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Arcane Knight














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Arcane Knight
















Arcane Knight                                                                                     Spells Per Day

Level   Base Attack            Fort     Ref    Will        Class Abilities                  0  1  2  3  4  5 

  1.          +1                      +2       +0      +0             Specialized focus            2  0     

  2.          +2                      +3       +0      +0                                                2  1

  3.          +3                      +3       +1      +1                                                3  2    

  4.          +4                      +4       +1      +1             Summon Familiar          3  2  0  

  5.          +5                      +4       +1      +1             Bonus Feat                   3  3  1     

  6.          +6/+1                 +5       +2      +2                                                3  3  2   

  7.          +7/+2                 +5       +2      +2                                                3  3  2    

  8.          +8/+3                 +6       +2      +2                                                3  3  3  0    

  9.          +9/+4                 +6       +3      +3                                                3  3  3  1   

  10.        +10/+5                +7       +3      +3             Bonus Feat                   3  3  3  2     

  11.        +11/+6/+1           +7       +3      +3                                                3  3  3  2  

  12.        +12/+7/+2           +8       +4      +4                                                3  3  3  3  0   

  13.        +13/+8/+3           +8       +4      +4                                                3  3  3  3  1          

  14.        +14/+9/+4           +9       +4      +4                                                3  3  3  3  2  

  15.        +15/+10/+5         +9       +5      +5             Bonus Feat                    3  3  3  3  2    

  16.        +16/+11/+6/+1    +10      +5      +5                                                3  3  3  3  3  0   

  17.        +17/+12/+7/+2    +10      +5      +5                                                3  3  3  3  3  1  

  18.        +18/+13/+8/+3    +11      +6      +6                                                3  3  3  3  3  2 

  19.        +19/+14/+9/+4    +11      +6      +6                                                3  3  3  3  3  2      

  20.        +20/+15/+10/+5  +12      +6      +6             Bonus Feat                    3  3  3  3  3  3     

 
















 Arcane Knights are the exemplars of a particular school of magic, devoting their considerable intellectual and martial skills to protecting their chosen school with all their power. They tend to follow many of the stereotypes of specialist mages in their attitudes and habits but generally have more aggressive personalities. They enthusiastically defend the reputation of their orders and their chosen school of magic many times hiring themselves out as bodyguards to specialist mages of their own specialized focus.

 

Abilities:  Strength, Dexterity, and Constitution are as important to arcane knights as to any other warrior and Intelligence governs the arcane knight’s spellcasting and skills. The path of the arcane knight is both physically and mentally demanding

Alignment: Any.

Hit Die: d8.

Class Skills
The arcane knight's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Jump (Str), Knowledge (all skills taken separately) (Int), Listen (
Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Swim (Str)

Bonus skill based on chosen school:

Abjuration: Diplomacy (Cha)

Conjuration: Bluff (Cha)
Divination:
Sense Motive (
Wis)

Enchantment: Perform (Cha)

Evocation: Intimidate (Cha)

Illusion: Disguise (Cha)

Necromancy: Heal (Wis)

Transmutation: Survival (Wis)


Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: An arcane knight is proficient with all simple and martial weapons. The arcane knight is proficient with all armors but not with shields. An arcane knight can cast any of their arcane knight spells while wearing light armor without risk of arcane spell failure.

 

Summon Familiar: At 4th level an arcane knight may summon a familiar just like a wizard or sorcerer

 

Bonus Feats: An arcane knight may choose bonus feats from the fighter list of bonus feats provided the arcane knight qualifies for the feat. An arcane knight gets a new bonus feat at 5th, 10th, 15th, and 20th levels.


Spells: An arcane knight cast arcane spells, which are drawn primarily from the sorcerer /wizard list. He cast any spells in his spell book  by preparing it ahead of time, the way a wizard must.
 To learn to cast a spell, an arcane knight must have a Intelligence score equal to at least 10+ the spell’s level. The Difficulty Class for a saving throw against an arcane knight’s spell is 10 + the spell’s level + the arcane knight’s Charisma modifier. The arcane knight follows all of the spell casting rules of a wizard except that the arcane knight may only learn spells of up to 5th level.


Specialized Focus: All arcane knights focus on one of the 8 schools of magic gaining a special affinity for their chosen school. At first level the arcane knight chooses a school of magic to be his focus school. The arcane knight gains a +2 bonus on all saves against that school of magic and the spell focus feat for the chosen school.

 The arcane Knight then chooses any three schools of magic to become prohibited schools (with the exception of the divination school). This functions just like the prohibited schools chosen by a specialist wizard with the standard penalties normally applied to such school.

At first level the arcane knight chooses a school of magic to be his focus school. The arcane knight gains a +2 bonus on all saves against that school of magic and the spell focus feat for the chosen school.

 The arcane Knight then chooses any three schools of magic to become prohibited schools (with the exception of the divination school). This functions just like the prohibited schools chosen by a specialist wizard with the standard penalties normally applied to such schools.

HATE keeps me young.