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Sorceress Knight

Mages and healers have always found themselves at the end of conflict, be it by their own design or from those who wish to end their lives quickly due to their role on the battlefield or in politics. These mages employ a special guard to help protect them known as Sorceress Knights. While female mages are more often the employers of such warriors, its not uncommon for men to also employ their protectors.

The sorceress knight is an archetype of the gunbreaker class.

Ward Protection (Su)

At 1st level, the sorceress knight begins the day choosing a ward to protect, this ward must have at least one caster level and be able to cast spells. Connecting their magical aether and chemistry, the sorceress knight’s abilities can help aid his ward. As long as the ward is within 30 feet of the sorceress knight, the ward will benefit from various abilities (see below). If the sorceress knight is unconscious, helpless or otherwise unable to act, any abilities that affect the ward ends. He can only have 1 ward at any given time. At the beginning of each day he can select a new ward if they meet the requirements.

Aurora (Su)

Whenever the sorceress knight uses his aurora ability, his ward gains the benefits instead of the sorceress knight as long as they are within 30 feet of the sorceress knight. This ability and its improved versions otherwise functions as normal.

This ability modifies aurora.

Keen Edge (Ex)

When adjacent to his ward, he can choose to apply his keen edge bonuses to his ward instead.

This ability modifies keen edge.

Magical Selection (Su)

At 3rd level, when the sorceress knight’s ward would cast a spell that would affect the sorceress knight due to being in the area of effect, the sorceress knight is excluded from the spell’s effect. The ward can choose to include the sorceress knight in the effect if desired.

This ability replaces jugular rip.

Mana Draw (Su)

At 10th level, when the sorceress knight expends magicked ammo by firing his gun arm or using gun arm techniques, he leaves a magical residue in the air that the ward can draw upon. As long as the ward is within 30 feet, the ward can draw upon the sorceress knights magical residue left behind. For every 3 magicked ammo spent, the next spell cast by the ward has its MP cost lowered by 1. This cost is factored in after all other costs such as metamagic feat increases. This doesn’t allow the ward to cast spells of a higher level than normally able due to MP cost. This residue lasts until the beginning of the sorceress knight’s next turn.

This ability replaces continuation.

Royal Guard (Ex)

At 11th level, the sorceress knight grants his ward his Heart of Stone and Heart of Light ability effects as long as the ward is within 30 feet.

This ability modifies royal guard.