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wraithstrike wrote:
guille f wrote:
I don't see so much problem with that drp. Yes, is 80 points lower than the fighter, but that is all than the fighter can do, damage. In general the rogue have more skills and abilities with the talents that can make a difference.
A fighter can be built to do more than fight. It is just that most people don't do it. He won't be as skilled as a rogue, but to say all he has going for him is damage is far from true.

Ok, it's true, but the primary function of the fighter is to do damage. That the rogue do rougly 80% that the fighter damage is not a bad thing, more if we only view sneak attacks and no other abilities.


I don't see so much problem with that drp. Yes, is 80 points lower than the fighter, but that is all than the fighter can do, damage. In general the rogue have more skills and abilities with the talents that can make a difference.


Abraham spalding wrote:

The rogue is much more anemic. Assuming flanking and that he has +5 sword of subtlety with a haste effect like speeding or boots of speed, with the same 30 Dex and we'll say 14 strength:

+15 (bab) +1 (Dex)+5 (weapon enhancement)+4 (subtlety)-2 (two weapon fighting) +1 (weapon focus)

Meaning: +24/+24/+24/+19/+19/+14/+14

For:
1d6 +2 (strength) +5 (enhancement) +4 (subtlety) +10d6

puts him at 11d6+11, or an average of 47.5 damage per hit.

Meaning he has: +24/+24/+24/+19/+19/+14/+14 (1d6+11+10d6 17~20/x2)

He has less swings, hits...

+15 (bab) +10(Dex) +5 (weapon enhancement) +4 (subtlety) -2 (two weapon fighting) +1 (weapon focus)+ 1 haste +2 flanking -4 piranha

So
+30/+30/+30/+25/+25/+20/+20

and if we add agile in the sword of subtlety.

Damage:
1d6 +10 (Dex) +5 (enhancement) +4 (subtlety) +8/4 piranha +10d6
65.5/61.5 (96/88) on critical hit.


Why Skilled cost 4 points and Advanced Intelligence only 4, the second is more important for anything (languages, skills, skills modifiers, abilities rolls, spellcasting, etc)?


Jadeite wrote:
Jukkaimaru wrote:
I dunno, generally a wider crit range is better for your average damage than a smaller range with a higher multiplier.

That doesn't apply to the falcata since is has a wide crit range as well as a high multiplier.

Average Bonus Damage through critical hits:
20/x2 - 5%
20/x3 - 10%
20/x4 - 15%
19-20/x2 - 10%
18-20/x2 - 15%
19-20/x3 - 20%

Improved Critical doubles this numbers. It's not totally accurate since it doesn't take into account bonuses on confirmation rolls or the inability to hit on each threat.
Usually I'd prefer a weapon with a higher threat range to one with a higher multiplier, but there is no weapon comparable to a falcata. If there was a 17-20/x2 weapon I'd probably take it, but there isn't.

Not necessarily true, take this example:

Kensai Magus:

Normal:
Falcata(F): 19-20 x3 +20%
Katana (K): 18-20 x2 +15%

With perfect strike critical augment:
F: 19-20 x4 +30%
K: 18-20 x3 +30%

With Improved Critical:
F: 17-20 x3 +40%
K: 15-20 x2 +30%

With Improved Critical and Perf. Strike:
F: 17-20 x4 +60%
K: 15-20 x3 +60%

With Improved Critical, Perf. Strike and Weapon Mastery:
F: 17-20 x5 +80%
K: 15-20 x4 +90%

So, almost in any case are equal or a slight advantage of the falcata until lvl 20, but any spell is better with the katana thanks the greater crit range.


The Shattered Star can be related to the Starstone? :D


What about Monk 3 / Cleric X ? Traits: Magical Knack and Heirloom Weapon.


Valton Dekeyrel, 10 Lvl Human Magus

STR 20
DEX 14
CON 12
INT 18
WIS 10
CHA 8

Arcanas

3 Black Blade
6 Close Range
9 Spell Blending (Heroism)

Traits
·Heirloom Weapon [Falcata]
·Magical Lineage [Shocking Grasp]

Feats
Hu Heighten Spell
L1 Spell Penetration
L3 WF(Falcata)
L5 Power Attack
M5 Intensified Spell
L7 Preferred Spell
L9 G.Spell Penetration

Defense (with heroism already casted)
CA: 25=10+9+2+1+1+1 (29 with shield)
Saves:
F:14=7base+4items+1+2
R:11=3base+4items+2+2
W:13=7base+4items+0+2

Wealth
Falcata +3 0
Belt+4Str 16000
Headband +2Int 4000
Breastplate +3 9450
ring +1 2000
amulet +1 2000
Cloak +3 9000
Dusty Rose IStone (+1CA) 5000
Cracked Pale Green(A&S) 8000
12 lvl1 pearls of power 4000
Metamagic Rod Extend(L) 1500
Leftovers 1050

Attack Routine

Using 1 arcane point for +2 enhancement and keen and 1 point from the black blade
7Lvl+5STR+5Enh+1WF+1Trait+1Comp+2Moral-2SpellCombat-2PowerAttack
+18/+18/+16
1d8+17
(.75*21.5(1+0.2*2))*2+.65*21.5(1+0.2*2)
45.15+19.565=64.715

With Haste in the first round, and Arcane Strike in the 2nd round
+19/+19/+19/+17
.8*24.5*1.4*3+.7*24.5*1.4
82.32+24.01=106.33

the chance to hit the shocking grasp in any attack of the first routine is 1 - the possibility of miss.

1- (0.25)^2*0.35= 0.978125

so the shocking grasp dpr will be:

0.978125*35*1.2=41.08125

in the second routine will be:

1- (0.2)^3*0.3= 0.9976

so the shocking grasp dpr will be:

0.9976*35*1.2=41.8992

So the dpr will be 105.79625, and 148.2292 with 1 round for cast haste.

Any error with the math? Any suggestion for another feat?


About feats:

#Heigthen Spell
#Preferred Spell
#Intensify Spell
#Empower Spell
#Elemental Spell
#Spell Perfection
#Quicken Spell
#Weapon Focus
#Greater Weapon Focus
#Weapon Especialization
#Critical Focus
#Arcane Strike
#Staggering Critical
#Spell Focus
#Greater Spell Focus

All are great feats for a Magus.

Add Magical Lineage (Shocking Grasp and Chain Lightning), or Heirloom Weapon (Scimitar) and Magial Lineage (Shocking Grasp) for a great combination with the metamagic feats.


An animal companion of a druid can have an AC of 60 more or less. So 47 CA for an Alchemist is no that great.


Kelso wrote:
Without a feat or some kind of special version of the Bracers, no. All equipment carried or worn is absorbed into your form and does not function.

Not all your equipment, constant bonuses like Belt of P. Perfection, Headbands, ring of protection or the Necklace of NA remain active while you are in your animal form.


What happend if you select as your 1st feat the fiendish heritage of PF #25, and you chose the 'Demon-Spawn Tiefling'. You will have the +2 charisma and a +2 if you are a abysal or infernal sorcerer?


Lyre of Building
Build a City never was that easy. Especially for Kingmaker.


How about this:

Pendants/Bracers of Shield
Cost: 3*1*2000= 6000 For a +4 shield bonus, only works when you have the 2 pendants/Bracers equiped.


Elven Wizard 5 / Fighter 1 / EK 10 / Wizard 3 / Fighter 1

Using 20pb

Str 14
Dex 16
Con 12
Int 17
Wis 10
Cha 8

At lvl 20

Str 30 (14 + 5 lvl + 5 inherent + 6 enhancement)
Dex 22 (16 + 6 enhancement)
Con 18 (12 + 6 enhancement)
Int 28 (17 + 5 inherent + 6 enhancement)
Wis 10
Cha 8

Use Greater Heroism, Greater Magic Weapon before combat, and Giant Form 2, Haste in the first round of combat.

Your attack, using a ECB, will be:

16 base + 14 str + 5 magic weapon + 4 G.Heroism + 2 G.Weapon Focus -2 Size + 1 Haste = +40 / +40 / +35 / +30 / +25

And your damage: 3d8 + 21 str + 5 magic + 4 W.Esp. avg 43.5
you can use P.Attack for another 15 points and -5 attack.

Your CA will be:

10 base +11 armor +5 dex +4 shield +5 deflection +11 natural +1 luck = 47

The only feat you need is Praticied Spellcaster from the completes series, all the other stuff is PFRPG core only.

Your DC of spell's are 10+Lvl+9+2 (if you take spell focus and g spell focus).

I don't tink that it's a bad PC, excuse my english, i tried to explain the best way.


