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![]() Thinking about doing an Eldritch Knight. Two options, not sure which to choose. Option 1: Fighter 1, Scryer wizard 1, EK 10, Fighter 1, Scryer wizard 7. This gives me fighter level 12 for fighter only feats, BAB +16, caster level 17(9th level spells, just barely). Option 2: Aasimar(for the Spell Like ability), Paladin 3, Sorcerer 1, EK 10, Sorcerer 6. Charisma to hit(smite x1, very limited), Charisma to resistances(minimum of +7 to all), Immune to fear and disease, Fighter level 10 for fighter only feats(miss out on greater weapon specialization), BAB +16, caster level 16(level 8 spells, just barely). Very close, same BAB at the end, it looks like level 9 spells and prepared vs. level 8 spells, spontaneous and a big bonus to resistances and a couple of nice immunities. Anything I missed? Any thoughts on what would work best? ![]()
![]() Wanted to look at doing a Dragon Disciple build for WotR. I like Pal 3, Sor 2, DD 10 for immunities and bonuses to saves but also like Pal 2, Rng 2, Sor 1 DD 10 for the natural weapon feats. I would really like to do a natural weapon build but I am not sure it is viable.
Also considering an Aasimar Ftr 2, Sor 1, EK 2(early entry by SLA) to DD 10 with 5 more EK on the end. Advantage is BAB +16, CL 14, effective fighter level of 9 and bloodline level of 11. Are any of these builds viable given the ending fights? A demonlord plus minions just leaves this guy looking weak. I am sure a DD4 max will be brought up. But I am looking for an effective build using natural weapons and capitalizing on the Paladin bonuses from CHA to saves. If that won't work what should I do to get a viable character along these lines? ![]()
![]() I am not interested in the AP itself, it has poor reviews. I am interested in getting the best info on the elven kingdom and the dark elves. Which modules should I grab? The descriptions of 15, 16, and 17 suggest they will be what I want. Is that correct and are any of the other modules good? This is mainly for resource info, not for the AP itself. ![]()
![]() Can anyone tell me or link to the thread where it is explained why you spend 1-3 feats(arcane strike, arcane armor training, arcane armor mastery) and then have to use a swift action to use them? I am not arguing over whether they should be I just want to hear why spending the feats wasn't enough cost. The use of a swift action every turn to actually use any of the above feats seems like a way to prevent them from being used. If I spend three feats so I can boost my damage a little and to wear medium armor and cast spells I don't understand why I have to blow my only swift action on being able to use one of those feats. That is 3 feats I could have used for something else. Link or quick explanation why the feats were so overpowering they had to be nerfed? Thanks ![]()
![]() What does everyone think about the difference between a Cleric 18 vs. a Paladin 3/Cleric 15 build? It seems like 9 levels of Cleric spells and a little extra turning vs. 8 levels of Cleric spells with immunity to fear, disease and a bonus to saves. Right now I am leaning toward the Paladin/Cleric build being superior. This would be a Dwarven Cleric of Torag with protection and one other domain. Thanks in advance for any input. ![]()
![]() Arcane armor training and armor mastery both require a swift action to use. The Eldritch Knight's level ten ability allows you to cast a quickened spell using a swift action after a critical hit. So, after spending a level in a martial class, five levels in an arcane class and ten in Eldritch Knight I still can't wear armor if I want to use the EK's capstone ability, huh? Arcane armor training/mastery takes two feats for 20% reduction in spell failure when wearing armor and then keeps me from casting quickened spells or using the EK's level 10 ability if I use armor or causes me to lose the armor's defense. Did I miss the benefit of having Arcane armor training? ![]()
![]() I am planning on playing an Eldritch Knight-Fighter 3, Wizard 5, Eldritch Knight 10 for the River Kingdoms AP. I have a few simple questions first. I am thinking of playing an Elf and having him use an Elven Quick Blade. Then I started thinking about casting and having a hand "free" while using a two handed weapon. Could he hold the Quick Blade in one hand and cast or is it that not workable? If not what weapon would work well? Second question is about Arcane Strike. Will the caster levels of EK stack with Wizard for this feat? I have never played 3.5 or pathfinder before but I have looked at the books and ran sample characters. (Old 1E player from the 80's). The other members of the party will be a Cleric and Ranger(TreantMonk's switch hitter build) with the fourth either a Fighter or Druid. ![]()
![]() I haven't played for over a decade(in fact since 2E) and I just bought the pathfinder RPG. I see a lot of posts about how you have to take certain feats for fighters, etc. to be effective. Could anyone share 2 or 3 builds for a fighter from level 1-12 to give me an idea of how the feats actually make these must have chains? What makes them so much better than other builds? Thanks, Dan |