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Magicite Knight

Magicite knights are knights who have learned to utilize materia to their greatest potential. They have formed some sort of link to the magicite within the materia, upgrading the materia’s powers with their own. With this power, they could rival even mages. They have the strange ability to infuse materia within themselves, not just their equipment, giving them an extreme tactical advantage.

The magicite knight is an archetype of the knight class.

Class Skills

A magicite knight adds Use Magical Device to his list of class skills. This replaces Handle Animal as class skills.

Limit Breaks (Su)

At 1st level, the magicite knight receives the Limit Breaks (Materia Empowerment and Materia Perfection).

Materia Empowerment (Su): This Limit Break allows the magicite knight to up the power of their materia for a short while. All numerical bonuses granted by materia are increased by 1 + 1 per four knight levels after 1st. If the bonuses are quantified by dice, he gains half the amount as dice (minimum one die). This limit break lasts for a duration of 1 round + an additional round per four knight levels after 1st. This limit break requires only a swift action.

Materia Perfection (Su): This Limit Break allows the magicite knight to perfect their link to materia, tapping into their inner power. All attached and infused materia act as if they were mastered, though they don’t produce a minimum level materia. This limit break lasts for a duration of 1 round + an additional round per four knight levels after 1st. This limit break requires only a swift action.

These abilities replace the knight’s standard Limit Breaks.

Materia Forte (Su)

At 1st level, a magicite knight is extremely in tune with materia, and have a unique understanding of materia. He is automatically attuned to materia infused into himself. As well, he may attune to attached materia with a bonus to the Use Magic Device skill check equal to half of his knight level. Finally, if any spell uses a mental ability score to determine damage, attack rolls, or healing, a magicite knight may use his Charisma modifier, instead.

This ability replaces defend ally.

Infusion (Su)

A magicite knight may infuse materia into himself, gaining its abilities. A magicite knight, with the same time it takes to attach a materia, may infuse one materia, this number increases by one at 5th, 10th, 15th, and 20th levels. These materia gain levels as attached materia, and when they are mastered, they do not replicate themselves until they have been removed. When a materia is infused, a magicite knight may benefit from its traditional effects, as well as their choice of weapon or armor bonuses. Only half of their applicable infused materia (rounded up) may be allocated to using a weapon bonus at the same time, and the same for the armor bonus. Infused materia are weightless, and may be removed in the same time frame as removing an attached materia. A magicite knight has an effective enhancement bonus (similar to that of an armor or weapon) equal to 1 at 1st level plus an additional 1 per four knight levels thereafter (to a maximum of +5), so that he may experience the full effects of a materia.

This ability replaces defensive stance.

Materia Expertise (Su)

At 2nd level, a magicite knight gains the ability to take his roots into materia, gaining extra uses of them. At 2nd level, and every eight levels thereafter, a magicite knight gains an extra use of any materia that grant spells.

This ability replaces knight talents gained at 2nd, 10th, and 18th level.

Detect Materia (Su)

At 2nd level, a magicite knight has a constant awareness of any materia within 100 feet. He may focus on this ability for one round to find where they are, two rounds to learn their rarities, three rounds to learn their type and level, and four rounds, to learn what specific materia they are. While focusing, the magicite knight provokes attacks of opportunity, and may not take any actions. Focusing may be ended as a free action.

This ability replaces stand firm.

Magicite Burst (Su)

At 3rd level, as a standard action, a magicite knight can cause magicite to burst within him, dealing 2d6 non-elemental damage per materia infused and an additional 2d6 damage per materia absorbed, to all creatures within a 30-ft.-radius of the magicite knight. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage. Doing this prevents use of a single randomly determined, infused (but not absorbed) materia for 24 hours. He may not use this ability if he has no infused materia.

This ability replaces shield block.

Magicite Talents

At 4th level, and every four levels thereafter, the magicite knight chooses a talent from the following list. Unless explicitly stated, magicite talents may only be taken once.

Ability Swap (Su): The magicite knight may change the benefits of equipping a materia on a weapon, to the benefits given with it on an armor. Any one materia that is attached or infused is chosen to switch to its weapon bonus if set to give an armor bonus, and vice versa. Activating and deactivating this is a swift action, and may only be used for three rounds per knight level. These rounds need not be all consecutive. This may be used on multiple materia, but it consumes a number of rounds equal to the number of materia affected, when first activated. Prerequisite: Use Magic Device 6 ranks.

