Mage Knight

The heralds and officers of the mysterious Archmagi, Mage Knights were once the policing force for all magic in Acadecia. After rampant magic-related crime and a handful of extremely severe incidents of casters mishandling powerful spells, the Archmagi formed the Mage Knights to investigate crimes related to, and to capture and incarcerate, spellcasters abusing their powers. While the Mage Knights had disappeared with their Archmage overseers millenia ago, with the reappearance of the Archmagi, new Mage Knights are being recruited.

Role: While Mage Knights do not have the martial versatility of fighters, nor the arcane potency of full-fledged casters, their unique method of combining the two styles—and their enhanced ability to dispel enemy magic—make them uniquely suited both to support allies and to defend them.

Hit Die: d6.

Lvl BAB Fort Ref Will Def Bonus Special Arcane Spells Per Day
1 +0 +0 +0 +1 +1 Dispel Magic, Nullifying Bastion 1/Day
2 +1 +0 +0 +2 +1 Armored Casting (10%) +1 Level of Existing Spellcasting Class
3 +2 +1 +1 +2 +1 Arcane Defense +1 Level of Existing Spellcasting Class
4 +3 +1 +1 +3 +2 Armored Casting (15%) +1 Level of Existing Spellcasting Class
5 +3 +1 +1 +3 +2 Nullifying Bastion 2/Day
6 +4 +2 +2 +4 +2 Armored Casting (20%), Spellstrike +1 Level of Existing Spellcasting Class
7 +5 +2 +2 +4 +3 Saving Bastion +1 Level of Existing Spellcasting Class
8 +6 +2 +2 +5 +3 Armored Casting (25%), Shielded Caster +1 Level of Existing Spellcasting Class
9 +6 +3 +3 +5 +3 Dispel Mastery +1 Level of Existing Spellcasting Class
10 +7 +3 +3 +6 +4 Arcane Reversal, Nullifying Bastion 3/Day

Base Attack Bonus: +3.
Feats: Combat Expertise, Spell Penetration.
Skills: Knowledge (arcana) 2 ranks, Spellcraft 6 ranks.
Spells: Ability to cast 3rd level arcane spells, one of which must be dispel magic.
Weapon Proficiency: Proficient with all simple and martial weapons.

Class Skills

The following are class skills for the Mage Knight: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks Per Level: 2 + Int Mod.

Class Features

Weapon and Armor Proficiency: Mage Knights gain no new weapon proficiencies. They are proficient with light armor, medium armor, and shields (but not tower shields).

Spells Per Day: At the levels indicated on the table above, the Mage Knight gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding this prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Mage Knight, he must decide to which class he adds the new level for purposes of determining spells per day.

Arcane Pool: A Mage Knight’s levels stack with any class levels that grant an arcane pool to determine the character’s total pool points per day. If he does not already have an arcane pool from another class, this has no effect. This does not affect any other level-dependent class abilities associated with having an Arcane Pool, only the total pool points.

Dispel Magic (Sp): Mage Knights are trained to combat enemy spellcasters. A Mage Knight gains dispel magic as a spell-like ability a number of times per day equal to his Mage Knight level. He gains a +2 bonus on his dispel check when using the counterspell version of this spell-like ability. His caster level for this ability is equal to his Mage Knight level, plus levels in his highest-level arcane spellcasting class.

Nullifying Bastion (Su): A Mage Knight can bolster the defenses of his nearby allies. As a swift action, he can become a Nullifying Bastion. Until the end of combat, the Mage Knight and all allies within 15 feet gain a +2 Dodge Bonus to AC, a +2 Dodge Bonus to CMD, and a +2 to all saving throws. These bonuses only apply to spells and spell-like abilities, and attacks from creatures summoned by spells or spell-like abilities. The Mage Knight does not need to concentrate to maintain his Nullifying Bastion, but if he falls unconscious or dies, the effect immediately ends.

The Mage Knight can use Nullifying Bastion once per day. He gains an additional use per day at 5th and 10th level.

Armored Caster (Ex): As defenders against the enemies of the Archmagi, Mage Knights train extensively in armored spellcasting to protect against both sword and spell. Starting at 2nd level, a Mage Knight ignores 5% arcane spell failure from armor or shields. This amount increases by 5% every even level, to a maximum of 25% at 8th level.

Arcane Defense (Su): Mage Knights are trained to deal with spellcasters, and so it’s more difficult to affect them with magic. Starting at 3rd level, the Mage Knight can imbue himself with protection against magic as a swift action. He may grant himself Spell Resistance equal to 11 + his caster level. This Spell Resistance remains active for up to one round per Mage Knight level. These rounds need not be consecutive. Ending the Spell Resistance is a free action.

At 10th level, his Spell Resistance is constant, and he may raise or lower it as a free action.

Spellstrike (Sp): At 6th level, the Mage Knight can sacrifice spells for martial prowess. As a swift action, he may sacrifice a prepared spell (or spell slot, if a spontaneous caster) to gain a bonus on his attack and damage rolls with a melee weapon equal to twice the spell slot given up. He cannot sacrifice spell slots higher than 3rd level in this way. Any weapon benefiting from his Spellstrike ability is considered magical for the purposes of overcoming damage reduction.

Additionally, he may deliver any spell with a range of “touch” with a melee weapon attack instead of a touch attack.

Saving Bastion (Sp): At 7th level, when an ally benefiting from his Nullifying Bastion power is subject to a spell that allows a saving throw for a diminished effect (such as half damage from a fireball or only being shaken for one round from cause fear), the Mage Knight may expend one use of his dispel magic spell-like ability as an immediate action. If the ally makes his saving throw, instead of suffering from a diminished effect, he instead suffers no ill effects from the spell.

Shielded Caster (Ex): At 8th level, the Mage Knight no longer suffers arcane spell failure chance from using a light or heavy shield. Tower shields still cause arcane spell failure (though it may be reduced through his Armored Casting ability as normal).

Dispel Mastery (Su): At 9th level, the Mage Knight masters the skill of countering enemy magic. His dispel magic spell-like ability now functions as greater dispel magic. His +2 class bonus to the dispel check stacks with the +4 bonus from the spell. Also, so long as he can successfully identify a spell being cast within range, the Mage Knight may use his dispel magic spell-like ability as an immediate action to counter it. He may only counter one spell per round in this way.

Arcane Reversal (Sp): At 10th level, whenever a spellcaster fails to overcome the Mage Knight’s spell resistance, the Mage Knight can expend two daily uses of his dispel magic spell-like ability to reflect the spell back at the caster. If it is not a spell that could normally affect the original caster (such as a lich casting a spell that stuns the target) then the spell has no effect.

Mage Knight

Realms of Acadecia DM_Apoc