| The Rune Knights were founded by an Elven Hero during the period known as the Dark Age. Each of his followers swore a sacred oath to protect the wizards of the Conclave of Magi wo were being burned at the stake by a fearful populace. In return the Conclave taught these warriors the secrets of magic. Blending Sword and Sorcery, Schala Najamiil worked with the leader of the knights to develop special techniques which were taught to all of his loyal followers. The Knights serve the wizards and will defend them, and each other with their lives if necessary, following a code of honor more extensive than any known on Kajir. The Magi - "Knight of the Tome" The Magus Knights are a small tight-knit group of war magi who research spells and magic artifacts for both the Rune Knights and the Conclave of Magi. They tend most often to be more scholarly than combative, however any spellcaster who encounters one can attest to their mastery of the mystical art of war. This order is led by the most experianced Magus, the Master Magus, who serves as one of the three Master Knights and is responsible only to the Lord of Runes. Hit Die: d6 Requirements To become a Magus a character must fulfill the following requirements: Alignment: LG, LN, LE, NG, N, or CG Base Attack Bonus: +3 Feats: Combat Casting, martial Weapon Proficiency (any sword), any 2 Metamagic of Item Creation feats Skills: Spellcraft: 9 ranks, Knowledge (any 2): 6 ranks Knowledge (Arcana): 4 ranks Special: Must be able to cast 2nd level Arcane Spells. Must be a member in good standing of the Conclave of Magi. Must be sponsored by an established Magus in good standing of 4th Level or higher. Class Base Saves Spells Per Day Special Level Attack Fort Ref Will 1 +0 +0 +0 +2 +1 Class Level Magic Sense 2 +1 +0 +0 +3 +1 Class Level Spell Secret 3 +1 +1 +1 +3 +1 Class Level Armored Casting 4 +2 +1 +1 +4 +1 Class Level Greater Magic Sense 5 +2 +1 +1 +4 +1 Class Level Spell Secret 6 +3 +2 +2 +5 +1 Class Level Spellcease 7 +3 +2 +2 +5 +1 Class Level Sword Somatics 8 +4 +2 +2 +6 +1 Class Level Burnout 9 +4 +3 +3 +6 +1 Class Level Spell Secret, True Magic Sense 10 +5 +3 +3 +7 + 1 Class Level Mage Mirror Class Skills A Magus's Class Skills (and the key ability for the skill) are: Alchemy (Int), Appraise (Int), Concentration (Con), Diplomacy (Cha), Knowledge (any) (Int), Spellcraft (Int) Skill Points at each level: 4 + Int Modifier Class Features |
| Rune Knights of Enhasa |
Weapon and Armor Proficiency A Magus is proficient with all Simple and Martial Weapons, with Light Armor and with Shields Spells A Magus progresses as a spellcaster, either a Wizard, a Sorcerer or a Geomancer. At every level, a Magus adds one level to his spellcasting class for the purpose of determining spells per day and chances to overcome spell resistance. Magic Sense (Su) By examining an object as a full-round action, the Magus may attempt a spellcraft check (DC 20) to determine if the object is magical. Spell Secret (Ex) At 2nd, 5th, and 9th level the Magus may select one of his spells and permanently modify it to be effected by one of the following metamagic feats: Empower Spell, enlarge Spell, Extend Spell, Silent Spell, or Still Spell. The effected spell's level does not change, and the choice of spell and the modification may not be changed once selected. As the Magus goes up in level he may choose the same spell to be modified by multiple spell secrets. Armored Casting (Ex) All Rune Knights learn to wear armor in such a way as to not interfere with spellcasting. When wearing specially crafted Runic Armor, the chance for spell failure drops to 0%. Normal Armor worn using this ability makes it less restrictive reducing Spell Failure to 1/2 normal, but at the expense of losing 1 point of Armor Bonus. Spell Failure due to using shields still applies. Greater Magic Sense (Su) As a full-round action a magus may examine an object and attempt a spellcraft check (DC 25) to Identify the object as per the spell. Spellcease (Su) A magus can convert any prepared spell into a counterspell provided that the spell is at least one level higher than the spell being countered. Spellcease supersedes the Improved Counterspell feat and counts as a virtual feat for the purpose of taking Reactive Counterspell. Sword Somatics (Ex) at 4th level the magus learns to cast spells despite his hands being full. The magus can cast spells while holding a weapon and shield, or two weapons or a two-handed weapon. Spell failure from shields no longer applies. This ability does not enable the magus to cast spells while bound or otherwise unable to gesture. Casting while using Sword Somatics draws an attack of opporitunity as normal. Burnout (Su) At 9th level the magus learns to violently counter spells before they are even cast. When the seeker uses his Spellcease ability the spell collapsing within the mind of the caster deals 1d4 points of damage per level of the spell that the magus sacrifices. True Magic Sense (Su) As a full-round action, a magus may examine an object and attempt a spellcraft check (DC 30) to recieve information as per the spell Legend Lore. Mage Mirror (Su) At 10th level, the magus learns to reflect harmful spells back on the caster. When using his Spellcease ability, the targetd spellcaster must make a saving throw against his own spell. If the spell is an area of effect, the effect centers on the targed spellcaster. Ex Rune Knights: Rune Knights must conform to an exacting code of conduct. A Rune Knight who violates this code must atone. Until he has restored his honor, he may not advance as a Rune Knight. If a Rune Knight changes to an alignment forbidden by his order, he is cast out of the order, stripped of lands, titles, and any equiptment provided by the Knighthood. He may never again gain levels as a Rune Knight, though he may still make use of his class abilities. Players interested in this class should see Rune Knights of Enhasa on the organizations page (under construction) Back to the prestige classes page |