Advertisement
Guest User

Untitled

a guest
Jul 21st, 2017
142
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.82 KB | None | 0 0
  1. The Eldritch Knight
  2.  
  3. Alignment: Any.
  4. Hit Dice: d10.
  5. Base Attack: Good.
  6. Saves: Good Fortitude, Poor Reflex, Good Willpower.
  7.  
  8. Class Skills
  9. The Eldritch Knight’s class skills (and the key ability for each skill) are Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide
  10.  
  11. (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
  12. Skill Points Each Level: 4 + Int modifier
  13.  
  14.  
  15. The Eldritch Knight Table
  16. 1st-- Combat Casting, Eldritch Might, Mark of Power, Spellblade (1st), Spells
  17. 2nd-- War Magic, Steely Resolve
  18. 3rd-- Bonus Feat
  19. 4th-- Mystic Power
  20. 5th-- War Magic
  21. 6th-- Bonus Feat
  22. 7th-- Improved Eldritch Might
  23. 8th-- War Magic
  24. 9th-- Bonus Feat
  25. 10th- Mystic Power
  26. 11th- War Magic
  27. 12th- Bonus Feat
  28. 13th- Repellent Flesh
  29. 14th- War Magic
  30. 15th- Bonus Feat
  31. 16th- Mystic Power
  32. 17th- War Magic
  33. 18th- Bonus Feat
  34. 19th- Spellfury
  35. 20th- War Magic
  36.  
  37.  
  38. Class Features
  39.  
  40. Weapon and Armor Proficiency: Eldritch Knights are proficient with all simple and martial weapons, with all types of armor, and with shields (but not tower shields).
  41.  
  42. Spells: You cast arcane spells, which are drawn from the Eldritch Knight's spell list (any sorcerer/wizard spell of 6th level or lower). You can cast any spell you know without preparing it ahead of time. To learn to cast a spell, you must have an Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given below. In addition, you receive bonus spells per day if you have a high Charisma score.
  43.  
  44. Mark of Power (Su): All Eldritch Knights have the Mark of Power bestowed upon them during their initiation. This image, created by a talented user of the Greater Arcane Mark spell, is made a permanent part of the Eldritch Knight's body, that cannot be removed, although it can be made invisible with but a thought of the host. This powerful acts as the Somatic requirement of any spell the Eldritch Knight casts, removing spell failure from wearing armor or being grappled or immobilized. So long as the mark is active, the Eldritch Knight is considered to be under the constant effects of the Still Magic feat, usable at will as a free action.
  45.  
  46. Combat Casting: At 1st level, you gain Combat Casting as a bonus feat.
  47.  
  48. Eldritch Might (Ex): A 1st level, the Eldritch Knight is imbued by the powers of magic. He applies his Charisma modifier + half his class level (rounded down) as a bonus to all direct hp damage dice dealt by spells. This only applies to a single target affected by any damaging spell. Spells with an area of effect only apply the bonus damage to a single target. This bonus damage does not affect ability drain, ability damage, negative levels, penalties, etc.
  49.  
  50. Spellblade (Su): At 1st level, the Eldritch Knight understands the basic art of fusing magic into a nonliving object. Fusing the power of a spell into a weapon, the Eldritch Knight gains the ability to strike an enemy multiple times with a single spell as it lingers as a sort of temporary enchantment. The Eldritch Knight may, as a standard action, cast any spell he has prepared up to 1st level into a single weapon he wields to imprint it. The spell must have a range of touch. This imprint lasts for 1 minute per caster level of the spell, and each time the Eldritch Knight successfully hits a target with an attack with the imprinted weapon, he may, as a free action, cause the spell to effect the target struck in addition to all normal effects. The target must make all saving throws, etc, normally. The Eldritch Knight may substitute his attack roll result for that attack in place of a caster level check to bypass any spell resistance the target may possess. At 4th level, and again at 8th, 12th, 16th and 20th level, the highest level of spell the Eldritch Knight may imprint into a weapon is increased by 1, to a maximum of 6th level spells.
