TEXT: undeFEATable
  16: EldriTch KnighT
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  3.5 SYSTEM COMPATIBLE
  LPJ9559
  Written By Michael R. Kimmel
  NEW FEATS
  ArcANE BATTlE SummoNEr 
  You can expend a spell to summon monstrous 
  allies instead, and your summoning magic is more 
  powerful.
  Prerequisites: Augment Summoning, Spell Focus 
  (Conjuration), eldritch knight level 1st
  Benefit: You may expend an unused prepared spell 
  in order to cast a summon monster spell of equal 
  or lower level to the spell you expend. In addi-
  tion, your caster level for summon monster spells 
  increases by 1.
  BATTlE SpEll [mETAmAgic]
  You can cast a spell in such a way that you do not 
  provoke attacks for doing so.
  Prerequisites: Combat Casting, base attack bonus 
  +4
  Benefit: When you cast a battle spell, you do not 
  provoke attacks of opportunity that you would 
  normally provoke for casting a spell. A battle 
  spell takes up a spell slot one level higher than the 
  spell’s actual level.
  DrAiNiNg STrikE [comBAT]
  When you imbue your weapon with arcane energy, 
  you can expend necromantic power to drain the 
  life energy from your targets.
  Prerequisites: Arcane Strike, Spell Focus 
  (Necromancy), eldritch knight level 1st
  Benefit: When you activate your Arcane Strike 
  feat, you can expend an unused necromancy spell 
  that you have prepared or a spell slot of a level 
  in which you know at least one necromancy spell 
  (for spontaneous casters). If you do, each time you 
  successfully damage an opponent with an attack 
  until your arcane strike ability ends on your next 
  turn, you gain a number of temporary hit points 
  equal to the level of the spell expended. This 
  temporary hit points last for 1 minute per level of 
  eldritch knight you possess.
  ElDriTch Ally
  When you are in great danger, you can quickly 
  summon a monster to aid you.
  Prerequisites: Arcane Battle Summoner, Augment 
  Summoning, Spell Focus (Conjuration), eldritch 
  knight level 4th
  Benefit: Whenever an effect causes your Hit 
  Points to be reduced to one quarter or fewer of 
  their normal maximum amount, you can expend an 
  unused spell slot as an immediate action in order 
  to cast a summon monster spell of equal or lower 
  level to the spell you expend. You do not provoke 
  attacks of opportunity and do not need to use any 
  spell components, unless the spell has costly mate-
  rial components, in which case the components are 
  expended and they must be at hand.
  ElDriTch BATTlE lorE
  You have expert knowledge of dangerous arcane 
  creatures and magic.
  Prerequisites: 7+ ranks in Knowledge (arcana) 
  and Spellcraft, eldritch knight level 1st
  Benefit: You gain a +1 bonus per level of eldritch 
  knight you possess to all Knowledge (arcana) 
  checks made about dangerous creatures and 
  magical things, including harmful spells and 
  dangerous magical events. In addition, once per 
  day per three levels of eldritch knight you possess, 
  you can re-roll a Spellcraft check made to iden-
  tify a spell as it is being cast. You must choose to 
  re-roll before learning the outcome of the roll and 
  you must take the newer roll even if it is worse.
  ElDriTch pErFormEr
  Your eldritch knight training is closely tied with 
  your musical training.
  
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  Prerequisites: Bardic performance class feature, eldritch 
  knight level 1st
  Benefit: Your eldritch knight levels stack with your bard 
  levels for purposes of determining the number of times per 
  day that you can use your bardic performance abilities. In 
  addition, every even level of eldritch knight that you attain 
  (2nd, 4th, etc.) counts as a bard level for purposes of deter-
  mining which performance abilities you can use and how 
  powerful your performances are.
  ElDriTch SlAyEr [comBAT]
  Your spellcasting ability briefly becomes more powerful 
  after you slay an opponent with a weapon.
  Prerequisite: Eldritch knight level 1st
  Benefit: Whenever one of your attacks with a melee or 
  ranged weapon (not with a spell) causes your target to drop 
  below 0 hit points, your caster level increases by 1 for the 
  next spell you cast before the end of your next turn. If you 
  bring multiple targets below 0 hit points during a round, 
  this effect stacks with itself, increasing your caster level by 
  1 for each target. If you do not cast a spell before the end 
  of your next turn, this bonus ends with no effect.
