Difference between revisions of "Eldritch Knight (Apath)"

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{{Apath}}
 
{{Apath}}
 
''Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight's blade.''
 
''Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight's blade.''
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The eldritch knight is superficially similar to the magus, as both combine magic and arms. They differ in that the the eldritch knight is both a competent magic user and warrior, maintaining most of the strength of each role, while the magus blends magic and swordplay into a unified fighting technique but is weaker at each separate role.
  
 
== Class Information ==
 
== Class Information ==
This is a [[Merged Prestige Classes (Apath)|merged prestige class]].
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This is a [[Hybrid Class (Apath) | hybrid]] [[Prestige Archetypes (Apath)|prestige archetype]], a combination of fighter and wizard.
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'''Publisher:''' Purple Duck Games.
  
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight Eldritch Knight ].   
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'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight Eldritch knight ].   
  
'''Build Classes: ''' Fighter, Wizard.   
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'''Build Classes: ''' [http://www.d20pfsrd.com/classes/core-classes/fighter Fighter], [http://www.d20pfsrd.com/classes/core-classes/wizard wizard].   
  
'''Role:''' Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.
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'''Role:''' Eldritch knights master the abilities of both fighting and magic, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies.  
  
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
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== Class Abilities ==
 
== Class Abilities ==
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These are all the class abilities of the eldritch knight.
  
 
=== Class Skills ===
 
=== Class Skills ===
The fighter's class skills are  
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The eldritch knight's class skills are  
 
Appraise (Int),
 
Appraise (Int),
 
Climb (Str),
 
Climb (Str),
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=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
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An eldritch knight is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Armor interferes with an eldritch knight's movements, which can cause his spells with somatic components to fail.
  
 
=== Spells ===
 
=== Spells ===
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
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An eldritch knight casts arcane spells drawn from the sorcerer/wizard spell list. An eldritch knight must choose and prepare his spells ahead of time.
  
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
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To learn, prepare, or cast a spell, the eldritch knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch knight's spell is 10 + the spell level + the eldritch knight's Intelligence modifier.
  
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
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An eldritch knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Eldritch knight. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
  
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
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An eldritch knight may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the eldritch knight decides which spells to prepare.
  
'''Starting Spells:''' A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
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'''Starting Spells:''' An eldritch knight begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The eldritch knight also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At any time, an eldritch knight can also add spells found in other spellbooks to his own (see Magic).
  
'''Spells Gained at a New Level:''' Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
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'''Spells Gained at a New Level:''' Eldritch knights perform a certain amount of spell research between adventures. Each time a character attains a new eldritch knight level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
  
=== Arcane Bond (Ex or Sp) ===
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=== Bonus Languages ===
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
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An eldritch knight may select Draconic as one of the starting languages he learns because of high Intelligence.
  
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
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=== Cantrips ===
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Eldritch knights can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Eldritch knight under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An eldritch knight can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
  
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
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=== Diverse Training ===
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Eldritch knight levels counts as a fighter and wizard levels for the purpose of meeting feat prerequisites.
  
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
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=== Eldritch Ties ===
 
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At 1st level, eldritch knights develop a bond with magic similar to a wizard's. The eldritch knight chooses between an [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp- arcane bond] and an [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-School arcane school]. Whichever option is chosen, it works just like the corresponding wizard class ability, counting eldritch knight levels as wizard levels. An eldritch knight that choose an arcane bond also gains Scribe Scroll as a bonus feat at first level.
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
 
 
 
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
 
 
 
=== Arcane School ===
 
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
 
 
 
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
 
 
 
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
 
 
 
==== Elemental Arcane Schools ====
 
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
 
Cantrips
 
 
 
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
 
  
 
=== Bonus Feats ===
 
=== Bonus Feats ===
At 4th level, and every four levels thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats.
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At 3rd level, and every six levels thereafter, an eldritch knight gains a bonus feat in addition to those normally gained. These bonus feats must be selected from those listed as Combat Feats.
  
=== Bonus Languages ===
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=== Eldritch Discoveries ===
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
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At level 6 and 12, an elritch knight can select either a combat feat as a bonus feat or an arcane discovery (as the wizard class feature).
  
=== Scribe Scroll ===
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=== Spell Critical (Su) ===
At 3rd level, a wizard gains Scribe Scroll as a bonus feat.
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At 18th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell with a casting time of a standard action as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if applicable.
  
