Magitech Knight"I am your end!"
Ouka Nagisa, Magitech Knight
Pilots chosen for their great physical and mental discipline, in order to pilot machines built from ancient (un)holy designs and divine relics combined with cutting edge tech, making them so dangerously unstable that lesser pilots die or worst simply trying to control them.Class Skills
The Magitech Knight's class skills are Appraise, Balance, Concentration, Craft(any), Climb, Diplomacy, Jump, Heal, Spot, Listen, Intimidate, Knowledge(any), Perform, Profession (Any), Ride, Sense Motive, SwimSkill Points at 1st Level:
(4 + int)x4Skill Points at Each Additional Level:
x4+ intHit Dice:
Weapon and Armor Proficiencies:
|1st||+1||+2||+0||+2||Code of Conduct, Magitech Mecha, Detect Opponent, Spirited, Spells, Magitechnique, Smite Foe|
|2nd||+2||+3||+0||+3||Lay on Fists|
|3rd||+3||+3||+1||+3||Divine Health, Gift|
|4th||+4||+4||+1||+4||Cherry Blossom Illusion|
|20th||+20/+15/+10/+5||+12||+6||+12||Divine Patch, Bonus Feat|
Simple and martial weapons, mechas.Code of Conduct:
A Magitech Knight must be either Lawful Good, Lawful Neutral or Lawful Evil, which change some of their abilities. A Lawful neutral knight may choose to be either LG or LE for each of her Magitech abilities, but once each choice is made it cannot be changed and abilities that work against good/evil targets instead only work on neutral opponents.
In addition a Magitech Knight must follow a strict discipline while piloting lest her body, mind and soul start to be consumed. Choose three of the below. Each time the Magitech Knight fails to follow her chosen code of conduct while piloting the Magitech Mecha, the Magitech Mecha’s max and current HP are reduced by 1d12 per Magitech Knight level until she makes up for her mistake threefold (as detailed in the penitences spoiler). Multiple infractions stack. If the Magitech Mecha would have HP below zero due to code violations, the Magitech Knight may not pilot a mecha of any kind until all code violations are resolved. Anyone other than the Magitech Knight who owns it attempting to pilot the Magitech Mecha have their max and current HP reduced by 1d12 for each action taken inside the Magitech Mecha. Should their max HP drop below -9 this way, they've been fully assimilated by the machine and cannot be returned to existence short of a Wish, Miracle and Cloning from a level 17+ Support Staff combined. A Magitech Knight always has a feeling when she would be about to break her Code of Conduct.
Word-A LG Magitech Knight cannot lie. A LE Magitech Knight cannot reveal a lie once told.
Mercy-A LG Magitech Knight cannot deal lethal damage against an helpless target. A LE Magitech Knight cannot deal nonlethal damage to a helpless target.
Support-A LG Magitech Knight must not leave behind any other people in need. A LE Magitech Knight must leave behind any other people in need.
Circle-A LG Magitech Knight cannot benefit nor provide flanking bonus. A LE Magitech Knight can only attack flanked enemies.
Challenge-A LG Magitech Knight cannot attack flat-footed enemies. A LE Magitech Knight can never warn others of danger.
Justice-A LG Magitech Knight must always act against those that would attack others weaker than themselves. A LE Magitech Knight must never act against those that only attack those weaker than themselves (unless it’s the LE Magitech Knight herself).
Alliance-A LG Magitech Knight can never consider an Evil creature her ally. A LE Magitech Knight can never consider a Good creature her ally.
Innocent-The Magitech Knight cannot perform “dirty” actions, be them sex (including exhibitionism/flashing), innuendo, slang words/gestures and the like.
Word-A LG Magitech Knight must detect 3 lies and reveal them to as many people who heard her lie. A LE Magitech Knight must tell 3 lies to as many people who heard her reveal and they must believe all of them.
Mercy-A LG Magitech Knight must heal 3 times the damage they inflicted somebody other than herself. A LE Magitech Knight must deal 3 times as much damage to somebody other than herself.
Support-A LG Magitech Knight must find and rescue 3 times as many people in trouble as they left behind. A LE Magitech Knight must get 3 times as many other people in trouble and abandon them.