  51.  
  52. Steely Resolve (Ex): At 2nd level, when the Eldritch Knight makes a successful Fortitude or Will saving throw against a spell or ability with a partial effect even on a successful save, the Eldritch Knight completely negates the effect.
  53.  
  54. War Magic: At 2nd level, the Eldritch Knight gains his first power from the list below. However, this choice is permanent and cannot be changed later once selected. Unless otherwise stated, these powers can be activated as a swift action, and maintained for a number of rounds each day equal to the Eldritch Knights level. At level 5 and every three levels thereafter, the Eldritch Knight gains a new war magic power from the list below.
  55.  
  56.  
  57. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  58.  
  59. Arcane Wrath (Ex): The Eldritch Knight can amplify his anger and hatred and bleed that emotion into his magic, and then tenfolding that emotion by absorbing that magic directly into his body. Bathing his body with the raw power of magic by sacrificing a prepared spell slot of 1st level or higher as a free action, the Eldritch Knight gains a morale bonus on his attack and damage rolls and damage reduction 1/- equal to his charisma bonus (minimum 1). When making a full attack action while this ability is in effect grants the Eldritch Knight the ability to imprint spells with his spellblade ability as a swift action. This spell is applied to each of the attack made during the full attack action without actually losing the prepared spell slot. This ability may be used a number of rounds per day equal to the Eldritch Knights class level. These rounds need not be consecutive. Each activation of this ability requires another spell slot to be sacrificed.
  60.  
  61. Anti-Magic Strike (Su): While the Eldritch Knight excels at imbuing magic onto himself or others, this highly guarded secret of the knights, is possibly their greatest ability when fighting their own kind or other spellcasters. As a standard action, the Eldritch Knight can create a sheath or anti magic energy across a weapon he wields. This magic destroying "skin" negates all magic properties of the weapon selected, suppressing them so long as this ability is in effect. During this time, the Eldritch Knight cannot imprint any spells into his weapon, and automatically loses any improved spells already within the weapon. However, for a number of minutes equal to the Eldritch Knights character level, each attack made by the Eldritch Knight with this weapon automatically apply the effects of the greater dispel magic spell on any target struck with this weapon, using his Eldritch Knight level + his charisma modifier (if positive) as his effective caster level for its effect. During this time, the weapon is immune to all spells and effects, both harmful and harmless, and can damage, and destroy, force effects such as wall of force or force cage, as if it was a mobile anti magic field.
  62.  
  63. Eldritch Mastery (Ex): The Eldritch Knight now applies his full Eldritch Knight class level to the bonus damage when using Eldritch Might. In addition, he gains an additional +5 bonus damage. This ability may be selected multiple times. Each time only improves the eldritch might bonus damage by +5.
  64.  
  65. Violent Reach (Ex): The Eldritch Knight can use melee touch range spells at a range of close (25 ft. + 5 ft./2 caster levels), so long as he can see the
  66.  
  67. target clearly. This does not apply to touch ranged spells imprinted with the spellblade ability, only with spells the Eldritch Knight casts directly.
  68.  
  69. Arcane Toughness (Ex): The Eldritch Knight gains a single metamagic feat as a bonus feat. He must meet all prerequisites to take the feat, as normal. In addition, the Eldritch Knight gains +5 hit points for every metamagic feat he has or later gains. This ability may be selected multiple times, but each time after the first only allows you to gain the additional bonus metamagic feat.
  70.  
  71. Spellsteal (Su): The Eldritch Knight’s body becomes a never-ending void for magic, constantly seeking more and more to bathe in. This powerful sense of magical hunger stretches itself to unnatural limits, going as far to snatch beneficial magic from the air for the Eldritch Knights own personal uses. As an immediate action, when a spell or spell-like ability is cast within, has a line of effect threw, has an area effect, or ends somewhere within 30 feet of the Eldritch Knight, he may attempt to steal the spell and force it upon himself. The Eldritch Knight makes a special caster level check applying his charisma bonus to the result against a DC equal to 10 + the spell's caster level. If the Eldritch Knight's check succeeds, the spell targets, or is centered, on himself instead of its original destination, even if doing so would extend the range of the spell beyond the maximum limit the spellcaster could cast it (For example, if a cleric were to cast Cure Critical Wounds on a fighter 25 feet away from the Eldritch Knight, and the Eldritch Knight succeeds on his check, he gains the benefits of the spell, despite it being a touch range spell). The Eldritch Knight may only use this ability a number of times per day equal to 1 + every 4 levels of Eldritch Knight he possesses.
