Honor-bound knights with alacrity for comprehending the arcane, eldritch bannerets descend on their enemies with in a rush of steel and spell-wreathed weapons. Their natural leadership capabilities make them great strategists for mage troops, and their intimate knowledge of magic makes them ideal anti-magic shock troops. As they grow in knowledge, strength, and power, these juggernauts perfect techniques that empower their allies on the battlefield, neutralize enemy spellcaster threats, and cause arcane havoc in the ranks of their foes.
Primary Class: Samurai.
Secondary Class: Magus.
Hit Dice: d10.
Saves: good Fortitude and Will, poor Reflex.
Bonus Skills and Ranks: The eldritch banneret may select three magus skills to add to his class skills in addition to the normal samurai class skills, one of which must be Spellcraft. The eldritch banneret gains a number of skill ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The eldritch banneret is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Eldritch bannerets are proficient with all types of armor (heavy, light, and medium), and shields (except tower shields). An eldritch banneret does not incur arcane spell failure when casting spells as a part of his arcane challenge ability; a multiclass eldritch banneret still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Caster Level: An eldritch banneret does not learn or prepare spells normally, but a number of his abilities allow him to cast spells or otherwise interact with spell effects. For the purposes of the arcane challenge, spell duelist, and banner image abilities, as well as for the purposes of qualifying for feats such as Arcane Strike, the eldritch banneret's caster level is equal to his level.
Arcane Challenge: At 1st level, the eldritch banneret selects one first-level spell from the magus spell list with a range of "touch." Once per challenge, the eldritch banneret may cast that spell on the target of his challenge, delivering the spell through his weapon as though using the magus spellstrike ability. To activate this ability, the eldritch banneret must have an Intelligence score of 10 + the spell's level. If the spell allows a save, the DC is equal to 10 + the spell's level + the eldritch banneret's Intelligence modifier. The eldritch banneret never suffers arcane spell failure when using this ability. Arcane challenge replaces the challenge ability granted by the eldritch banneret's order.
Familiar: At 1st level, the eldritch banneret gains the familiar magus arcana. This ability replaces mount and mounted archer.
Spell Duelist (Su): At 3rd level, the eldritch banneret gains a bonus on Spellcraft checks made to identify spells as they are being cast equal to half his level, rounded down. The eldritch banneret also gains a +2 bonus on initiative roll or skill checks made to determine who goes first in a duel or spell duel. While engaged in a duel or spell duel with a spell-casting opponent that is the target of the eldritch banneret’s challenge, he may spend a use of resolve as an immediate action to attempt a dueling counter as though he were using the same spell as the one being countered. This affords him a +10 bonus on his caster level check to counter the spell. This ability replaces weapon expertise.
Banner Image (Su): At 5th level, the eldritch banneret can project a magical banner that serves as a symbol of inspiration to his allies and companions. This functions as the banner ability in all ways except that it does not require a physical object: the banner is a Small magical effect. It cannot be dropped or destroyed, but it ceases to function in antimagic fields and can be suppressed by dispel magic and similar effects as though it were a magic item with caster level equal to the eldritch banneret's caster level. Creating or dismissing the banner image is a mental standard action. The eldritch banneret chooses the visual details of his banner at 5th level, and it looks the same every time he projects it. When the eldritch banneret gains the greater banner ability, it similarly applies to his banner image. This ability modifies banner and greater banner.
Magus Arcana: At 6th level, and every six levels thereafter, the eldritch banneret gains one magus arcana of his choice. Unless specifically noted in a magus arcana's description, an eldritch banneret cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells cast as part of the eldritch banneret's arcane challenge ability unless otherwise noted. Because the eldritch banneret does not have a spell list or many other magus class features, some magus arcana may be irrelevant. If a magus arcana functions by the spending of arcane pool points, the eldritch banneret instead activates that arcana by spending one use of his resolve. This ability replaces bonus feats.
Disruptive: At 9th level, the eldritch banneret gains Disruptive as a bonus feat, even if he does not meet its prerequisites. This ability replaces greater resolve.
Greater Arcane Challenge: At 12th level, the eldritch banneret may replace the spell he chose for his arcane challenge ability with any first- or second-level spell from the magus spell list with a range of "touch." If the eldritch banneret selects a first-level spell from the magus spell list, he may permanently modify it with any metamagic feat that increases its level by +1 (such as Disruptive Spell, Elemental Spell, or Intensified Spell), even if he does not possess that feat. In all other ways, his challenge and arcane challenge abilities remain unmodified. This ability replaces demanding challenge.
Spellbreaker: At 17th level, the eldritch banneret gains Spellbreaker as a bonus feat, even if he does not meet its prerequisites. This ability replaces true resolve.
Last Stand (Ex): This ability functions as normal for a samurai except as described below. When the eldritch banneret makes a last stand, spells and spell-like abilities deal the minimum amount of damage to him, unless they employ an attack that scored a critical hit. The eldritch banneret gains a +2 bonus on all saves against spells and spell-like abilities while making a last stand. While using this ability, the eldritch banneret cannot be killed by spells or spell-like abilities unless they are wielded by the target of his challenge. Spells cast by opponents that are not the target of his challenge deal no damage when an eldritch banneret has 0 or fewer hit points, and death effects simply have no effect. The eldritch banneret takes normal damage from all weapon attacks made against him by both the target of his challenge and other foes while using last stand. This ability otherwise functions as and replaces last stand.