Circle-A LG Magitech Knight will count herself as flanked in the next 3 battles. A LE Magitech Knight must provide flanking bonus for enemies for the next 3 battles. Either way must not be training/mock battles and anything else set up will not count, must be a real battle with real stakes at hand.
Challenge-A LG Magitech Knight must not take any actions in the surprise/first round of the next 3 battles. A LE Magitech Knight must somehow 3 times get her group in situations where her enemies get a surprise round and her allies don't. Either way training/mock battles and anything else set up will not count, must be a real battle with real stakes at hand.
Justice-A LG Magitech Knight must provide 3 days of complete service with no payment to creatures weaker than herself. A LE Magitech Knight must spend 3 days actively killing every creature weaker than herself she can detect to the best of her ability (if there isn't any left, she must do her best to find more).
Alliance-A LG Magitech Knight must get 3 creatures that had a disagreement to team up for something. A LE Magitech Knight must get 3 creatures that were allied to break up.
Innocent-The Magitech Knight must spend 3 days without taking a single action for her own pleasure besides the satisfaction of a job well done like cleaning, studying, building and similar.
The Magitech Knight gains a personalized machine that works as either a Real Robot or Super Robot. Use your Magitech Knight level to determine the kind of robot your Magitech mecha can emulate, including Arsenal Options (your Magitech Knight levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes), changeable at each level up, except this unit allows her to channel her Magitech Knight spells through this mecha as long as the Code of Conduct is followed. If the Magitech Mecha is reduced to 0 HP the Magitech Knight will have to undergo some redeeming quest to make it rise again from its wrecks. If the Magitech Mecha is at least 4th level, with 10 minutes of fervent praying the Magitech Knight can make the wrecked machine raise, but it will be three levels lower than she would normally have access to while on her redeeming quest (including arsenal options) due to the extensive damage sustained.
While piloting the Magitech Mecha, the Magitech Pilot may add her Wis mod to Concentration checks.Detect Opponent:
At will, a Magitech Knight can use Detect Evil if LG or Detect Good if LE, as the spell. Spirited:
Each level of Magitech Knight increases the max number of spirit points of the player by 10. In addition they learn one Spirit right away and whenever "Spirit" appears on the table the Magitech Knight learns one new Spirit
. She can choose to count as either a Super Pilot, Real Pilot or Ship Captain for spirit cost purposes, but once made this decision cannot be changed.
Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.Spells:
A Magitech Knight gains the ability to cast divine spells which are drawn from the Paladin list if LG or Blackguard list if LE (either way all of them) plus Cleric and Divine Pilot
(one per Magitech Knight level, up to a level she can cast) spell lists. A Magitech Knight must choose and prepare her spells in advance.
To prepare or cast a spell, a Magitech Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magitech Knight’s spell is 10 + the spell level + the Magitech Knight’s Wisdom modifier.
Like other spellcasters, a Magitech Knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Bard of the same level, and she gains extra spells for a high Wis score too. A Magitech Knight must spend 1 hour each day in quiet prayer and meditation inside her Magitech Mecha to regain her daily allotment of spells. Magitechnique:
A Magitech Knight may pick one of the following Magitechnique lists and must forget spells on her paladin/blackguard spell list to gain Magitechniques of the same level at the rate of 2 paladin spells per Magitechnique spell from that list (for 5th level Magitechniques three 4th level paladin/blackguard spells must be forgotten and for 6th level Magitechniques four 4th level paladin/blackguard magitechniques must be forgotten). Such abilities can only be activated by an actual Magitech Knight, they can't be made in item form (no scrolls, wands, staves, wondrous item, etc of Magitechnique) and no other class or ability may replicate them.
These abilities can be activated by rendering 1 prepared spell of the indicated spell level impossible to cast until the Magitech Knight next rests for eight hours. Magitechniques are activated as if they were spell-like abilities using the Magitech Knight level as caster level (minimum CL1), except they require spell-components as listed in the magitechnique entry. Saving throws are equal to 10+magitechnique level+Wis mod.
