Gish - multiclass from which class seems best? Eldritch Knight worth it?


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Grand Lodge

For your casting warrior, what seems to work best?

Chavilier/Mage gives a LOT of skill choices, especially with the order skill choices but little other bonuses assuming a 1-2 level dip.
Fighter/Mage or Sorc - skills suck, feats good... thats about it.
Ranger/Mage or Sorc - lot of skills and some intesting options weapon style wise if continued into the 2nd level.
Paladin/Sorc - Paladins suffer from MAD but this does give some interesting divine bloodline options.

Is Eldritch Knight worth the PrC for would be warrior casters?

Sovereign Court

Or E- None of the above (please specify)

Other- The Arcane Duelist Bard archetype.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Fact of life.. MAD is going to be an inevitable consequence of going this route... accept it.

My favored routes at this point are either Fighter/Wizard/EK or straight Magus. They would be two very different characters which have different premises and expectations.

Liberty's Edge

Well, if third party classes can be considered, perhaps the

Vanguard

from the infamous Super Genius Games just might be the perfect answer to your question :)


EK is great if you are going for more sword than spells. Yes, you get 9/10 spellcasting, but the capstone ability is off of critical hits...which means you gotta hit something.

Wizard can combine well, Sorcerer can combine well for the spells side.
Paladin, Ranger, Rogue, Fighter, heck...even Barbarian can work fantastically...what really matters is what you want to do.

If you ask 10 people on here to build the ultimate gish...you will get 12 builds.

So, other than being an optimized gish, what do you want to do?


If you're interested in battlefield control, and not a purely damage-gish build, you should take a look at Rage Prophet, built out of two levels of Barbarian and the remainder in Oracle of the Heavens. Make sure to take the curse of lame legs so that there are no penalties when exiting your rage.

The stacking of ability scores in the DC's on the spells is very powerful, and the synergy of the class features (Barbarian/Oracle) is also great. Take a look at it, it's my favourite Prestige Class.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Paladin 2/Sorcerer X/(possibly) eldritch knight X with a focus on Charisma is absolutely the best combo I've seen.

I got a character whose saves are so high he auto-passes CR-appropriate saves except for a natural 1. He even gets huge bonuses to his attack rolls when smiting (great for those melee/range spells) and is capable of healing himself small amounts of HP as a swift action.


Martial character/spellcaster/EK is better than just Martial character/spellcaster IMHO.

Without EK levels you will have a low Caster Level and BAB, you won't get a few nice things, that's true, but the Prestige Class does it better than multiclassing imo.


PathfinderEspañol wrote:

Martial character/spellcaster/EK is better than just Martial character/spellcaster IMHO.

Without EK levels you will have a low Caster Level and BAB, you won't get a few nice things, that's true, but the Prestige Class does it better than multiclassing imo.

Yes, you're on target here. The Eldritch knight is intended to allow for something like the old Fighter/Magic user that isn't totally gimped (a Fighter/Wizard would have level 10 casting, BAB+15, which most consider gimped. The F-2, EK-10, Wizard-8 has level 17 casting and BAB16, which some people still consider gimpy).

The Mystic theurge fills a similar role for the Cleric/Magic user and the Arcane trickster for the old school mage/thief. The arcane archer harkens back to the old Ranger/Magic User.
In general 1/2 a caster + 1/2 another class doesn't equal 1 caster or 1 other class. About 2/3 a caster + 2/3 another class appears to though. The prestige classes let you make characters close to that 2nd equation.


Helaman wrote:

For your casting warrior, what seems to work best?

Cleric.


For a melee Fighter/Wizard I prefer Fighter 4/Wizard 6/EK 10 which gives you a BAB of 17 and a caster level of 15 (8th level spells). Yes you are giving up 9th level spells, but if you really wanted to concentrate on casting spells, you should just play a strait wizard. If you want to fight AND cast spells, you need to take some Figher (or other combat class) levels.