Dabbler wrote:

Well if you have Double Slice and Power attack and two light weapons compared to a greatsword:

2 light weapons = {1d6 + Str bonus + Power Attack bonus (+2, +2 per 4 BAB)} x 2
= 2d6 + (2xStr bonus) + (4, +4 per 4 BAB)

1 great sword = 2d6 + (1.5xStr Bonus) + Power Attack (+3, +3 per 4 BAB)

In fact is:

2 light weapons = {1d6 + Str bonus + Power Attack bonus (+2, +2 per 4 BAB)} + {1d6 + Str bonus + Power Attack bonus (+1, +1 per 4 BAB)}


0gre wrote:


This is awesome, I'm going to add an evil bard playing pipe organs into my next session. Hmm, where can I put a pipe organ :(

And he will play this?

http://www.youtube.com/watch?v=0Aej0vQJNQA


Chris Kenney wrote:


Check the feat he's building to. Aldori Dueling Mastery requires Dex 17 and Weapon Finesse.

You only need the belt of phisical perfection. If Valeros has Greater Two Weapon Fighting without the necesary dexterity , you can surpass the necesary requirement with the item too.


Try a build with a Tengu Inquisitor of Nethys (destruction domain).


Amseriah wrote:

Dragon Disciple: medium BAB, 2 good saves, loses 3 casting levels

Blood of the Dragons: Read, you should be a sorcerer with the dragon bloodline for this class...it's the best thing for your. It's good, it lets your prc levels stack with your sorcerer levels for your bloodline abilities....nice

Natural Armor Increase is good...+3 nat ac..can't complain there

Ability Boost ok, you get +4 Str...your a sorcerer who cares, +2 Con that's good more hp, +2 Int....good for skill points but not much else, remember to get the most out of this class you are a sorcerer so you need Cha not Int.

If you are a melee gish, a Bard 12 / Dragon Disciple 8 or a Paladin 2 / Sorcerer 4 / Dragon Disciple 4 / Eldritch Knight 10 will use that Ability Boost.

In some way, i think too that the EK is missing something, a class ability that cannot be cloned by any other class, like spell channel, better AC spell.


Joseph Davis wrote:
The only mechanical question I have, is why is it that the caster's primary attribute is Wisdom and not Charisma, since it's a spontaneous caster?

The Paladin isn't a spontaneous caster and uses Charisma.


i seriously recommend you just grab 2 levels of fighters and use the trait that let you increase your CL up to your HD.


Charender wrote:


stuff.....

yeah, you need 5 feats to be less stat dependent, while the thug over there with his greatsword will have power attack, vital strike, step up, WF, WE, and will not have a horrible -2 to all attacks.

Ah... I almost forget, he can attack with his greatsword in a AoO or in an standar action, while the TWF guy will only use his primary weapon.


if you don't care about 4 caster levels, try Paladin 2 / Sorcerer 4 / DD 4 / Eldritch knight 10

or the clasic way: Bard 7 / DD 8 / Bard 5


Tengu
Inquisitor of Nethys
Domain: Destruction

STR 18
DEX 19 (17+2)
CON 14 (16-2)
INT 10
WIS 16 (14+2)
CHA 13

AC: 18 (10+4+4)
HP: 10

Feats:

·Two-Weapon Figthing
(3rd lvl Double Slice)

Spells
1(2/day)- Divine Favor, Shield of Faith

Skills (with favored class)

Perception
Survival
Sense motive
Intimidate
Knowledge:
·Arcana
·Nature
·Religion

1st Judgment: Justice

In the 3rd round of combat:

+6 1d8+5
+6 1d8+3


i would like a copy

darkwolf.gaf@gmail.com

Thanks


Somebody can calculate the Dpr for this character and see if everything is okay?, it's not complete.

Marcus Arengath, Human, Inquisitor of Nethys LN

Life: 8+4.5x19+100 = 193Hp (233hp with Righteous Might and Divine Power)

Atributes

Str 32 / +11 (+5lvl, +5Inh, +6Item)
Dex 22 / + 6 (+6Item, +1Inh)
Con 20 / + 5 (+6Item)
Int 16 / + 3 (+6Item)
Wis 20 / + 5 (+6Item)
Cha 8 / - 1

Base Armor Shield Dex Deflec Natural Sacred
CA: 39 = 10 + 11 + 1 + 5 + 5 + 5 + 3

Saves:

Fort: 26 = 12 + 5 + 5 + 4

Ref: 21 = 6 + 6 + 5 + 4

Will: 26 = 12 + 5 + 5 + 4

Initiative: +11

8 Skill Points / Lvl (6skill points, +1 human, +1favored class)

·Perception
·Stealth
·Knowledge Planes
Arcane
Nature
Dungeoneering
Religion
·Sense Motive
·Survival
·Intimidate

