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Eldritch Knight [Tome of...Virtue, maybe, if we're Italian?]

Posted: Sun Nov 08, 2009 11:17 pm
by Blicero
So, this is my attempt to create a viable gish base class. It's my first real created class, so that probably explains why it looks so scattershot.
Basic Notes:
-Obviously, I've adjusted the skill list. I don't think any of you will care.
-The Medium Spells per Day/Known Progression is that of the Bard.
-I sort of just looked at the Duskblade spell list, adjusted some things, and added others for the EK spell list. If anyone has better or more thematic suggestions, I'm certainly open to them.
-It only goes up until level 11 because that's the maximum level in my campaigns, and, coincidentally, I have little to no idea how to write high-level abilities.

Eldritch Knight
“I’m the best.”

For some folks, it isn’t enough just to stronger and more agile than the King’s entire guard combined, or to be able to incinerate a house with a couple of words. No, they have to be able to do both, often simultaneously. Many of these overachievers choose to follow the path of the Eldritch Knight, a potent fighter who mixes brute strength with magical prowess in order to annihilate his foes.

Alignment: An Eldritch Knight may be of any alignment, and usually is.

Races: Races with a strong drive to succeed, like humans and Hobgoblins tend to have the most Eldritch Knights, but overachievers of every race feel the call of Eldritch Knight-dom. Some elves like to claim that they were the first ones to mix magic and swordplay, but most people ignore these silly claims.

Starting Gold: 6d6x10 gp (210 gold)
Starting Age: As Fighter
Hit Die: d10
Class Skills: The Eldritch Knight’s skills (and the key ability for each skill) are Arcana (Int), Athletics (Con), Being the Best (Awesomeness), Cartography (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Dungeoneering (Int), Husbandry (Wis), Intimidate (Str/Cha), Jump (Str), Perception (Wis), and Survival (Wis).
Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good; Reflex: Poor; Will: Good

Level, Benefit
1 Spellcasting, Armored Spellcasting
2 Spell Channeling I
3 Advanced Learning, Batter the Defenses
4 Medium Armor Proficiency, Dispelling Strike
5 Combat Style
6 Sudden Quicken, Spell Channeling II
7 Heavy Armor Proficiency, Unbalancing Blow
8 Advanced Learning, Blinding Strike
9 Hey, Look at Me!, Giant's Smash
10 Great Shield Proficiency, I’m the Best
11 Can’t Touch This, Reaving Dispel