I usually suggest taking Fighter at 1st level. More HPs are good at 1st level and you are a melee Fighter. Then Wizard twice, then another level of Fighter to shore up your melee skills (1d10 HP, +1 BAB and 1 combat feat). Then 3 levels of Wizard to get you into EK. EK to level 17 where you get your Spell Critical Capstone ability (3 levels before base classes get their capstones). Then either Wizard/Fighter 2 or Fighter/Wizard/Fighter, either way you get your 4th attack at 19th level (if you play that high).

This again assume that you are running up to fight and not just sitting back and casting, because, again, if you are going to sit back and cast, why didn't you just make a strait Wizard?


Lord Twig wrote:

For a melee Fighter/Wizard I prefer Fighter 4/Wizard 6/EK 10 which gives you a BAB of 17 and a caster level of 15 (8th level spells). Yes you are giving up 9th level spells, but if you really wanted to concentrate on casting spells, you should just play a strait wizard. If you want to fight AND cast spells, you need to take some Figher (or other combat class) levels.

I usually suggest taking Fighter at 1st level. More HPs are good at 1st level and you are a melee Fighter. Then Wizard twice, then another level of Fighter to shore up your melee skills (1d10 HP, +1 BAB and 1 combat feat). Then 3 levels of Wizard to get you into EK. EK to level 17 where you get your Spell Critical Capstone ability (3 levels before base classes get their capstones). Then either Wizard/Fighter 2 or Fighter/Wizard/Fighter, either way you get your 4th attack at 19th level (if you play that high).

This again assume that you are running up to fight and not just sitting back and casting, because, again, if you are going to sit back and cast, why didn't you just make a strait Wizard?

EK has a fair bit of flexibility allowing you to trade just how much of a fighter vs how much of a mage you want to be. Mystic theurge lets you trade off the same way. This is a good thing in my estimation. Unfortunately, there's no melee prestige class that's like the arcane archer (10 BAB, 7 caster levels) to give you a fighter/mage with less mage :-)


If I am correct, ray spells can also trigger the spell critical. Trying to do it with weapons seems a waste.

Throw a contagious flame with improved critical (ray), and if it crits, throw another free contagious flame at the same target.


How many rays are you going to be able to cast? Plus even with improved crit you are only getting a crit 10% of the time, and that assumes you always confirm. With a scimitar or rapier and improved crit you threaten a crit 30% of the time and can get up to 5 attacks a round.


I'm particularly fond of Still spell for the Eldritch Knight -- after all you have plenty to do with your swift actions -- why spend two more feats and the action to do something you can do with one feat and no swift action?

As for action economy -- If it's a round I want to cast a quickened spell on I don't use arcane strike -- if I critical on said round I use a different spell then the one I was going to cast (the one I had prepared with quicken spell), probably of higher level. If I don't critical then I use the spell I have ready with the quicken spell feat.

If I'm not planning on quickening a spell that round I use arcane strike -- if I critical I just be glad that the extra damage from arcane strike is multiplied on the critical hit.

As for class combinations I like:

Witch/fighter -- I like having heal, I like having righteous might and I like having means to do stuff on a regular basis that isn't a spell and helps me hit more often.

Wizard/fighter -- The wizard bonus feats are nice and the spell list is good.

Bard/Dragon Disciple -- the bonuses have good synergy -- the buffs help with hitting. Light armor is nice if not perfect (though you might want to grab armor training as a trait so you can use a mithral breastplate with no penalty) and the shield use and natural armor help with your AC (of course). Several of the bard spells have good combat applications too.

Witch(or wizard) / Ranger -- it sounds odd I know but a few levels in ranger can get you bonus feats without needing to have great scores (it's a nice way to pick up precise shot for rays) and gives better saves/skills than the fighter. Some of the Archtypes work really well with this.

For eldritch knights I like having Familiars -- their HP doesn't suffer as much as it would for a normal caster, they get your better BAB and can be used as squires to hand you scrolls, potions, wands and the like without eating up your actions.

Witch works well with either the transformation patron or the one with divine favor and righteous might.

