Krimm_Blackleaf
2007-09-23, 07:27 PM
Eldritch Knight(Redux)
http://i7.photobucket.com/albums/y265/Nny2/DemonologistEldritchKnight.jpg
An eldritch knight preparing to set an enemy ablaze.
HD: d8
Requirements
BAB: +4
Skills: Knowledge (arcana) 6 ranks, Martial Lore 6 ranks
Feats: Combat Casting, any metamagic feat
Arcane Spellcasting: Ability to cast 2nd level spells.
Maneuvers: Ability to use 2nd level maneuvers including at least one stance.
Class Skills: Balance, Climb, Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Martial Lore, Ride, Sense Motive, Spellcraft, Swim
Skill-Points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+1|+2|+0|+0|Bonus feat|--
2nd|+2|+3|+0|+0|Twilight sword stance|+1 level of existing spellcasting class
3rd|+3|+3|+1|+1|--|+1 level of existing spellcasting class
4th|+4|+4|+1|+1|Armored mage|+1 level of existing spellcasting class
5th|+5|+4|+1|+1|Arcane recovery|+1 level of existing spellcasting class
6th|+6|+5|+2|+2|--|+1 level of existing spellcasting class
7th|+7|+5|+2|+2|Eldritch toughness|+1 level of existing spellcasting class
8th|+8|+6|+2|+2|Mettle|+1 level of existing spellcasting class
9th|+9|+6|+3|+3|--|+1 level of existing spellcasting class
10th|+10|+7|+3|+3|Martial Channeling|+1 level of existing spellcasting class
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|1|0|0
3rd|0|1|1
4th|0|0|0
5th|1|0|0
6th|1|1|0
7th|0|0|0
8th|0|0|1
9th|1|1|0
10th|1|0|0
[/table]
Maneuvers: At every level except 3rd, 4th, 7th and 8th, and eldritch knight gains new maneuvers known from the Diamond Mind, Iron Heart or any one other discipline, chosen at first level. If this discipline's main skill is not a class skill for you, it becomes one. You must meet a maneuver's prerequisite to learn it. You add your full Eldritch Knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
Stances Known: At 3rd level and again at 8th level, you learn a new martial stance from the Diamond Mind or Iron Heart disciplines aswell as the same discipline chosen at first level for you manuevers. You must meet the stances prerequisites to learn it.
Spellcasting: At each level except first, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Feat: At 1st level you may pick either a fighter bonus feat or any metamagic, item creation or spell enhancement feat for which you meet the prerequisites. Once this feat is chosen it cannot be changed.
Twilight Sword Stance (Su): At 2nd level you gain the mystic art of the twilight sword stance. You may lose the benefits of any stance you are currently in to gain the benefits of this one. While in this stance you may attune your arcane magic to your maneuvers. Once per encounter you may apply the benefits of any metamagic feat you know to any maneuver you have readied as if it were a spell. At 5th level you can do this twice per encounter and at 8th level you can use it three times per encounter.
Armored Mage (Ex): At 4th level you know how to maneuver your arms when casting a spell as well as you would a sword in combat. Whatever spellcasting class you chose to advance the spellcasting of when taking this class, you may now cast spells of that class in light armor without any chance of arcane spell failure from armor.
Arcane Recovery (Su): At 5th level, an Eldritch Knight knows how to expend their magic to enhance their fighting. As a free action you may expend a prepared spell or spell slot to attain a maneuver of the spells level or lower. This maneuver did not have to be readied previously, but becomes readied above and beyond the maneuvers you already have readied. This maneuver remains readied for as many rounds as half your initiator level.
Eldritch Toughness (Su): At 7th level an eldritch knight can fortify it's body with it's very own magic. Whenever an eldritch knight casts an arcane spell they gain temporary hit points equal to twice the spells level. These hit points don't stack with those gained from the casting of other spells and last until the end of the encounter.
Mettle (Ex): At 8th level and above, an eldritch knight can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping eldritch knight does not gain the benefit of mettle.
Martial Channeling (Su): At 10th level you can create the perfect fusion of both martial and arcane power. Whenever you use a martial strike, boost or both against an enemy you may channel any touch spell you have prepared or know(if you are a spontaneous caster) through it as a swift action. If the strike does not hit, the eldritch knight may try again the next round, the spell remains charged in the weapon for as many rounds as the spell level.
http://i7.photobucket.com/albums/y265/Nny2/DemonologistEldritchKnight.jpg
An eldritch knight preparing to set an enemy ablaze.