The following are Class Features of the Eldritch

Weapon and Armor Proficiency: Eldritch Knights are proficient with all simple and Martial Weapons. They are proficient in Light Armor and Shields. At 4th level, they gain proficiency in Medium Armor; this proficiency expands to include Heavy Armor and 7th level and Great Shields at 10th level.
Spellcasting: An Eldritch Knight is an Arcane spellcaster that casts spells from the Eldritch Knight spell list and uses the Medium spells per day/known progression, except that he never gains more than three spell slots per level per day. Charisma is used for determining the Spell DC’s, and Constitution grants bonus spells.
Armored Spellcasting: An Eldritch Knight may cast spells freely in any armor and shields in which he is proficient.
Spell Channeling (Su): An Eldritch Knight may cast any Touch or Ranged Touch spell he knows into a melee weapon of her choice. The next time that weapon damages someone (even if the Eldritch Knight isn’t the attacker), that touch spell is released upon the creature hit by the weapon. An Eldritch Knight may have a number of spells channeled into weapons at any time equal to half her Constitution modifier (minimum 1). Also, spells will only remain channeled into a weapon for a number of days equal to half the Eldritch Knight's Constitution modifier. After that, they dissipate harmlessly (unless your DM is feeling particularly dick-ish that day or (s)he wants to bring back the style of 2E, in which case they'll probably explode in your face.)
At 6th level, an Eldritch Knight may also cast area of effect spell into his weapon. If the effect is a spread or burst, then the wielder of the weapon is not harmed. If the creature struck by the weapon would normally get a saving throw to reduce the spell’s effects, it does not.
Advanced Learning: At 3rd level and again at 8th, an Eldritch Knight may add any one spell to his spell list, provided that it is of a level from which he may currently cast. If it is from a 9-spell levels list, multiply its level by 2/3 (rounding up) in order to get its Eldritch Knight spell level.
Batter the Defenses (Su): Against any opponent who has been damaged by the Eldritch Knight in melee within the last two rounds, an Eldritch Knight may add his Charisma modifier to any caster level checks to overcome spell resistance.
Dispelling Strike (Su): Any opponent struck by the Eldritch Knight in melee suffers the effects of greater dispel magic; his class level equals his caster level.
Combat Style: An Eldritch Knight gains either the Duelist, Sword and Boarder, or Zweihander feats. If he already knows at least one of these, he may choose any other [Combat] feat for which he meets the prerequisites.
Sudden Quicken (Su): A number of times per day equal to his Charisma modifier, an Eldritch Knight may Quicken one of his spells. Only Eldritch Knight Spells may be affected such.
Unbalancing Blow (Ex): Any foe hit by at least one of an Eldritch Knight’s attacks in one round must make a Reflex Saving Throw (DC 10+1/2 level+Str modifier) or take an extra 2d8 points of damage and be flatfooted for 1d4 rounds.
Blinding Strike (Su): As a Swift Action, an Eldritch Knight may charge one of his attacks with eldritch power. The next opponent he hits and any enemies within a 10 ft radius of it must make a Will Saving throw (DC 10+1/2 level+Str Modifier); any failures indicate that that creature is blinded (by the Eldritch Knight’s awesomeness, of course) for 1d4 rounds.
Hey, Look at Me! (Ex): An Eldritch Knight is always eager to show off his awesomeness, especially to those too stupid to see him for the tool he is. With a swift action, he may pique the interest of any number of Mindless or Animal Intelligence opponents within medium range. Each creature must make a Willpower save (DC 10 +1/2 HD+ Cha mod) or spend all of its action moving towards or attacking the Knight. This effect ends after a number of rounds equal to the Eldritch Knights's class level.
I’m the Best (Ex): An Eldritch Knight is so confident of his superiority that he may, once per round as an Immediate Action, attempt to force an opponent within Short Range to stop its action just by saying to it, “Hey, stop that, I’m the best." Doing so forces the target to make a Will Saving Throw (DC 10+1/2 level+Cha modifier) or cease its action as it realizes the world of pain it would be in for offending such a great personage. The opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. An Eldritch Knight may not wait until an action is partially completed before deciding to attempt to cancel the action, but must instead attempt to stop an action as it is declared. Note that this means that an Eldritch Knight may not stop a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range. (So, basically, Foil Action)
Giant's Smash (Su): An Eldritch Knight may imbue his body with the force of a giant. As a Standard Action, he may make a single melee attack, adding his Charisma modifier to the attack roll. If it hits, it deals normal damage, and the target must make a Reflex saving throw (DC=Damage dealt) or be pushed back a number of feet equal to the damage dealt (round up to the nearest 5) and knocked prone.
Can’t Touch This (Su): An Eldritch Knight gains Spell Resistance equal to 15+his level. He also gains concealment of 15+(Charisma modifier*5)%. These powers are always active (though they may be lowered or returned as Not an Action). By spending a Swift or Immediate Action, he may also grant these defenses to a number of allies within Close Range equal to half his Charisma modifier until the beginning of his next turn.
Reaving Dispel (Su): Whenever an opponent is hit by the Eldritch Knight’s Dispelling Strike ability, a number of foes up to his Charisma modifier in Short Range also suffer from the strike’s effect. What’s more, every creature takes 2d6/number of spell levels dispelled points of force damage.
Eldritch Knight Spell List
0- Alarm, Detect Magic, Magic Weapon, Resistance, Light, Read Magic, Resist Energy, Shield, Touch of Fatigue
1-Babau Slime, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Touch, Eagle’s Splendor, Endure Elements, Entropic Shield, Ghoul Touch, Protection from [Canadians], Ray of Enfeeblement
2- Baleful Transposition, Dimension Hop, Energy Surge (may be used as a swift action), Fireball, Greater Slide, Invisibility, Haste, Protection from Arrows, Scorching Ray, See Invisibility, Shield Other, Spider Climb, Swift Fly
3-Arcane Sight, Dimension Door, Dragonskin, Earthbind, Halt, Magic Circle Against [Cheese], Melf’s Unicorn Arrow, Nondetection, Orb of [Coolness], Ray of Exhaustion, Slow, Stoneskin, Vampiric Touch, Wall of Sand
4-Bestow Curse, Death Ward, Defenestrating Sphere, Disintegrate, Fires of Purity, Howling Chain, Remove Curse, Scrying, Sonic Shield. Teleport, Viscid Glob (glob is 10 feet in diameter), Wrack, Wraithstrike

Posted: Mon Nov 09, 2009 2:14 am
by CatharzGodfoot
Just as a first glance, spell channeling has all the problems of wish economy potions. You just spend a few weeks storing your best spells into a ginormous golf bag of assorted weapons, and then hand them out to all of your friends. Of course, Quickdraw is a must have. Probably not the tactic your were shooting for.

Posted: Mon Nov 09, 2009 2:48 am
by Blicero
Danke. I'll try to adjust that to make it less abusable.

Also, I'm thinking it might be better to switch the order that EK's receive "Hey, Look at Me!" and "I'm the Best," based on how powerful they seem. (Pseudo-Foil seems a lot more powerful and useful, so it makes sense that it should be acquired later. Also, thematically, I'd think that overachieving showoffs would learn how to distract idiots before they learn how to distract normal people)

Posted: Mon Nov 09, 2009 7:05 am
by Aktariel
Take a look at Iaimeki's Eldritch Knight for ideas and general balance point.

Posted: Wed Nov 11, 2009 1:29 am
by Blicero
Some minor edits, and I added a new ability for level 9.

Posted: Sat Nov 14, 2009 12:56 am
by Avoraciopoctules
For Reaving Dispel, is the damage based on the spell levels of everything dispelled combined, or is it individualized for each target?

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This looks pretty interesting. I've only skimmed through it so far, though.

Posted: Sun Nov 15, 2009 2:24 am
by Blicero
My intention had been total spell levels per opponent dispelled = total damage that opponent takes.

Posted: Mon Nov 16, 2009 10:02 pm
by Hicks
You probablely need to put the full spell list out to 6th level, for PRCs that advance spell casting.