Grand Lodge

Fighter type/witch/ek is actually quite fun. It's almost like the fighter/cleric/wizard of old. Really versatile.

As far as what fighter type to pick, unless one is a sorcerer, any of the fighty classes works fine. For sorcerers, paladin obviously has the best synergy.

If you wanna make a gish, EK is a must. Even if you using it as a filler class for the dragon disciple or arcan archer. Course if you not doing those two types of gish, then EK is pretty much the only game in town.

As for needing 4 levels of fighter...umm no and NO. Your giving up spell progression for +1 to hit and on average 4 hit points and some pretty minor class abilities. Hell I would almost say that you should for a generic gish do fighty 1/caster 5/EK 10/caster 3/fighty 1. That is to say get EK ASAP. Then get the last level of fighty for the 4th attack.

Grand Lodge

I notice there are no suggestions to use Chavilier... spotted a few other APG suggestions but none from the Chavilier


Cold Napalm wrote:

Fighter type/witch/ek is actually quite fun. It's almost like the fighter/cleric/wizard of old. Really versatile.

As far as what fighter type to pick, unless one is a sorcerer, any of the fighty classes works fine. For sorcerers, paladin obviously has the best synergy.

If you wanna make a gish, EK is a must. Even if you using it as a filler class for the dragon disciple or arcan archer. Course if you not doing those two types of gish, then EK is pretty much the only game in town.

As for needing 4 levels of fighter...umm no and NO. Your giving up spell progression for +1 to hit and on average 4 hit points and some pretty minor class abilities. Hell I would almost say that you should for a generic gish do fighty 1/caster 5/EK 10/caster 3/fighty 1. That is to say get EK ASAP. Then get the last level of fighty for the 4th attack.

Hmm..I might have to accelerate my internal approval process on the witch. A viable cleric/fighter/magic user is something some of my players have been hankering for, for some time.


I really want to try playing a witch/ek. However, I just can't figure out in practice how you get to high level as a semi-front line class without the defenses you get from sorceror/wizard spells - i.e. shield and mirror image.

I am currently playing a Paladin2/Sorcerer6/Eldritch Knight 7 near the end of one of the adventure paths. At this level, I don't need shield/mirror image/swift lay on hands from paladin. However, along the way, those spells/abilities were very helpful.

As far as I can tell, the witch has no defensive spells on their base list. Do you play the witch as a flying archer? Or the arcane armor training path (which I did with my current EK, and later abandoned around 14th level)? I used the shield spell to compensate for not using a shield and mirror image to compensate for other deficiencies (lower HP for one than front line classes).

The strength patron witch has an extremely offensive buff spell list (heroism, greater heroism, transformation, divine favor, and divine power). Are cures, divine favor/power and hexes worth losing the flexibility of the standard wizard list and wizard specialization bonuses (extra spell per level mainly)?


I've seen some EK's have success with the American football 'quarterback' approach---they use reach weapons with enlarge and often lunge and pack the squares in front of them with summoned monsters and other melees who try to dance appropriately to trade off giving soft cover to the EK's opponents vs keeping the lines adequately tight to discourage any melee focus fire on them. Abraham's approach of just eating the still spell on a lot of your spell preps and going the full plate without any arcane armor training or the like works nicely also, and really reduces the pressure on your swift actions. You could go the QB route and use your healing occasionally to prevent the designated victim from dying every now and then (very very situational until you get heal, which is pretty much the only generally useful combat heal in pathfinder or any of the 3.x editions). The problem with the QB though is there's no reach weapon I'm aware of with a good crit range, which makes it harder to get spell critical going (usually want a falchion or the like to make that work), so you'd have to settle for only 15' range. 25' reach is a lot nicer---it's like having a nicely protected pocket to lay the smackdown with your polearm of choice.


Jon Otaguro 428 wrote:

I really want to try playing a witch/ek. However, I just can't figure out in practice how you get to high level as a semi-front line class without the defenses you get from sorceror/wizard spells - i.e. shield and mirror image.

I am currently playing a Paladin2/Sorcerer6/Eldritch Knight 7 near the end of one of the adventure paths. At this level, I don't need shield/mirror image/swift lay on hands from paladin. However, along the way, those spells/abilities were very helpful.

As far as I can tell, the witch has no defensive spells on their base list. Do you play the witch as a flying archer? Or the arcane armor training path (which I did with my current EK, and later abandoned around 14th level)? I used the shield spell to compensate for not using a shield and mirror image to compensate for other deficiencies (lower HP for one than front line classes).

The strength patron witch has an extremely offensive buff spell list (heroism, greater heroism, transformation, divine favor, and divine power). Are cures, divine favor/power and hexes worth losing the flexibility of the standard wizard list and wizard specialization bonuses (extra spell per level mainly)?

*Sigh*

Shield as a spell isn't needed when you are casting in full plate with any sort of shield you want to use -- or just the full plate alone.

Still spell -- trust me on this -- even if you don't use a shield you still get plenty of AC to go with the few defensive spells you do get -- also keeping all of your HP isn't quite as much of a worry when you get the healing spells too.

Honestly though I would have a slight tweak on the normal build if you have access to the pathfinder companion: Seeker of Secrets.

Witch 5/Fighter 1/ EK x/ Pathfinder savant 2~4ish/EK x/ fighter 0~1

Get yourself some of the spells you feel you are lacking.

Just remember that at most levels mirror image isn't really going to help you... past level 13 true seeing becomes rather common (which means mirror image loses completely).

Don't worry to hard on getting a good Dex. In full plate it doesn't matter as much and with the ray spells you have (I would suggest reach spell is a good choice for a metamagic feat) and BAB you do have you don't really need that much Dex.

Grand Lodge

Helaman wrote:
I notice there are no suggestions to use Chavilier... spotted a few other APG suggestions but none from the Chavilier

Well cavalier can be okay if you have a teamwork feat that you like. Actually they are great if there is a teamwork feat you like as you can give it to everyone else in the party to make sure you can use it...well once per day anyways.

Grand Lodge

Jon Otaguro 428 wrote:

I really want to try playing a witch/ek. However, I just can't figure out in practice how you get to high level as a semi-front line class without the defenses you get from sorceror/wizard spells - i.e. shield and mirror image.

If you really want mirror image, there is a patron that grants that. However, you don't need it as much when you have healing spells and vampiric touch. Just block with your face.


EWHM wrote:
I've seen some EK's have success with the American football 'quarterback' approach---they use reach weapons with enlarge and often lunge and pack the squares in front of them with summoned monsters and other melees who try to dance appropriately to trade off giving soft cover to the EK's opponents vs keeping the lines adequately tight to discourage any melee focus fire on them. Abraham's approach of just eating the still spell on a lot of your spell preps and going the full plate without any arcane armor training or the like works nicely also, and really reduces the pressure on your swift actions. You could go the QB route and use your healing occasionally to prevent the designated victim from dying every now and then (very very situational until you get heal, which is pretty much the only generally useful combat heal in pathfinder or any of the 3.x editions). The problem with the QB though is there's no reach weapon I'm aware of with a good crit range, which makes it harder to get spell critical going (usually want a falchion or the like to make that work), so you'd have to settle for only 15' range. 25' reach is a lot nicer---it's like having a nicely protected pocket to lay the smackdown with your polearm of choice.

The EK in my campaign uses reach weapons successfully, he can also polymorph in dire animals, dealing ridiculous ammounts of damage per round.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Helaman wrote:
I notice there are no suggestions to use Chavilier... spotted a few other APG suggestions but none from the Chavilier

That's because the Cavalier is a pretty specialised pony. Multiclass away from it and you pretty much windup with unrealised potential. Where as the Fighter is by it's nature far more mutable and flexible in concept.

If you're looking for a "mounted gish" character going fighter/wizard for the EK build is generally a better choice.


I'm currently in a campaign where I am playing a Fighter 1/Wizard (Diviner-foresight subschool) 5/Eldritch Knight 10, and it is awesome.

