LordErebus12
2012-11-25, 12:45 AM
Eldritch Knight
Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.
Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers. Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting.
Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren’t unheard of.
Eldritch knights can be found wherever there’s a good fight or the promise of arcane lore. They find higher level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess.
BECOMING AN ELDRITCH KNIGHT
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
ENTRY REQUIREMENTS
Skills: Concentration 8 ranks, Knowledge (Arcane) 4 ranks or Spellcraft 4 ranks.
Spells: Able to cast 3rd-level arcane spells.
Proficiency: Proficient with all Martial Weapons.
Class Skills
The eldritch knight class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motives (Wis), Speak Languages (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magical Device (Cha).
Skills Points at Each Level : 4 + int
Hit Dice: d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells Per Day
1st|+1|+2| +0|+0| Armored Mage, Bonus Feat | ------
2nd|+2|+3|+0|+0| Arcane Channeling |+1 of existing spellcasting class
3rd|+3|+3|+1|+1| |+1 of existing spellcasting class
4th|+4|+4|+1|+1| Eldritch Shielding|+1 of existing spellcasting class
5th|+5|+4|+1|+1| |+1 of existing spellcasting class
6th|+6|+5|+2|+2| Eldritch Barrage | ------
7th|+7|+5|+2|+2| |+1 of existing spellcasting class
8th|+8|+6|+2|+2| Eldritch Resilience |+1 of existing spellcasting class
9th|+9|+6|+3|+3| | +1 of existing spellcasting class
10th|+10|+7|+3|+3| Eldritch Defenses |+1 of existing spellcasting class
[/table]
Weapon and Armor Proficiency: Eldritch knights gain no proficiency with any weapon or armor.
Spells per Day:
At the progression noted above, the eldritch knight gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of the original class would have gained.
1st - Armored Mage:
You gain the ability to ignore arcane spell failure while wearing light armor. If you already possess this ability from a prior class (such as Warmage or Duskblade), levels in this class stack with that class for any improvements gained to the Armored Mage ability.
1st - Bonus Feat:
An eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets every three levels.
Eldritch knights may also select Arcane Strike (CW), Battle Caster (CA), Combat Casting, Eldritch Weapon (see below), Practiced Spellcaster (CA/CD), or Smiting Spell (PH2) as a bonus feat instead.
2nd - Arcane Channeling (Su) :
You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
You do not; however, gain the ability to let you can cast any touch spell you know as part of a full attack action, as does the Duskblade class feature at 13th level; however, if you also are a Duskblade with this ability, your eldritch knight levels stack for the levels required to gain this extra ability at 13th level.
4th - Eldritch Shielding (Su):
You can use a free action to deflect incoming damage, sacrificing a spell-slot or prepared spell of your choice to reduce damage dealt to you from an outside source by 1d6 per level of the spell /spell-slot sacrificed. You can use this ability only once per any creature's turn.
6th – Eldritch Barrage (Su) :
As a swift action, you can sacrifice one spell of 2nd level or higher with an energy descriptor (acid, cold, electricity, fire, sonic) to add 1d8 per two spell levels of the appropriate energy type to all attacks you make with a single weapon until the end of your turn.
If the weapon is a double weapon, then only one side receives this bonus damage. If the weapon is a ranged weapon, it deal only 1d6 damage per two spell levels.
8th - Eldritch Resilience (Su):
You can use an immediate action to deflect incoming elemental damage, sacrificing a spell with an energy keyword (acid, cold, electricity, or fire) of your choice to reduce energy damage of that type dealt to you from an outside source by 1d10 per level of the spell sacrificed.
10th - Eldritch Defenses (Sp):
As an immediate action, you can sacrifice one prepared spell or spell-slot of your choice to add a bonus equal to the level of the sacrificed spell to one saving throw. You can choose to add this bonus after having rolled, but before you know whether the save succeeded or failed.
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Big thanks to Redwarlock, who has worked quite hard in helping me finish this crazed undertaking, let the playtesting begin... oh mighty DM. :smallwink:
Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.
Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers. Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting.
Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren’t unheard of.
Eldritch knights can be found wherever there’s a good fight or the promise of arcane lore. They find higher level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess.
BECOMING AN ELDRITCH KNIGHT
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
ENTRY REQUIREMENTS
Skills: Concentration 8 ranks, Knowledge (Arcane) 4 ranks or Spellcraft 4 ranks.
Spells: Able to cast 3rd-level arcane spells.
Proficiency: Proficient with all Martial Weapons.
Class Skills
The eldritch knight class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motives (Wis), Speak Languages (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magical Device (Cha).
Skills Points at Each Level : 4 + int
Hit Dice: d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells Per Day
1st|+1|+2| +0|+0| Armored Mage, Bonus Feat | ------
2nd|+2|+3|+0|+0| Arcane Channeling |+1 of existing spellcasting class
3rd|+3|+3|+1|+1| |+1 of existing spellcasting class
4th|+4|+4|+1|+1| Eldritch Shielding|+1 of existing spellcasting class
5th|+5|+4|+1|+1| |+1 of existing spellcasting class
6th|+6|+5|+2|+2| Eldritch Barrage | ------
7th|+7|+5|+2|+2| |+1 of existing spellcasting class
8th|+8|+6|+2|+2| Eldritch Resilience |+1 of existing spellcasting class
9th|+9|+6|+3|+3| | +1 of existing spellcasting class
10th|+10|+7|+3|+3| Eldritch Defenses |+1 of existing spellcasting class
[/table]
Weapon and Armor Proficiency: Eldritch knights gain no proficiency with any weapon or armor.
Spells per Day:
At the progression noted above, the eldritch knight gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of the original class would have gained.
1st - Armored Mage:
You gain the ability to ignore arcane spell failure while wearing light armor. If you already possess this ability from a prior class (such as Warmage or Duskblade), levels in this class stack with that class for any improvements gained to the Armored Mage ability.
1st - Bonus Feat:
An eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets every three levels.
Eldritch knights may also select Arcane Strike (CW), Battle Caster (CA), Combat Casting, Eldritch Weapon (see below), Practiced Spellcaster (CA/CD), or Smiting Spell (PH2) as a bonus feat instead.
2nd - Arcane Channeling (Su) :
You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
You do not; however, gain the ability to let you can cast any touch spell you know as part of a full attack action, as does the Duskblade class feature at 13th level; however, if you also are a Duskblade with this ability, your eldritch knight levels stack for the levels required to gain this extra ability at 13th level.
4th - Eldritch Shielding (Su):
You can use a free action to deflect incoming damage, sacrificing a spell-slot or prepared spell of your choice to reduce damage dealt to you from an outside source by 1d6 per level of the spell /spell-slot sacrificed. You can use this ability only once per any creature's turn.
6th – Eldritch Barrage (Su) :
As a swift action, you can sacrifice one spell of 2nd level or higher with an energy descriptor (acid, cold, electricity, fire, sonic) to add 1d8 per two spell levels of the appropriate energy type to all attacks you make with a single weapon until the end of your turn.
If the weapon is a double weapon, then only one side receives this bonus damage. If the weapon is a ranged weapon, it deal only 1d6 damage per two spell levels.
8th - Eldritch Resilience (Su):
You can use an immediate action to deflect incoming elemental damage, sacrificing a spell with an energy keyword (acid, cold, electricity, or fire) of your choice to reduce energy damage of that type dealt to you from an outside source by 1d10 per level of the spell sacrificed.
10th - Eldritch Defenses (Sp):
As an immediate action, you can sacrifice one prepared spell or spell-slot of your choice to add a bonus equal to the level of the sacrificed spell to one saving throw. You can choose to add this bonus after having rolled, but before you know whether the save succeeded or failed.
-------------------------------
Big thanks to Redwarlock, who has worked quite hard in helping me finish this crazed undertaking, let the playtesting begin... oh mighty DM. :smallwink: