Classes/Eldritch Knight

Class Details:
Hit Die: d10

Type: Hybrid

Prerequisites: Base Casting Bonus +3, Base Attack Bonus +3, Stamina Class Feature

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the Eldritch Knight.

Weapon and Armor Proficiency
Eldritch knights gain no additional proficiencies with any weapon or armor.

Casting
An eldritch knight may combine spells and talents to create magical effects, and uses her choice of Intelligence, Wisdom, or Charisma as her Casting Ability Modifier.

Caster’s Concentration
As a spellcaster you gain a bonus rank in the concentration skill for every level of Eldritch Knight you possess.

Mystic Pool
An eldritch knight learns to push their natural energies to create both the magical and extraordinary. This pool contains a number of points equal to her levels in eldritch knight. A mystic pool may be used as a stamina or a spell point pool, though it does not stack with either when determining the size of either pool. Similar to a stamina and spell point pool, a mystic pool restores itself after a long rest.

At 3rd level and every 3 levels thereafter the mystic pool’s size increases by an additional 1. If she obtains a mystic pool from another class or source she may combine the pools and their levels to determine the total capacity of the mystic pool.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB.

Implements
An eldritch knight may use any implement she possesses from existing casting classes.

Magic Talents
An eldritch knight gains 1 magic talent every odd level, each magic talent may be used to learn a new talent or new spell the eldritch knight qualifies for. In addition, she gains a bonus spell (but not talent) for every 3 levels she gains from this class.

Eldritch Combat Style (Su)
At 1st level a eldritch knight selects a single eldritch combat style from the following list:

Sword and Tome Style: The eldritch knight learned how to imbue her implement with additional martial prowess. When holding an implement in her off-hand she gains a +1 shield bonus to AC; any enhancement bonus the implement possesses she may also add to her AC as a shield bonus in addition to this shield bonus. The eldritch knight may make attacks with this implement (if it is not already a weapon), treating it as a light shield for the purposes of how much damage it deals. An eldritch knight is always considered proficient with her implement.

Implement Channeler: The eldritch knight begins to channel through her implement as a weapon. The eldritch knight may treat her implement as a ranged weapon, capable of making ranged attacks dealing 1d6 bludgeoning damage with a x2 crit multiplier, and a 30 foot range increment. The implement always targets touch AC of the targets, and uses her casting ability modifier to hit with this weapon. The implement does not require ammunition but ceases to function as a ranged weapon if the eldritch knight runs out of spell points and points within her mystic pool. Any enhancement bonuses the implement possesses are applied to the attack and damage rolls similar to an enchanted weapon. An eldritch knight is always considered proficient with her implement. This implement is treated as a one-handed ranged weapon unless it is an implement that must be wielded in two-hands (such as a quarterstaff).

Eldritch Blade: The eldritch knight forms a closer bond with her weapon, treating it as an implement. This magical bond must be made with a masterwork quality weapon as a ritual that takes 1 hour and consumes exotic spell reagents costing 100 gp per SPB. If the Eldritch Knight is already using a weapon as an implement she may continue to use this weapon, rather than needing to perform this ritual again. Once bonded with a weapon the eldritch knight may add her casting ability modifier to CMD against sunder and disarm attempts against this bonded weapon. Finally the eldritch knight may summon her blade from up to 30 feet away, or from any extradimensional space she controls (such as a bag of holding) to her hand as a reaction.

Eldritch Knight Talent (Ex)
An eldritch knight deepens her martial training learning to further hone her combat ability. Starting at 2nd level, and every 2 levels thereafter the eldritch knight gains an eldritch knight talent.

For a complete listing of eldritch knight talents see Table - Eldritch Knight talents.

Eldritch Jaunt (Su)
An eldritch knight learns to use her arcane power to close the gap between her and her foes. At 3rd level an eldritch knight may spend 1 point from her mystic pool as a move action teleport a number of squares equal to her casting ability modifier. This teleport must bring her adjacent to an enemy she is capable of seeing.

If the eldritch knight possesses the lightspeed dash feat; when using this feat to make a charge action she may spend a mystic pool point in addition to the stamina point required by this feat to add 5ft per point of her casting ability modifier to the total movement allowed by the charge action.

Eldritch Prowess (Ex)
At 3rd level, and every 3 levels thereafter, the eldritch knight treats her SPB and MPB as 1 higher from her levels in eldritch knight, to a maximum equal to her hit dice. In addition once per day, plus an additional time per day for every 2 levels of eldritch knight she possesses, the eldritch knight may convert one spell point or stamina point into a mystic pool point.

Eldritch Parry (Su)
At 5th level, an eldritch knight once per round may spend a reaction to make an attack roll in place of an AC roll or saving throw against a single hostile spell targeting her at a -3 penalty. If her attack roll result is greater than the attack roll or save attack of the spell, the spell is dispelled and has no effect.

Eldritch Strike (Ex)
At 7th level an eldritch knight may make a single attack roll at her highest base attack bonus as a reaction after casting a spell. This may not be used with a spell with the spellstrike meta talent.

Mighty Magic (Ex)
At 9th level, whenever an eldritch knight casts a spell she may add half her strength modifier to the save attack roll of the spell. If the eldritch knight possesses weapon finesse or some other ability that allows her to use dexterity or constitution in place of strength on attack rolls she may use that instead of strength for this ability. In addition, any feat or class feature that calls for a save attack that relies on strength, dexterity, or constitution; the eldritch knight may add half of her casting ability modifier to the save attack of these abilities.

This ability only functions while the eldritch knight has 1 or more points in her mystic pool or a spell pool.

Eldritch Might (Ex)
At 10th level, the eldritch knight learns to pour her martial power into her magic and let her magic push her might to further limits. A number of times per day equal to her levels in eldritch knight plus her casting ability modifier, when casting a spell she may use her BAB in place of her BCB for the purposes of determining the power of the spell she is attempting to cast.