The rest of the party is Fighter (2hander archetype) 16, Monk (of the 4winds archetype) 16, Cleric (Freedom and Fate domains) 16, and Wizard (Necromancer - Life subschool) 16.

I cannot hit as hard as the fighter or the monk.
My MAD prevented me from jacking my intelligence like the pure wizard, so my saves are not that tough to beat and beating SR is by no means guaranteed.

But man, is it ever a fun build. Just as Umbral Reaver suggested previously up-thread, I am getting So. Much. Mileage. out of scorching ray and contagious flame. Improved Critical (Ray) affords that 10% crit chance, and Critical Focus grants a +4 to confirm on them, which are ranged touch attacks. If I'm too far away to be swinging my elven curve blade, I toss out a stilled scorching ray. 3 attack rolls, 3 chances to crit, 1 standard action. If one of them crits, I still have that swift action to burn on spell critical and do it again.

We threw down against 4 giants last time and in one round in particular, I was adjacent to one of the giants. I swung with my sword, intending to full attack but the initial attack was a crit. I believe it's still legal to declare a full attack, but then amend your action before rolling the iterative attacks (we played it that way, regardless) I then burned my swift action to cast a stilled contagious flame, one ray of which also critted. At this point, I forfeited my remaining iterative attacks to cast a stilled scorching ray, which also crit but I was out of actions to burn on more uses of spell critical =(

I made 8 attack rolls that round, and 7 of them were ranged touch attacks. And with sickening critical, I debuffed 2 of the four giants (too bad sickened + sickend does not = nauseated) while laying down a satisfying amount of damage.
It. Was. Awesome.

And I cannot wait to walk up to the BBEG, hit him with my sword, sicken him, and then pop him with a dimensional anchor so he can't get away.

I'm pretty sure that this build wouldn't be nearly as fun if we didn't start the campaign at level 15 (low levels of Eldritch Knight do not seem to shine on paper), but it is loads of fun now. And effective.

Highly recommended if you play to the EK's strengths - and focusing on spells that allow for attack rolls and the critical feats is proving to be very rewarding in my experience.

Dark Archive

For my mileage, Pally 5/Sorc 2/Arcane Archer X does the trick best. Awesome spells, arcane archer is actually pretty good, 3d6 healings on self as swift action, and the ability to wand lots of great spells. Not the highest of caster level, but some nice buffs can be had, and you'll never feel underpowered. Far better a fighting type; and having saves go through the roof is a nice bonus. Go halfling, Dex and Cha bonuses.

Dark Archive

For my mileage, Pally 5/Sorc 2/Arcane Archer X does the trick best. Awesome spells, arcane archer is actually pretty good, 3d6 healings on self as swift action, and the ability to wand lots of great spells. Not the highest of caster level, but some nice buffs can be had, and you'll never feel underpowered. Far better a fighting type; and having saves go through the roof is a nice bonus. Go halfling, Dex and Cha bonuses.

Str: 13 (7)
Int: 7 (-4)
Wis: 7 (-4)
Dex: 18
Con: 11
Chr: 18

Feats: point blank, precise, rapid, deadly aim, multishot (standard archer fare).

You can argue Pal 3 / Fighter 2 to get feats online faster; better short term, worse long term.


Arcane archer requirement is elf or half elf race. So no halfling AAs


Jon Otaguro 428 wrote:
Arcane archer requirement is elf or half elf race. So no halfling AAs

Pretty sure that has been called a copy&paste error........

numerous times.....

I am sure a link fairy will appear soon to deal with that.

I am thinking witch/magus/EK for my build.....


I love how people on these boards love to say that it's a copy paste error. If that's the case, why wasn't it fixed in the last errata.


James Jacobs (Creative Director), Wed, Nov 25, 2009, 08:17 PM Flag | List | FAQ | Reply

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1 person marked this as FAQ candidate

Shuriken Nekogami wrote:
are you still planning on removing the "Elf only" requirement on the arcane archer? i beleive it was copy/paste error? no other race gets a prestige class to themselves. and it would save the issues of building variants. what if some guy in a strictly R.A.W. campaign wanted a human, halfling, or even dwarven Arcane Archer? it actually sounds like a good idea. i never liked the "Racial" restriction on prestige classes. (or on any classes in general) Something i didn't like on WoW. No Blood Elf druids, Tauren Paladins or Dwarven Shamans. something i would find interesting. please remove that holdover.