=== Spell Critical (Su) ===
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== Table: Eldritch Knight ==
At 11th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.
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{|class="wikitable"
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|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||colspan=10|'''Spells per Day'''
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|-
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||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
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| valign="top"| 1st || valign="top"| +0 || valign="top"| +2 || valign="top"| +0 || valign="top"| +2 || valign="top"| Cantrips, diverse training, eldritch ties || valign="top"| 1 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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| valign="top"| 3rd || valign="top"| +2 || valign="top"| +3 || valign="top"| +1 || valign="top"| +3 || valign="top"|Bonus feat  || valign="top"| 3 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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| valign="top"| 4th || valign="top"| +3 || valign="top"| +4 || valign="top"| +1 || valign="top"| +4 || valign="top"|  || valign="top"| 4 || valign="top"| 2 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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| valign="top"| 5th || valign="top"| +3 || valign="top"| +4 || valign="top"| +1 || valign="top"| +4 || valign="top"|  || valign="top"| 4 || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 6th || valign="top"| +4 || valign="top"| +5 || valign="top"| +2 || valign="top"| +5 || valign="top"|Eldrich discovery || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 7th || valign="top"| +5 || valign="top"| +5 || valign="top"| +2 || valign="top"| +5 || valign="top"|  || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 8th || valign="top"| +6/+1 || valign="top"| +6 || valign="top"| +2 || valign="top"| +6 || valign="top"|  || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 9th || valign="top"| +6/+1 || valign="top"| +6 || valign="top"| +3 || valign="top"| +6 || valign="top"|Bonus feat    || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 10th || valign="top"| +7/+2 || valign="top"| +7 || valign="top"| +3 || valign="top"| +7 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 11th || valign="top"| +8/+3 || valign="top"| +7 || valign="top"| +3 || valign="top"| +7 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 12th || valign="top"| +9/+4 || valign="top"| +8 || valign="top"| +4 || valign="top"| +8 || valign="top"| Eldrich discovery || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 13th || valign="top"| +9/+4 || valign="top"| +8 || valign="top"| +4 || valign="top"| +8 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 14th || valign="top"| +10/+5 || valign="top"| +9 || valign="top"| +4 || valign="top"| +9 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2 || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 15th || valign="top"| +11/+6/+1 || valign="top"| +9 || valign="top"| +5 || valign="top"| +9 || valign="top"|Bonus feat || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| —
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| valign="top"| 16th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +5 || valign="top"| +10 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2 || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 17th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +5 || valign="top"| +10 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1 || valign="top"| —
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|-
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| valign="top"| 18th || valign="top"| +13/+8/+3 || valign="top"| +11 || valign="top"| +6 || valign="top"| +11 || valign="top"| Spell critical || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2 || valign="top"| —
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|-
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| valign="top"| 19th || valign="top"| +14/+9/+4 || valign="top"| +11 || valign="top"| +6 || valign="top"| +11 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 2 || valign="top"| 1
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|-
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| valign="top"| 20th || valign="top"| +15/+10/+5 || valign="top"| +12 || valign="top"| +6 || valign="top"| +12 || valign="top"|  || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 4 || valign="top"| 3 || valign="top"| 3 || valign="top"| 2
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|}
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{{ : Overcoming Arcane Spell Failure (Apath)}}
  
== Notes==
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== External Links ==
=== Overcoming Arcane Spell Failure ===
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* [https://docs.google.com/document/d/10jQgMH85x_YuhgtOYMiEI7b3WyM08MXDbt-fNPRuZ6Y/edit Zolthux's Guide to the Eldritch Knight]
* [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-training-combat Arcane Armor Training]
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* [https://docs.google.com/document/d/1xjPIOH8F8a0l74BdDF7Q23nCfZ-YX68Xr6JmmtznMw4/edit Treantmonk's Guide to Pathfinder Wizards: Being a God] - Core content control guide
* [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-mastery-combat Arcane Armor Mastery]
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* [https://www.dropbox.com/s/5t2af1cwekhnrkj/BlockWiz.pdf Brewer's Guide to the Blockbuster Wizard] - Blaster guide
 +
* [https://docs.google.com/document/d/13IZTV59ItNsK63RHQo2XGkjMKiU8LfRu5PCaE3R5lco/edit?pli=1 Professor Q's Guide to the Pathfinder Wizard] - Control guide. Nice familiar section.
 +
{{ : Spellcaster Guides (Apath)}}
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:36, 19 September 2016

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Unofficial rules compendium

Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight's blade.

The eldritch knight is superficially similar to the magus, as both combine magic and arms. They differ in that the the eldritch knight is both a competent magic user and warrior, maintaining most of the strength of each role, while the magus blends magic and swordplay into a unified fighting technique but is weaker at each separate role.

Class Information

This is a hybrid prestige archetype, a combination of fighter and wizard.

Publisher: Purple Duck Games.

Prestige Class: Eldritch knight .

Build Classes: Fighter, wizard.

Role: Eldritch knights master the abilities of both fighting and magic, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies.

Alignment: Any.

Hit Die: d8.

Class Abilities

These are all the class abilities of the eldritch knight.

Class Skills

The eldritch knight's class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Weapon and Armor Proficiency

An eldritch knight is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Armor interferes with an eldritch knight's movements, which can cause his spells with somatic components to fail.

Spells

An eldritch knight casts arcane spells drawn from the sorcerer/wizard spell list. An eldritch knight must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the eldritch knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch knight's spell is 10 + the spell level + the eldritch knight's Intelligence modifier.

An eldritch knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Eldritch knight. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An eldritch knight may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the eldritch knight decides which spells to prepare.

