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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== Class Information ==
 
== Class Information ==
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'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight Eldritch Knight ].   
 
'''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: ''' fighter, 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.
 
'''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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The eldritch knight is different from the magus in that magic and swordplay are still two different things, two different approaches instead of a unified whole.
  
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
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=== 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) ===
 
=== Arcane Bond (Ex or Sp) ===
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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At 1st level, eldritch knights 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 eldritch knight's skills and senses and can aid him in magic, while a bonded object is an item an eldritch knight can use to cast additional spells or to serve as a magical item. Once an eldritch knight makes this choice, it is permanent and cannot be changed.
  
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
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This is the same as the wizard [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp- arcane bond] ability, except that the eldritch knight has the arcane bond of a wizard of half his eldritch knight level.
  
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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=== Arcane School ===
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An eldritch knight 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. This is the same as the wizard [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-School arcane school] ability. An eldritch knight has the arcane school abilities of a wizard of half his eldritch knight level.
  
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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=== 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).
  
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.
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=== Diverse Training ===
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An eldritch knight counts as a fighter and wizard for the purpose of meeting the prerequisites for feats. His character level for this purpose is not changed.
  
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.
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=== Bonus Languages ===
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An eldritch knight may substitute Draconic for one of the bonus languages available to the character because of his race.
  
=== Arcane School ===
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=== Scribe Scroll ===
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.
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At 1st level, an eldritch knight gains Scribe Scroll as a bonus feat.
  
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.
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=== Bonus Feats ===
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At 4th level, and every four levels thereafter, an eldritch knight gains a bonus feat in addition to those gained from normal. These bonus feats must be selected from those listed as Combat Feats.
  
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.
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=== Spell Critical (Su) ===
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At 10th 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.
  
==== Elemental Arcane Schools ====
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== Table: Eldritch Knight ==
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.
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{|class="wikitable"
Cantrips
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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+1|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
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|-
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|valign="top"| Level || valign="top"| Base Attack Bonus || valign="top"| Fort Save || valign="top"| Ref Save || valign="top"| Will Save || valign="top"| Special || valign="top"| Spells per Day
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|-
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| valign="top"|  || valign="top"|  || valign="top"|  || valign="top"|  || valign="top"|  || valign="top"|  || valign="top"| 0th || valign="top"| 1st || valign="top"| 2nd || valign="top"| 3rd || valign="top"| 4th || valign="top"| 5th || valign="top"| 6th || valign="top"| 7th || valign="top"| 8th || valign="top"| 9th
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|-
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| valign="top"| 1st || valign="top"| +0 || valign="top"| +2 || valign="top"| +0 || valign="top"| +2 || valign="top"| Arcane bond, arcane school, cantrips, Scribe Scroll. || 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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|-
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| valign="top"| 2nd || valign="top"| +1 || valign="top"| +3 || valign="top"| +0 || valign="top"| +3 || valign="top"|  || valign="top"| 2 || valign="top"| 1 || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| — || valign="top"| —
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|-
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| valign="top"| 3rd || valign="top"| +2 || valign="top"| +3 || valign="top"| +1 || valign="top"| +3 || valign="top"|  || 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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|-
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| valign="top"| 4th || valign="top"| +3 || valign="top"| +4 || valign="top"| +1 || valign="top"| +4 || valign="top"| Bonus feat || 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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|-
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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"|  || 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"| Bonus feat || 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"|  || 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"| Spell critical || 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"| Bonus feat || 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"|  || 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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|-
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| valign="top"| 16th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +5 || valign="top"| +10 || valign="top"| Bonus feat || 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"|  || 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"| Bonus feat || 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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|}
  
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).
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== Notes==
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=== Overcoming Arcane Spell Failure ===
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The bane of the eldritch knight is the chance of arcane spell failure suffered by all spells with somatic components. Here are some tips on overcoming this situation.
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First, there are some spells that lack somatic components. These are few and far between, but might get you through the first levels if you want to gear up like a warrior.
  
=== Bonus Feats ===
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Like all spellcasters, an eldritch knight can use armor that has no or very low chance of arcane spell failure. The [http://www.d20pfsrd.com/equipment---final/armor/armored-kilt armored kilt], and if eastern armor is allowed the [http://www.d20pfsrd.com/equipment---final/armor/haramaki] is a good place to start, but once you can afford special materials,  darkleaf and mithral armor become highly desirable. There is also ''[http://www.d20pfsrd.com/magic/all-spells/m/mage-armor mage armor]'' the old  stand-by.
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.
 