Yes. It wasn't a copy/paste error; it was an intentional choice in 3rd edition to present an elf-only class. And a dwarf-only class. Personally, since you can't change race once you start to play, I think that having a race be a prerequisite for a prestige class is TERRIBLY limiting and not good for the game.

Removing the Elf Only requirement is a great example of errata, actually. It's an easy fix.


The Gish I have in mind is:

Elf fighter 1/ wizard 9/EK 10

First level fighter, the next five levels as a wizard (Conjuration; teleportation subschool specialist from the advanced players guide). 10 levels of EK, then 4 more levels of wizard.

I would have high dex and int.

Use a spiked chain, with weapon finese and combat reflexes, and focus on area control spells such as:

grease, glitterdust, and tentacles.

Have a rat familiar for the +2 fort saves.


My point is that they just released an errata for the core rulebook. If this was intended as an official errata, it would be in the book. If you, the GM, want to allow it, then it's your game; but it's not RAW.


I was looking at the Conjuration, teleportation subschool and it says "as if using dimension door". If you read dimension door, it says "After using this spell, you can't take any other actions until your next turn."

This means you could use it to gain some range from opponents after attacking, but you can't use it to close and then get a full attack.

Dark Archive

Well you didn't specifically say Pathfinder only... so that being said.

20th level Duskblade from PH II

or for some serious power

Warblade 3 / Duskblade 7 / Jade Phoenix Mage 10

JPM is Tome of Battle

Feats: Arcane strike out of Complete Warrior


Jon Otaguro 428 wrote:
My point is that they just released an errata for the core rulebook. If this was intended as an official errata, it would be in the book. If you, the GM, want to allow it, then it's your game; but it's not RAW.

It keeps getting overlooked -- JJ has specifically stated that it is errata -- just one they keep missing when they go to put in the new errata.

Grand Lodge

If you allow 3.5, my fav is:

Fighter2/Wiz4/Spellsword1/Abjurant Champion3/EK10

+18 BAB and access to 9th level spells. some fairly good special abilities in spellword and abj champ too.

Otherwise when Magus comes out and is hopefully better than current state, I would go that way.

Grand Lodge

Dal Selpher wrote:
If I'm too far away to be swinging my elven curve blade, I toss out a stilled scorching ray.

ECB is a two-handed weapon. Not sure you can use with that build and still cast spells. Mine uses a single scimitar.

ahhh, never mind. you said stilled spell. either way, i prefer the scimitar and not waste the feat on still spell.


jkmorrisx1 wrote:
Dal Selpher wrote:
If I'm too far away to be swinging my elven curve blade, I toss out a stilled scorching ray.

ECB is a two-handed weapon. Not sure you can use with that build and still cast spells. Mine uses a single scimitar.

ahhh, never mind. you said stilled spell. either way, i prefer the scimitar and not waste the feat on still spell.

Yours only works if 3.5 material is available.

Grand Lodge

Abraham spalding wrote:
Yours only works if 3.5 material is available.

True, however the Core build in my mind would be:

Fighter 2/Wiz 5/EK 10/Wiz 3 (in this order)
final BAB +16 (4 iterative attacks)
access 9th level spells
key feats: arcane strike, up to great cleave, up to critical mastery, up to greater trip.

Sovereign Court

I actually like sorcerer/paladin/dragon disciple/eldritch knight for a character. It won't be crazy awesome but it has a good draconic theme and a lot of interesting tactics to it, plus a fighter feat or two.

