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 Magiknight

Magiknight

     A Magiknight is the most magical of the knight classes.  They have spent every waking moment since they were 6 years old till the age of 19 training for the posisition.  For years they are drilled both magically and physically.  It is a very taxing posisition that has driven more then one child insane from the effort of it.

        With that said...a trained Magiknight is a frightening thing to face in a fight, they utilise both magic and physical attacks in the most effective way possible.

        The history of these men and women will be different depending on setting, but no matter what the kindgom/country they come from will have a wonderful mix of magic spirituality and physical down-to-earth thinking.

Hit Dice and Ability Scores
The Magiknight uses d8 Hit Dice.

Class  Skills and Skill Points

The Magiknight's class Skills (and the key Ability for each) are:

Concentration (Con), Diplomacy (Cha), Knowledge: Arcane (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Research (Int), Sleight of Hand (Dex), Ride (Dex), Search (Int), Speak Languages (Int), Spot (Wis), Special Ranged Attack, Melee Attack, Melee Defence.

The Magiknight gets 4 + Int modifier Skill Points per level.

Lvl

BAB

Ref

Will

Fort

Special

1

+0

+0

+2

+2

Improved Initiative Feat, Personal Gear +1

2

+1

+0

+3

+3

Dynamic Sorcery +1

3

+2

+1

+3

+3

Speed +1, Massive Damage (Weapon)+1

4

+3

+1

+4

+4

Judge Opponent Feat

5

+3

+1

+4

+4

Dynamic Sorcery +1

6

+4

+2

+5

+5

+3 Character points

7

+5

+2

+5

+5

+1 Aura of Command, +1 Jumping

8

+6/+1

+2

+6

+6

Dynamic Sorcery +1

9

+6/+1

+3

+6

+6

Heightened Awareness +1

10

+7/+2

+3

+7

+7

Aura of Command +1, Blind-Fight Feat

11

+8/+3

+3

+7

+7

Dynamic Sorcery +1

12

+9/+4

+4

+8

+8

Special Attack +1

13

+9/+4

+4

+8

+8

Two-Weapon Fighting Feat

14

+10/+5

+4

+9

+9

Dynamic Sorcery +1

15

+11/+6/+1

+5

+9

+9

Jumping +1, Divine Relationship +1

16

+12/+7/+2

+5

+10

+10

+3 Character Points

17

+12/+7/+2

+5

+10

+10

Dynamic Sorcery +1

18

+13/+8/+3

+6

+11

+11

Massive Damage (Sword) +1

19

+14/+9/+4

+6

+11

+11

Aura of Command +1

20

+15/+10/+5

+6

+12

+12

Dynamic Sorcery +1

Special Note

     At first Level, choose a main attribute as per dynamic sorceror. High physical stats are very useful for the hand to hand combat.

by Bahamut810


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