  
=== Bonus Languages ===
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For shields, the same general rules apply, but remember that you can remove the shield for noncombat spellcasting. You can use many buffs and divinations regardless of what shield you wear. Perhaps the best trick of all is to not use a shield at lower levels, but go with a two-handed weapon instead. You need one hand free for somatic components, and that is easily accomplished with a two-handed weapon (it is a free action to shift grip from one to two hands and back). Once special materials become available shields become more attractive, but considering the free hand requirement only bucklers really work out. Or might give up your move actions for the [http://www.d20pfsrd.com/equipment---final/weapons/weapon-and-armor-accessories#TOC-Weapon-Cord weapon cord] and use your weapon hand.
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
 
  
=== Scribe Scroll ===
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There are also  feats for combining arcane spells and armor, [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-training-combat Arcane Armor Training] and [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-mastery-combat Arcane Armor Mastery].
At 3rd level, a wizard gains Scribe Scroll as a bonus feat.
 
  
=== Spell Critical (Su) ===
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With a mitral buckler, mithral breaatplate, and both arcane armor feats you can get an armor bonus of +7 with no arcane spell failure and an armor check penalty of only -2.
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.
 
  
== Notes==
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Finally, there is [http://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic---final Still Spell]. But it makes your spells more difficult to cast, and there is no metamagic rod for this.
=== Overcoming Arcane Spell Failure ===
 
* [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-training-combat Arcane Armor Training]
 
* [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-mastery-combat Arcane Armor Mastery]
 
* Still Spell (metamagic rod)
 

Revision as of 13:44, 9 January 2014

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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.


Class Information

This is a merged prestige class.

Prestige Class: Eldritch Knight .

Build Classes: fighter, 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.

The eldritch knight is different from the magus in that magic and swordplay are still two different things, two different approaches instead of a unified whole.

Alignment: Any.

Hit Die: d8.

Class Abilities

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.

Arcane Bond (Ex or Sp)

At 1st level, eldritch knights 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 eldritch knight's skills and senses and can aid him in magic, while a bonded object is an item an eldritch knight can use to cast additional spells or to serve as a magical item. Once an eldritch knight makes this choice, it is permanent and cannot be changed.

This is the same as the wizard arcane bond ability, except that the eldritch knight has the arcane bond of a wizard of half his eldritch knight level.

Arcane School

An eldritch knight 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. This is the same as the wizard arcane school ability. An eldritch knight has the arcane school abilities of a wizard of half his eldritch knight level.

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

An eldritch knight counts as a fighter and wizard for the purpose of meeting the prerequisites for feats. His character level for this purpose is not changed.

Bonus Languages

An eldritch knight may substitute Draconic for one of the bonus languages available to the character because of his race.

Scribe Scroll

At 1st level, an eldritch knight gains Scribe Scroll as a bonus feat.

Bonus Feats

At 4th level, and every four levels thereafter, an eldritch knight gains a bonus feat in addition to those gained from normal. These bonus feats must be selected from those listed as Combat Feats.

Spell Critical (Su)

At 10th 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.

Table: Eldritch Knight

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Arcane bond, arcane school, cantrips, Scribe Scroll. 1 1
2nd +1 +3 +0 +3 2 1
3rd +2 +3 +1 +3 3 1
4th +3 +4 +1 +4 Bonus feat 4 2
5th +3 +4 +1 +4 4 2 1
6th +4 +5 +2 +5 4 3 2
7th +5 +5 +2 +5 4 3 2 1
8th +6/+1 +6 +2 +6 Bonus feat 4 3 3 2
9th +6/+1 +6 +3 +6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Spell critical 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Bonus feat 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 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Bonus feat 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 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 Bonus feat 4 4 4 4 4 4 4 3 3 2

Notes

Overcoming Arcane Spell Failure

The bane of the eldritch knight is the chance of arcane spell failure suffered by all spells with somatic components. Here are some tips on overcoming this situation.

First, there are some spells that lack somatic components. These are few and far between, but might get you through the first levels if you want to gear up like a warrior.

Like all spellcasters, an eldritch knight can use armor that has no or very low chance of arcane spell failure. The armored kilt, and if eastern armor is allowed the [1] is a good place to start, but once you can afford special materials, darkleaf and mithral armor become highly desirable. There is also mage armor the old stand-by.

For shields, the same general rules apply, but remember that you can remove the shield for noncombat spellcasting. You can use many buffs and divinations regardless of what shield you wear. Perhaps the best trick of all is to not use a shield at lower levels, but go with a two-handed weapon instead. You need one hand free for somatic components, and that is easily accomplished with a two-handed weapon (it is a free action to shift grip from one to two hands and back). Once special materials become available shields become more attractive, but considering the free hand requirement only bucklers really work out. Or might give up your move actions for the weapon cord and use your weapon hand.

There are also feats for combining arcane spells and armor, Arcane Armor Training and Arcane Armor Mastery.

With a mitral buckler, mithral breaatplate, and both arcane armor feats you can get an armor bonus of +7 with no arcane spell failure and an armor check penalty of only -2.

Finally, there is Still Spell. But it makes your spells more difficult to cast, and there is no metamagic rod for this.