A great hero of ancient times having used an item for any amount of time is enough to imbue it with a spark of divinity that is reinforced for countless years of faith and legends. When such an item is used as the core of a Magitech Mecha, their Magitech Kight can run saintly scripts that would be impossible otherwise. A Magitech Knight may only pick one such list and once the choice is done it cannot be changed.AlysDemiRajaRikaRuneWren
Once per day, a Magitech Knight can call out to the powers of her cause to aid her in her struggle against her enemies. As a swift action, the Magitech Knight chooses one target within sight to smite. If this target is Evil and the Magitech Knight is Good, the Magitech Knight adds her Wis bonus (if any) to her attack rolls and adds her Magitech Knight level to all damage rolls made against the target of her smite. If the Magitech Knight is LE, then this works against good opponents instead. If the target of smite Foe is an outsider or dragon with the correct subtype, or an undead creature against a LG Magitech Knight or a deathless creature against a LE Magitech Knight, the bonus to damage on the first successful attack increases to 2 points of damage per level the Magitech Knight possesses. Regardless of the target, Smite Foe attacks automatically bypass any DR the target might possess.
In addition, while smite Foe is in effect, the Magitech Knight gains a deflection bonus equal to her Wis modifier (if any) to her AC against attacks made by the target of the smite. If the Magitech Knight targets a creature that is not of the relevant alignment, the smite is wasted with no effect.
The smite foe effect remains until the target of the smite is dead/destroyed or the next time the Magitech Knight rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Magitech Knight may smite evil one additional time per day, to a maximum of seven times per day at 19th level.Lay On Fists:
Beginning at 2nd level, a LG Magitech Knight can heal the damage of the living and constructs (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Magitech Knight level plus her Wis modifier. With one use of this ability, a Magitech Knight can heal 1d6 hit points of damage for every two Magitech Knight levels she possesses. Using this ability is a standard action, unless the Magitech Knight targets her own mecha, in which case it is a swift action. This can be used on a mecha, in which case the pilot(s) inside are healed for the same amount if living or constructs. Despite the name of this ability, a Magitech Knight can use this ability even with a fistless mecha, a kick or headbutt is fine too. LE Magitech Knights instead can use Lay on Fists to harm other living creatures and constructs at the same rate, or heal themselves.
Alternatively, a LG Magitech Knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Magitech Knight possesses. If used against a mecha piloted by an undead, both the mecha and pilot take damage. Using Lay on Fists in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. LE Magitech Knights instead can use this healing power to deal damage to Deathless creatures using the same rules.Divine Health:
At 3rd level, a Magitech Knight is immune to all diseases, including supernatural and magical diseases, including mummy rot.Gift:
At 3rd level, and every three levels thereafter, a Magitech Knight can select one gift. Each Gift adds an effect to the Magitech Knight’s lay on fists ability. Whenever a LG Magitech Knight uses lay on fists to heal damage to one target (or deal damage to others for LE Magitech Knights), the target also receives the additional effects from all of the Gifts possessed by the Magitech Knight. A LE Magitech Knight using Lay on Fists to heal herself can instead use the LG version of the gift(s). A gift can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the gift actually removes the affliction that causes the condition. If the Magitech Knight is under a condition that prevents her from acting and she knows a gift that could remove it, she can use it (so for example if the Magitech Knight was dazed but she knew the Daze gift, she could use Lay on Fists on herself to remove the dazed condition). LE versions offer a save with DC 10+1/2 HD+Wis mod to resist unless otherwise noticed, separate save per gift, in the case of replicated spells CL=PL and any spell save is replaced by the gift’s save. Fort effects may affect even constructs (Con effects affect Wis instead if they have no Con) but they gain a +5 bonus on such saves.
Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. LE instead force the target to re-roll a sucessful saving throw to disbelieve any ongoing illusion and if they fail the new roll, they’re affected by the illusion again, no save to resist the re-roll itself.
Fatigued: The target is no longer fatigued. LE instead makes the target fatigued (Fort save).
Riled: The Magitech Knight’s lay on fists also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. LE instead replicates Rage as the spell on the target, Will negates.
Shaken: The target is no longer shaken. LE inflicts Shaken for 2 rounds (Will save).