  72.  
  73. Warmind (Ex): The Eldritch Knight gains the ability to cast any spell he has prepared with a casting time of standard action or less as a swift action. All other spells with longer casting times are unaffected. However, the Eldritch Knight may only apply this ability on a number of spells per day equal half his Eldritch Knight level (rounded down, minimum 1/day).
  74.  
  75. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  76.  
  77.  
  78. Bonus Feat: At 3rd level and every three levels thereafter the Eldritch Knight gets a bonus combat feat. He must meet the prerequisites to take the feat.
  79.  
  80. Mystic Power (Ex): At 4th level, the Eldritch Knight may choose one of the benefits listed below. The Eldritch Knight may select an additional power at 10th and 16th level. Each ability may be selected one time only.
  81.  
  82.  
  83. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  84.  
  85. Might: +1 Bonus to Str, Con, and Dex.
  86.  
  87. Clarity: +1 Bonus to Int, Wis and Cha.
  88.  
  89. Prowess: Gain a combat feat as a bonus feat. You must still meet the prerequisites.
  90.  
  91. Sight: Gain the Arcane Sight ability, usable at will as a spell-like ability as a free action.
  92.  
  93. Flesh: Gain +1 natural armor bonus, Damage Reduction 3/-, and Fast Healing 1.
  94.  
  95. Soul: Gain spell resistance 11 + your Eldritch Knight level, and a +2 bonus to all saving throws against all spells and spell-like abilities.
  96.  
  97. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  98.  
  99. Improved Eldritch Might (Su): At 7th level, the Eldritch Knight may now apply the bonus damage gained from eldritch might to all targets affected by any damaging spell he casts, not just one. Making his area of effect, chains, and multiple target spells even more potent. The Eldritch Knight may now opt to instead focus his eldritch might damage on a single target instead of multiple ones while casting a spell to instead double the bonus damage of eldritch might for that target.
  100.  
  101. Repellent Flesh (Su): At 13th level, the Eldritch Knight is given an incredible protection against the spells of his enemies. Once per day equal to the Eldritch Knight’s charisma modifier, he may reflect a single target spell targeting himself back at the caster.
  102.  
  103. Spellfury (Su): At 19th level, the Eldritch Knight gains the ability to imprint two spells while using spellblade, allowing him to put both spells into a single weapon, so that each successful hit with the imprinted weapon apply both spell effects separately.
  104.  
  105.  
  106.  
  107. Eldritch Knight Spells Per Day
  108. Level/Spells Per Day
  109. 1st-- 4 / 2
  110. 2nd-- 5 / 3
  111. 3rd-- 5 / 3
  112. 4th-- 6 / 4/1
  113. 5th-- 6 / 4/2
  114. 6th-- 6 / 5/2
  115. 7th-- 6 / 5/3/1
  116. 8th-- 6 / 6/3/2
  117. 9th-- 6 / 6/4/2
  118. 10th- 6 / 6/4/3/1
  119. 11th- 6 / 6/5/3/2
  120. 12th- 6 / 6/5/4/2
  121. 13th- 6 / 6/6/4/3/1
  122. 14th- 6 / 6/6/5/3/2
  123. 15th- 6 / 6/6/5/4/2
  124. 16th- 6 / 6/6/6/4/3/1
  125. 17th- 6 / 6/6/6/5/3/2
  126. 18th- 6 / 6/6/6/5/4/2
  127. 19th- 6 / 6/6/6/6/4/3
  128. 20th- 6 / 6/6/6/6/5/3
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement