Magitech Knight

"I am your end!"

- Ouka Nagisa, Magitech Knight

Original Thread

Code of Conduct
A Magitech Knight must be either Lawful Good, Lawful Neutral or Lawful Evil, which change some of their abilities. A Lawful neutral knight may choose to be either LG or LE for each of her Magitech abilities, but once each choice is made it cannot be changed and abilities that work against good/evil targets instead only work on neutral opponents.

In addition a Magitech Knight must follow a strict discipline while piloting lest her body, mind and soul start to be consumed. Choose three of the below. Each time the Magitech Knight fails to follow her chosen code of conduct while piloting the Magitech Mecha, the  Magitech Knight’s own max and current HP are reduced by 1d12 per Magitech Knight level until she makes up for her mistake threefold. Multiple infractions stack. Anyone other than the Magitech Knight who owns it attempting to pilot the Magitech Mecha always counts as making an infraction as a 1st level Magitech Knight for each action taken inside the mecha. Should her max HP drop below -9, she has been fully assimilated by the machine and cannot be returned to existence short of a Wish, Miracle and Cloning from a 17th level Support Staff combined.

Word
A LG Magitech Knight cannot lie. A LE Magitech Knight cannot reveal a lie once told.

Mercy
A LG Magitech Knight cannot deal lethal damage against an helpless target. A LE Magitech Knight cannot deal nonlethal damage to a helpless target.

Support
A LG Magitech Knight must not leave behind any other people in need. A LE Magitech Knight must leave behind any other people in need.

Circle
A LG Magitech Knight cannot benefit nor provide flanking bonus. A LE Magitech Knight can only attack flanked enemies.

Challenge
A LG Magitech Knight cannot attack flat-footed enemies. A LE Magitech Knight can never warn others of danger.

Justice
A LG Magitech Knight must always act against those that would attack others weaker than themselves. A LE  Magitech Knight must never act against those that only attack those weaker than themselves (unless it’s the LE Magitech Knight herself).

Alliance
A LG Magitech Knight can never consider an Evil creature her ally. A LE Magitech Knight can never consider a Good creature her ally.

Innocent
The Magitech Knight cannot perform “dirty” actions, be them sex (including exhibitionism/flashing), innuendo, slang words/gestures and the like.

Magitech Mecha
The Magitech Knight gains a personalized machine that works as either a Real Robot or Super Robot. Use your Magitech Knight level to determine the kind of robot your Magitech mecha can emulate, including Arsenal Options (your Magitech Knight levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes), changeable at each level up, except this unit allows her to channel her Magitech Knight spells through this mecha as long as the Code of Conduct is followed. If the Magitech Mecha is reduced to 0 HP the Magitech Knight will have to undergo some redeeming quest to make it rise again from its wrecks. If the Magitech Mecha is at least 4th level, with 10 minutes of fervent praying the Magitech Knight can make the wrecked machine raise, but it will be three levels lower than she would normally have access to while on her redeeming quest (including arsenal options) due to the extensive damage sustained.

While piloting the Magitech Mecha, the Magitech Pilot may add her Wis mod to Concentration checks.

Detect Opponent
At will, a Magitech Knight can use Detect Evil if LG or Detect Good if LE, as the spell.

Spirited
Each level of Magitech Knight increases the max number of spirit points of the player by 10. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Magitech Knight learns one new Spirit. She can choose to count as either a Super Pilot, Real Pilot or Ship Captain for spirit cost purposes, but once made this decision cannot be changed.

Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as Valor and Alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

Spells
A Magitech Knight gains the ability to cast divine spells which are drawn from the Paladin list if LG or Blackguard list if LE (either way all of them) plus Cleric (one per Magitech Knight level, up to a level she can cast) spell lists. A Magitech Knight must choose and prepare her spells in advance.

To prepare or cast a spell, a Magitech Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magitech Knight’s spell is 10 + the spell level + the Magitech Knight’s Wisdom modifier.

Like other spellcasters, a Magitech Knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Bard of the same level, and she gains extra spells for a high Wis score too.

A Magitech Knight must spend 1 hour each day in quiet prayer and meditation inside her Magitech Mecha to regain her daily allotment of spells.

Smite Foe
Starting at 2nd level once per day, a Magitech Knight can call out to the powers of her cause to aid her in her struggle against. As a swift action, the Magitech Knight chooses one target within sight to smite. If this target is Evil and the Magitech Knight is Good, the Magitech Knight adds her Wis bonus (if any) to her attack rolls and adds her Magitech Knight level to all damage rolls made against the target of her smite. If the Magitech Knight is LE, then this works against Good opponents instead. If the target of smite Foe is an outsider or dragon with the correct subtype, or an undead creature against a LG Magitech Knight or a deathless creature against a LE Magitech Knight, the bonus to damage on the first successful attack increases to 2 points of damage per level the Magitech Knight possesses. Regardless of the target, Smite Foe attacks automatically bypass any DR the target might possess.

