Alexander Kilcoyne wrote: Your effectively a melee combatant/spellcaster- having strength as your fourth lowest stat on 4d6 drop the lowest will likely only be a 12 or so. In my experience, strength should be put even higher than intelligence for an EK, as your spells should be used to enhance your performance in melee whenever possible. that makes perfect sense... i still want to have the higher INT score, to add punch to spells as well as give me a bonus to spells per day (plus the added skill pick ups). so maybe move DEX and CON down the list and bring STR up to 2nd highest.
Alexander Kilcoyne wrote: My advice will depend heavily on your stats, but I think you have prioritised strength a little too low. Where do you think i should place it in preference? My logic ran a bit like this: Int for arcane magic and dex for the AC bonus, i placed con above str as a preference thing... i like having a push to HP if i can.
to be honest, i havent given much thought to his spell selection yet. i need to research that a bit more when i have time (at work right now) but right now everything is up in the air as far as what spells (i have a lot i need to read up on). as far as arcane armor training goes, i am hoping to be able to talk the DM into allowing the reduction to be a perm thing (rather then needing a swift action) if he doesnt go for it then i see a lot of stilled spells in my future. a lot of what makes this difficult is he is famous for not using a game mat for combat, makes choosing some feats hard.
Hello all! Ok… really long post, and I apologize ahead of time… After months of false starts and no shows, we are finally going to start a Pathfinder campaign. The DM wants to use core rules only and my original idea was for a simple sword and board fighter, but 2 other players are doing the same thing… and with almost every other class (I know we have 2 fighters, a ranger, a rogue, and a paladin) that interest me already accounted for, I figured I would try the Eldritch Knight. My concept is for a falchion wielding, magic casting swordsman, who seems to always be one step ahead of others. Main weapon a falchion (bonded), and I am looking at a chain shirt for armor for now (the DM is having us start at 4th and wants this to be a long campaign). I know this is a sensitive topic, and has been much discussed across the message boards before, but after looking over other people’s questions, advice given, and general comments and or complaints about the Eldritch Knight I decided I needed to play one. After combing through the different links and topics I think I came up with a build that would be fun to play and still workable in a long campaign. If you guys wouldn’t mind, I would like some advice on the build itself and mostly the feat choices I have selected. Keep in mind that nothing is set in stone yet and I am a bit unsure about some of my choices, but I think it is workable. First of all our DM is having us roll 4d6 highest 3 for stats, so I don’t have stats yet… what I am planning on doing is placing the highest roll in INT, 2nd highest in DEX, 3rd in CON, and 4th in STR… WIS and CHA are interchangeable at this point depending on RP preference and what the rest of the players are going for. For race I am going Half Elf, for the Multitalented Ability, for which I am going Fighter/Wizard, obviously. The stat bonus is going to INT and he is allowing 2 traits (talked him into it) so I am picking up Reactionary and Magical Knack. The level increases will be 2 fighter / 5 wizard / 10 EK / 3 wizard. Wizard school will be Divination and the forbidden schools are Abjuration and Conjuration (although I am not sure on spells yet, so they may change a few times but I know I want Divination) Here are the feats I am thinking about (in order): 1st – Improved Int. (bonus) Weapon Focus (fighter, falchion)
I really have no idea what to do with skills yet as I am waiting to see what the others bring and see if I can fill in any gaps. Attribute increases are going to depend a lot on my rolls. And the last time I played anything similar to 3.5 was way back in AD&D (although I did run a WotC Star Wars d20 campaign that died before its time), so I am really clueless on spell choices at this point. I think that covers everything… any help or advice anyone can give would be greatly appreciated, like I said, nothing is set in stone and with the campaign not starting till this weekend, I have plenty of time to adjust and move stuff around. Thanks!
Hello everyone, sorry for the long post but I am very new to 3.5 rules and Pathfinder in general I am a bit intimidated by it… so I will be asking a LOT of questions. Here is hoping you guys can put up with me till I learn. Now for my question… One of my players wants to play a dragon descended type of character from the Races of the Dragon 3.4 book, and having the conversion guide for Pathfinder, I didn’t think it would be that difficult to pull over (plus I am only running a 2 member party at the moment, so I don’t mind the players being a bit more powerful then norm). However, I am a bit confused on how the dragon descended are built up… I am hoping there is someone familiar enough with the book and Pathfinder that can walk me through it a bit. The rule states you make your character like normal, say you are making a dragon descended, then add +2 to intimidate and spot checks. Then it says when you reach level 2 you do not gain a class level but gain and effective class level in the dragon descended racial class and gain effective class level (ECL) and at this point you are a first level character with a ECL of 2. That all makes sense to me… then I read the example… which ends up being ECL of 3 after hitting 2nd level… ummm… what am I missing? Can anyone explain to me how it works exactly? Evil*E
i am hoping someone can help shed some light here for me... i am very new to running any kind of 3.5 or DnD campaign, although i have been running games for about 20 years now, i stayed away from dnd for some reason i never understood... now i am running pathfinder for my friends and they are loving it. seeing as how i am a 'sandbox' GM, i tend to let the players create the adventures and give them an overall objective to acheive and use guides like this to save myself time and energy. now my players are looking them over, and they are trying to figure out how some PC characters in the book where made (an example is Shensen)... and i dont have an answer for them. the stats seem kind of high for the level the character is supposed to be. can anyone shed some light for me on how this character was created so i can get the player off my back about it? what they are asking about is this: if the characters where created using the 4d6 drop the lowest method, how did a 12th level character get 2 stats in the 20's (one 22 and one 24). even with a racial bonus of +2 for half elf, and +3 attribute increases for being 12th, that means at best one stat could be 23... my players want to know what else can give you bonuses to your stats. |