Sickened: The target is no longer sickened. LE inflicts Sickened for 2 rounds (Fort save).
Dazed: The target is no longer dazed. LE instead inflicts Daze for 1 round (Fort save).
Diseased: The Magitech Knight’s Lay on Fists ability also acts as remove disease, using the Magitech Knight’s level as the caster level. LE instead replicates an Infection effect as the spell, Fort negates.
Enfeebled: The Magitech Knight dispels any magical effects that are reducing one of the target’s ability scores (Magitech Knight’s choice). LE instead replicates a Ray of Enfeeblement (Fort negates) and Feeblemind (will negates) effects on the target.
Haunted: The Magitech Knight’s lay on fists also acts as protection from evil. LE instead acts as a protection from good for the LE Magitech Knight herself or Doom for others (Will negates).
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. LE instead makes the target staggered for 2 rounds.
Awe: The Magitech Knight’s lay on fists also acts as sanctuary. LE instead removes any Sanctuary from the target, or gives the Sanctuary to the Magitech Knight herself.
Confused: The target is no longer confused. LE instead makes the target Confused for 3 rounds.
Cursed: The Magitech Knight’s lay on fists ability also acts as remove curse. LE instead replicates Bestow Curse (Fort reduces duration to 1 round)
Exhausted: The target is no longer exhausted. LE instead makes the target Exhausted (Fort negates). The Magitech Knight must have the fatigue gift before selecting this one and must choose to use either when using Lay on Fists, not both at once.
Frightened: The target is no longer frightened. LE instead makes the target Frightened for 1 round (Will negates). The Magitech Knight must have the shaken gift before selecting this Gift and must choose to use either when using Lay on Fists, not both at once.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the Magitech Knight’s level. LE instead disable any fast healing, regeneration and Regen on the target for the same duration (no save).
Nauseated: The target is no longer nauseated. LE instead makes the target Nauseated, Fort negates. The Magitech Knight must have the sickened gift before selecting this gift and must choose to use either when using Lay on Fists, not both at once.
Poisoned: The Magitech Knight’s Lay on Fists ability also acts as neutralize poison. LE instead replicates a Poison spell on the target, Fort negates.
Restorative: The Magitech Knight heals 1d4 points of ability damage from a single ability score of the Magitech Knight’s choosing. LE instead inflicts 1d4 points of ability damage to a single ability score of the Magitech Knight’s choosing (no save). The Magitech Knight must have the enfeebled gift before selecting this gift.
Amputated: The Magitech Knight’s lay on fists also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. LE instead amputates a limb from the target (arms cannot be used, leg reduces base movement speed by half, can also fully disable flight/swimming/burrow by amputating the respective bit), Reflex negates. The Magitech Knight must have the injured gift before she can select this gift.
Blinded: The target is no longer blinded. LE instead makes the target permanently blinded (Reflex reduces to 1 round).
Deafened: The target is no longer deafened. LE instead makes the target permanently deaf (Fort reduces to 1 round).
Ensorcelled: The Magitech Knight’s Lay on Fists also acts as greater dispel magic. LE works the same.
Paralyzed: The target is no longer paralyzed. LE instead makes the target paralyzed for 1d12 hours, fort negates.
Petrified: The Magitech Knight’s Lay on Fists ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. LE instead replicates Flesh to Stone, fort negates.
Stunned: The target is no longer stunned. LE leaves the target stunned for 2 rounds (Fort negates).
These abilities are cumulative. For example, a 12th-level Magitech Knight’s Lay on Fists ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.Cherry Blossom Illusion:
At 4th level as a standard action the Magitech Knight may make a basic attack and cast a Magitech Knight spell, or as a fullround action full attack and cast a Magitech Knight spell. Either way the spell must normally take a standard action or less to cast and the Magitech Knight must pay 10 energy per spell level.Bonus Feat:
Whenever this appears on the table, the Magitech Knight gains a [Pilot] feat for which she meets the prerequisites for.Divine Patch:
At 20th level 1/day as a free action the Magitech Knight can change her Magitech Knight spell options, Magitech Knight bonus feats and spirits.