus all targets struck by this attack. [b]Emotionless (Ex):[/b] At 4th level the Mage Knight becomes immune to both non-magical and magical fear and all compulsions. [b]Fury Circle (Ex):[/b] Once per day for every 3 class levels, the Mage Knight may make a Fury Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except in addition to taking damage, all targets struck by his attack are pushed back 1 ft. per point of damage taken away from the Mage Knight. [b]Emptied Soul (Ex):[/b] At 5th level the Mage Knight becomes immune to energy draining attacks, spells with the [Death] descriptor, and charisma drain/damage. [b]Heart Render (Su):[/b] Once per day for every 2 class levels, the Mage Knight may make a Heart Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally, but in addition the Mage Knight’s foe must make a Will save or lose all prepared and/or unused spell slots of the highest spell level he has available (targets unable to cast spells or have unused spells remaining are immune to this effect). For every spell lost this way, the Mage Knight regains 5 hit points, up to his total maximum. [b]Life Render (Su):[/b] Once per day for every 3 class levels, the Mage Knight may make a Life Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally and gains a number of temporary hit points equal to the amount of damage dealt. [b]Omega (Su):[/b] Once per day, the Mage Knight may use this ability against one opponent within 100’. This attack deals 1d12 points of unholy damage for every character level the Mage Knight possesses (Reflex save against DC 10 + Mage Knight level + Mage Knight’s intelligence modifier for half). [/QUOTE]
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