Magiknight (base kit) 25xp
Base Kit: +4hp, +4mp; Shroud; 1d4 in Shrouded magic
Initial Bonus: +4hp; +4mp; Proficient in your Shrouded Intellect skill; Free Calling
Shroud: The Magiknight is shrouded in the magic of one of the 5 traditions: Elemental, Primeval, Eldritch, Eternal, or Primordial. This choice influences many of the Magiknights abilities.
Calling (10xp) [This must be the same type as your Shroud]
Elemental Attacks: Spend 1mp to deal +1d4 Acid, Cold, Electric, Fire, or Sonic damage to a melee, thrown, or ranged check.
Primeval Attack: Spend 1mp to deal +1d4 Toxic damage to melee, thrown, or ranged check
Eldritch Attack: Spend 1mp to deal +1d4 Force damage to a melee, thrown, or ranged check
Eternal Attack: Spend 1mp to deal +1d4 Radiant damage to a melee, thrown, or ranged check
Primordial Attack: Spend 1mp to deal +1d4 Decay or Madness damage to a melee, thrown, or ranged check
Tier I (5xp)
Barrier: Spend 1mp to surround yourself or a creature within range 5. The barrier adds 1d4 Resistance to physical damage and the damage types tied to your Shroud until the start of your next turn
Martial Training: Gain proficiency in either Melee or Ranged
Block or Roll: Gain proficiency in either Parry or Dodge
Body and Mind: Gain proficiency in either Endurance or Willpower
Telekinetic Pull: Spend 1mp to make an Athletics vs Endurance check +1★ pulls the target 1 toward you, size modifiers apply
Tier II (10xp)
Magiknight's Toughness I: Gain +4hp
Magic Jaunt: Spend +1mp to Teleport 3
Magiknight's Mana Pool I: Gain +4mp
Magic Shield: Your shield bonus applies to the damage types of your Shroud as well
Whirling Blade: Spend 1mp, your melee weapon gains a range of 5 and can now be used with the Thrown skill. It returns to you after the attack is made.
Tier III (15xp)
Detonate: When you strike with a weapon you can spend 2mp to cause the target to explode in a Burst 1, dealing 1d6 points of the damage type of your Shroud.
Magic Strike: Spend 2mp and make a Melee, Thrown, or Ranged check, deal +1d6 damage as the same type as your Shroud
Armorer Caster: Lower the armor penalty to your spell casting by -1
Improved Barrier: Increase the Resistance to 1d6
Magic Assault: Spend 1mp to Teleport 3 and then make a Melee check
Tier IV (20xp)
Magic Adept: Increase the magic dice of the tradition of your Shroud to 1d6, gain +4mp
Teleporting Swap: Spend 2mp and swap places with an Ally within a range of 5, this is a teleportaion effect
Magiknight's Familiar: Gain a familiar
Magiknight's Toughness II: Gain +4hp
Tier V (25xp)
Vampiric Maul: Spend 1mp to gain Drain on a Melee check
Improved Armored Caster: Lower the armor penalty to your spell casting by -2
Improved Magic Assault: Spend 1mp to Teleport 5 and then make a Melee check
Improved Magic Strike: Spend 3mp and make a Melee, Thrown, or Ranged check, deal +1d8 Shroud damage