Feats

H Exotic Weapon Proficiency (Bastard Sword)
1 Two-Weapon Fighting
3 Double Slice
5 Power Attack
7 Two-Weapon Defense
9 Two-Weapon Fighting, Improved
11
13
15 Two-Weapon Fighting, Greater
17 Two-Weapon Rend
19

Domain: Destruction
Judgments: Justice, Destruction, Protection

Wealth

2 +1 ghost touch, Keen, Holy, Spell storing, Merciful Bastards Swords 196000
2 Lesser Rod of Extend

With 2 rounds of buffing (Divine Power and Righterius Might) and 3 Swift actions for the bane, the destruction domain and the activation of the Judgments, the result is:
(already casted Greater Heroism and Greater magic Weapon in both swords)

Attack Bonus:

BAB Str Magic Luck Sacred Moral Bane
15 + 13 + 5 + 6 + 3 + 4 + 2 = 48 - 4 - 4 - 1 = 39

+39/+39/+34/+29
+39/+34/+29

Damage Bonus:

W.Dice Str Magic Luck Sacred Moral P.Attack Bane
2d8 + 13 + 5 + 6 + 6 + 10 + 8 + 4d6 = ( 54 to 86 ) x4 = 216 to 364
2d8 + 13 + 5 + 6 + 6 + 10 + 4 + 4d6 = ( 50 to 82 ) x3 = 151 to 246


Treantmonk wrote:

I can tell you that a 2-H full BAB guy is going to do just as much damage as a TWF full BAB guy with a bunch of TWF feats. In fact, usually he'll do more.

If there is some independant damage (like Favored enemy, Sneak attack, or smite evil) that can turn the tide.

In general though, TWF isn't so hot.

Check out the DPR thread for some mathematical comparisons.

Rezdave wrote:


As for the THF vs. TWF debate, the former unquestionably outclasses the latter, unless you HR in a feat that allows for combining multiple attacks to overcome DR and also allow doubling of all iterative attacks once TWF is bought. Otherwise, the feat-cost is just too darned high. A Dex. fighter should probably go the Dodge/Mobility/Spring Attack route in that case IMHO, remaining light on their feet, preferable with some Rogue multi-class to gain Sneak Attacks.

FWIW,

Rez

I had done a Inquisitor using 20PB that does 3xx to 5xx in a full attack with 2 Scimitars ( it's an example ), it's not completly created with a formula, but he has +43/+43/+38/+33 ( i think ) to his attacks.

He only needs 2 rounds of preparations.


Improved Weapon Finesse, dex to damage with finesseable weapons and a Dead Eye feat like the listed in the Dragon Compendium


DougErvin wrote:

Granted it is a capstone ability but as written Supreme Charge stacks with Spirited Charge so the lance attack would be five times the normal damage. Seems pretty powerful but if this was the intent then I am fine with it. Just wanted to make sure Supreme Charge stacks with Spirited Charge.

Doug

Supreme Charge (Ex): At 20th level, whenever the cavalier

makes a charge attack while mounted, he deals double the
normal amount of damage (or triple if using a lance).

The damage will be:

· 2 times with lance
· 3 times with lance and Supreme charge
· 4 times with lance, Supreme charge and Spirited charge
· 6 times with lance, Supreme charge, Spirited charge and a critical hit


Planar Sheepard (time abuse)
Incantrix (persist abuse and pre-epic feat)
Mistyc Theurge with Ur-Priest and Sublime Chord
Initiate of the Seven Veils (defense)
Malconvoker (summoning balors or pit fiends)
Swiftblade (the only Prc that can lost caster levels)
Abjurant Champion (not so broken, but it's better than 5 levels of wizard)

But there are others like:
Ranger / Scout with swifthunter feat
Figther / Barbarian / Frenezied Berzerker
Telflammar Shadowlord for Shadow Pouncing abuse
and so many others...


What is the effect of this spell on a character with STR 18? 22 or 26?


No, Increasing intelligence doesn't grant retroacive skill points.

Constitution (Con)

Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.

You apply your character's Constitution modifier to:

* Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).
* Fortitude saving throws, for resisting poison, disease, and similar threats.

If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.

Intelligence (Int)

Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.

You apply your character's Intelligence modifier to:

* The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
* The number of skill points gained each level, though your character always gets at least 1 skill point per level.
* Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.

A wizard gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level.