  ElDriTch STrikE [comBAT]
  You can cause your arcane strike to be more powerful by 
  expending magical energy.
  Prerequisites: Arcane Strike, eldritch knight level 1st
  Benefit: When you use Arcane Strike, you may choose 
  to expend an uncast spell or spell slot (for spontaneous 
  casters) in order to deal more damage with your attacks. 
  Your attacks deal an additional +1 damage per level of the 
  spell you expended. You can use this ability once per day 
  per level of eldritch knight you possess.
  ENErgy STrikE [comBAT]
  When you imbue your weapon with arcane energy, you can 
  expend evocation power to deal energy damage instead of 
  normal damage.
  Prerequisites: Arcane Strike, Spell Focus (Evocation), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, 
  you can expend an unused evocation spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one evocation spell (for spontaneous casters). If you 
  do, choose an energy type. All of the normal damage dealt 
  by your attack becomes damage of that energy type. In 
  addition, your attack deals 1 additional damage of that type 
  per level of the spell expended. These effects last until your 
  arcane strike ability ends on your next turn.
  FAilED SpEll rEcovEry
  When your armor causes you to fail at casting a spell, you 
  do not lose the spell or spell slot and can use it again later.
  Prerequisites: Arcane Armor Training, Arcane Armor 
  Mastery, Armor Proficiency, Medium, caster level 9th
  Benefit: When you fail to cast a spell as the result of an 
  arcane spell failure roll, you do not lose the spell or spell 
  slot. You still fail to cast the spell and the action you used 
  to cast it is wasted, but you can attempt to cast the spell 
  again later.
  Normal: Normally when you fail to cast a spell as a result 
  of an arcane spell failure roll, you lose the spell.
  grEATEr ElDriTch SlAyEr [comBAT]
  You can recover a spell you just cast by slaying an oppo-
  nent with a weapon.
  Prerequisites: Eldritch Slayer, eldritch knight level 5th
  Benefit: If one of your attacks with a melee or ranged 
  weapon (not with a spell) causes your target to drop below 
  0 hit points, you may immediately recover one spell or 
  spell slot that you used this round or in the previous round 
  (but not earlier). You may use this ability once per day per 
  3 levels of eldritch knight you possess.
  grEATEr SpEll pENETrATiNg STrikE [comBAT]
  Prerequisites: Arcane Strike, Penetrating Strike, Spell 
  Penetration, base attack bonus +7
  Benefit: As Penetrating Strike, except that the bonus to 
  level checks continues to increase by 2 for each successful 
  attack imbued with Arcane Strike made against the target. 
  The bonus still goes away at the end of the turn following 
  the round in which you used Arcane Strike if you have not 
  yet cast a spell on the target.
  grEATEr SpEll SToriNg BoND
  You are able to store multiple spells in your bonded 
  weapon and choose which one to cast when you strike an 
  opponent.
  Prerequisites: Arcane bond (bonded weapon), Weapon 
  Focus (bonded weapon’s type), Spell Storing Bond, eldritch 
  knight level 5th
  Benefit: You are able to store 1 additional spell per 3 addi-
  tional levels of eldritch knight you possess in your arcane 
  bonded weapon, to a maximum of 4 spells at 10th level of 
  eldritch knight (or 5 if the weapon is enchanted as a spell 
  storing weapon). When you successfully strike and damage 
  a creature with it, you choose which stored spell to cast. 
  You can only cast two stored spells from the same weapon 
  
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  per day: the other spells remain stored but cannot be used 
  until the next day. You still can only cast one spell from the 
  weapon per attack.
  illuSory STrikE [comBAT]
  When you imbue your weapon with arcane energy, you can 
  expend illusory power to become blurry.
  Prerequisites: Arcane Strike, Spell Focus (Illusion), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused illusion spell that you have prepared 
  or a spell slot of a level in which you know at least one 
  illusion spell (for spontaneous casters). If you do, you gain 
  10% concealment per level of the illusion spell expended 
  until your arcane strike ability ends on your next turn.
  kNighT’S BlooDliNE
  Your eldritch knight training continues to advance some of 
  the power of your bloodline and further blends your arcane 
  and martial talents: you are descended from a line of great 
  arcane warriors.