Bonus Spell (Su): The magicite knight gains an additional spell of a level equal to half of his knight level, rounded up (to a maximum of 9th level, 8th level if taking from the Black or White Mage Spell lists), and may use that with any single infused spell-granting materia, chosen at the beginning of the day. This talent may be taken multiple times.

Double Up (Su): The magicite knight may gain the benefits of both the weapon effects and the armor effects on materia, at the same time. This may only be performed with up to three total materia, whether they be attached or infused. Activating and deactivating this is a swift action, and may only be used for two rounds per knight level. These rounds need not be all consecutive. Prerequisites: Use Magic Device 12 ranks and Ability Swap talent

Elemental Burst (Su): The magicite knight chooses an element (earth, fire, ice, lightning, water, or wind). His magicite burst ability may deal damage of that type. This increases the damage dice of the magicite burst ability to 2d8 instead of 2d6, when using an elemental burst. This may be taken up to six times, once for each applicable element. Prerequisite:Extra Expertise (Su): The magicite knight gains an additional use of all materia that grant spells. Prerequisite:
Extra Infusion (Su): The magicite knight can infuse one new materia. Prerequisite: Magicite Knight 12

Improved Metamagicite (Su): As metamagicite,Prerequisites:Magicite Fist (Su): The magicite knight gains the improved unarmed strikeinfusion’sMetamagicite (Su): The magicite knight chooses a metamagic feat with an MP modifier of +1 or +2, but does not gain it. Instead, he may use it with any one spell cast with a materia. This may be done once per day. This talent may be taken multiple times, to grant a daily use of a different metamagic feat from any selected with this feat, or to gain an extra use of an already taken metamagic feat.

Speak with Magicite (Su): The magicite knight can comprehend and communicate with materia, and other magicite-fueled or magicite-based creatures and objects. Magicite-related items have limited senses, and are unable to correctly answer any questions (without guessing) about anything more than in their general vicinity, or any detailed descriptions of creatures. This does not automatically change a magicite-based creature’s attitude towards the magicite knight.

These abilities replace knight talents gained at 4th, 8th, 12th, 16th, 20th level.

Materia Absorption (Su)

At 4th level, a magicite knight’s body learns to absorb the energy of materia, resulting in permanent boosts. When an infused materia is mastered, it may choose to impart its magicite into his body, consuming the materia, but giving it permanently to the user, resetting it to 0 MXP and removing itself from an infusion slot, freeing it up for another materia. This materia is no longer infused, but functions as if it were infused, and, if applicable, still counts towards the total amount of weapon and armor bonuses that can be applied. This materia may not be removed in any way. A magicite knight may only absorb one materia in this way, at 10th, and 16th level, he may choose another materia to do this with. The decision on the materia absorption does not have to be made immediately.

This ability replaces bulwark.

Materia Boost (Su)

At 5th level, a magicite knight improve his compatibility with materia. Numerical, non-dice bonuses received from materia are increased by 1. These bonuses increase by 1 at 11th and 17th levels. In addition, dice bonuses increase by one die at 11th level.

This ability replaces armored defense.

Materia Repair (Su)

At 6th level, a magicite knight may, with an hour of work, repair a number of broken, but not destroyed materia equal to one at 6th level plus an additional one per four levels thereafter. Repairing a materia in this way forces the materia to lose 1/5th of its MXP.

This ability replaces a knight talent gained at 6th level.

Materia Magic (Su)

At 7th level, a magicite knight improves his spell selection for materia, according to the following table. These spells can only be cast by having the appropriate materia and materia levels to cast those spells, and consume a use of that materia, the same as when casting spells from a materia.

Materia Magic

Materia1st Level2nd Level3rd Level
Cure & PhoenixHealHealaraCura
Dark & DiabloUndead TouchDeath ArmorDarkra
Earth & TitanStone FistsEntomb IIStonera
Fire & IfritProduce FlamesDetonate IIFira
Holy & CarbuncleDiaHoly WeaponLightra
Ice & ShivaFrostbiteIcy BreathBlizzara
Lightning & IxionShocking GraspSpark IIThundara
Protect--Protect II, Protectra
Regen--Regen II, Renew
Shell--Shell II, Shellra
TimeDecelerationDelay ResponseAging Touch
Water & LeviathanWater BlastEngulf IIWatera
Wind & ValeforWind ArmorWind BarrierAera

This ability replaces shield ally.

