Difference between revisions of "Eldritch Knight (Apath)"

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* '''[http://www.d20pfsrd.com/equipment---final/armor/armored-kilt Armored Kilt]''' There is actually a set of armor with no chance of arcane spell failure. This is a superior option to force armor, as a magic armored kilt will always give one more armor class for the same cost. However, force armor does protect against incorporeal touch attacks, so if you are worried about spectral unded, stay with your bracers.
 
* '''[http://www.d20pfsrd.com/equipment---final/armor/armored-kilt Armored Kilt]''' There is actually a set of armor with no chance of arcane spell failure. This is a superior option to force armor, as a magic armored kilt will always give one more armor class for the same cost. However, force armor does protect against incorporeal touch attacks, so if you are worried about spectral unded, stay with your bracers.
 
* '''Live With It''' To a point, it is possible to simply accept a chance of arcane spell failure. A breastplate with no shield gives a +6 armor bonus for 25% chance of spell failure - acceptable at lower levels.
 
* '''Live With It''' To a point, it is possible to simply accept a chance of arcane spell failure. A breastplate with no shield gives a +6 armor bonus for 25% chance of spell failure - acceptable at lower levels.
* '''Take Off Your Shield''' A heavy shield adds 15% to arcane spell failure. A tower shield adds an amazing 50%. Both can be gotten rid of by the simple expedient of putting down (or even stowing, check with your GM) your shield. For an eldritch knight that focuses on pre-combat buffs and other non-combat spellcasting, this is an attractive extra, but not a solution in itself.
+
* '''Take Off Your Shield''' A heavy shield adds 15% to arcane spell failure. A tower shield adds an amazing 50%. Both can be gotten rid of by the simple expedient of putting down (or even stowing, check with your GM) your shield. For an eldritch knight that focuses on pre-combat buffs and other non-combat spellcasting, this is an attractive extra, but not a solution in itself. However, as noted under free hand below, you may want to use a buckler anyway.
 
* '''[http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Mithral Mithral]''' is your best friend.  Remember that both the shield and armor can be made of mithral with cumulative benefits.  
 
* '''[http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Mithral Mithral]''' is your best friend.  Remember that both the shield and armor can be made of mithral with cumulative benefits.  
* '''Feats''' [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] offer considerable benefits. [http://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic---final Still Spell] is another option, but it is costly, and unlike a normal spellcaster you do not want to hold a metamagic rod in your hand when fighting. Note that [http://www.d20pfsrd.com/feats/metamagic-feats/quicken-spell-metamagic---final Quicken Spell] is no help at all here - you may not trigger attacks of opportunity, but arcane spell failure is something else entirely.
+
* '''Feats''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-training-combat Arcane Armor Training] offer considerable benefits. [http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-mastery-combat Arcane Armor Mastery] less so - because of how arcane spell failure is divided between shields and armor, you can generally only use half of this bonus unless you are willing to accept some actual chance of spell failure. [http://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic---final Still Spell] is another option, but it is costly, and unlike a normal spellcaster you do not want to hold a metamagic rod in your hand when fighting. Note that [http://www.d20pfsrd.com/feats/metamagic-feats/quicken-spell-metamagic---final Quicken Spell] is no help at all here - you may not trigger attacks of opportunity, but arcane spell failure is something else entirely.
 
* '''Best Option''' Using a heavy mithral sheild, mithral breastplate, and with both [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], you have an armor bonus of +8 without arcane spell failure, and that is before enchantment bonuses to armor. If you prefer to fight with two hands, mithral full plate gives an armor bonus of +9 and 5% arcane spell failure.
 
* '''Best Option''' Using a heavy mithral sheild, mithral breastplate, and with both [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], you have an armor bonus of +8 without arcane spell failure, and that is before enchantment bonuses to armor. If you prefer to fight with two hands, mithral full plate gives an armor bonus of +9 and 5% arcane spell failure.
 