  Prerequisites: Arcane bloodline, eldritch knight level 1st
  Benefit: Your levels in eldritch knight stack with your 
  levels of sorcerer for purposes of determining the power of 
  your arcane bond and metamagic adept abilities (but not 
  any other bloodline abilities). In addition, whenever you 
  gain a bonus combat feat, you may instead choose to learn 
  a metamagic feat in place of a combat feat.
  kNighT’S FAmiliAr
  Your familiar grows in power and abilities as you increase 
  your eldritch knight level.
  Prerequisites: Arcane bond (familiar) class feature, 
  eldritch knight level 1st
  Benefit: Your levels in the eldritch knight class stack with 
  levels in classes which grant the arcane bond (familiar) 
  class feature for purposes of determining the power of your 
  familiar. In addition, when you take this feat, increase one 
  of your familiar’s physical ability scores by 2. Treat this 
  increase as a normal ability score increase gained through 
  level advancement.
  Normal: Eldritch knight levels do not normally improve 
  your familiar.
  kNighT’S FocuS
  You are able to cast spells even while faced with the worst 
  possible conditions.
  Prerequisites: Iron Will, eldritch knight level 2nd
  Benefit: You gain a +4 bonus to all concentration checks 
  made to resist losing a spell due to taking damage, grap-
  pling, vigorous or violent motion, weather conditions, or 
  entanglement. This bonus does not apply when you attempt 
  to cast a spell defensively.
  miND-coNFouNDiNg STrikE [comBAT]
  When you imbue your weapon with arcane energy, you can 
  expend enchanting power to confound the minds of your 
  targets.
  Prerequisites: Arcane Strike, Spell Focus (Enchantment), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused enchantment spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one enchantment spell (for spontaneous casters). If 
  you do, any foe struck by one of your arcane strike-imbued 
  attacks has a 50% chance to lose any action that they 
  attempt, +5% per level of the enchantment spell expended, 
  until your arcane strike ability ends on your next turn.
  mouNTED cASTEr
  You are able to easily cast spells while mounted.
  Prerequisites: 4+ ranks in Ride
  Benefit: You never need to make concentration checks 
  to cast a spell due to vigorous motion caused by riding a 
  moving mount.
  Normal: Normally you must succeed at a concentration 
  check (DC 10 + the level of the spell) or lose the spell 
  when you attempt to cast a spell while riding a moving 
  mount.
  prophETic STrikE [comBAT] 
  When you imbue your weapon with arcane energy, you 
  can expend divination power to detect your targets’ weak-
  nesses.
  Prerequisites: Arcane Strike, Spell Focus (Necromancy), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, 
  you can expend an unused divination spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one divination spell (for spontaneous casters). If 
  you do, each time you successfully damage an opponent 
  with an attack until your arcane strike ability ends on your 
  next turn, you become aware of one weakness the creature 
  possesses (such as an energy vulnerability or the type of 
  weapon that bypasses the creature’s damage reduction) per 
  level of the illusion spell expended.
  
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  ShiElDED cASTEr [comBAT]
  You are skilled at casting spells and not losing the benefits 
  of your buckler.
  Prerequisites: Shield Proficiency, Shield Focus, ability to 
  cast spells
  Benefit: While wearing a buckler, when you cast a spell 
  with somatic components using your shield arm, you do 
  not lose the buckler’s AC bonus.
  Normal: Normally when you cast a spell with somatic 
  components using your shield arm while wearing a buckler, 
  you lose the buckler’s AC bonus until your next turn.
  ShiElDiNg STrikE [comBAT]
  When you imbue your weapon with arcane energy, you can 
  expend abjuring power to increase your defenses.
  Prerequisites: Arcane Strike, Spell Focus (Abjuration), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, 
  you can expend an unused abjuration spell that you have 
  prepared or a spell slot of a level in which you know 
  at least one abjuration spell (for spontaneous casters). 
  If you do, your Armor Class and Combat Maneuver 
  Defense increase by 1 for each level of the abjuration spell 
  expended until your arcane strike ability ends on your next 
  turn.
  SpEll pENETrATiNg STrikE [comBAT]
  Your arcane strikes increase your ability to penetrate your 
  target’s spell resistance if your attack damages it.
