Star Log.EM-014: Eldritch Knight (SFRPG) PDF

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By Alexander Augunas
Take your Starfinder campaign to new heights with Everyman Gaming’s Star Log.EM series! This high-crunch series specializes in everything from fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. Each week, a different Star Log.EM tackles a new, exciting topic.
This installment of Star Log.EM includes: 1,000 words introducing another legacy prestige class-made-Starfinder-archetype, the Eldritch Knight! Also included are several new feats that enhance a character’s ability to dispel and disrupt enemy spellcasting, as well as a brief treatise on the role of eldritch knights in Rogue Genius Games’s Blood Space campaign setting!
The Star Log.EM series—Starfinder for tomorrow!

Page Count: 5

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needs more time in the oven

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let me preface this by saying that on page 3 of this product there is a sidebar where the author (Alexander Augunas) talks about having a conversation with Owen K.C Stephens about whether this archetype should even be made, and ultimately deciding to do it anyway. we'll get back to this shortly.
Page 4, the actual content kicks in with the archetype itself. This archetype can only be applied to spellcasting classes, which strikes me as odd, but makes sense for the theme. You'll be trading in your 2nd, 6th, 9th, 12th, and 18th level abilities for this archetype (see the Starfinder Core Rulebook for details about how archetypes work).
At second level you get a neat ability called Spell Critical that lets you spend a swift action when you crit in order to cast a spell in place of the weapon's typical critical effect (I am assuming your damage is still doubled as normal?). This is an amazing start, if perhaps could use more wording about casting time limits on the spell selected or something.
But then the other 4 abilities of this archetype are pulled from the Arcane Assailant Soldier fighting style... I'm not saying these are bad, in fact I rather like them. However, I need to return to page 3 for a moment with that conversation with Owen to make sure I read that right, because this product basically just copy pasted (without even doing that, you are literally told to reference the listed Arcane Assailant's abilities). This seems super lazy to me, and i could rant about it for awhile, but I'll skip to the feats, since that is where the bulk of this product is located anyway.
You get a grappling feat that forces casters to make caster checks or lose their spell when you are grappling them.
You get a feat that lets you use dispel magic further and also against spell-like abilities.
You get a feat called 'Riving Strike' that lets you use make opponent vulnerable to magic via an attack with a magic weapon as a standard AND swift action. This one is pretty cool, you opponent get a save and you can't spam it on the same target due to some built in limits.
Finally, the one I really like, 'Spell Severance': once per day you can attempt to targeted dispel magic on a hit with a magic weapon. If there was a way you use this a bit more often it would go from cool, to really awesome.

Final verdict? Riving Strike Feat and Spell Severance feat would have been excellent additions to the archetype itself in place of gaining another class's class features. Ultimately, it isn't bad. on the DM side of things, I'll let my players pick this if the want. on the player side of things, I'd likely just play a soldier and use some of the feats in here; you aren't exactly giving a mage type a whole lot of extra melee durability to go with all those melee abilities.