style="font-family: tahoma;">The Mage Knight

By
Darkgolem




The mage knight is a combination of
sorcerer and paladin, using the fact that both like a high charisma,
and that some href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=75">useful
spells at low levels have no somatic components to make a
moderately powerful build.  Able to fight in melee (using a rapier
for the drow melee bonuses) with some effectiveness, with a good armor
class, the mage knight is able to fight fairly well while still having
good casting ability.



The mage knight is good at supporting him (or her) self.  With lay
on hands, the ability to cast spells upon themselves, and the ability
to use both arcane and divine low level wands, they can be useful for
minor tasks such as detecting secret doors, backup healing, and minor
buffs.  Furthermore, with their ability to wear heavy armor they
do not suffer from the poor armor class other support type classes
have.  Their href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=460">paladin
aura helps their entire party in combat too.  Mage knights
have outstanding saving throws.



In combat the mage knight should use arcane wands for area href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=209">damage,
plus blindness and suggestion to disrupt opponents.  Despite being
primarily a combat character, their high charisma brings them on par
with other arcane casters. They should use heighten, and keep to
somatic spells when possible.


style="font-family: tahoma;">
style="font-family: tahoma; font-weight: bold;">Starting
abilities:

cellpadding="2" cellspacing="2">
style="font-family: tahoma;">Drow (28 pt) style="font-family: tahoma;">Drow (with
Bonuses)
style="font-family: tahoma;">Str 12

style="font-family: tahoma;">Str
12
style="font-family: tahoma;">Dex 14

style="font-family: tahoma;"> Dex
14
style="font-family: tahoma;">Con 12 style="font-family: tahoma;">Con
12
style="font-family: tahoma;">Int 12 style="font-family: tahoma;">Int 12

style="font-family: tahoma;">Wis 10 style="font-family: tahoma;">Wis
12

style="font-family: tahoma;">Cha 18 style="font-family: tahoma;">Cha 23

style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;">       
   

(Below information based upon 28
point build, level 14)



Hit Points: 169



Armor Class: 13 + Items/spells



Saving Throws:

Fort: +15

Reflex: +12

Will: +14



href="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight_2.jpg"> alt="Mage Knight Victorious"
src="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight_2.jpg"
style="border: 2px solid ; width: 250px; height: 186px;" align="right">Class/Race
Features
:

Aura of Good

Smite Evil 4/rest (+10 to hit, +31 damage)

Divine Grace

Lay on Hands 2/rest (108 hit points)

Aura of Courage

Divine Health

Turn Undead (level 5 Cleric)

Remove Disease 1/rest

Fast Casting



Skills:

Concentration +18

Balance +8 1/2

Use Magical Device +13 1/2

Heal +8



Feats: Mental Toughness, Weapon
Focus: Piercing, Heighten Spell, Toughness, Improved Critical: Piercing



Enhancements:

Energy of The Dragonblooded 1

Paladin Armor Class Boost 1

Improved Spell Resistance 4

Paladin Focus of Good 1

Paladin Extra Smite Evil 2

Drow Melee Damage 2

Paladin Charisma 2

Sorcerer Charisma 2

Drow Melee Attack 2

Improved Heightening 1

Paladin Courage of Good 1

Paladin Resistance of Good 1

Paladin Extra Lay of Hands 1

Paladin Bulwark of Good 1

Paladin Toughness 3



Spells

(DC 16 + spell level)

Spell Points: 687 (base 410 + Feats 75  + Enhancements 20 +
Ability bonuses 192)



Sorcerer

Level 1: Jump, Detect Secret Doors, Expeditious Retreat

Level 2: Blur, Blindness

Level 3: Suggestion



Paladin

Level 1: Divine Favor, Virtue

Level 2: Resist Energy



Note regarding spell selection:  The offensive arcane spells
(blur, blindness and suggestion) have no somatic component, meaning
they can be cast in combat without chance of spell failure.


style="font-family: tahoma;">


style="font-family: tahoma;" size="-1">Detailed
progression by level
:



Level 1

Class: Sorcerer

Feats: Mental Toughness

Skills: Concentration +4, Balance +2, Use Magical Device +2

Enhancements: Energy of The Dragonblooded 1

         

Level 2

Class: Paladin

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Armor Class Boost 1, Improved Spell Resistance 1,
Paladin Focus of Good 1, Paladin Extra Smite Evil 1, Drow Melee Damage 1



Level 3

Class: Paladin

Feats: Weapon Focus: Slashing

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Charisma 1



Level 4

Class: Sorcerer

Ability Score: Wisdom +1

Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2

Enhancements: Sorcerer Charisma 1, Drow Melee Attack 1



href="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight.jpg"> alt="Mage Knight in Combat"
src="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight.jpg"
style="border: 2px solid ; width: 250px; height: 185px;" align="right">Level
5


Class: Sorcerer

Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2



Level 6

Class: Sorcerer

Feats: Precision

Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2

Enhancements: Improved Heightening 1

       

Level 7

Class: Paladin

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Courage of Good 1, Paladin Resistance of Good 1,
Paladin Extra Lay of Hands 1, Improved Spell Resistance 2, Paladin
Bulwark of Good 1, Drow Melee Damage 2



Level 8

Class: Paladin

Ability Score: Wisdom +1

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Extra Smite Evil 2, Paladin Armor Class Boost 2



Level 9

Class: Paladin

Feats: Toughness

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Toughness 1, Paladin Toughness 2



Level 10

Class: Sorcerer

Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2

Enhancements: Drow Melee Attack 2

       

Level 11

Class: Sorcerer

Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2

Enhancements: Sorcerer Charisma 2



Level 12

Class: Paladin

Ability Score: Charisma +1

Feats: Improved Critical: Slashing

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Charisma 2



Level 13

Class: Paladin

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Paladin Toughness 3



Level 14

Class: Paladin

Skills: Concentration +1, Heal +1, Use Magical Device +1/2

Enhancements: Improved Spell Resistance 3, Improved Spell Resistance 4 style="font-family: tahoma;" size="-1">




style="font-family: tahoma;">

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Last Updated: Mar 13, 2016

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