Eldritch Knight

**Class Skills:** The eldritch knight’s class skills are Climb (Str), Craft (Int), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

**Skill Points at each Level:** 2 + Int modifier.

**Hit Die:** d10

**Weapon and Armor Proficiency:** An eldritch knight is proficient with all simple and martial weapons, but not with any type of armor or shield. Armor interferes with an eldritch knight's movements, which can cause their spells with somatic components to fail.

**Diverse Training:** An eldritch knight’s class levels count as both fighter and wizard levels for the purpose of meeting the prerequisites for feats.

**Familiar Bond:** At first level, an eldritch knight gains an arcane bond as a wizard equal to their eldritch knight level. An eldritch knight’s levels stack with any wizard levels they possess when determining the powers of their familiar or bonded object. This ability does not allow the eldritch knight to have both a familiar and a bonded item.

**Bonus Feat:** At 2nd level, an eldritch knight may choose a bonus combat or metamagic feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat or metamagic feat at 4th level and every 4 levels thereafter.

**Spellburn Armor (Su):** Starting at 3rd level an eldritch knight can bolster their defences in times of need. As an immediate action, the eldritch knight can gain a bonus to their AC equal to their Intelligence modifier. This bonus lasts for 1 round and is usable a number of times per day equal to half their eldritch knight level.

**Spells:** Beginning at 4th level, an eldritch knight gains the ability to cast a small number of arcane spells which are drawn from the wizard spell list. Only wizard spells of 4th level and lower, excluding cantrips, are considered to be a part of the eldritch knight 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. Their base daily spell allotment is given on Table: Eldritch Knight. In addition, they recieve a number of bonus spells per day if the eldritch knight has a high Intelligence score (see Table: Ability Modifiers and Bonus Spell in the CRB).

An eldritch knight may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the eldritch knight decides which spells to prepare.

Through 3rd level, an eldritch knight has no caster level. At 4th level and higher, their caster level is equal to their eldritch knight level -3.

**Weapon Training (Ex):** At 5th level, an eldritch knight gains weapon training as per the fighter class feature.

**Spellburn Weapon (Su):** Starting at 6th level, an eldritch knight’s spells empower their combat prowess. Whenever an eldritch knight casts a spell, they double their weapon training bonus for a number of rounds equal to the level of the spell cast.

**Mage Knight (Ex):** At 10th level, the eldritch knight can cast spells on themselves as a move action. When cast in this way, the spell can target only the eldritch knight, even if it could normally affect other or multiple targets.

**Improved Familiar:** At level 11, the eldritch knight gains Improved Familiar as a bonus feat.

**Spellbooks:** An eldritch knight must study their spellbook each day to prepare their spells. They cannot prepare any spell not recorded in their spellbook.

Upon reaching 4th level, the eldritch knight gains a spellbook that contains three 1st-level spells of their choice. The eldritch knight also selects a number of additional spells equal to their Intelligence modifier to add to the spellbook. At each new eldritch knight level beyond 4th, they gain two new spells of any spell level or levels that they can cast (based on their new eldritch knight level) for their spellbook. At any time, an eldritch knight can also add spells found in other eldritch knight’s or wizard’s spellbook to their own (see Magic in the CRB).