Materia Break (Su)

At 8th level, a magicite knight learns how to disable materia used by his foes. A magicite knight may attempt to sunder a known attached materia that an opponent has, with a +4 insight bonus to the CMB check. Materia have an amount of hit points equal to (materia level x 10) + 10, hardness based on their rarity, as shown on the table below, and are immune to any elemental damage. When a materia gains the broken status, it takes a penalty to caster level equal to the level of the materia and lose all weapon and armor bonuses.

Materia Break


This ability replaces shield buffet.

Materia Restoration (Su)

At 11th level, a magicite knight may now use his materia repairmateria repairImproved Materia Magic (Su)

At 14th level, a magicite knight gains a greater improvement to his repertoire of materia spells. This functions as materia magic, adding the following spells. In addition, these spells may only be used with infused or absorbed materia.

Improved Materia Magic

Materia1st Level2nd Level3rd Level
Cure & PhoenixRaiseCuragaArise
Dark & DiabloDark BlightDarkgaRay of Entropy
Earth & TitanRock SpikesStonegaRock Spikes II
Fire & IfritWall of FireFiragaContagious Flame
Holy & CarbuncleHolyLightgaHoly II
Ice & ShivaIce SpikesBlizzagaIcy Blast
Lightning & IxionShock SpikesThundagaChain Lightning
Protect-Protect III, Protectra II-
Regen-Regen III, Renew II-
Shell-Shell III, Shellra II-
TimeReality RiftAnticipatory StrikeSlowga
Water & LeviathanHydraulic TorrentWatergaControl Water
Wind & ValeforRiver of WindAerogaWind Walk

This ability replaces a knight talent gained at 14th level.

Materia Shatter (Ex)

At 14th level, the magicite knight may ignore half of the hardness a materia has, when attempting to sunder it.

This ability replaces improved shield ally.

Greater Materia Magic (Su)

At 17th level, the magicite knight’s bonds with materia grows stronger. This functions as improved materia magic, but with the following spells.

Greater Materia Magic

Materia3rd LevelMaster
Cure & PhoenixAuto-Raise, Full-CureArisega
Dark & DiabloShadow BlastBlack Orb
Earth & TitanCrush IIRock Spikes III
Fire & IfritBurn IIWall of Lava
Holy & CarbuncleBravery, FaithHoly III
Ice & ShivaFreeze IIPolar Ray
Lightning & IxionShock IIShock Spikes III
ProtectProtect IV, Protectra IIIIron Body
RegenRegen IV, Renew IIIRegenerate
ShellShell IV, Shellra IIIMagic Barrier
TimeStopGreater Celerity
Water & LeviathanDrown IISeamantle
Wind & ValeforSlice IIWhirlwind

This ability replaces improved mobile defense.

Superior Materia Magic (Su)

At 19th level, the magicite knight’s bonds with materia increase even further, granting great spells. Once per day, per absorbed materia, the magicite knight may cast the spells deathultima.improved materia magic, with the following spells, instead, and only functioning with two infused materia, chosen at the beginning of each day, and any absorbed materia that apply.

Superior Materia Magic

Cure & PhoenixFull Life, Mass Full-Cure
Dark & DiabloDeath
Earth & TitanWorld Wave
Fire & IfritFiery Body
Holy & CarbuncleOverwhelming Presence
Ice & ShivaPolar Midnight
Lightning & IxionLightning Form
ProtectProtect V, Protectra IV
RegenRegen V, Renew IV
ShellShell V, Shellra IV
TimeTime Stop
Water & LeviathanTsunami
Wind & ValeforWinds of Vengeance

This ability replaces shield ward.

Materia Master (Su)

At 20th level, the magicite knight has perfected his link with the magicite within materia, and himself. All materia, and spells from them, gain a +2 to all numerical, non-dice bonuses, DCs, and damage, when used by the magicite knight. All dice-based damage gains an extra damage die, beyond any limitations to them. These bonuses are doubled when used with an absorbed materia.

This ability replaces indestructible.