Can somebody explain this armor?: mithral full plate of speed


"" wrote:

Dex 20

Greater Two-Weapon Fighting
Belt of physical perfection +2

So now you can select the feats without the base requisite thanks magic items, or Jason lowered the requisite of TWF (14, 16, 18).


I think that this rule needs a change to be like the abilities one. 1's not is a always fail and a natural 20 not a always success.


Daron Farina wrote:

I seriously considered what there was in core to offer Eldritch Knight. I have to agree it's sort of lacking. AC will tend to be low, and to hit bonus will suffer a lot (fighters will have about +5 more to hit by 12th level and 5-6 more AC).

Here's an idea I've been mulling around. Note that if you follow the fighter's progression assuming entry with Wizard 5/Fighter 1 you'll see the pattern.

1: Channel 1/day (as for spellsword)
2: 10% ignore arcane spell failure
3: Channel 2/day
4: Weapon training (as fighters)
5: Channel 3/day
6: 20% ignore arcane spell failure
7: Channel 4/day
8: Weapon training
9: Channel 5/day
10: Spell critical

Same casting progression, saves and all that.

In the grand scheme of things, I don't think Diverse Training offers much. I can't find anything that has prerequisites of raw wizard or sorceror levels, and I have mixed feelings on access to fighter-only feats.

If we wanted to go a very spellsword direction...

Change the requirements to include Weapon Focus (any martial weapon)

1: Channel 1/day, weapon specialization
2: 10% ignore arcane spell failure
3: Channel 2/day
4: Weapon training
5: Channel 3/day
6: 20% ignore arcane spell failure
7: Channel 4/day
8: Weapon training
9: Channel 5/day
10: Spell critical

[u]Weapon Specialization[/u]: Gain Weapon Specialization with the martial weapon you chose with Weapon Focus, channeling can only be performed with this type of weapon.

This is a great idea, and the requirement of Weapon focus is fine.


Purple Dragon Knight wrote:

For full attack as part of a move, with a min 5ft step between each attack, please consider the one and only "Dervish" PrC from complete warrior... it's a two-weapon fighter's wet dream (due to the blood from his enemies, kinda wet... I meant... gettitouttathegutter you sickos!)

:)

Fighter 5 / Dervish 10 / Tempest 5 IS the two-weapon fighter's wet dream. Scimitar + Improved critical = Blood. =D


wspatterson wrote:

Hi,

If someone has the two weapon fighting feat, does he have to use a full attack to be able to attack with both weapons? Or is it just a standard action.
Thanks.

Still need to use the full attack to use the first attack of each hand.


MAGIC ITEM CREATION
To create magic items, spellcasters use special feats, which
allow them to invest time and money into an item’s creation.
At the end of this process, the spellcaster must make a single
skill check (usually Spellcraft, but sometimes other skills) to
f inish the item. If an item type has multiple possible skills,
you choose which skill to make the check with. The DC to
create a magic item is 5 + the listed minimum caster level
for the item
. Failing this check means that the item does not
function and the materials and time are wasted. Failing this
check by 5 or more results in a cursed item (see Cursed Items
for more information).

Only a 5+minimum caster level??? Any wizard with half a brain will be able to complete any magical item.


Why only the Loremaster has spells known every level that he gain, and the others PrC don't. It's a big difference between the sorcerer and bard against the wizard, because he can learn every spell from scrolls.


Why the arcane trickster have a good will save and a +1 spellcaster level and no the Eldritch Knight?


Bladesinger wrote:

I have always loved the idea of a Fighter / Mage type character, but was left a little flat with the Eldritch Knight in 3.5. Paizo has done a great job in revitializing it, but it still has too many dead levels. On another thread, a poster Majuba suggested these new requirements to enter the Prestige Class :

Base Attack Bonus : +4
Spells : Must be able to Cast 2nd Level Arcane Spells
Special : Must be proficient with All Martial Weapons

I think these requirements are much better, allowing a fighter 3 / Wizard 3 or sorcerer 4 progression to qualify.

Now, as for the dead levels, here are my suggestions :

Arcane Aegis ( Su ) : At 2nd Level, any time the Eldritch Knight casts an Abjuration Spell that grants an Armor or Shield Bonus to AC, he can increase the value of the Bonus by +1. This Bonus increases every 2 Levels ( +2 at 4th Level, +3 at 6th Level, +4 at 8th Level and finally +5 at 10th Level. ).