  Prerequisites: Arcane Strike, Spell Penetration, base attack 
  bonus +5
  Benefit: Whenever you successfully damage an opponent 
  using an arcane strike, you gain a +2 bonus to your level 
  check to beat that target’s spell resistance using the next 
  spell you cast on them. If the spell does not allow spell 
  resistance, this ability has no effect. Multiple successful 
  arcane strikes do not increase this bonus, and the bonus 
  goes away at the end of your next turn if you have not yet 
  cast a spell on the target.
  SpEll piErcE [comBAT]
  When you disrupt an opponent’s spell with an attack or 
  counterspell, you cause that opponent to lose an additional 
  spell slot.
  Prerequisites: Disruptive, Improved Counterspell, 5+ 
  ranks in Spellcraft, eldritch knight level 1st
  Benefit: Whenever you cause an opponent to lose a spell 
  by disrupting it with an attack or by countering it, the 
  opponent loses an additional unused spell or spell slot (for 
  spontaneous casters) of equal level to the disrupted spell. 
  If they have no unused spells of an equal level, they lose a 
  spell slot 1 level lower than the disrupted spell, and so on 
  if they have no remaining spells of that level. They cannot 
  lose a spell slot of a higher level than the disrupted spell, 
  even if they have no remaining spell slots of a lower level.
  SpEll SToriNg BoND
  You are able to use your arcane bonded weapon to store a 
  spell as with a spell storing weapon.
  Prerequisites: Arcane bond (bonded weapon), Weapon 
  Focus (bonded weapon’s type), eldritch knight level 1st
  Benefit: You are able to use your arcane bonded weapon 
  as a spell storing weapon. If the weapon is normally a spell 
  storing weapon or becomes enchanted as such, you can 
  store two spells in it at a time and choose which spell to 
  cast when you successfully strike and damage a creature 
  with it. You can only cast one stored spell from the same 
  weapon per day: the other spell remains stored but cannot 
  be used until the next day.
  STrENgThENED WEApoN BoND
  Your bond with your arcane bonded weapon is greater, 
  allowing you to use it for spellcasting even while not 
  wielding it and providing a small bonus while you are.
  Prerequisites: Arcane bond (bonded weapon), eldritch 
  knight level 1st
  Benefit: As long as you are carrying your arcane bonded 
  weapon on your person, you do not need to make a 
  concentration check to cast a spell while you are not 
  wielding it. This effect also allows you to cast a spell while 
  holding a two-handed arcane bond weapon. In addition, 
  while you are wielding your arcane bond weapon and you 
  cast a spell, you gain a +1 bonus to level checks made to 
  beat spell resistance.
  Normal: Normally if you are not wielding your arcane 
  bond weapon, you must make a concentration check when 
  you attempt to cast a spell. It is normally not possible to 
  wield a two-handed arcane bond weapon at the same time 
  as casting a spell.
  TrANSFormiNg STrikE [comBAT]
  When you imbue your weapon with arcane energy, you can 
  expend transmutation power to enhance one of your ability 
  scores.
  Prerequisites: Arcane Strike, Spell Focus (Transmutation), 
  eldritch knight level 1st
  
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  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused transmutation spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one transmutation spell (for spontaneous casters). 
  If you do, each time you strike and deal damage to an 
  opponent before your arcane strike ability ends on your 
  next turn, you may choose to temporarily increase one of 
  your physical ability scores by 1 until the ability ends, to 
  a maximum of 1 increase per level of the spell expended. 
  You may choose to increase a different ability score with 
  each successful attack, and you may choose to increase the 
  same score more than once.
  uNSToppABlE SpEll [mETAmAgic]
  An unstoppable spell cannot be countered and is less 
  hindered by spell resistance and effects which might cause 
  you to lose your concentration.
  Benefit: An unstoppable spell cannot be countered by 
  another spellcaster even if they successfully identify the 
  spell and cast an appropriate counterspell. A caster who 
  attempts to counter this spell by casting another spell 
  simply loses that spell. In addition, with an unstoppable 
  spell you gain a +2 bonus to level checks made to beat 
  your targets’ spell resistance, as well as all concentration 
  checks made to keep from losing the spell. An unstoppable 
  spell uses up a spell slot 1 level higher than the spell’s 
  actual level.
  
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
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  Undefeated 16, Copyright 2010, Louis Porter Jr. Design, Inc.
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