Mage Knight
Creature 10commonHumanHumanoid
Perception +17
Skills Arcana +22, Athletics +21
CHA +0
CON +2
DEX +1
INT +4
STR +5
WIS +3
AC 29; Fort +18, Ref +13, Will +21
HP 140
Speed 20 feet
Though many spellcasters prefer to defend themselves with magic, some recognize that there's no substitute for a suit of steel. Mage knights defy the stereotype that spellcasters are frail, delicate, and passive and instead choose to hold their own in close-quarter combat.
A military serves to defend and fight on behalf of nations and can be trained and deployed in various ways.
Melee Fist +21 (Agile, Nonlethal, Unarmed), Damage 1d4+11 Bludgeoning
Melee Mace +22 (Magical, Shove), Damage 2d6+11 Bludgeoning
Arcane Prepared Spells DC 28, attack +20
Detect Magic(Rank 1)
Electric Arc(Rank 1)
Enfeeble(Rank 1)
Fleet Step(Rank 1)
Force Barrage(Rank 1)
Frostbite(Rank 1)
Light(Rank 1)
Read Aura(Rank 1)
Sure Strike(Rank 1)
Telekinetic Hand(Rank 1)
Telekinetic Projectile(Rank 1)
Invisibility(Rank 2)
Mist(Rank 2)
Earthbind(Rank 3)
Fireball(Rank 3)
Vampiric Feast(Rank 3)
Wall of Thorns(Rank 3)
Fly(Rank 4)
Weapon Storm(Rank 4)
Impaling Spike(Rank 5)
Toxic Cloud(Rank 5)
Reflex +16 Against Damaging Effects
Shield Block