Grand Lodge

Well my prefered 3.5 gish was fighter 1/wizard 6/spellsword 5/abjurant champion 5/EK 3. This only gave me BAB 17 and CL 16...but spell channel from spellsword was just a lot of fun. Course you kinda suck til about level 11+ so it's a really rough 1-20 build. And you kinda still suck at high levels due to lack of higer level spells unless you resort to things like spell channeling solid fog spells or AMF.

For generic PF only gish, I do fighter 1/wizard 5/EK 10/wizard 3/fighter 1. The reason I take my last level as a fighter is that it gives me 16 BAB at that level...which means I can use the fighter bonus feat to get one of those nice tasty 16 BAB req feats.

Grand Lodge

Lots of goodness, thanks folks.

For a RP intensive game where skill challenges are common I still think a Cavilier/Wizard (all those social skills and then add in the order skill and he has a skill list that rivals a rogues) is a good way to go but it seems that the flexibility and different ways you can build from a fighter just makes it very attractive indeed.

Now for the final capstone - is Arcane Armour training/mastery worth it or just go with Still Spell?


As a Paladin 2/Sorceror6/EK7, I went with Arcane Armor Training/Mastery. This route has the advantage of not adjusting all spells by 1 level (still spell) and the disadvantage that you need to use a swift action to cast without arcane spell failure.

The main issue I had with this is after getting a metamagic rod quicken, lesser - you can't cast a quickened spell without arcane spell failure going this route. Around 14th level, I decided to ditch armor and go with bracers of armor, wasting the two feats.

If you go the still spell route, you end up with a pretty large reduction in spells per day. If you make all your spells still, it's like -2 levels of spell progression and -2INT. For instance, if you are a 9th level caster with a 20 INT you have 5 1st 5 2nd 4 3rd 3 4th and 2 5th level spells. You would end up with 5 1st (non still spells that suffer from arcane spell failure), 5 1st level still spells, 4 2nd level still spells, 3 3rd level still spells and 2 4th level still spells. Obviously any long lasting buff spells (like greater magic weapon) could be cast before you put your armor on.

The other advantage of the still spell route is you can use full plate. With the arcane armor route, the best armor you can wear is mithril breastplate or celestial armor (which can work out the same or better than full plate if your dex is really high). I thought about doing this for an eldritch knight witch, because you will still be able to use all of your hexes while wearing full plate. Though, I still feel this is too high a spell tax for me.

Grand Lodge

Fullplate (iirc) is 35% spell failure. Armour Mastery takes that to 15%, and Mithril takes it down to 5% which seems ALMOST safe.

Of course getting Mithril may be a toughie in some settings or games.

Question is what is the REAL cost of a swift action... seems safe here until you need to... (insert what you think will screw over someone here)

Grand Lodge

Well mithril studded leather is 5% ASF without arcane armor training. That's what I generally use for my PF gish character. In 3.5 games, I used mithril breastplates.


Cold Napalm wrote:
Well mithril studded leather is 5% ASF without arcane armor training. That's what I generally use for my PF gish character. In 3.5 games, I used mithril breastplates.

From the PRD:

Quote:
Items not primarily of metal are not meaningfully affected by being partially made of mithral.

I don't think Studded Leather can benefit from Mithral :(


Helaman wrote:
Now for the final capstone - is Arcane Armour training/mastery worth it or just go with Still Spell?

I prefer just going with Still Spell if you're going with Eldritch Knight, simply due to the action economy. If you don't have stilled spells prepared, you can't full attack and use your spell critical capstone ability as reliably. Arcane Armor Training/Mastery takes a swift action to use, Spell Critical take a swift action to use.

With Still Spell, you don't have to worry about ASF at all in this regard.

YMMV


Helaman wrote:
Now for the final capstone - is Arcane Armour training/mastery worth it or just go with Still Spell?

For a prepared caster still spell is the better choice.

AAT/M:
Two feats
Eats up a Swift action
Doesn't help beyond 20%
Doesn't free up your hands

Still spell
One feat
Eats up a spell level -- for most spells
Doesn't need to be used on all day buffs
Eliminates ASF
Allows free use of the hands
Doesn't need a swift action

For a sorcerer AAT/M might be the better choice.

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