Mage Knight, the Spell Sword
Mage Knights are also called Arcane Fighters, Spell Swords and Eldritch Knights.
A mage knight is a wizard who has dedicated a substantial amount of time to martial
training. As a result, he cannot gain access to the highest-level arcane spells.
The fighting ability of the mage knight is flawless. In addition, he can really turn the tide of battles by casting powerful spells which are drawn directly from the spell list of the Wizard.
Hit Dice, Proficiencies, Alignment
D8 Hit Die. Proficient with light armour and light shields. Starts with simple-weapons proficiency plus three selectable weapon-group proficiencies. Mage Knights can have any alignment.
Spells: The Mage Knight draws his spells from the spell list of the Wizard and he can use his spells to counterspell. The leading ability for Mage Knight spells is Intelligence. A Mage Knight can activate Arcane Spell Scrolls of any spell in the lists of the Rogue and Wizard. A Mage Knight can cast arcane spells without spell failure chance while wearing light armour or holding a light shield. He can cast somatic spells while holding a weapon and a light shield, but not a heavy shield or tower shield. Mage Knights can also cast somatic spells while wielding a two-handed weapon or several weapons at the same time, because switching a weapon from one hand to the other is a free action. Spell picks at level 1: 3 + Intelligence modifier. Spell picks at all other levels: 2. A character cannot have more than one summoned creature at a time.
Mage Knight Feats
Improved Elemental Weapon: When fighting with a Flaming, Frost, Shocking or Acidic weapon
(or a Burst version of these enchantments), the elemental damage increases by 1d6. Requires: Mage Knight level 5.
Note that weapons cannot be enchanted with more than one energy type. For example, there are flaming longswords
and frost longswords, but not flaming frost longswords.
Greater Elemental Weapon: When fighting with a Flaming, Frost, Shocking or Acidic weapon (or a Burst version of these enchantments), the elemental damage increases by another 1d6. Requires: Mage Knight level 11, Improved Elemental Weapon.
Unlimited Spells: Your spells Burning Hands, Shocking Grasp, Scorch, Ice Blast, Fireball, Electric Sphere, Lightning Bolt, Vampiric Ray, Flame Arrow, Cone of Cold, Greater Shocking Grasp and Freezing Sphere deal two additional points of damage and their limit on the number of damage dice is removed.
Improved Enhance Ability: The enhancement bonus from your spells Enhance Ability and Mass Enhance Ability increases by +2. Requires: Mage Knight level 1.
Fast Enhance Ability: You can cast Enhance Ability and Mass Enhance Ability as move-action spells, rather than standard-action spells. Requires: Mage Knight level 1.
Armoured Casting: You avoid the spell failure chance when casting spells with a somatic component while wearing Medium Armour or Heavy Armour, if you have the appropriate Armour Proficiency.
Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or Alteration. You gain a +1 bonus to the difficulty class of all spells in the chosen magic school.
Greater Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or Alteration. You gain another +1 bonus to the difficulty class of all spells in the chosen magic school. Requires: Spell Focus in the chosen school.
Perfect Combat Casting: You do not trigger Attacks of Opportunity from nearby enemies when casting spells. In addition, you gain another +4 bonus on all concentration checks. Concentration checks (1d20 + Caster level + Constitution modifier) are needed whenever the character is casting a spell in difficult conditions. Requires: Superior Concentration.
March 2011-2019. Last Update 1 February 2019. All rights reserved.