Oh, and here's eldritch knight as well, now with actual class features.

Eldritch Knight



Requirements
To qualify to become an eldritch knight, a character must fulfill all of the following criteria.

Base Attack Bonus: +3.
Weapon Proficiency: Proficient with all martial weapons.
Feats: Combat Casting.
Spells: Able to cast 2nd level arcane spells.

{table=head]Level|
Bab
|
Fort
|
Ref
|
Will
|
Special
|
Spellcasting

1st|
+1
|
2
|
0
|
2
|
Martial Spell (Standard) 1/encounter
|
-

2nd|
+2
|
3
|
0
|
3
|
Armored Caster (Light Armor)
|
+1

3rd|
+3
|
3
|
1
|
3
|
Improved Combat Casting
|
+1

4th|
+4
|
4
|
1
|
4
|
Martial Spell (Standard) 2/encounter
|
+1

5th|
+5
|
4
|
1
|
4
|
Armored Caster (Shields)
|
+1

6th|
+6
|
5
|
2
|
5
|
Greater Combat Casting
|
+1

7th|
+7
|
5
|
2
|
5
|
Martial Spell (Full) 2/encounter
|
-

8th|
+8
|
6
|
2
|
6
|
Armored Caster (Medium Armor)
|
+1

9th|
+9
|
6
|
3
|
6
|
Perfect Combat Casting
|
+1

10th|
+10
|
7
|
3
|
7
|
Martial Spell (Full) 3/encounter
|
+1

[/table]

Hit Die: d8

Class Skills (2 + Int modifier per level): Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Class Features
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All of the following are Class Features of the eldritch knight prestige class.

Spells per Day/Spells Known: Every level besides 1st and 7th, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in whatever arcane spellcasting class in which you could cast 2nd level spells before you added 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 in which you could cast 2nd level spells before you became an eldritch knight, you must decide to which class you add each level of eldritch knight for the purpose of determining spells per day.

Martial Spell: Once per encounter, when you make a standard action attack, you may cast a spell with casting time of one standard action as a swift action. This spell may be cast either before or after the attack, though you must declare that you are using this ability beforehand.

At level 4, you are able to use this twice per encounter. At level 7, you can do this using full-round attacks rather than standard action attacks, allowing you to cast the spell before, after, or between attacks. At 10th level, you are finally able to use this ability three times per encounter.

Armored Caster: You no longer suffer Arcane Spell Failure when casting arcane spells in light armor. You still suffer Arcane Spell Failure when casting in medium or heavy armor or when wearing a shield. At 5th level, you no longer suffer Arcane Spell Failure when wearing a shield, and at 8th level, you may wear medium armor without Arcane Spell Failure either.

Improved Combat Casting: At 3rd level, you gain greater ability to cast spells in the thick of combat. You gain +3 bonus to Concentration checks when casting defensively or when grappled or pinned. This bonus stacks with all other sources of bonuses to Concentration checks, including the Combat Casting feat.

This improves to a +6 bonus at level 6 and at 9th level, you gain complete ability to cast even in the most difficult of situations, allowing you to automatically succeed on Concentration checks for casting defensively or under grapples or pins.