In addition, while smite Foe is in effect, the Magitech Knight gains a deflection bonus equal to her Wis modifier (if any) to her AC against attacks made by the target of the smite. If the Magitech Knight targets a creature that is not of the relevant alignment, the smite is wasted with no effect.

The smite foe effect remains until the target of the smite is dead/destroyed or the next time the Magitech Knight rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Magitech Knight may smite evil one additional time per day, as indicated on the table, to a maximum of seven times per day at 19th level.

Lay On Fists
Beginning at 2nd level, a LG Magitech Knight can heal the damage of the living and constructs (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Magitech Knight level plus her Wis modifier. With one use of this ability, a Magitech Knight can heal 1d6 hit points of damage for every two Magitech Knight levels she possesses. Using this ability is a standard action, unless the Magitech Knight targets her own mecha, in which case it is a swift action. This can be used on a mecha, in which case the pilot(s) inside are healed for the same amount if living or constructs. Despite the name of this ability, a Magitech Knight can use this ability even with a fistless mecha, a kick or headbutt is fine too. LE  Magitech Knights instead can use Lay on Fists to harm other living creatures and constructs at the same rate, or heal themselves.

Alternatively, a LG Magitech Knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Magitech Knight possesses. If used against a mecha piloted by an undead, both the mecha and pilot take damage. Using Lay on Fists in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. LE Magitech Knights instead can use this healing power to deal damage to Deathless creatures using the same rules.

Divine Health
At 3rd level, a Magitech Knight is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Gift
At 3rd level, and every three levels thereafter, a Magitech Knight can select one gift. Each gift adds an effect to the Magitech Knight’s lay on fists ability. Whenever a LG Magitech Knight uses lay on fists to heal damage to one target (or deal damage to others for LE Magitech Knights), the target also receives the additional effects from all of the Gifts possessed by the Magitech Knight. A LE Magitech Knight using Lay on Fists to heal herself can instead use the LG version of the gift(s). A gift can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the gift actually removes the affliction that causes the condition. If the Magitech Knight is under a condition that prevents her from acting and she knows a gift that could remove it, she can use it (so for example if the Magitech Knight was dazed but she knew the Daze gift, she could use Lay on Fists on herself to remove the dazed condition). LE versions offer a save with DC 10+1/2 HD+Wis mod to resist unless otherwise noticed, separate save per gift, in the case of replicated spells CL=PL and any spell save is replaced by the gift’s save. Fort effects may affect even constructs (Con effects affect Wis instead if they have no Con) but they gain a +5 bonus on such saves.

These abilities are cumulative. For example, a 12th-level Magitech Knight’s Lay on Fists ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Deceived
The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. A LE Magitech Knight instead forces the target to re-roll a successful saving throw to disbelieve any ongoing illusion and if they fail the new roll, they’re affected by the illusion again (no save to resist the re-roll itself).

Fatigued
The target is no longer fatigued. A LE Magitech Knight instead makes the target fatigued (Fort negates).

Riled
The Magitech Knight’s lay on fists also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. LE instead replicates Rage as the spell on the target (Will negates).

Shaken
The target is no longer shaken. A LE Magitech Knight inflicts Shaken for 2 rounds (Will save).

Sickened
The target is no longer sickened. A LE Magitech Knight inflicts Sickened for 2 rounds (Fort save).

Dazed
The target is no longer dazed. A LE Magitech Knight instead inflicts Daze for 1 round (Fort save).

Diseased
The Magitech Knight’s Lay on Fists ability also acts as remove disease, using the Magitech Knight’s level as the caster level. A LE Magitech Knight instead replicates an Infection effect as the spell (Fort negates).

Enfeebled
The Magitech Knight dispels any magical effects that are reducing one of the target’s ability scores (Magitech Knight’s choice). A LE Magitech Knight instead replicates a Ray of Enfeeblement (Fort negates) and Feeblemind (Will negates) effects on the target.

Haunted
The Magitech Knight’s lay on fists also acts as protection from evil. A LE Magitech Knight instead receives protection from good for herself or Doom for others (Will negates).

Staggered
The target is no longer staggered, unless the target is at exactly 0 hit points. A LE Magitech Knight instead makes the target staggered for 2 rounds.

Awe
The Magitech Knight’s lay on fists also acts as sanctuary. A LE Magitech Knight instead removes any Sanctuary from the target, or gives the Sanctuary to the Magitech Knight herself.

Confused
The target is no longer confused. A LE Magitech Knight instead makes the target Confused for 3 rounds.

Cursed
The Magitech Knight’s lay on fists ability also acts as remove curse. A LE Magitech Knight instead replicates Bestow Curse (Fort reduces duration to 1 round)

Exhausted
The target is no longer exhausted. A LE Magitech Knight instead makes the target Exhausted (Fort negates). The Magitech Knight must have the Fatigued gift before selecting this gift and must choose to use either when using Lay on Fists, not both at once.