Starting Spells: An eldritch knight begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The eldritch knight also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At any time, an eldritch knight can also add spells found in other spellbooks to his own (see Magic).

Spells Gained at a New Level: Eldritch knights perform a certain amount of spell research between adventures. Each time a character attains a new eldritch knight level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Bonus Languages

An eldritch knight may select Draconic as one of the starting languages he learns because of high Intelligence.

Cantrips

Eldritch knights can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Eldritch knight under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An eldritch knight can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Diverse Training

Eldritch knight levels counts as a fighter and wizard levels for the purpose of meeting feat prerequisites.

Eldritch Ties

At 1st level, eldritch knights develop a bond with magic similar to a wizard's. The eldritch knight chooses between an arcane bond and an arcane school. Whichever option is chosen, it works just like the corresponding wizard class ability, counting eldritch knight levels as wizard levels. An eldritch knight that choose an arcane bond also gains Scribe Scroll as a bonus feat at first level.

Bonus Feats

At 3rd level, and every six levels thereafter, an eldritch knight gains a bonus feat in addition to those normally gained. These bonus feats must be selected from those listed as Combat Feats.

Eldritch Discoveries

At level 6 and 12, an elritch knight can select either a combat feat as a bonus feat or an arcane discovery (as the wizard class feature).

Spell Critical (Su)

At 18th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell with a casting time of a standard action as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if applicable.

Table: Eldritch Knight

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Cantrips, diverse training, eldritch ties 1 1
2nd +1 +3 +0 +3 2 1
3rd +2 +3 +1 +3 Bonus feat 3 1
4th +3 +4 +1 +4 4 2
5th +3 +4 +1 +4 4 2 1
6th +4 +5 +2 +5 Eldrich discovery 4 3 2
7th +5 +5 +2 +5 4 3 2 1
8th +6/+1 +6 +2 +6 4 3 3 2
9th +6/+1 +6 +3 +6 Bonus feat 4 4 3 2 1
10th +7/+2 +7 +3 +7 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Eldrich discovery 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Bonus feat 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Spell critical 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 3 2 1
20th +15/+10/+5 +12 +6 +12 4 4 4 4 4 4 4 3 3 2

Notes: Overcoming Arcane Spell Failure

Eldritch knights and eldritch hunters have a problem in that both casts powerful arcane spells and wears armor. Some ways around this problem are listed here.

  • Spells Without Somatic Components: There are a few of these, and you could make it your specialty to dig them out and use them. Unfortunately, the spell tables do not mention components, so finding them is a hassle. Here is a short list of candidates:
    Cantrips: Flare, Light
  1. Feather Fall, Hold Portal, True Strike, Ventriloquism
  2. Blindness/deafness, Blur, Knock
  3. Displacement, Suggestion, Tongues
  4. Dimension Door, Geas (lesser), Shout
  5. Contact Other Plane, Teleport
  6. Geas/Quest, Suggestion (Mass)
  7. Phase Door, Power Word Blind, Teleport (Greater), Teleport Object,
  8. Charm Monster (Mass), Irresistible Dance, Power Word Stun, Shout (Greater)
  9. Mage’s Disjunction, Power Word Kill, Prismatic Sphere, Teleportation Circle, Time Stop, Wail of the Banshee
  • Mithral Buckler: Using a mithral buckler gives an armor bonus of +1, gives another spot to add enhancement bonuses to armor, and still has a free hand you can shift your weapon to when you need a free hand to cast spells. It has no chance of spell failure and no armor check penalty, but prevents you from using two-handed weapons.
  • Armored Kilt:: An armored kilt offers one point of armor with no penalties whatsoever. This is an option early on, before you can afford special materials, but mage armor is generally better.
  • Darkleaf Leather Armor: Using darkleaf cloth leather armor, you have an armor bonus of +2 without arcane spell failure, and that is before enchantment bonuses to armor.
  • Mithral Chain Shirt Using a mithral chain shirt, and with Arcane Armor Training, you have an armor bonus of +4 without arcane spell failure.
  • Mithral Breastplate Using a mithral breastplate, and with both Arcane Armor Training and Arcane Armor Mastery, you have an armor bonus of +7 without arcane spell failure.
  • Mithral Full Plate: If you are ready to accept 5% spell failure, mithral full plate gives an armor bonus of +9.
  • Free Hand Remember that you need a free hand for somatic components. A light or heavy shield means you have to drop or sheathe your weapon when casting a spell. Your best option is to use a two-handed weapon or a one-handed weapon with a buckler. It is a free action to shift the grip on the weapon from one to two hands and from hand to hand, staff-wielding spellcasters do this all the time. A weapon cord lets you release and then pick up your weapon, but spending move actions redrawing the weapon cuts down on your full attacks. The ultimate solution is the glove of storing, but it is expensive and occupies a valuable item slot.
  • Metamagic Still Spell is an option, but it reduces your spellcasting ability and unlike a normal spellcaster you do not want to hold a metamagic rod in your hand when fighting. Note that Quicken Spell is no help at all against arcane spell failure.


External Links

Spellcasting Guides


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