Difference between revisions of "Eldritch Knight (Apath)"

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Revision as of 13:47, 9 January 2014

ApathApath Logo
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 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Arcane bond, arcane school, cantrips, diverse training, 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.