Arcane Smite : At 4th Level, an Eldritch Knight can use a Standard Action to cast any Touch Spell he knows and can deliver the Spell through his weapon with a melee attack. Casting a Spell in this manner does not provoke an Attack of Opportunity. The Spell must have a Casting Time of 1 Standard Action or less. If the melee attack is successful, the attack deals Damage normally, then the effect of the Spell is resolved. Doing so discharges the Spell at the end of the Round, in the case of a Touch Spell that would otherwise last longer than 1 Round.

Extended Aegis ( Su ) : At 6th Level, the Eldritch Knight doubles the Duration of any Abjuration Spell that grants an Armor or Shield Bonus to AC, as if he applied the Extend Spell Metamagic Feat to them ( but without any change in Level or Casting time ).

Swift Aegis ( Su ) : Beginning at 8th Level, the Eldritch Knight can cast any Abjuration Spell that grants an Armor or Shield Bonus to AC as a Swift Action, as if he had applied the Quicken Spell Metamagic Feat to them ( but without any change in level ). The Maximum Level of Spell you can Quicken in...

Well somebody starts to think about the EK. I'd like the abilities for the dead levels. He reminds me the spellsword, but the arcane smite only works with touch spells.


The Wraith wrote:

Also, as Kae Yoss noted in another post, the number of total spell levels a Sorcerer has is still superior to the number of total spell levels a Wizard has.

Sorcerer = 6+12+18+24+30+36+42+48+54= 270 spell levels
Wizard = 14+10+15+16+25+30+35+40+45= 230 spell levels

I don't understand this formula, can explain it better?

The Wraith wrote:
The only thing that bothers me is that the Universalist gains the same number of spells than a Specialist...

The specialist should gain 1/4 of his caster level for the 1st spell level, and the universalist any bonus spell.


In 3.5 a universalist only have 4 spells per orb level, only the specialist has 1 slot more.

So a 20 lvl wizard in Prpg have 14/5/5/5/5/5/5/5/5 spell slots. Why should i play a Sorcerer?


Majuba wrote:
guille f wrote:
A Wiz 5 / Fig 1 / EK 9 (it's the minimal lvl req) will have a 20% Xp (or 40% if you don't have as prefered class a Fig, Wiz or EK) penalize if you continue lvling.

Hi guille!

XP penalties do not exist anymore under Pathfinder RPG - no problem there. Also Prestige classes never invoked XP penalties.

Ok, that change everything, thank you for the info.

Where in the Beta release is that statement?


hogarth wrote:
guille f wrote:
I think that the new EK needs a few class features to go in parallel with the other two classes, perhaps a fusion with the spellsword (Complete Warrior page 79-80)?

15th level Fighter: Look at me! I have a +4 to my AC from my Armor Mastery ability!

15th level Eldritch Knight: Sorry, I didn't hear you. I was too busy casting awesome spells like Mirror Image, Blink, Greater Magic Weapon and Greater Invisibility.

What build you suppose? Fig X / Wiz Y / EK Z. And which race? Because the maximum lvl is 10 for the EK and a bad configuration of class lvls will cause a lot of trouble with the XP.

A Wiz 5 / Fig 1 / EK 9 (it's the minimal lvl req) will have a 20% Xp (or 40% if you don't have as prefered class a Fig, Wiz or EK) penalize if you continue lvling.

PD: I'd rather Bestow Curse.


In 3.5 the Eldritch Knight obtains almost full spell progression and a bonus combat feat, but the main classes (wizard and fighter) only gains combat feats for the fighter and spells and few feats for the wizard. The 3.5 EK was a good PrC to multi classing because you can be a fine fighter with a good spell repertory.

Now the EK obtain almost the same bonuses: 2 more combat feats, the same spell progression, a better HD (thank paizo) (d6 -> d10), a poor good save, diverse trining, and a lvl 10 ability that can't be used in conjunction with arcane armor feats, dodge, etc, but the fighter now obtains a +5/+4/+3/+2/+1 to BAB and damage with his weapons groups, a +4 to his AC / max dex while using armor and a bonus to will save , and the wizard gains all his school powers and abilities and bonus spells.

I think that the new EK needs a few class features to go in parallel with the other two classes, perhaps a fusion with the spellsword (Complete Warrior page 79-80)?


tumbler wrote:

As for fixing armor, mithril platemail with twilight special ability and both arcane armor training feats gets you no arcane spell failure.

Yes but AAT needs a swift action to be used, This eliminate the lvl 10 EK ability.


Eldritch Knight maybe?
Oh, but the lvl10 ability also require a swift action, then yes, nobody will take these feats.

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