Arcane Knight

Champions of magic, arcane knights are defenders of eldritch power, sworn to protect its purity and defeat those who corrupt it. Arcane knights embody all things magical, from the arcane weapons they wield or capacity to sense magic, to the auras they emit that enable them to protect themselves from a variety of effects. Rewarded by the very magic they employ, arcane knights use their intellect and eldritch might in their conflicts against their enemies, even risking their lives to uphold the convictions where magic is concerned.

Role: Arcane knights are the champions of magic, defending magic for magic’s sake, but also using their arcane energies to defeat arcane spellcasters and protect their allies from danger. Most arcane knights spend much of their time in the pursuit of knowledge and, no matter what the source may be. Most abjurers are skeptical, waiting until they “know” before they decide upon a course of action. Every aspect of an endeavor must be scrutinized until the most logical and beneficial course is surmised. Then, once this is determined, he acts without hesitation, usually to the great benefit of his allies.

Alignment: Any.

Hit Dice: d10.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The arcane knight’s class abilities are Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Ch