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Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.
Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers.
Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting. Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren't unheard of.
| Activation Cost: 10 Spell Points Cooldown: 12 Seconds
Melee Cleave Attack:
- +1[W]
- On Hit:
- +1d2 Force Damage per character level to all nearby foes.
- Scales with Force Spell Power
Passive:
|
| 1 | 1 | 0 |
|
| Enhancements Granted |
Passive:
| 1d8 Acid, Fire, Frost and Shock Weapon Imbues and Imbue Dice |
| 1 | 1 | 5 |
- Eldritch Strike
- Sorcerer 3
|
|
- While wielding a Melee weapon:
- They become Spellcasting Implements
- Gain the Quick Draw Feat
- -15% Arcane Spell Failure
- +2% Doublestrike
- +10 Universal Spell Power
- +10 Maximum Hit Points
|
| 1 | 1 | 10 |
|
|
- Gain the Deflect Arrows Feat
- +1 Imbue Dice
- -20% Arcane Spell Failure
- +6 Resistance to Acid, Cold, Electric, Fire, and Sonic damage
- +2% Doublestrike
- +10 Universal Spell Power
- +10 Maximum Hit Points
|
| 1 | 1 | 20 |
- Imbue the Blade
- Sorcerer 12
|
|
- +5% Stacking Incorporeality
- Deflect Arrows now triggers every 2 seconds
- +1 Imbue Dice
- +2% Doublestrike
- +10 Universal Spell Power
- +10 Maximum Hit Points
|
| 1 | 1 | 30 |
- Subtle Force I
- Sorcerer 18
|
|
- Your Eldritch Strike now grants a Power Charge
- With 5 Power Charges, Gain Eldritch Power
- +2 Imbue Dice
- +2 Charisma
- +2 Constitution
- +2% Doublestrike
- +10 Universal Spell Power
Eldritch Power:
- +10% Weapon Attack Damage
- +4 Imbue Dice
- +25 Universal Spell Power
- Lasts 30 seconds
|
| 1 | 1 | 40 |
- Subtle Force II
- Sorcerer 20
|
|
| Spell-Like Ability: Mage Armor Metamagic: Extend, Quicken
An invisible, but tangible field of force surrounds an ally, providing +4 armor bonus to AC. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
|
- +3% Exceptional Bonus to Armor Class
| Rank 2: - Activation Cost: 6 Spell Points
|
- +6% Exceptional Bonus to Armor Class
| Rank 3: - Activation Cost: 4 Spell Points
|
- +10% Exceptional Bonus to Armor Class
|
| 3 | 1 | 1 |
|
| Cooldown: 12 Seconds |
Melee Attack: | Rank 1:
|
- +1[W]
- On Hit:
- +10 Universal Spell Power
| Rank 2:
|
- +2[W]
- On Hit:
- +20 Universal Spell Power
| Rank 3:
|
- +3[W]
- On Hit:
- +30 Universal Spell Power
|
Lasts 20 Seconds |
| 3 | 1 | 1 |
|
|
Chance to negate item wear: | Rank 1:
|
| Rank 2:
|
| Rank 3:
|
|
| 3 | 1 | 1 |
- Antirequisite
- Item Defense in other trees
|
| | 3 | 1 | 1 |
|
| Rank 1:
|
- +1 Spellcraft
- +1 Concentration
- +1 Intimidate
| Rank 2:
|
- +2 Spellcraft
- +2 Concentration
- +2 Intimidate
| Rank 3:
|
- +3 Spellcraft
- +3 Concentration
- +3 Intimidate
|
| 3 | 1 | 1 |
|
|
| Spell-Like Ability: Shield Metamagic: Extend, Quicken
Grants a +4 shield bonus to Armor Class and protection from magic missiles. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
|
- +3 Physical Resistance Rating
| Rank 2: - Activation Cost: 6 Spell Points
|
- +6 Physical Resistance Rating
| Rank 3: - Activation Cost: 4 Spell Points
|
- +10 Physical Resistance Rating
|
| 3 | 1 | 5 |
- Improved Mage Armor
- Sorcerer 2
|
| Rank 1:
|
- +3 Magical Resistance Rating
| Rank 2:
|
- +6 Magical Resistance Rating
| Rank 3:
|
- +10 Magical Resistance Rating
|
| 3 | 1 | 5 |
|
| Activation Cost: 1 Action Boost | Cooldown: 30 Seconds |
Action Boost: Spell Power: Activate to gain: | Rank 1:
|
- +10 Action Boost bonus to Spell Power
