ADVANCE MAGIC CLASSES


DARK KNIGHT

Prerequisites: Lvl 10, Dark Mage

CLASS TRAITS

Key Ability: Intelligence, Constitution, Charisma
Armor Proficiencies: Cloth, Leather, Chainmail, Scalemail
Weapon Proficiencies: Sword, Dark Tomes
Additional Bonus to Defenses: +1 Fort +1 Ref.
Hit Points per Level Gained: 6
Additional Trained Skills: Nature. From the skills list below, choose 1 more trained skill. If the character is already trained in Nature then pick 2 skills instead.

Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Class Features:

Level 11

Horse Mount: Dark Knights gain a Horse Mount. The horse mount has a speed of 10 squares and counts as a large creature though its size is only 1 by 2 squares. The horse mount levels up with the Dark Knight and has the same defenses and half the hit points of the Dark Knight. The horse mount has no actions of his own and otherwise follows the rules for mounted combat. If the horse mounts dies in combat, the player works out with the DM how the Dark Knight replaces his horse mount.

Seal Magic: Encounter, Free Action, Trigger: The Dark Knight hits a target with an attack. Effect: The target has his damage done by tome attacks reduced by 6 until then end of his next turn. After which the debuff to his tome attack damage decreases by 1 point per round. Once the targets Tome attack damage is no longer being reduced the Dark Knight regains the use of this power.

Level 15

Life Steal: Encounter, Free Action, Trigger: A Dark Knight kills a target with an attack. Effect: The Dark Knight regains hit points up to half his total hit point value.



MAGE KNIGHT

Prerequisites: Lvl 10, Mage

CLASS TRAITS

Key Ability: Intelligence, Dexterity, Wisdom
Armor Proficiencies: Cloth, Leather, Chainmail, Scalemail
Weapon Proficiencies: Sword, Anima Tomes
Additional Bonus to Defenses: +1 Ref +1 Will.
Hit Points per Level Gained: 5
Additional Trained Skills: Nature. From the skills list below, choose 1 more trained skill. If the character is already trained in Nature then pick 2 skills instead.

Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Class Features:

Level 11

Horse Mount: Mage Knights gain a Horse Mount. The horse mount has a speed of 10 squares and counts as a large creature though its size is only 1 by 2 squares. The horse mount levels up with the Mage Knight and has the same defenses and half the hit points of the Mage Knight. The horse mount has no actions of his own and otherwise follows the rules for mounted combat. If the horse mounts dies in combat, the player works out with the DM how the Mage Knight replaces his horse mount.

Seal Magic: Encounter, Free Action, Trigger: The Dark Knight hits a target with an attack. Effect: The target has his damage done by tome attacks reduced by 6 until then end of his next turn. After which the debuff to his tome attack damage decreases by 1 point per round. Once the targets Tome attack damage is no longer being reduced the Dark Knight regains the use of this power.

Level 15

Life Steal Encounter, Free Action, Trigger: A Dark Knight kills a target with an attack. Effect: The Dark Knight regains hit points up to half his total hit point value.