Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Chocobo Knight archetype: Sorcerous Cavalier
#1
[font=Times New Roman][Image: JRlKp_Kz_LZBagmMvsp3nnuIum0h9wwXpPP719GI...ibFg-uHw7v][/font]
Sorcerous Cavalier
While most chocobo knights are satisfied with merely having an avian companion, seated upon them with a lance at the ready with which to pierce their foes, not all who ride chocobos are comfortable with only such mundane tools to protect them. Their steeds saddled and arms aimed, these valiant warriors function as a blend of cavalry and artillery, slinging spells and dashing their enemies to the ground.

The sorcerous cavalier is an archetype of the chocobo knight class.

Weapon and Armor Proficiency: Sorcerous cavaliers are proficient with all simple and martial weapons, knight swords, and light and medium armor, but not with heavy armor or any kind of shield.

This modifies the chocobo knight’s weapon and armor proficiencies.

Arcane Pool (Su): At 3rd level, the sorcerous cavalier gains a reservoir of mystical arcane energy that he can draw upon to enhance his weapon. This arcane pool has a number of points equal to half his class level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the sorcerous cavalier rests for a full 8 hours.

At 3rd level, a sorcerous cavalier can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 8th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the sorcerous cavalier uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sorcerous cavalier.

A sorcerous cavalier can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This replaces challenge.

Spells: Beginning at 4th level, a sorcerous cavalier gains the ability to cast red mage spells, which are drawn from the red mage spell list. Like most spellcasters, a sorcerous cavalier can find or purchase scrolls with spells to add to his repertoire. Unlike other spellcasters, a sorcerous cavalier wearing armor with which he is proficient does not affect his spellcasting ability.

To learn or cast a spell, the sorcerous cavalier must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a sorcerous cavalier’s spell is 10 + the spell level + the sorcerous cavalier’s Charisma modifier. In addition, a sorcerous cavalier gains additional MP for having a high attribute (Charisma).

Through 3rd level, a sorcerous cavalier has no caster level. At 4th level and higher, his caster level is equal to his class level – 3.

(insert table of holy/dark knight MP and spell level here)

This replaces knight’s charge, greater charge, erratic charge, and supreme charge.

Mystic Charge (Su): At 5th level, whenever a sorcerous cavalier makes a charge attack while on his mount, he can deliver a spell from the red mage spell list requiring a touch attack (melee or ranged) through the weapon he wields as part of the charge.  If successful, this charge attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This replaces mounted mettle.

Arcane Empathy (Su): At 10th level, whenever using his arcane pool to enhance his weapon, a sorcerous cavalier may spend an additional point to enhance his mount’s natural weapons as well. In addition, when using the mystic charge ability, he may channel a second spell through one of his mount’s natural weapons a number of times per day equal to his Charisma modifier. Casting the second spell consumes MP just as it would for the first spell.

This replaces burst of speed.
Reply
#2
Made primarily for a friend, I figured I should share this here for some feedback (and fun).
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)