Eldritch Knight
System: Pathfinder | SRD | Type: Prestige class | Hit Die: d10
Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.
Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight's blade.
Because the road to becoming an eldritch knight requires both martial prowess and arcane power, eldritch knights almost always begin their paths as multiclassed characters, such as fighter/wizards or ranger/sorcerers. They may be found wherever studies of the arcane are as prevalent as martial training.
Class Skills
The eldritch knight's class skills (and the key ability for each skill) are Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Weapon and Armor Proficiency
Eldritch knights gain no proficiency with any weapon or armor.
Class Features
Spell Critical (Supernatural)
At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.
Source: Core Rulebook
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