Frightened
The target is no longer frightened. A LE Magitech Knight instead makes the target Frightened for 1 round (Will negates). The Magitech Knight must have the Shaken gift before selecting this gift and must choose to use either when using Lay on Fists, not both at once.

Injured
The target gains fast healing 3 for a number of rounds equal to 1/2 the Magitech Knight’s level. A LE Magitech Knight instead disables any fast healing, regeneration, and on the target for the same duration (no save).

Nauseated
The target is no longer nauseated. A LE Magitech Knight instead makes the target Nauseated (Fort negates). The Magitech Knight must have the Sickened gift before selecting this gift and must choose to use either when using Lay on Fists, not both at once.

Poisoned
The Magitech Knight’s Lay on Fists ability also acts as neutralize poison. A LE Magitech Knight instead replicates a Poison spell on the target (Fort negates).

Restorative
The Magitech Knight heals 1d4 points of ability damage from a single ability score of the Magitech Knight’s choosing. A LE Magitech Knight instead inflicts 1d4 points of ability damage to a single ability score of the Magitech Knight’s choosing (no save). The Magitech Knight must have the Enfeebled gift before selecting this gift.

Amputated
The Magitech Knight’s lay on fists also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. A LE Magitech Knight instead amputates a limb from the target (arms cannot be used, leg reduces base movement speed by half, can also fully disable flight/swimming/burrow by amputating the respective bit), Reflex negates. The Magitech Knight must have the Injured gift before she can select this gift.

Blinded
The target is no longer blinded. A LE Magitech Knight instead makes the target permanently blinded (Reflex reduces to 1 round).

Deafened
The target is no longer deafened. A LE Magitech Knight instead makes the target permanently deaf (Fort reduces to 1 round).

Ensorcelled
The Magitech Knight’s Lay on Fists also acts as greater dispel magic. A LE Magitech Knight works the same.

Paralyzed
The target is no longer paralyzed. A LE Magitech Knight instead makes the target paralyzed for 1d12 hours (Fort negates).

Petrified
The Magitech Knight’s Lay on Fists ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. A LE Magitech Knight instead replicates Flesh to Stone (Fort negates).

Stunned
The target is no longer stunned. A LE Magitech Knight leaves the target stunned for 2 rounds (Fort negates).

Cherry Blossom Illusion
At 4th level as a standard action the Magitech Knight may make a basic attack and cast a Magitech Knight spell, or as a fullround action full attack and cast a Magitech Knight spell. Either way the spell must normally take a standard action or less to cast and the Magitech Knight must may 10 energy per spell level.

Bonus Feat
Whenever this appears on the table, the Magitech Knight gains a [Pilot] feat for which she meets the prerequisites.

Divine Patch
At 20th level 1/day as a free action the Magitech Knight can change her Magitech Knight spell options, Magitech Knight bonus feats and spirits.

Naula Commando
Magitech Knights who grew up loving the sweets from Naula Bakery pilot machines built from the plating of sacred relic ovens and are more interested in exploring the galaxy for new exotic products than any conflict between good and evil.

Gain - You can learn spells from the Ranger spell list.

Lose - You can no longer learn spells from the Paladin/Blackguard spell lists.

Manakete System
The Manakete Mercenaries have managed to build some Magitech Mechas from the ore-rich bones of metallic wyrms. Their pilots often develop a more beastly personality, no longer seeing good nor evil, just predator and prey.

Gain - You can learn spells from the Assassin spell list.

Lose - You can no longer learn spells from the Paladin/Blackguard spell list.

Neudaiz Frame
In the depths of Neudaiz, strange crystals grow in beautiful patterns, integrating and transforming everything around them. Sometimes even a Magitech Mecha.

Gain - You can manifest powers as a psychic warrior of your Magitech Knight level, using Wisdom as your main statistic. For each Magitech Knight level you can learn  one Psychic Warrior power and a Psion power, but you cannot learn psion powers of a level higher than a Psychic Warrior would have access to. Also you cannot use dorjes neither recover power points by any means besides 1/day spending 1 hour in self-meditation inside your Magitech Mecha.

Lose - You can no longer cast spells.

Relic Code
Long have the Bio-Coders researched Magitech Mecha, seeking a way of improvind and mass-producing them. So far their results lack to produce a connection with the higher divine, instead awakening arcane power inside their cores.

Gain - You can learn spells from the wizard list.

Lose - You can no longer learn cleric spells.

CPU of Light
The Church of Light has an exceptional number of Magitech Knights in their ranks, and the most fervent  of them renounce all love and friendship, all rivalries and devotions, to better dedicate themselves.

Gain - You ignore Relationship benefits from your enemies.

Lose - You can never benefit from Relationship benefits.