| Rank 2:
|
- +20 Action Boost bonus to Spell Power
| Rank 3:
|
- +30 Action Boost bonus to Spell Power
|
Lasts 20 seconds |
| 3 | 1 | 5 |
|
| | 1 | 2 | 5 |
|
|
When using a Scroll or Wand: | Rank 1:
|
- +25% Healing
- +25% Damage
- +1 Save DC
| Rank 2:
|
- +50% Healing
- +50% Damage
- +3 Save DC
| Rank 3:
|
- +75% Healing
- +75% Damage
- +6 Save DC
|
| 3 | 1 | 5 |
|
|
When Hit Points drop below 50%:
- -25% of all incoming damage
- Lasts 90 Seconds
- Triggers once every 90 Seconds
|
| 1 | 2 | 10 |
|
|
- Gain Charisma to hit with weapons and shield bashes
|
| 1 | 2 | 10 |
|
|
Upon activatation of Action Boost: Spell Power, Gain:
- Action Boost bonus to Melee Power
- Action Boost bonus to Ranged Power
- Amount is the same as the Spell Power Boost
|
| 1 | 2 | 10 |
- Action Boost (Spell Power)
- Sorcerer 3
|
| Rank 1:
|
- +1 to Confirm Critical Hits
- +1 Damage on Critical Hits
| Rank 2:
|
- +2 to Confirm Critical Hits
- +2 Damage on Critical Hits
| Rank 3:
|
- +3 to Confirm Critical Hits
- +3 Damage on Critical Hits
|
| 3 | 1 | 10 |
|
| Multiple Selection |
| +1 Strength, Dexterity or Charisma |
| 1 | 2 | 10 |
|
|
Toggle: While active:
- Base Attack Bonus equals Character Level
- Upon successful hit with Eldritch Strike:
- +30 Universal Spell Power
- +3% Spell Critical Damage
- Lasts for 30 Seconds
- Exclusive from:
- Enlarge Metamagic
- Eldritch Blast Shape Stances
|
| 1 | 2 | 20 |
|
| Multiple Selection |
| +1/2/3 Saves and +3/6/10 Universal Spell Power with Orbs or +5/10/15% Shield Bash Proc |
| 3 | 1 | 20 |
|
|
- When casting an offensive spell, gain:
- +1 to Hit and Damage
- Stacks up to 5 times
- When hitting with a melee weapon, gain:
- +2 Universal Spell Power
- This stacks up to 10 times
- Stacks last for 12 second each
- You may only gain each effect once per second
|
| 1 | 2 | 20 |
|
| | 1 | 2 | 20 |
|
| Multiple Selection |
| +1 Strength, Dexterity or Charisma |
| 1 | 2 | 20 |
- Strength, Dexterity or Charisma (Tier 3)
- Sorcerer 4
|
|
While Knight's Transformation is active, gain:
- While wielding a Melee Weapon:
- +1 Competence Bonus to Critical Multiplier
- While using Eldritch Strike gains:
- +3 To Hit
- +3 Damage
- +3% Doublestrike
Passive:
- +15% Competence Bonus to Maximum Hit Points
|
| 1 | 2 | 30 |
- Character Level 12
- Knight's Transformation
- Sorcerer 5
|
| Multiple Selection |
| +2 Enchantment/Illusion or +2 Evocation/Conjuration |
| 1 | 2 | 30 |
- Character Level 12
- Improved Knight's Transformation
- Sorcerer 5
|
|
- When you cast an offensive spell, you gain:
- +1 Competence Bonus to Critical Threat Range
- When you make a melee attack, you gain:
- +5% Spell Critical Chance
- Lasts 12 Seconds
|
| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
|
|
| Spell-Like Ability: Radiant Forcefield Metamagic: Eschew Materials, Quicken Cooldown: 3 Minutes Activation Cost: 30 Spell Points
Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
|
| 1 | 1 | 30 |
- Character Level 12
- Sorcerer 5
|
|
Activate: Perform a spinning melee attack:
- +5[W]
- +10 to Critical Threat Range
- +3 to Critical Multiplier
- On Hit:
- Knock Down
- Slow by 50%
- +1d6 Force Damage per character level to all nearby enemies
| Rank 1: - Activation Cost: 25 Spell Points
- Cooldown: 1 Minute
|
| Rank 2: - Activation Cost: 20 Spell Points
- Cooldown: 45 Seconds
|
| Rank 3: - Activation Cost: 15 Spell Points
- Cooldown: 30 Seconds
|
|
Force Damage Scales with Spell Power |
| 3 | 2 | 30 |
- Character Level 12
- Sorcerer 5
|