* '''Free Hand''' Also remember that you need a free hand for gestures. Wielding a two-handed weapon, this is not a problem; it is a free action to shift the grip on the weapon from one to two hands. Staff-wielding spellcasters do this all the time. A [http://www.d20pfsrd.com/equipment---final/weapons/weapon-and-armor-accessories#TOC-Weapon-Cord weapon cord] lets you release and then pick up your weapon, but spending move actions redrawing the weapon cuts down on your full attacks. If you wield a [http://www.d20pfsrd.com/equipment---final/armor/buckler buckler] in your off-hand, you can presumably shift your weapon from one hand to another, but it is not explicitly said in the rules if this is a free action. If your GM rules that is not, you have to cast the spell using the shield arm, which makes you lose your shield bonus until your next turn.
 
* '''Free Hand''' Also remember that you need a free hand for gestures. Wielding a two-handed weapon, this is not a problem; it is a free action to shift the grip on the weapon from one to two hands. Staff-wielding spellcasters do this all the time. A [http://www.d20pfsrd.com/equipment---final/weapons/weapon-and-armor-accessories#TOC-Weapon-Cord weapon cord] lets you release and then pick up your weapon, but spending move actions redrawing the weapon cuts down on your full attacks. If you wield a [http://www.d20pfsrd.com/equipment---final/armor/buckler buckler] in your off-hand, you can presumably shift your weapon from one hand to another, but it is not explicitly said in the rules if this is a free action. If your GM rules that is not, you have to cast the spell using the shield arm, which makes you lose your shield bonus until your next turn.

Revision as of 00:51, 31 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 prestige class archetype.

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 similar to the magus, but different in that magic and swordplay are still two different approaches to solving problems instead of a unified whole as it is for the magus.

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.

Bonus Languages

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

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.

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.

Scribe Scroll

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

Bonus Feats

At 3rd level, and every three levels thereafter except level 15, 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 15th 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 Cantrips, diverse training, eldritch ties, Scribe Scroll. 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 Bonus feat 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 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 Spell critical 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 Bonus feat 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 have a constant problem as a class that both casts powerful arcane spells and wears armor; arcane spell failure. There are many ways to overcome this, but all are costly and some inefficient.

  • 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
  • Force Armor Mage armor is a superb first level spell, and competes well with other low-level options such as a chain shirt. Bracers of armor not so much; they are as costly as magic armor, so any armor bonus that actually comes from armor is a freebie compared to bracers of armor.
  • Armored Kilt There is actually a set of armor with no chance of arcane spell failure. This is a superior option to force armor, as a magic armored kilt will always give one more armor class for the same cost. However, force armor does protect against incorporeal touch attacks, so if you are worried about spectral unded, stay with your bracers.
  • Live With It To a point, it is possible to simply accept a chance of arcane spell failure. A breastplate with no shield gives a +6 armor bonus for 25% chance of spell failure - acceptable at lower levels.
  • Take Off Your Shield A heavy shield adds 15% to arcane spell failure. A tower shield adds an amazing 50%. Both can be gotten rid of by the simple expedient of putting down (or even stowing, check with your GM) your shield. For an eldritch knight that focuses on pre-combat buffs and other non-combat spellcasting, this is an attractive extra, but not a solution in itself. However, as noted under free hand below, you may want to use a buckler anyway.
  • Mithral is your best friend. Remember that both the shield and armor can be made of mithral with cumulative benefits.
  • Feats Arcane Armor Training offer considerable benefits. Arcane Armor Mastery less so - because of how arcane spell failure is divided between shields and armor, you can generally only use half of this bonus unless you are willing to accept some actual chance of spell failure. Still Spell is another option, but it is costly, 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 here - you may not trigger attacks of opportunity, but arcane spell failure is something else entirely.
  • Best Option Using a heavy mithral sheild, mithral breastplate, and with both Arcane Armor Training and Arcane Armor Mastery, you have an armor bonus of +8 without arcane spell failure, and that is before enchantment bonuses to armor. If you prefer to fight with two hands, mithral full plate gives an armor bonus of +9 and 5% arcane spell failure.
  • Free Hand Also remember that you need a free hand for gestures. Wielding a two-handed weapon, this is not a problem; it is a free action to shift the grip on the weapon from one to two hands. 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. If you wield a buckler in your off-hand, you can presumably shift your weapon from one hand to another, but it is not explicitly said in the rules if this is a free action. If your GM rules that is not, you have to cast the spell using the shield arm, which makes you lose your shield bonus until your next turn.

External Links

Spellcasting Guides