HD: d8
Requirements
BAB: +4
Skills: Knowledge (arcana) 6 ranks, Martial Lore 6 ranks
Feats: Combat Casting, any metamagic feat
Arcane Spellcasting: Ability to cast 2nd level spells.
Maneuvers: Ability to use 2nd level maneuvers including at least one stance.
Class Skills: Balance, Climb, Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Martial Lore, Ride, Sense Motive, Spellcraft, Swim
Skill-Points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+1|+2|+0|+0|Bonus feat|--
2nd|+2|+3|+0|+0|Twilight sword stance|+1 level of existing spellcasting class
3rd|+3|+3|+1|+1|--|+1 level of existing spellcasting class
4th|+4|+4|+1|+1|Armored mage|+1 level of existing spellcasting class
5th|+5|+4|+1|+1|Arcane recovery|+1 level of existing spellcasting class
6th|+6|+5|+2|+2|--|+1 level of existing spellcasting class
7th|+7|+5|+2|+2|Eldritch toughness|+1 level of existing spellcasting class
8th|+8|+6|+2|+2|Mettle|+1 level of existing spellcasting class
9th|+9|+6|+3|+3|--|+1 level of existing spellcasting class
10th|+10|+7|+3|+3|Martial Channeling|+1 level of existing spellcasting class
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|1|0|0
3rd|0|1|1
4th|0|0|0
5th|1|0|0
6th|1|1|0
7th|0|0|0
8th|0|0|1
9th|1|1|0
10th|1|0|0
[/table]
Maneuvers: At every level except 3rd, 4th, 7th and 8th, and eldritch knight gains new maneuvers known from the Diamond Mind, Iron Heart or any one other discipline, chosen at first level. If this discipline's main skill is not a class skill for you, it becomes one. You must meet a maneuver's prerequisite to learn it. You add your full Eldritch Knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
Stances Known: At 3rd level and again at 8th level, you learn a new martial stance from the Diamond Mind or Iron Heart disciplines aswell as the same discipline chosen at first level for you manuevers. You must meet the stances prerequisites to learn it.
Spellcasting: At each level except first, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Feat: At 1st level you may pick either a fighter bonus feat or any metamagic, item creation or spell enhancement feat for which you meet the prerequisites. Once this feat is chosen it cannot be changed.
Twilight Sword Stance (Su): At 2nd level you gain the mystic art of the twilight sword stance. You may lose the benefits of any stance you are currently in to gain the benefits of this one. While in this stance you may attune your arcane magic to your maneuvers. Once per encounter you may apply the benefits of any metamagic feat you know to any maneuver you have readied as if it were a spell. At 5th level you can do this twice per encounter and at 8th level you can use it three times per encounter.
Armored Mage (Ex): At 4th level you know how to maneuver your arms when casting a spell as well as you would a sword in combat. Whatever spellcasting class you chose to advance the spellcasting of when taking this class, you may now cast spells of that class in light armor without any chance of arcane spell failure from armor.
Arcane Recovery (Su): At 5th level, an Eldritch Knight knows how to expend their magic to enhance their fighting. As a free action you may expend a prepared spell or spell slot to attain a maneuver of the spells level or lower. This maneuver did not have to be readied previously, but becomes readied above and beyond the maneuvers you already have readied. This maneuver remains readied for as many rounds as half your initiator level.
Eldritch Toughness (Su): At 7th level an eldritch knight can fortify it's body with it's very own magic. Whenever an eldritch knight casts an arcane spell they gain temporary hit points equal to twice the spells level. These hit points don't stack with those gained from the casting of other spells and last until the end of the encounter.
Mettle (Ex): At 8th level and above, an eldritch knight can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping eldritch knight does not gain the benefit of mettle.
Martial Channeling (Su): At 10th level you can create the perfect fusion of both martial and arcane power. Whenever you use a martial strike, boost or both against an enemy you may channel any touch spell you have prepared or know(if you are a spontaneous caster) through it as a swift action. If the strike does not hit, the eldritch knight may try again the next round, the spell remains charged in the weapon for as many rounds as the spell level.