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Mystic Knight

The mystic knight is a knight who uses mystic powers to imbue their weapons to destroy equipment, cripple his foes, and to cause variety of status effects from afar.

The mystic knight is an archetype of the red mage class.

Limit Break (Su)

At 1st level, the mystic knight receives the Limit Break (Mystic Strike).

Mystic Strike (Su): This Limit Break allows the mystic knight to produce a vertical column of mystical energy roaring downward onto a single target with 60 feet. The target takes 2d6 points of non-elemental damage + an additional 2d6 per four red mage levels after 1st (no save).

This ability replaces one of the red mage’s standard Limit Breaks.

Stamina Pool (Ex)

At 2nd level, the mystic knight gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the mystic knight rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the mystic knight’s current and maximum stamina pool and most sustained modes stack. If the character has a stamina pool from another class, he then only increases his stamina pool by 5 + his Constitution modifier per level instead.

By spending 5 stamina points, the mystic knight can do one of the following:

  • Increase his speed by 10 feet for 1 round, or
  • Delay and suppress his fatigue or exhaustion for 1 round, or
  • Increase one saving throw by +1 for 1 round.

Each of these powers is activated as a swift action.

This ability replaces quick learner (minor) gained at 2nd level.

Talent Trees (Su)

The mystic knight gets access to one talent tree from the sword saint class of his choosing and the mystic knight talent tree from below. At 3rd level and every three levels thereafter, the mystic knight chooses to learn one talent from the talent tree below, one talent from the other talent tree he has chosen, or one ruby arcana from the red mage’s ruby arcana list.

 Mystic Knight Specialization Talent Tree 

  • Hellcry Punch: At the cost of 10 stamina points, as a standard action, the mystic knight makes a melee touch attack on an enemy attempting to rend his weapon and if successful, he deals melee weapon damage and the target must make a Fortitude save (DC 10 + half of the red mage’s level + his Charisma modifier) for the item using his own Fortitude and any bonuses from the item or the weapon receives the broken condition. Such weapons cannot score a critical hit until fixed.
  • Shellburst Stab: At the cost of 10 stamina points, as a standard action, the mystic knight makes a melee touch attack on an enemy attempting to rend his armor and if successful, he deals melee weapon damage and the target must make a Fortitude save (DC 10 + half of the red mage’s level + his Charisma modifier) for the item using his own Fortitude and any bonuses from the item or the armor receives the broken condition.
  • Blastar Punch: At the cost of 10 stamina points, as a standard action, the mystic knight makes a melee touch attack on an enemy; if successful he deals melee weapon damage and deals 1d6 points of Strength damage to the enemy. The enemy can make a Fortitude save (DC 10 + half of the red mage’s level + his Charisma modifier) to negate the Strength damage.
  • Icewolf Bite: At the cost of 10 stamina points, as a standard action, the mystic knight makes a melee touch attack on an enemy; if successful he deals melee weapon damage and deals 1d6 points of Intelligence, Wisdom, or Charisma damage to the enemy. The enemy can make a Will save (DC 10 + half of the red mage’s level + his Charisma modifier) to negate the ability damage.
  • Mystic Blade: As a swift action, the mystic knight may activate this talent as a sustained mode. While in this mode, the mystic knight’s Hellcry Punch, Shellburst Stab, Blastar Punch, and Icewolf Bite, now has a range of 15 feet, summoning his blade nearby to strike his foes from afar. This mode uses up 15 stamina points of the mystic knight’s current and maximum stamina pool. Prerequisites: One of the following talents: Hellcry Punch, Shellburst Stab, Blastar Punch, or Icewolf Bite.
  • Stasis Sword: At the cost of 10 stamina points, as a standard action, the mystic knight makes a ranged touch attack on an enemy within 15 feet and if successful, he deals melee weapon damage and the target must make a Fortitude save (DC 10 + half of the red mage’s level + his Charisma modifier) or be Immobilize status for a number of rounds equal to the mystic knight’s Charisma modifier.
  • Ethereal Embrace: At the cost of 30 stamina points, as a standard action, the mystic knight invokes a swirling light to surround him and his allies within 15 feet, granting Haste and Fast Healing 2 up to 50% HP for a number of rounds equal to the mystic knight’s Charisma modifier.
  • Purifying Breeze: Ethereal Embrace’s range increases to 30 feet and now grants a Protect and Shell status effect as a white mage of the same level as his knight level (I.E. If a mystic knight is level 10, the spells of this technique would of the 5th level version – Protect III and Shell III). Prerequisite: Ethereal Embrace
  • Insanity Touch: At the cost of 15 stamina points, as a standard action, the mystic knight causes an enemy to lose their senses. The mystic knight makes a ranged touch attack within 15 feet and if successful, deals melee weapon damage and inflicts Confuse status for a number of rounds equal to the mystic knight’s Charisma modifier. A Will save (DC 10 + half of the red mage’s level + his Charisma modifier) can negate the status effect.
  • Crush Punch: At the cost of 20 stamina points, as a standard action, make a ranged touch attack upon an enemy within 30 feet and if successful, the enemy must make a Fortitude save or be inflicted with Stop status (DC 10 + half of the red mage’s level + his Charisma modifier) for 1 round. Prerequisites: Stasis Sword, Ethereal Embrace, Insanity Touch